Hundred Dungeons: The Cleric

Previous Hundred Dungeons posts:

  1. Introducing Hundred Dungeons

  2. The Wild (wilderness exploration)

  3. The Dark (dungeon exploration)

  4. Combat

  5. Recuperation (resting and downtime)

  6. Gear, Tools, and Containers

The challenge of the cleric in Hundred Dungeons is that it’s so popular in fifth edition. I’m working hard to maintain what we all love about the cleric in the exploits below, while also accomplishing our design goals for the new game:

  • Simplify in-game decision points

  • Condense the 20 levels down to 10 that cover a similar spread of power

  • Work in more “always on” features

  • Balance the pillars (which means removing some combat stuff and replacing it with features that showcase exploration and social activity)

Let’s see how we do!

CLERIC

Petitioners of the gods, faithful devotees who mediate between mortals and the cosmic realms, clerics live their faith by becoming emissaries of a grand design. Some seek to heal the world, others to break it in service to their ideals.

Whether humble caretakers, noble philosophers, or soldiers armed for holy war, clerics rise to become the image of that which they serve.

Ability Increase: Wisdom

Skills: Discern Motive, Persuasion, Rites and Cosmology, Simple Weapons, Simple Armor, Martial Armor, Shields

…and one skill of your making

Hit Dice: d8

Starting Hit Points: 8 + Constitution score

Starting Gear:

  • Backpack

  • Pouch

  • Candles (bundle of 8)

  • Mace or quarterstaff

  • Leather plate

  • 10 silver

EXPLOITS

REBUKE

Level 1

When you gain this exploit, choose aberrations, celestials, elementals, fey, fiends, or undead.

As a Combat action, you rebuke the enemies of your deity. Each creature of the chosen type within 30 feet that can see or hear you rolls Charisma at 10 + double your renown or is incapacitated for 1 minute. While incapacitated, the creature is frightened of you and on its turn must use all its movement to get as far from you as possible. If it can’t escape further, it drops prone. Replenish this exploit after you finish a short or long rest.

SPELLCASTING

Level 1

Gain two cantrips and three level 1 spells from the list of Cleric Spells. You can cast your cantrips without expending them. Your level 1-9 spells replenish when you take a long rest, at the end of which you may spend 1 hour in petition to switch some of your spells for other spells on the Cleric Spell list. The number of spells you can switch equals your renown. Your spellcasting ability for these spells is Wisdom.

In addition to specific spells you gain through your exploits, you gain two new spells each at levels 2-7. You gain one spell each at levels 8 and 9.

DOMAIN

Levels 2, 4, 5, 6, & 9

Choose Dawn, Forge, Pestilence, or Truth. Your Domain grants unique exploits at levels 2, 4, 5, 6, and 9.

Dawn, Level 2: Cleric spells you cast with an area effect dispel magical darkness within that space. You learn the spell aid.

Dawn, Level 4: Your weapon attacks inflict 1d8 extra radiant damage. You learn the spell death ward.

Dawn, Level 5: You learn the spell dawn.

Dawn, Level 6: You learn the spell heal.

Dawn, Level 9: When you inflict radiant damage on a creature, it must roll Constitution at 10 + double your renown or be blinded until the start of your next turn.

Forge, Level 2: You gain the skills Martial Weapons and Heavy Armor. You learn the spell spiritual weapon.

Forge, Level 4: Your weapon attacks are magical, and inflict 1d8 extra damage of their usual type. You learn the spell fabricate.

Forge, Level 5: You learn the spell holy weapon.

Forge, Level 6: You learn the spell blade barrier.

Forge, Level 9: You gain resistance to bludgeoning, fire, piercing, and slashing damage from nonmagical sources.

Pestilence, Level 2: You gain the skills Poisoner and Zealot’s Terror. You learn the spell ray of enfeeblement.

Pestilence, Level 4: Your weapon attacks inflict an extra d6 necrotic damage. You learn the spell blight.

Pestilence, Level 5: You learn the spell contagion.

Pestilence, Level 6: You learn the spell create undead.

Pestilence, Level 9: When you inflict necrotic damage on a beast, giant, humanoid, or plant, it must roll Constitution at 10 + double your renown or gain a level of exhaustion. It can’t gain a level of exhaustion higher than 4 this way.

Truth, Level 2: You gain the skill Detailed Inspection and one more of your making. You learn the spell enhance ability.

Truth, Level 4: Creatures’ ability rolls are weak when avoiding your divination and enchantment spells. You learn the spell arcane eye.

Truth, Level 5: You learn the spell legend lore.

Truth, Level 6: You learn the spell true seeing.

Truth, Level 9: You are immune to being charmed and can cast the spells detect magic and identify at will. They don’t count against your Total Spells.

CONSECRATE

Level 3

Concentrate for 1 minute to consecrate an area up to 60 feet in any dimension, ending other effects of consecration or desecration. For 1 hour, curses are suppressed on creatures in the area. Choose aberrations, celestials, elementals, fey, fiends, or undead. During the hour, creatures of the type you choose must roll Wisdom at 10 + double your renown or be unable to enter the consecrated area. Replenish this exploit after you finish a long rest.

DIVINE INTERVENTION

Levels 7

Spend 1 minute concentrating to petition your deity to intervene on your behalf. At the end of the minute, describe the assistance you seek, and roll Wisdom at 25. On a success, your request is granted and this exploit replenishes after 10 days. The GM chooses the nature of the intervention, often (but not limited to) the effect of a cleric spell.

On a failure, you must replenish this exploit by finishing a long rest.

VOICE OF THE GODS

Level 8

You learn the spell planar ally, and creatures summoned with it require no payment.

DIVINE PARAGON

Level 10

Your renown becomes 5. Your Divine Intervention exploit succeeds automatically with no roll required.

CLERIC SPELLS

Cantrips

  • Guidance

  • Light

  • Mending

  • Resistance

  • Spare the Dying

  • Thaumaturgy

Level 1 Spells

  • Bane

  • Bless

  • Command

  • Create or Destroy Water

  • Cure Wounds

  • Detect Evil and Good

  • Detect Magic

  • Detect Poison and Disease

  • Guiding Bolt

  • Healing Word

  • Inflict Wounds

  • Protection from Evil and Good

  • Purify Food and Drink

  • Sanctuary

  • Shield of Faith

Level 2 Spells

  • Aid

  • Augury

  • Blindness/Deafness

  • Calm Emotions

  • Continual Flame

  • Enhance Ability

  • Find Traps

  • Gentle Repose

  • Hold Person

  • Lesser Restoration

  • Locate Object

  • Prayer of Healing

  • Protection from Poison

  • Silence

  • Spiritual Weapon

  • Warding Bond

  • Zone of Truth

Level 3 Spells

  • Animate Dead

  • Beacon of Hope

  • Bestow Curse

  • Clairvoyance

  • Create Food and Water

  • Daylight

  • Dispel Magic

  • Glyph of Warding

  • Magic Circle

  • Mass Healing Word

  • Meld into Stone

  • Protection from Energy

  • Remove Curse

  • Revivify

  • Sending

  • Speak with Dead

  • Spirit Guardians

  • Tongues

  • Water Walk

Level 4 Spells

  • Banishment

  • Control Water

  • Death Ward

  • Divination

  • Freedom of Movement

  • Guardian of Faith

  • Locate Creature

  • Stone Shape

Level 5 spells

  • Commune

  • Contagion

  • Dispel Evil and Good

  • Flame Strike

  • Geas

  • Greater Restoration

  • Hallow

  • Insect Plague

  • Legend Lore

  • Mass Cure Wounds

  • Planar Binding

  • Raise Dead

  • Scrying

Level 6 Spells

  • Blade Barrier

  • Create Undead

  • Find the Path

  • Forbiddance

  • Harm

  • Heal

  • Heroes’ Feast

  • Planar Ally

  • True Seeing

  • Word of Recall

Level 7 Spells

  • Conjure Celestial

  • Divine Word

  • Etherealness

  • Fire Storm

  • Plane Shift

  • Regenerate

  • Resurrection

  • Symbol

Level 8 Spells

  • Antimagic Field

  • Control Weather

  • Earthquake

  • Holy Aura

Level 9 Spells

  • Astral Projection

  • Gate

  • Mass Heal

  • True Resurrection

NEXT TIME

We’ve blazed through the first four classes in quick succession, and very soon we’ll be hitting the fifth (and one of the most challenging): the Druid!

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

Hundred Dungeons is created and written by Graham Ward © 2023

Permission granted to copy for personal use only.

THE CLERIC


EXP Required Cleric Level Hit Dice Total Spells Exploits Trait Gained
Renown 1
+1 Wisdom
Shelter of the Faithful
1 1d8 3 Rebuke, Spellcasting
2 2 2d8 6 Domain
3 3 3d8 8 Consecrate
4 4 4d8 11 Domain
Renown 2
+1 to any ability score
Voice of Change
5 5 5d8 14 Domain
6 6 6d8 17 Domain
7 7 7d8 19 Divine Intervention
Renown 3
+1 to any ability score
Ritual Seer
8 8 8d8 21 Voice of the Gods
9 9 9d8 22 Domain
Renown 4
+1 to any ability score
Chosen of [Domain]
10 10 10d8 22 Divine Paragon