Clerics as they are don't really work with how I run my games. The whole Holy Roman Empire default is incongruous, and the OSR take with a mad hermit serving a Weird Old God is the kind of thing I want my players to become through play rather than through character creation.
So this is how I'm doing Clerics now - a "wise wanderer" kinda deal, inspired by lots of different cultures' folk practices and mystic superstition instead of Organised Religion. Better fit for a freelancing peasant-class party anyway
d8 HD, normal cleric saves and XP, no armour or shields (wis bonus to AC)
Wandering wise folk - proficiency in 1 fairly useful but uncommon trade skill, plus the relevant tools (your only possessions other than bits for spells):
butchery and animal husbandry, woodworking or other craft, fortune telling, puppetry/music/poetry performance, minor medicine, rites (weddings, funerals, namings), etc.
Third eye - can see the ghosts and spirits that exist all around us, can also see undead as they were in life
Charms and talismans - Can make one per level, give to anyone to bestow +1 to a save or give general protection (bless this house, guide this person home, etc.)
"Spells" - done as 10 min rituals only, slots = cleric level per day: minor healing, speak with dead/spirits, turn undead, cleanse poison, light, translate otherworldly language, spirit messenger, astral projection (can take others with you)
Notes and thoughts and optional bits
depending on GM's interpretation, the trade skill may be uncommon because it is forbidden or because it is sacred - the clerics might be seen as a necessary evil, bearing the burden of sinful practice, or perhaps highly learned and greater than the common folk for their knowledge
Rituals and magics are achieved through spiritual harmony, your own pure soul and/or the natural spirits around you. In practical terms, your spells take the form of:
1. Smoke from a pipe or censer
2. Imbibing spirits or teas
3. Calligraphy or pentagrams
4. Songs and poems, chants
5. Silent meditation
6. Body movement, like yoga etc
Your talismans are:
1. Paper tags with written spells
2. Etched coins
3. Wooden idols
4. Dried up herbs or lizards etc
5. Cloth poppets or bits of fabric
6. Scars or tattoos
Trinket table:
1. Gourd for wine, sadly empty
2. Old and worn wooden sandals, you never wear any other footwear
3. A jade figurine of a frog/bear etc - a child's toy for keeping bad dreams away
4. Coins from a bygone era/country that you miss or never knew
5. A token from a religion or belief system other than your own
6. An unopened letter for someone far away
7. The handle of an old and broken tool of your trade - your master's before you
8. A large sun hat
9. A bird or frog call
10. A sword you will never draw
11. An old, lame and very ornery cat
12. Gaming tiles, a niche interest but one with a cult following
Tenets of your practice. You never:
1. Go a day without bathing
2. Wear other clothes
3. Cut your hair
4. Grow your hair (carry a razor)
5. Harm an animal or eat meat
6. Lie
Asceticism - pick one (or none), break it for even a second and lose all faith:
- no weapons but your punches do d4 damage for each empty hand, +1d4 if you spend your movement
- no violence but advantage on all saves
- no sex but you can't be charmed/mind controlled/driven mad/etc
- no money but you get a d6 Luck die to add to any 1 roll per day
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