Difference between revisions of "Cleric Combat Abilities"

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| warhammer || 1-6 || both || 1 in 6 || hand-to-hand, hurled
 
| warhammer || 1-6 || both || 1 in 6 || hand-to-hand, hurled
 
|}
 
|}
With every level, clerics roll a d8 to determine their hit points. At first level, characters are presumed to have rolled an ‘8’ on the die, starting with ‘full’ hit points. Clerics also gain hit points for their [[Hit Points per Die|body mass]], which is rolled by the DM.
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With every level, [[Cleric (class)|clerics]] roll a d8 to determine their hit points. At first level, characters are presumed to have rolled an ‘8’ on the die, starting with ‘full’ hit points. Clerics also gain hit points for their [[Hit Points per Die|body mass]], which is rolled by the DM.
  
Clerics are able to wear any type of armor, including helmets and gauntlets.
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Clerics have not dedicated long hours to detailed combat training and are limited to weapons that are neither edged nor designed for stabbing.  Clerics are able to wear any type of [[Armor List|armor]], including [[Helmet|helmets]] and gauntlets.
  
Clerics begin with two weapon proficiencies. A new weapon proficiency is gained for every four levels above 1st.
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Clerics begin with two [[Weapon Proficiencies|weapon proficiencies]]. A new weapon proficiency is gained for every fourth level after 1st: at 5th level, 9th level, 13th level and so on.  The penalty for using a non-proficient weapon is -3 [[Roll to Hit|to hit]].
  
As Clerics have not dedicated long hours to detailed combat training, however, they are limited to weapons that are neither edged nor designed for stabbing. Following is a complete list of weapons which a cleric may use:
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The table below gives ranges for the cleric's missile weapons.  Weapons thrown or fired at point blank range are +1 to hit. There is no adjustment at short range.  Medium range gives a -2 penalty, while long range gives a -5 penalty.
  
For additional notes regarding these weapons, see the Weapons List.
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{| class="wikitable" style="float:left; margin-right: 15px; background-color:#f2e3d4;"
 
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|+ Missile Range in Combat Hexes
Bolas are designed so that if thrown at humanoids, on an adjusted 20, the balls and rope will wrap around arms and legs; the creature so struck must make save vs. petrification or be helpless; otherwise the creature will be able to free itself in 2-5 rounds.
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! Weapon !! Point Blank !! Short !! Medium !! Long
 
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|-
For missile weapons, thrown and hurl ranges are given below, in hexes:
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| club || 2 || 3-5 || 6-7 || 8-9
 
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|-
See Cleric
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| dagger || 2 || 3-5 || 6-9 || 10-12
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|-
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| dart || 2 || 3-5 || 6-10 || 11-15
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|-
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| javelin || 2 || 3-9 || 10-18 || 19-27
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|-
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| sling || — || 2-13 || 14-25 || 26-37
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|-
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| spear || 2 || 3-6 || 7-12 || 13-18
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|}
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[[Category:Placeholder]]

Revision as of 17:16, 22 March 2020

Weapons Available to Assassins
Weapon Damage # of Hands Break Chance Attack Form
bola 1-4 both 1 in 6 hurled
bo stick 2-5 both 1 in 8 hand-to-hand
club 1-6 one 1 in 4 hand-to-hand, hurled
flail 2-7 one 1 in 8 hand-to-hand
godentag 2-8 one 1 in 4 hand-to-hand
jo stick 1-4 both 1 in 10 hand-to-hand
mace 2-7 both 1 in 6 hand-to-hand
morning star 2-8 both 1 in 8 hand-to-hand
quarterstaff 1-6 both 1 in 6 hand-to-hand
sling 1-4 both 1 in 6 hurled
staff sling 1-4 both 1 in 6 hurled
warhammer 1-6 both 1 in 6 hand-to-hand, hurled

With every level, clerics roll a d8 to determine their hit points. At first level, characters are presumed to have rolled an ‘8’ on the die, starting with ‘full’ hit points. Clerics also gain hit points for their body mass, which is rolled by the DM.

Clerics have not dedicated long hours to detailed combat training and are limited to weapons that are neither edged nor designed for stabbing. Clerics are able to wear any type of armor, including helmets and gauntlets.

Clerics begin with two weapon proficiencies. A new weapon proficiency is gained for every fourth level after 1st: at 5th level, 9th level, 13th level and so on. The penalty for using a non-proficient weapon is -3 to hit.

The table below gives ranges for the cleric's missile weapons. Weapons thrown or fired at point blank range are +1 to hit. There is no adjustment at short range. Medium range gives a -2 penalty, while long range gives a -5 penalty.

Missile Range in Combat Hexes
Weapon Point Blank Short Medium Long
club 2 3-5 6-7 8-9
dagger 2 3-5 6-9 10-12
dart 2 3-5 6-10 11-15
javelin 2 3-9 10-18 19-27
sling 2-13 14-25 26-37
spear 2 3-6 7-12 13-18