| Prime Requisite: | WIS |
| Requirements: | None |
| Hit Dice: | 1d6 |
| Maximum Level: | 14 |
Anti-clerics are the vile priests and champions of the ruinous powers of Chaos, the terrible and whispered Demon Princes, who ever seek to overthrow all order and good in Faerûn. They wield dark powers of death and terror, and may even summon up their dread patrons to bring horror and calamity to the mortal realm. Anti-clerics form and lead cults both in the wilderness and in the very heart of civilization, formed of Chaotic monsters, beastmen, and depraved or misled humans.
Anti-clerics advance in attack throws and saving throws by two points every four levels of experience. At first level, anti-clerics hit an unarmored foe (AC 0) with an attack throw of 10+. They are trained to fight using all flails, hammers, and maces, as well as bolas, darts, nets, slings, saps, and staffs, and can fight using a weapon and shield or wielding a weapon two-handed. They can wear any armor. However, anti-clerics following specific patrons may use other weapons and armor, as detailed below. Anti-clerics can use magic items usable by clerics.
Anti-clerics have the ability to control undead, just as standard Chaotic clerics.
Starting at 2nd level (Apostate), anti-clerics may cast divine spells, as standard clerics. When an anti-cleric reaches 5th level (Blasphemer), he may begin to research spells, scribe scrolls, and brew potions as a cleric. At 9th level (Evil High Priest), he is able to create more powerful magic items such as weapons, rings, and staffs. At 11th level, an anti-cleric may learn and cast ritual spells of great power (6th and 7th level), and craft magical constructs such as golems and animated statues, as well as create necromantic servants or become undead.
Anti-clerics must be Chaotic. They must obey their demonic patrons, and further their evil and profane causes—and the cause of Chaos in general—in Faerûn. This involves despicable and vile acts. However, anti-clerics are not required to be foolish or incautious, and many are terrifyingly patient, infiltrating the halls of power or other, Lawful faiths.
Because of their dark soul, the grim embrace of death holds special perils for anti-clerics. Whenever a deceased anti-cleric rolls on the Tampering With Mortality table, he suffers a penalty on the 1d20 roll of -1 per level of experience. Their demonic patrons are ever waiting to claim the anti-clerics' souls.
Starting at 5th level (Blasphemer), exposure to chthonic horrors and demonic powers has rendered the anti-cleric fearless. He is unaffected by either magical or mundane fear, including spells.
Starting at 9th level (Evil High Priest), the anti-cleric's evil influence grants a +2 bonus to reaction rolls when encountering intelligent chaotic monsters (including beastmen). Intelligent chaotic monsters suffer a -2 penalty to saving throws against any charm spells cast by the anti-cleric.
Upon attaining 9th level (Evil High Priest), an anti-cleric may establish or build a dark temple. So long as the anti-cleric is currently in favor with his cult, he may buy or build his dark temple at half the normal price due to the help of fervent worshippers. Once a dark temple is established, the anti-cleric's reputation will spread and he will attract 5d6×10 0th level soldiers armed with various weapons, plus another 1d6 anti-clerics of 1st – 3rd level of the same religion to serve the temple. They are completely loyal (morale +4). While in the anti-cleric's service, his followers must be provided food and lodging, but need not be paid wages. The Judge determines which proportions of followers are archers, infantry, etc.
Anti-Cleric Proficiency List: Apostasy, Battle Magic, Beast Friendship, Combat Trickery (force back, overrun, sunder), Command, Contemplation, Diplomacy, Divine Blessing, Divine Health, Fighting Style, Healing, Intimidation, Kin-slaying, Knowledge (history), Laying on Hands, Leadership, Loremastery, Magical Engineering, Martial Training, Prestidigitation, Profession (torturer), Prophecy, Quiet Magic, Sensing Power, Theology, Unflappable Casting, Weapon Focus
| Spell Progression | ||||||||
|---|---|---|---|---|---|---|---|---|
| Experience | Title | Level | Hit Dice | 1 | 2 | 3 | 4 | 5 |
| 0 | Heretic | 1 | 1d6 | — | — | — | — | — |
| 1,500 | Apostate | 2 | 2d6 | 1 | — | — | — | — |
| 3,000 | Godless | 3 | 3d6 | 2 | — | — | — | — |
| 6,000 | Infidel | 4 | 4d6 | 2 | 1 | — | — | — |
| 12,000 | Blasphemer | 5 | 5d6 | 2 | 2 | — | — | — |
| 24,000 | Diabolist | 6 | 6d6 | 2 | 2 | 1 | 1 | — |
| 50,000 | Demonthrall | 7 | 7d6 | 2 | 2 | 2 | 1 | 1 |
| 100,000 | Demonbinder | 8 | 8d6 | 3 | 3 | 2 | 2 | 1 |
| 200,000 | Evil High Priest | 9 | 9d6 | 3 | 3 | 3 | 2 | 2 |
| 300,000 | Evil High Priest, 10th level | 10 | 9d6+1* | 4 | 4 | 3 | 3 | 2 |
| 400,000 | Evil High Priest, 11th level | 11 | 9d6+2* | 4 | 4 | 4 | 3 | 3 |
| 500,000 | Evil High Priest, 12th level | 12 | 9d6+3* | 5 | 5 | 4 | 4 | 3 |
| 600,000 | Evil High Priest, 13th level | 13 | 9d6+4* | 5 | 5 | 5 | 4 | 3 |
| 700,000 | Dark Master | 14 | 9d6+5* | 5 | 5 | 5 | 5 | 4 |
| * Hit point modifiers from Constitution are ignored | ||||||||
| Level | Petrification & Paralysis | Poison & Death | Blast & Breath | Staff & Wands | Spells | Attack Throw |
|---|---|---|---|---|---|---|
| 1–2 | 13+ | 10+ | 16+ | 13+ | 15+ | 10+ |
| 3–4 | 12+ | 9+ | 15+ | 12+ | 14+ | 9+ |
| 5–6 | 11+ | 8+ | 14+ | 11+ | 13+ | 8+ |
| 7–8 | 10+ | 7+ | 13+ | 10+ | 12+ | 7+ |
| 9–10 | 9+ | 6+ | 12+ | 9+ | 11+ | 6+ |
| 11–12 | 8+ | 5+ | 11+ | 8+ | 10+ | 5+ |
| 13–14 | 7+ | 4+ | 10+ | 7+ | 9+ | 4+ |
| First Level Divine Spells | |
|---|---|
| 1 | Cause Fear * |
| 2 | Cause Light Wounds * |
| 3 | Command Word |
| 4 | Darkness * |
| 5 | Detect Good * |
| 6 | Detect Magic |
| 7 | Protection From Good * |
| 8 | Putrefy Food and Water * |
| 9 | Resist Cold |
| 10 | Sanctuary |
| Second Level Divine Spells | |
| 1 | Augury |
| 2 | Bane * |
| 3 | Delay Poison |
| 4 | Find Traps |
| 5 | Hold Person |
| 6 | Resist Fire |
| 7 | Righteous Wrath PC |
| 8 | Silence 15' Radius |
| 9 | Speak with Animals |
| 10 | Spiritual Weapon |
| Third Level Divine Spells | |
| 1 | Bestow Curse * |
| 2 | Cause Disease * |
| 3 | Continual Darkness * |
| 4 | Cure Blindness |
| 5 | Feign Death |
| 6 | Glyph of Warding |
| 7 | Growth of Animals |
| 8 | Locate Object |
| 9 | Speak with Dead |
| 10 | Striking |
| Fourth Level Divine Spells | |
| 1 | Animate Dead * |
| 2 | Cause Serious Wounds * |
| 3 | Control Undead PC |
| 4 | Create Water |
| 5 | Dispel Magic |
| 6 | Divination |
| 7 | Garble * |
| 8 | Poison * |
| 9 | Protection from Good, Sustained * |
| 10 | Sticks to Snakes |
| Fifth Level Divine Spells | |
| 1 | Atonement |
| 2 | Commune |
| 3 | Create Food |
| 4 | Dispel Evil |
| 5 | Finger of Death * |
| 6 | Flame Strike |
| 7 | Insect Plague |
| 8 | Quest |
| 9 | True Seeing |
| 10 | Weakness of Mind * |
| * Reversible spell | |
| PC Spell found in the Player's Companion | |
Anti-clerics following specific Demon Princes or Lords can elect (when the character is created) to use the following optional rules per their patron. All of the options must be used—there is no picking and choosing. Most patrons only offer a different selection of weapons and fighting styles, but some limit weapons and armor in exchange for special abilities.
| Demon Prince | Weapons Permitted | Fighting Styles | Armor Permitted | Worshippers |
|---|---|---|---|---|
| The Black Hand, Prince of Tyranny | Flails/hammers/maces, swords/daggers | Weapon & shield, two-handed weapon | Any, including shields | Tyrants, warlords, slavers, masters of beastmen, defilers of good |
| The Dark Sun, Prince of Lies | Swords/daggers, bolas, darts, nets, saps, staffs, whips | Two weapons, two-handed weapon | Any, no shields | Corruptors, schemers, the ambitious and the mad |
| The Lord of Bones, Prince of Death | Flails/hammers/maces, swords/daggers | Two weapons, two-handed weapon | Any, no shields | Killers, assassins, murderers, the ruthless and the callous |
| The Destroyer, Prince of Destruction | Axes, flails/hammers/maces | Two weapons, two-handed weapon | Any, no shields | Madmen and marauders, beastmen and raiders |
| The Webspinner, Prince of Plots | Crossbow, dagger, mace, net, sap, short sword, whip | Two weapons, weapon & shield | Any, including shields | Intriguers and plotters, the power-hungry and jealous |
| The Elder Eye, Prince of Primordial Evil | Flails/hammers/maces, battle axe, dagger, staff | Weapon & shield, two-handed weapon | Any, including shields | Madmen, philosophers, champions of Chaos |
| The Hidden Lord, Lord of Betrayal | Flails/hammers/maces, swords/daggers | Two weapons, two-handed weapon | Any, no shields | Traitors and oath-breakers, sowing disorder and treachery |
| The Reaver, Lord of Plunder | Axes, swords/daggers | Two weapons, two-handed weapon | Any, no shields | Greedy and merciless, robbers, thieves, and pirates |
The Black Hand seeks to dominate mankind through dread and force. He is worshipped by tyrants, warlords, masters of beastmen, and defilers of all that is good. They are slavers and unscrupulous rulers and military commanders, who seek to conquer and rule others. The Black Hand is often considered the most popular and powerful Demon Lord.
Dreadmasters of the Black Hand rule with terror. They form tighly-controlled cabals, often consisting of cells whose leader alone maintains contact to their own master. Many also hold positions of temporal or martial power.
| Level | Title |
|---|---|
| 1 | Doomslave |
| 2 | Watchful Brother |
| 3 | Black Claw |
| 4 | Striking Hand |
| 5 | Vigilant Talon |
| 6 | Dreadmaster |
| 7 | Doom Master |
| 8 | High Hand |
| 9–13 | Imperceptor |
| 14 | High Imperceptor |
The Dark Sun is the Prince of Lies who whispers in the ear of his followers, stoking paranoia, ambition, and evil. His worshippers are ambitious and mad, scheming and plotting to corrupt the institutions of civilization. They seek to rule through manipulation and deception, rather than force. Their cabals are fractitious and endlessly riven with internal conflict, vying for influence and supremacy, always paranoid of betrayal from within.
Dark masters of the Dark Sun scheme and plot to undermine civilization and raise themselves above all others. They trust no one, including each other.
The Lord of Bones is called Old Bones by most people, who believe he is death itself; but those who worship him know his interests are killing and dead things. Cults of assassins, and some ruthless and callous individuals, worships the Lord of Bones and spread death in the world.
The Gray Ones are sacred killers dedicated to the Lord of Bones. They command assassins and lead rites of human sacrifice, and raise the dead to serve themselves.
The Destroyer is pure destructive rage, yearning to burn and ruin the entire world, leaving mankind dead and enslaved. He is worshipped by madmen, marauders, raiders, and beastmen.
Chaos knights harness the terrible powers of the Destroyer and unleash them on the world, seeking to bring down all that is good and ordered. They often lead cults of beastmen out in the wilderness, organizing them into armies and hordes that descend upon civilization.
The Webspinner weaves endlessly complex plots within plots to bring about the collapse of civilization and all good folk—human, elf, and dwarf. Wherever a scheme or intrigue is carried out, her influence may be felt. She is called the Spider, and blamed for countless evils. Her followers are intriguers and plotters, the power-hungry and the jealous, working to benefit themselves as much as to carry out the evil designs of the Spider.
Conspirators work behind the scenes and in the shadows, only acting directly when it is time for a master-stroke to bring a grand plot to its terrible finish.
The Elder Eye's rare worshippers—mad philosopher-hermits and would-be champions of pure Chaos—claim it is the source of all evil. Its indecipherable designs seem bent on the dissolution of all Law and good and the ultimate triumph of Chaos.
Corruptors are both thoroughly mad and frightfully lucid—indeed, they would claim they are simply free of all illusions about the world. They desire little except the downfall of all Law, by whatever means.