Anti-Cleric (Campaign Class)

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

Anti-Cleric Level Progression

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

Anti-Cleric (Cleric) Attack and Saving Throws

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+

Anti-Cleric Divine Spell List

First Level Divine Spells
1Cause Fear *
2Cause Light Wounds *
3Command Word
4Darkness *
5Detect Good *
6Detect Magic
7Protection From Good *
8Putrefy Food and Water *
9Resist Cold
10Sanctuary
Second Level Divine Spells
1Augury
2Bane *
3Delay Poison
4Find Traps
5Hold Person
6Resist Fire
7Righteous Wrath PC
8Silence 15' Radius
9Speak with Animals
10Spiritual Weapon
Third Level Divine Spells
1Bestow Curse *
2Cause Disease *
3Continual Darkness *
4Cure Blindness
5Feign Death
6Glyph of Warding
7Growth of Animals
8Locate Object
9Speak with Dead
10Striking
Fourth Level Divine Spells
1Animate Dead *
2Cause Serious Wounds *
3Control Undead PC
4Create Water
5Dispel Magic
6Divination
7Garble *
8Poison *
9Protection from Good, Sustained *
10Sticks to Snakes
Fifth Level Divine Spells
1Atonement
2Commune
3Create Food
4Dispel Evil
5Finger of Death *
6Flame Strike
7Insect Plague
8Quest
9True Seeing
10Weakness of Mind *
* Reversible spell
PC Spell found in the Player's Companion

Anti-Clerics and Demonic Patrons

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.

Anti-Cleric Demonic Patrons

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, Prince of Tyranny

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.

Dreadmaster

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.

LevelTitle
1Doomslave
2Watchful Brother
3Black Claw
4Striking Hand
5Vigilant Talon
6Dreadmaster
7Doom Master
8High Hand
9–13Imperceptor
14High Imperceptor

The Dark Sun, Prince of Lies

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 Master

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, Prince of Death

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.

Gray One

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, Prince of Ruin

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 Knight

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, Prince of Spiders and Plots

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.

Conspirator

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, Prince of Corruption

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.

Corruptor

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.