
“Stand back, foul fiend! I command you, back to the Abyss!”
A cleric would, more often than not, find himself spitting out those words of fury at some pit fiend or demonic spirit in a haunted castle or ghoul-infested cemetery. Holy symbol in one hand, a silver mace in the other, eyes blazing with religious fervour, the image of the cleric as the bane of all beings undead and unholy has long been one of the cornerstones of D&D. Many a time, a cleric is the difference between falling under the masses of skeletal warriors and waltzing through these undead creatures.
Yet the cleric remains one of the most under-represented classes in fantasy literature, and under-stated in many campaigns. Highly likely, the first and only name that springs to mind when mentioning clerics is Goldmoon of Dragonlance fame. Verminaard would be another. Slowly trickling out would then be Elistan and Crysania. What do they all have in common? Krynn. They hail from the Dragonlance setting. Which is quite understandable, as faith and gods play a larger-than-life role in Ansalon. On the other hand, clerics in Krynn are generally portrayed as patient healers who come across more as benevolent doctors than malevolent warrior-priests. In Faerun, I can think of only two clerics of note, who aren’t exactly major characters in their respective storylines. Adon of the Avatar trilogy, and Tarl Dessanea of Pool of Radiance. Then there is Cadderly of the Cleric Quintet series whom I found a complete antithesis to how a cleric operates.
Alright then, so how does a cleric operate? Well, many players have some sort of a blank page when playing the cleric. “To whom do I relate?” Well, one has to have a bit of knowledge on medieval history and plenty of imagination. The Knights Hospitallers hit the spot, without a doubt. They embody the essence of clerichood, so to speak. Noted for healing and caring for sick pilgrims, they were also renowned warriors, often resisting attacks by Mohamedeans, Turks and Saracens. The islands of Cyprus and Malta in particular bear testament to the noble Knights of the Order of St John. A more apparent successor would be the St John Ambulance service.
Right, enough of the history lesson. A cleric should focus on two aspects of the game: healing, and spirituality. Clerics remain the only character class with significant healing abilities. Monks, rangers and druids, while able to cure certain wounds, cannot compare to the cleric in terms of serious, restore-severed-hand, bring-dead-to-life healing. This ability is ably supported by the extensive list of protective spells in a cleric’s mind. A cleric suitably protected can often depart a battle scene with only minor scratches, if any. Ask anyone who’s fought an army of zombies or marauding ogres, and they’ll show you the many scars that serve as a proud yet painful reminder.
In terms of offensive spells, a cleric would always come out second best against a sorcerer or wizard. Yet a cleric should not use arcane spellcasters as a barometer of how potent his or her spells are. Clerics are blessed with what I like to call ‘offensively-defensive’ spells. Spells such as Flame Strike, Slay Living and Holy Word are devastatingly destructive when used defensively. Yet Flame Strike, for example, is often used in the same capacity an arcane spellcaster would use Fireball, whilst Slay Living is matched erroneously with Circle of Death, among others. Using these powerful spells to shore up individual/ party defences maximises their potential.
Take this scenario: A small party is ambushed by a group of bugbears and an ogre. The cleric and rogue form a defensive pairing while the barbarian rushes off to duel with the ogre. The cleric dispenses with several protection spells, which greatly hamper the bugbears’ progress. An overly-eager bugbear breaks through the protective barrier, suffering great damage and losing all initiative in its subsequent attacks. Calmly, the cleric steps up with a Flame Strike or Poison spell, which renders the unfortunate bugbear lifeless. The ogre, on the other hand, has stunned the barbarian and is heading towards the cleric and rogue. It’s heavily wounded after suffering some merciless sword thrusts from the barbarian, but is clearly intent on destroying the remaining party members. The rogue holds the bugbears back with some well-placed arrows, allowing the cleric to concentrate on the ogre. Just as the ogre comes within range, the cleric casts Slay Living. The ogre, having sustained grievous injuries, succumbs to the spells and drops dead. The cleric then Bestows Curse on the surviving bugbears, rendering them weaker, before the duo finish off their opponents. The cleric, however, knows his battle isn’t over. Making sure the rogue is not seriously wounded, he rushes to the barbarian who, fortunately, is not dead, though the Reaper beckons to him. Summoning his deity’s help, the cleric casts Cure Critical Wounds and brings the barbarian back from the brink of death.
Such is the function of the cleric – healer, protector and warrior, when necessary. Admittedly, it is one of the more difficult characters to handle, not due to the mechanisms of the class, but rather the player’s tendency to heavily favour either the sword or the spell. The cleric uses the balance between swordplay and spellcasting as an advantage to further individual and party goals and aims.
(Image from www.maknap.com)