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Skip Navigation LinksHigh Fantasy HERO>Conversions>D&D>D&D 3rd Edition>Class Conversions>Clerics
FROM: D&D 3rd Edition
TO: HERO System 5th Edition
Sample Cleric: Barit Galomar from Ptolus, City by the Spire
Sample Cleric: Phadian Gess from Ptolus, City by the Spire
Clerics are more than just followers of some religion, they are proxies for a transcendent being, earthly fonts of divine power and influence, invested with mystical powers beyond the ken of mortal man. Entrusted by the very gods to carry out their will upon the mortal coil, Clerics are a potent and much welcomed addition to any adventuring group.
Clerics make their way by espousing and advancing the tenants of the patrons which they serve and go through various levels of understanding and capability as they advance. As they gain experience and greater understanding of their purpose in their patron's service, their patron entrusts them with ever greater power. Essentially, as they progress their ability to cast larger and more powerful Divine Spells increases.
The following document discusses means of converting your D&D 3e Cleric into the HERO System.
Cleric Class Ability Considerations
The ability to cast Divine Spells is a Cleric's primary Class Ability. This is handled using the guidelines provided in the Dominine Magic System document, which is a very detailed and fairly direct conversion treatment of the Cleric Domain style of D&D 3e Magic in HERO System mechanics.
Clerics also get several Granted Powers such as Turn Undead and Domain abilities. These are also described in the Dominine Magic System document
By default, D&D 3rd Edition Clerics could wear any armor and use any type of shield, but could only wield blunt weapons. Thus most Clerics wielded Hammers or Maces. It is left to the GM's discretion whether they wish to enforce this restriction in the HERO System or not.
If they do then the inability to use non-blunt weapons is simply lumped into the "Must Be In Good Standing With Religion" clauses that a Cleric's abilities are trammeled with; the blunt weapon usage should be considered part of their religion's code of conduct and not worth any points as a separate Disadvantage.
Many, if not most, deities have a weapon type that they favor, or one that is perceived to be favored by the priesthood of that deity. This is most often the type of weapon that deity is portrayed as wielding in lore or myth.
Typically, a Cleric should never be penalized for using their deity's favored weapon and in some cases the opposite might be true; i.e., all Clerics of a given priesthood may be required to use only the favored weapon of their deity.
Many priesthoods, particularly the more martial ones, train their priests in the use of such a Favored Weapon, and may even develop a special style with it known only to members of that priesthood. In such cases it is appropriate to develop some flavor oriented abilities around the concept.
EXAMPLE:  The War deity Balamor is depicted wielding a mighty double-bitted axe in one hand and a shield in the other. His priesthood, The Brotherhood of War, trains exclusively with axes and shields and may use no other weapon save in the direst of circumstances.
All Brothers of War learn the Brotherhood's custom axe and shield fighting style (WF: Axes, AF: Shields, +3 OCV with Axes, Deadly Blow +1d6 with Axes of Opportunity; Real Cost: 19 Points).
Domini Package Deals
The Dominine Magic System is detailed here.
Sample Spells may be found here.
Sample Domain Spells may be found here.
Presented below are an assortment of Basic Packages, Extension Packages, and Composite Packages for your use.
Mendicant Meditative Ecclesiastic Devoted Sancti (Gestalt)
Air Domain Animal Domain Automata Domain Chaos Domain Chromata Domain
Cold Domain Death Domain Destruction Domain Earth Domain Evil Domain
Fire Domain Good Domain Healing Domain Knowledge Domain Law Domain
Luck Domain Magic Domain Plant Domain Protection Domain Skill Domain
Strength Domain Sun Domain Travel Domain Trickery Domain Voice Domain
War Domain Water Domain Weather Domain Dedicated Undead Turning
Divine Investiture Alchemist Scroll Scribing Warrior Select Combat Casting
Cleric (3e) Purifier Militant Priest Patriarchal Priest Samaritan
The above Packages are designed to be Generic and reusable. Following are a few Packages which are distinct and contain specific flavor; they place requirements on a given setting to allow them to exist rather than conforming to suit the need.
Many GM's already have a well defined setting in place, and will not be interested in adding new elements to that setting. Others may be amenable to grafting an organization or tradition such as those below into their setting so long as it is a localized change and doesn't have a large effect on the rest of the setting. Some others may be amenable to the concept, but prefer that it be adapted to suit some existing elements. In short, check with your GM and be prepared to work with them if one of the below packages catches your interest.