The Cleric Pack

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Cleric Pack

Item Cost Weight
Backpack 2 gp 5 lb.
Holy Symbol 5 gp -
Prayer Book 2 gp 1/2 lb.
Holy Water (flask) 25 gp 1 lb.
Healer's Kit 5 gp 3 lb.
Bedroll 1 sp 1 lb. (full)
Journeybread 10 gp 1/2 lb.
Waterskin 2 sp 5 lb. (full)

Backpack A cloth or leather sack that is carried on one's back and secured with two straps that go over the shoulders. They can vary in size and shape, but all standard backpacks hold one cubic foot and up to 30 lb.

Holy Symbol The physical representation of your god. Players (or the DM) can choose from the following options as their holy symbol.

Item Cost Weight
Small handheld item 1 gp 1 lb.
Necklace (with symbol attached) 5 gp 2 lb.
Trinket Box (symbol inside) 5 gp 2 lb.
Symbol affixed to shield/armor 10 gp 2 lb.
Symbol engraved in shield/armor 25gp -

Prayer Book. A small book containing the daily prayers of the owner's god. Used for nightly prayer and when besieging one's god for intervention.

Holy Water. A flask, usually made from glass, that contains water blessed by a high priest in the name of your god. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.

The cleric may create additional holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

Healer's Kit. A Cleric with a healer's kit is more powerful than a regular healer's kit. It is a leather pouch containing bandages, salves, antidotes, chemicals, needles, and splints. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Medicine (Wisdom) check.

A cleric healer's kit also has the potential to cure disease. As an action, the cleric may use 2 uses from the kit on a person inflicted with a disease in an attempt to cure them. The cleric must make a DC 10 Medicine (Wisdom) check and if successful, the inflicted person is fully cured. A failed save and the person is still diseased. In both cases, both uses from the kit are expended.

Each kit has 10 uses before the supplies must be replaced, and these kits can only be refilled by trained personnel at their god's temple.

Bedroll. A basic sleeping bag made of a square blanket or quilt sown together at the bottom and along one side, which enables user to get into the bag and then pull it over themselves. The outside has a very thin layer of leather, making it waterproof. It can be rolled up tightly and slung over one’s back or fastened to a backpack.

Journeybread. The cleric's journeybread can be provided to him/her at a temple of their deity. It can be any small piece of food that is blessed by the high priest. This food will never go bad and provides the cleric with all the nutrition they need for a 24 hour period. Only the cleric who have been given the journeybread will be able to use its and gain the effects.

Waterskin. A container that is made from the bladder of a cow or goat, it can hold up to 4 pints of liquid.

 

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