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*Dungeons & Dragons
In Which We Build A 5E Followers Chart, Part One: Clerics
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<blockquote data-quote="steeldragons" data-source="post: 6455608" data-attributes="member: 92511"><p>I'm not sure how this works for actual "followers" for the PC so much as a "populating the PC's stronghold/immediate vicinity" but it could certainly cover both.</p><p></p><p>I would robably prefer to see something simple like...off the top of my head/makin' it up as I go along without a whole lot of thought to possible repercussions...this:</p><p></p><p><u><strong>Cleric [Good aligned] Followers Roll%d*</strong></u></p><p></p><p>*In the case of non-human PCs, results of Commoners, Artisans and Men-at-arms should be considered of the PC's own race. Acolytes and Pilgrims can be of any race so long as they follow the cleric's deity. A result of Stoutfolk should be taken as<em> Human</em> commoners, craftsmen, and/or men-at-arms.</p><p></p><p><strong>1-49: Commoners:</strong> d10 x 100 farmers, servants, basic laborers</p><p><strong>50-55: Craftsmen/Artisans:</strong> add 1 per 50 commoners [or roll d10] with skill in 1 type [each] Artisan's or special Tools/Kit (healers/herbalists, burglar/thief, alchemist, etc...)</p><p><strong>56-65: Pilgrims:</strong> d10 x 100 strongly religious/faithful followers of the cleric's deity/matching alignment. These numbers can be counted on to fight to the death in defense of the cleric's lands, stronghold or any of the "special creatures" who follow the PC. </p><p><strong>66-75: Men-at-Arms:</strong> d10 x 10 with a religious fervor and conviction to match their cleric-lord. The leader of these fighters should be 1 [for every 50] half the cleric's level with 2 subordinates [each] 1 quarter the clerics level and so on, halving the class levels pf Fighter as you go for the remainder. Once you've hit level 1, any remaining men-at-arms are 0 level "commoner militia/guards." </p><p><strong>76-85: Acolytes:</strong> d10 x 10 underclerics of varying experience and level come to serve the cleric, his stronghold, his community/region, performing normal duties and rites so the cleric might focus on the "big stuff/great mysteries" of their beloved deity. The highest of these should be no more than half the cleric's own level, with 2 subordinates 1 quarter level, and 2 [each subordinate] halving levels as you go to a minimum of 1. One of these clerics [DM's choice as to level and abilities] of the cleric-lord's deity's divine nemesis (or any evil deity that suits the campaign). Naturally, this cleric will spy, plot and scheme to corrupt other followers</p><p></p><p>...now, what I think what you're looking for with your "pointy end", the interesting [to me anyway] stuff...</p><p></p><p><strong>86: Magi: </strong>d4 mages of similar philosophic view [L/N/C Good] or outright worshipers of the cleric's deity come to join the cleric-lord's service. 1 will be of a level comparable level [d4 lower] than the cleric. The others will be his/her follower/apprentices no higher than half the cleric's level.</p><p><strong>87-90: Stoutfolk Settlers: </strong>d6 x 50 demi-humans of an alignment matching the Cleric's deity move in and will supply tax/donations and/or whatever cultural goods normally attributed to them, even if the Cleric's stronghold does not lie in one of their preferred living terrains: Dwarves (LG), Halflings (LG or NG) or Gnomes (NG or CG). </p><p><strong>91: Elfin Enclave: </strong>a small band [2d6] of elves [high or wood, DM's choice and discretion as to which would fit better with domains of the cleric's deity] comes to your territory and pledges their friendship/allegiance to the cleric/their deity. They provide advantage to all History, Arcana and Nature checks, Perception and Investigation rolls, as long as they are consulted about a particular issue/lore, and establish a watch throughout the surrounding lands via the common wild animals of the area. The leader [or 1 of them] should be a spellcaster no more than half the cleric's level with 2 subordinate/lieutenants at levels half-that [1 quarter of the cleric].</p><p><strong>92-95: Templar Knights:</strong> d6 Paladins matching the cleric's general alignment [Good] pledge their service -in the name of the cleric's or their own deity- The leader will be comparable level [d4 lower] to the cleric and offer his services as Seneschal. The remaining paladins should be no higher than half the cleric's level, any range of levels desired by the DM, and serve any number of different deities -so long as their alignment falls somewhere [L/N/C] Good. </p><p><strong>96-97: Magical Beast:</strong> A magical beast comes to the cleric-lord's territory and offers its services as regional guard, sentry and mount [if needed], as follows: Unicorn [LG], Griffon [NG] or Pegasus [CG].</p><p><strong>98: Giant:</strong> A giant of suitable disposition and alignment comes to the cleric-lord's territory, regularly if not establishing a permanent lair of its own. It enjoys visiting, conversing, debating philosophy, etc... with the enlightened/wise cleric-lord of the region. The DM may choose a giant type appropriate for the campaign setting or use the following: Titan [LG], Stone Giant [NG or CG], Storm Giant [any Good] (cuz, frankly, when the Storm Giant neighbor moves in, you're not gonna evict him for not matching your Good alignment perfectly. hahaha).</p><p><strong>99: Dragon: </strong>A dragon of suitable disposition and alignment comes to the cleric-lord's territory and offers its services as guard, sentry, adviser and/or mount [if needed]. The dragon may reveal itself to the cleric only, the court, or the stronghold as a whole, or no one, maintaining human form in a position of counsellor in the court, some unassuming common-folk craftsman or shopkeeper to keep a secretive watch over the stronghold's goings-on, or remain in its natural form somewhere in the cleric's wilderness/territory, as the DM needs/DM's discretion. The DM may select a dragon type suitable for the campaign/alignment/deity or use the following: Silver [LG], Bronze [LG or NG] or Copper [NG or CG]. </p><p><strong>00: Angelic Being: </strong>A celestial servant of the deity makes themselves a normal/mortal fixture of the cleric's stronghold/court. This being will be the same alignment as the cleric's deity and answer to the needs of the cleric [or deity] alone and/or good of the stronghold as a whole [e.g. the angel will protect the stronghold with any means at its disposal, seeking to ferret out and destroy evil wherever it finds it or threatens the cleric's faithful followers without having to be told so]. The DM may choose an angelic being that is suitable to the deity/campaign or use the following: Guardian Deva [any G] or Hound Archon [formerly Moon Dog, right? NG or CG] (my feeling is, unless the cleric is extremely high level, 20+. or some direct metaphsyical threat exists -e.g. massive demon invasion- a planetar and/or solar are a bit more powerful than should/would be granted as a "stay with them all the time" kind of follower...for me. YMMV, of course.)</p><p> </p><p>I'd go with something like that. LOVE these kinds of "make 'em up"/creative threads. Look forward to doing other classes.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6455608, member: 92511"] I'm not sure how this works for actual "followers" for the PC so much as a "populating the PC's stronghold/immediate vicinity" but it could certainly cover both. I would robably prefer to see something simple like...off the top of my head/makin' it up as I go along without a whole lot of thought to possible repercussions...this: [U][B]Cleric [Good aligned] Followers Roll%d*[/B][/U] *In the case of non-human PCs, results of Commoners, Artisans and Men-at-arms should be considered of the PC's own race. Acolytes and Pilgrims can be of any race so long as they follow the cleric's deity. A result of Stoutfolk should be taken as[I] Human[/I] commoners, craftsmen, and/or men-at-arms. [B]1-49: Commoners:[/B] d10 x 100 farmers, servants, basic laborers [B]50-55: Craftsmen/Artisans:[/B] add 1 per 50 commoners [or roll d10] with skill in 1 type [each] Artisan's or special Tools/Kit (healers/herbalists, burglar/thief, alchemist, etc...) [B]56-65: Pilgrims:[/B] d10 x 100 strongly religious/faithful followers of the cleric's deity/matching alignment. These numbers can be counted on to fight to the death in defense of the cleric's lands, stronghold or any of the "special creatures" who follow the PC. [B]66-75: Men-at-Arms:[/B] d10 x 10 with a religious fervor and conviction to match their cleric-lord. The leader of these fighters should be 1 [for every 50] half the cleric's level with 2 subordinates [each] 1 quarter the clerics level and so on, halving the class levels pf Fighter as you go for the remainder. Once you've hit level 1, any remaining men-at-arms are 0 level "commoner militia/guards." [B]76-85: Acolytes:[/B] d10 x 10 underclerics of varying experience and level come to serve the cleric, his stronghold, his community/region, performing normal duties and rites so the cleric might focus on the "big stuff/great mysteries" of their beloved deity. The highest of these should be no more than half the cleric's own level, with 2 subordinates 1 quarter level, and 2 [each subordinate] halving levels as you go to a minimum of 1. One of these clerics [DM's choice as to level and abilities] of the cleric-lord's deity's divine nemesis (or any evil deity that suits the campaign). Naturally, this cleric will spy, plot and scheme to corrupt other followers ...now, what I think what you're looking for with your "pointy end", the interesting [to me anyway] stuff... [B]86: Magi: [/B]d4 mages of similar philosophic view [L/N/C Good] or outright worshipers of the cleric's deity come to join the cleric-lord's service. 1 will be of a level comparable level [d4 lower] than the cleric. The others will be his/her follower/apprentices no higher than half the cleric's level. [B]87-90: Stoutfolk Settlers: [/B]d6 x 50 demi-humans of an alignment matching the Cleric's deity move in and will supply tax/donations and/or whatever cultural goods normally attributed to them, even if the Cleric's stronghold does not lie in one of their preferred living terrains: Dwarves (LG), Halflings (LG or NG) or Gnomes (NG or CG). [B]91: Elfin Enclave: [/B]a small band [2d6] of elves [high or wood, DM's choice and discretion as to which would fit better with domains of the cleric's deity] comes to your territory and pledges their friendship/allegiance to the cleric/their deity. They provide advantage to all History, Arcana and Nature checks, Perception and Investigation rolls, as long as they are consulted about a particular issue/lore, and establish a watch throughout the surrounding lands via the common wild animals of the area. The leader [or 1 of them] should be a spellcaster no more than half the cleric's level with 2 subordinate/lieutenants at levels half-that [1 quarter of the cleric]. [B]92-95: Templar Knights:[/B] d6 Paladins matching the cleric's general alignment [Good] pledge their service -in the name of the cleric's or their own deity- The leader will be comparable level [d4 lower] to the cleric and offer his services as Seneschal. The remaining paladins should be no higher than half the cleric's level, any range of levels desired by the DM, and serve any number of different deities -so long as their alignment falls somewhere [L/N/C] Good. [B]96-97: Magical Beast:[/B] A magical beast comes to the cleric-lord's territory and offers its services as regional guard, sentry and mount [if needed], as follows: Unicorn [LG], Griffon [NG] or Pegasus [CG]. [B]98: Giant:[/B] A giant of suitable disposition and alignment comes to the cleric-lord's territory, regularly if not establishing a permanent lair of its own. It enjoys visiting, conversing, debating philosophy, etc... with the enlightened/wise cleric-lord of the region. The DM may choose a giant type appropriate for the campaign setting or use the following: Titan [LG], Stone Giant [NG or CG], Storm Giant [any Good] (cuz, frankly, when the Storm Giant neighbor moves in, you're not gonna evict him for not matching your Good alignment perfectly. hahaha). [B]99: Dragon: [/B]A dragon of suitable disposition and alignment comes to the cleric-lord's territory and offers its services as guard, sentry, adviser and/or mount [if needed]. The dragon may reveal itself to the cleric only, the court, or the stronghold as a whole, or no one, maintaining human form in a position of counsellor in the court, some unassuming common-folk craftsman or shopkeeper to keep a secretive watch over the stronghold's goings-on, or remain in its natural form somewhere in the cleric's wilderness/territory, as the DM needs/DM's discretion. The DM may select a dragon type suitable for the campaign/alignment/deity or use the following: Silver [LG], Bronze [LG or NG] or Copper [NG or CG]. [B]00: Angelic Being: [/B]A celestial servant of the deity makes themselves a normal/mortal fixture of the cleric's stronghold/court. This being will be the same alignment as the cleric's deity and answer to the needs of the cleric [or deity] alone and/or good of the stronghold as a whole [e.g. the angel will protect the stronghold with any means at its disposal, seeking to ferret out and destroy evil wherever it finds it or threatens the cleric's faithful followers without having to be told so]. The DM may choose an angelic being that is suitable to the deity/campaign or use the following: Guardian Deva [any G] or Hound Archon [formerly Moon Dog, right? NG or CG] (my feeling is, unless the cleric is extremely high level, 20+. or some direct metaphsyical threat exists -e.g. massive demon invasion- a planetar and/or solar are a bit more powerful than should/would be granted as a "stay with them all the time" kind of follower...for me. YMMV, of course.) I'd go with something like that. LOVE these kinds of "make 'em up"/creative threads. Look forward to doing other classes. [/QUOTE]
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