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In Which We Build A 5E Followers Chart, Part One: Clerics
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<blockquote data-quote="steeldragons" data-source="post: 6457660" data-attributes="member: 92511"><p>Right, so, take two. Removing Commoners, as suggested, and breaking up options a bit more into usable chunks, with one table for "territory-type follower groups" and other, actual individuals (like I think the OP was talking about) that might be friendly/useful/drawn to the service/following of a character powerful enough to establish their own stronghold.</p><p></p><p><strong><u>Cleric [Good] Followers</u></strong></p><p></p><p><strong><u>Stronghold Territory Table</u></strong></p><p></p><p><strong>1-14: Acolytes: </strong>10 underclerics who serve the same deity as the cleric come to serve the stronghold and surrounding community, establish a monastery or other religious center, and generally "free up" the cleric to pursue "the great mysteries" of their beloved deity. The highest of these should be no more than half the cleric's level and 2 subordinates 1/4 the cleric's level. The remainder are 1st level.</p><p><strong>15-16: </strong>Roll on the Special Individuals Table.</p><p><strong>17-45: Pilgrims:</strong> d10 x 10 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>46:</strong> Roll on the Special Individuals Table.</p><p><strong>47-50: Men-at-Arms:</strong> 50 well-trained soliders with a religious fervor and conviction to match their lord. The leader of these fighters should be 1 [for every 50 men] half the cleric's level with 2 subordinates [each] 1 quarter the cleric's level and so on, halving the Fighter class levels 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>51-75: Acolytes: </strong>d10 x 10 underclerics, as detailed above. One of these clerics [DM's choice as to level and abilities] of the 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><strong>76-80: Stoutfolk Settlers:</strong> d4 x 10 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>81:</strong> Roll on the Special Individuals Table.</p><p><strong>82-90: Men-at-Arms:</strong> d10 x 10, as detailed above. </p><p><strong>91-95: Guildsmen:</strong> 10 Thieves [Rogues] move into the territory to establish their own guild in the "fresh pickings" of the newly founded region. The first of these will be a Thief half the cleric's level and 2 subordinates 1/4 the cleric's level each. The remainder are 1st level. The DM has pure discretion as to the nature, alignment, activities, and secrecy of this would-be den of thieves.</p><p><strong>96: Magi:</strong> d4 Mages who shares the cleric's philosophic outlook [any Good] come to serve the magical needs of the stronghold. The first of these is of comparable level to the cleric [d4 levels lower] and offers his services as the stronghold's Magus. Any results higher than 1 on the d4 indicates additional "apprentice/student followers" of the master, 1/4 level of the cleric each. </p><p><strong>97-99: Templar Knights:</strong> d6 Paladins matching the cleric's general alignment [any Good] pledge their service -in the name of the cleric's or their own deity. The first of these is of comparable level to the cleric [d4 levels lower] and offers his services as the stronghold's Seneschal. Results higher than 1 on the d6 indicates additional knights no higher than half the cleric's level. These paladins may be 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>00:</strong> Roll on the Special Individuals Table.</p><p></p><p><strong><u>Special Individuals Table</u></strong></p><p><strong>1: Skilled Craftsman:</strong> An individual of masterful skill in 1 type of Artisan's Tools (mason, blacksmith, brewer, etc...) or Expert Kit (healer, alchemist, scribe, etc...) offers his devoted service to the cleric and their stronghold's needs. This individual can produce superior quality products, work and craft, and sell their goods and/or services for top dollar. They insist on no payment from the cleric, as they view the exercise of their craft as for the cleric's deity [i.e. "Doing God's work"].</p><p><strong>2: Elfin Emissary:</strong> An elf [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. The elf commits the full range of their abilities to the cleric's well-being and service. The elf is half the cleric's level [DM's choice or roll d10]: 1-5: Eldritch Knight or Ranger, 6-10: Mage or Druid. </p><p><strong>3: Sacred Servant:</strong> A devout follower of the cleric's deity comes to your territory and pledges their friendship/allegiance. The follower commits the full range of their abilities to the cleric's well-being and service. The follower is half the cleric's level [DM's choice or roll d10]: 1-5: Cleric, 6-10: Paladin. </p><p><strong>4: Magical Beast:</strong> An intelligent giant variety of animal of the cleric's alignment offers its services as regional guard, companion, sentry and mount [if needed], as follows: Eagle [LG], Lion [NG] or Owl [CG].</p><p><strong>5: Faerie's Favor:</strong> A goodly fae of the cleric's alignment offers its services as companion, servant, sentry and/or protector, as needed: Brownie [LG], Sprite [NG] or Satyr [CG].</p><p><strong>6: Couatl:</strong> A Couatl offers its services as regional guard, companion, sentry and mount [if needed].</p><p><strong>7: Magical Beast:</strong> A magical beast of the cleric's alignment offers its services as regional guard, companion, sentry and mount [if needed], as follows: Unicorn [LG], Griffon [NG] or Pegasus [CG].</p><p><strong>8: Giant:</strong> A giant of suitable disposition and alignment comes to the cleric's territory, regularly if not establishing a permanent lair of its own. It enjoys visiting, conversing, debating philosophy, etc... with the enlightened/wise 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].</p><p><strong>9: Dragon:</strong> A dragon of suitable disposition and alignment comes to the cleric'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 stronghold as a whole or no one (maintaining human form in some unassuming counselor, 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>10: Angelic Being:</strong> A celestial servant of the deity makes themselves a fixture of the cleric's stronghold. This being is the <em>exact</em> alignment as the cleric's deity and answers to the needs of the cleric and/or good of the stronghold as a whole. The angel commits the full range of their abilities to the cleric's well-being and service. The type of angelic being is DM's choice or roll d10: 1-8: Deva, 9: Hound Archon, 10: Trumpet Archon.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6457660, member: 92511"] Right, so, take two. Removing Commoners, as suggested, and breaking up options a bit more into usable chunks, with one table for "territory-type follower groups" and other, actual individuals (like I think the OP was talking about) that might be friendly/useful/drawn to the service/following of a character powerful enough to establish their own stronghold. [B][U]Cleric [Good] Followers[/U][/B] [B][U]Stronghold Territory Table[/U][/B] [B]1-14: Acolytes: [/B]10 underclerics who serve the same deity as the cleric come to serve the stronghold and surrounding community, establish a monastery or other religious center, and generally "free up" the cleric to pursue "the great mysteries" of their beloved deity. The highest of these should be no more than half the cleric's level and 2 subordinates 1/4 the cleric's level. The remainder are 1st level. [B]15-16: [/B]Roll on the Special Individuals Table. [B]17-45: Pilgrims:[/B] d10 x 10 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]46:[/B] Roll on the Special Individuals Table. [B]47-50: Men-at-Arms:[/B] 50 well-trained soliders with a religious fervor and conviction to match their lord. The leader of these fighters should be 1 [for every 50 men] half the cleric's level with 2 subordinates [each] 1 quarter the cleric's level and so on, halving the Fighter class levels as you go for the remainder. Once you've hit level 1, any remaining men-at-arms are 0 level "commoner militia/guards." [B]51-75: Acolytes: [/B]d10 x 10 underclerics, as detailed above. One of these clerics [DM's choice as to level and abilities] of the deity's divine nemesis (or any evil deity that suits the campaign). Naturally, this cleric will spy, plot and scheme to corrupt other followers [B]76-80: Stoutfolk Settlers:[/B] d4 x 10 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]81:[/B] Roll on the Special Individuals Table. [B]82-90: Men-at-Arms:[/B] d10 x 10, as detailed above. [B]91-95: Guildsmen:[/B] 10 Thieves [Rogues] move into the territory to establish their own guild in the "fresh pickings" of the newly founded region. The first of these will be a Thief half the cleric's level and 2 subordinates 1/4 the cleric's level each. The remainder are 1st level. The DM has pure discretion as to the nature, alignment, activities, and secrecy of this would-be den of thieves. [B]96: Magi:[/B] d4 Mages who shares the cleric's philosophic outlook [any Good] come to serve the magical needs of the stronghold. The first of these is of comparable level to the cleric [d4 levels lower] and offers his services as the stronghold's Magus. Any results higher than 1 on the d4 indicates additional "apprentice/student followers" of the master, 1/4 level of the cleric each. [B]97-99: Templar Knights:[/B] d6 Paladins matching the cleric's general alignment [any Good] pledge their service -in the name of the cleric's or their own deity. The first of these is of comparable level to the cleric [d4 levels lower] and offers his services as the stronghold's Seneschal. Results higher than 1 on the d6 indicates additional knights no higher than half the cleric's level. These paladins may be 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]00:[/B] Roll on the Special Individuals Table. [B][U]Special Individuals Table[/U][/B] [B]1: Skilled Craftsman:[/B] An individual of masterful skill in 1 type of Artisan's Tools (mason, blacksmith, brewer, etc...) or Expert Kit (healer, alchemist, scribe, etc...) offers his devoted service to the cleric and their stronghold's needs. This individual can produce superior quality products, work and craft, and sell their goods and/or services for top dollar. They insist on no payment from the cleric, as they view the exercise of their craft as for the cleric's deity [i.e. "Doing God's work"]. [B]2: Elfin Emissary:[/B] An elf [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. The elf commits the full range of their abilities to the cleric's well-being and service. The elf is half the cleric's level [DM's choice or roll d10]: 1-5: Eldritch Knight or Ranger, 6-10: Mage or Druid. [B]3: Sacred Servant:[/B] A devout follower of the cleric's deity comes to your territory and pledges their friendship/allegiance. The follower commits the full range of their abilities to the cleric's well-being and service. The follower is half the cleric's level [DM's choice or roll d10]: 1-5: Cleric, 6-10: Paladin. [B]4: Magical Beast:[/B] An intelligent giant variety of animal of the cleric's alignment offers its services as regional guard, companion, sentry and mount [if needed], as follows: Eagle [LG], Lion [NG] or Owl [CG]. [B]5: Faerie's Favor:[/B] A goodly fae of the cleric's alignment offers its services as companion, servant, sentry and/or protector, as needed: Brownie [LG], Sprite [NG] or Satyr [CG]. [B]6: Couatl:[/B] A Couatl offers its services as regional guard, companion, sentry and mount [if needed]. [B]7: Magical Beast:[/B] A magical beast of the cleric's alignment offers its services as regional guard, companion, sentry and mount [if needed], as follows: Unicorn [LG], Griffon [NG] or Pegasus [CG]. [B]8: Giant:[/B] A giant of suitable disposition and alignment comes to the cleric's territory, regularly if not establishing a permanent lair of its own. It enjoys visiting, conversing, debating philosophy, etc... with the enlightened/wise 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]. [B]9: Dragon:[/B] A dragon of suitable disposition and alignment comes to the cleric'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 stronghold as a whole or no one (maintaining human form in some unassuming counselor, 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]10: Angelic Being:[/B] A celestial servant of the deity makes themselves a fixture of the cleric's stronghold. This being is the [I]exact[/I] alignment as the cleric's deity and answers to the needs of the cleric and/or good of the stronghold as a whole. The angel commits the full range of their abilities to the cleric's well-being and service. The type of angelic being is DM's choice or roll d10: 1-8: Deva, 9: Hound Archon, 10: Trumpet Archon. [/QUOTE]
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