Clerics

Primary Attribute:  Wisdom

Weapon Slots:  Clerics start with 2 weapon slots, and gain 1 every third level (3, 6, 9, etc.)  Cleric weapon slots can be spent on clubs, hammers, flails, maces, morningstars, staves, slings, and any weapons specifically allowed by their Deity.

Armor:  Clerics can wear any kind of armor without affecting any of their clerical abilities, unless otherwise directed by their Deity.

Turn/Rebuke Unholy:  Clerics have the ability to cause many unnatural creatures to flee in terror from them, crumble into dust, or even obey their commands. Typically this covers undead, Good and neutral clerics typically Turn, and Evil clerics Rebuke/Command. Some Deities may have different rules.

Spells:  Clerics can prepare and cast spells. They automatically know all their allowed spells, but can only pray for a certain amount to cast every day. Clerics have access to a limited number of Spheres of priestly spells, each Sphere encompassing a different list of spells, depending upon their Deity. All clerics may cast spells from the All sphere.

Holy/Unholy Objects: Clerics can unlock the divine powers of certain magical items, such as priestly scrolls and a few others.

Deity:   Every cleric answers to a Deity. Different deities provide different abilities to their clerics:  Some allow the cleric to advance in extra kinds of weapons, each provides different Spheres of spells they can cast spells from, some Turn/Rebuke different creatures, and many provide additional powers. Deities also often determine a cleric's place in the world, a Deity of a popular religion gives the cleric a large social network to draw upon and a reputation to fall back on, while a Deity of a secret cult may require the cleric to hide their religion or even be hunted!