Comparing the Cleric

May 2, 2026

The Cleric is one of the three original classes and occupies a unique mechanical space: armored like a Fighter, granted divine magic, and equipped with the ability to turn undead. But at level 1, the Cleric's identity depends heavily on which rules are in use. In most older systems, the level 1 Cleric has no spells at all — Turn Undead and a mace are the entire class. In newer systems, the Cleric is a full spellcaster from the start.

This post compares the level 1 Cleric across ten systems: OD&D (via Swords & Wizardry WhiteBox), OD&D + Greyhawk (via Iron Falcon), OD&D + supplements (via Swords & Wizardry Complete), B/X (via Old School Essentials), Basic Fantasy RPG, AD&D 1e (via OSRIC), Castles & Crusades, AD&D 2e (via For Gold & Glory), the 3rd Edition SRD, and D&D 5th Edition. The comparison is purely mechanical — hit dice, spells, saving throws, Turn Undead, and equipment.

OD&D / Swords & Wizardry WhiteBox

The WhiteBox Cleric gets no spells at level 1. Spellcasting begins at level 2. Turn Undead is the class's only special ability, resolved by rolling 3d6 against a target number based on the type of undead.

OD&D + Greyhawk / Iron Falcon

Iron Falcon is a retroclone of OD&D as expanded by the Greyhawk supplement (Supplement I, 1975) — the name itself is a play on words, a nod to its source material. Where WhiteBox covers the three original booklets, Iron Falcon captures the game after its first major expansion. The Cleric follows the OD&D pattern — no spells at level 1, with Turn Undead resolved on a d20.

OD&D + Supplements / Swords & Wizardry Complete

Swords & Wizardry Complete is a retroclone of OD&D with all of its supplements — Greyhawk, Blackmoor, Eldritch Wizardry, and Gods, Demi-Gods & Heroes — plus material from The Strategic Review and early Dragon Magazine articles. It represents the full scope of the original game before AD&D codified everything into a new edition. The Cleric returns to the OD&D pattern: no spells at level 1, with Turn Undead using 2d10.

B/X / Old School Essentials

The B/X Cleric is mechanically similar to WhiteBox — no spells at level 1, Turn Undead as the sole class feature. The Turn Undead mechanic uses 2d6 instead of WhiteBox's 3d6, producing different probability curves. The hit die remains d6.

Basic Fantasy RPG

Basic Fantasy follows the B/X mold — no spells at level 1, Turn Undead as the only class feature. The Turn Undead mechanic uses a d20 roll instead of B/X's 2d6, and the target numbers are higher, making turning significantly harder at low levels.

AD&D 1e / OSRIC

The OSRIC Cleric breaks from the older pattern: it gets one first-level spell at level 1. This is the first system in the chronological line where the Cleric is a spellcaster from the start. The hit die also increases to d8, making the Cleric significantly tougher. High Wisdom grants bonus spell slots.

Castles & Crusades

The C&C Cleric is the first system here that gives the class cantrips (zero-level spells called orisons) in addition to a first-level spell slot. With three orisons and one first-level spell at level 1, plus potential bonus spells from high Wisdom, the C&C Cleric has more divine magic at level 1 than any other system except 5e. The hit die increases to d8.

For Gold & Glory

For Gold & Glory's Cleric (called Priest in AD&D 2nd Edition terminology) gets one first-level spell at level 1, following the AD&D pattern. The spell system introduces Spheres of Influence — categories of divine magic that determine which spells a Cleric can access. The hit die is d8, and the Cleric has the best save against death, poison, and paralysis of any class.

3rd Edition SRD

The 3rd Edition SRD represents the d20 System redesign of D&D (2000). The Cleric is a full spellcaster from level 1 with access to the entire class spell list, two chosen Domains that grant bonus spells and special abilities, and Turn Undead. The blunt weapon restriction is gone — 3e Clerics can use all simple weapons.

D&D 5th Edition

The 5e Cleric is the most capable version of the class at level 1. Three at-will cantrips, two first-level spell slots, a Divine Domain with bonus spells and a domain feature, and Channel Divinity (which includes Turn Undead plus a domain-specific option). The Cleric is a full spellcaster who prepares spells daily from the entire class spell list. The blunt weapon restriction is gone — 5e Clerics are proficient with all simple weapons.

At a Glance

System Hit Die Attack Saves Spells/Day Turn Undead Weapons XP to Lvl 2
S&W WhiteBox 1d6 +0 1 (15) None 3d6 Blunt only 1,500
Iron Falcon 1d6 THAC0 19 5 None d20 Blunt only 1,600
S&W Complete 1d6 +0 1 (15) None 2d10 Blunt only 1,500
B/X (OSE) 1d6 THAC0 19 5 None 2d6 Blunt only 1,500
Basic Fantasy 1d6 +1 5 None d20 Blunt only 1,500
AD&D 1e (OSRIC) 1d8 THAC0 20 5 1 d20 Blunt only 1,550
Castles & Crusades 1d8 +0 SIEGE 3 orisons + 1 Wis check Special list 2,251
For Gold & Glory 1d8 THAC0 20 5 1 d20 Bludgeoning only 1,500
3e SRD 1d8 +0 BAB 3 (Fort/Ref/Will) 3 orisons + 1 + 1 domain d20 (check + damage) All simple 1,000
D&D 5e 1d8 +2 prof 2 (Wis, Cha) 3 cantrips + 2 Channel Divinity All simple 300

What the Numbers Tell Us

The most striking thing about the Cleric across editions is the question of whether the class gets spells at level 1. In OD&D, B/X, Basic Fantasy, S&W (both versions), and Iron Falcon, the answer is no. The level 1 Cleric in these systems is an armored warrior with a mace, a holy symbol, and the ability to turn undead. Spellcasting is something earned at level 2. AD&D 1e broke from this pattern and gave the Cleric one spell at first level, a change that carried forward into 2nd Edition. 3rd Edition continued the AD&D pattern and expanded on it further, adding domain spells on top of the base spell slot — the 3e Cleric has more magic at level 1 than any prior edition.

Turn Undead is the one class feature that appears in every system, but no two systems resolve it the same way. WhiteBox uses 3d6 (a bell curve centered around 10-11). B/X uses 2d6 (a tighter bell curve, range 2-12). S&W Complete uses 2d10 (a flatter distribution, range 2-20). Basic Fantasy, Iron Falcon, OSRIC, and For Gold & Glory all use a d20 (flat probability). 3e introduced a two-step system: a turning check (d20 + Cha modifier) to determine the strongest undead affected, then turning damage (2d6 + level + Cha modifier) to determine how many HD are turned. C&C resolves it as a Wisdom attribute check. 5e folds it into Channel Divinity and makes the undead roll a Wisdom saving throw. The probabilities, the number of creatures affected, and even who rolls the dice vary with every system.

The blunt weapon restriction is one of the oldest and most persistent class limitations in the game. It appears in every OD&D-derived system and both AD&D editions here. 3rd Edition was actually the first to drop it, giving the Cleric proficiency with all simple weapons — a change that 5e carried forward. The restriction was never grounded in a mechanical reason — it was a thematic choice, rooted in the idea that clergy should not shed blood. Whether that justification holds up is a matter of table preference, but the restriction shaped the class's identity for decades.

The hit die split mirrors the Fighter's evolution. OD&D and its closest retroclones give the Cleric a d6, the same as every other class. AD&D moved the Cleric to d8 — tougher than a Magic-User's d4 but less than a Fighter's d10 — and that has been the standard ever since. The d8 Cleric in full plate with a shield is one of the most durable characters in any party, a role the d6 versions fill less convincingly.