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.
- Hit Die: 1d6. All classes use d6 hit dice in OD&D.
- Attack Bonus: +0 at level 1.
- Armor Class: Descending, base 9 (unarmored). Ascending AC (base 10) is provided as an option.
- Saving Throw: Single saving throw of 15. Clerics receive a +2 bonus on saving throws against poison and paralysis.
- Class Features: Turn Undead only. No spells at level 1. At level 1, a Cleric can turn Skeletons on 10+, Zombies on 13+, Wights on 15+, and Wraiths on 17+ (on 3d6).
- Weapons & Armor: Blunt weapons only. Any armor, shields allowed. The only missile weapon permitted is oil.
- Spells per Day: None.
- XP to Level 2: 1,500
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.
- Hit Die: 1d6.
- Attack Bonus: THAC0 19. Appendix A provides ascending AC with an attack bonus of +1.
- Armor Class: Descending, base 9 (unarmored). Appendix A provides ascending AC as an option (base 11, calculated by subtracting descending AC from 20).
- Saving Throws: Five categories — Death/Poison: 11, Wands/Polymorph/Paralysis: 12, Turn to Stone: 14, Breath: 16, Staves & Spells: 15.
- Class Features: Turn Undead only. No spells at level 1. At level 1, a Cleric can turn Skeletons on 9+, Zombies on 16+, Ghouls on 18+, and Wights on 20 (on d20). No effect on Wraiths or stronger.
- Weapons & Armor: Non-edged (blunt) weapons only. Any armor, shields allowed.
- Spells per Day: None.
- XP to Level 2: 1,600
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.
- Hit Die: 1d6.
- Attack Bonus: +0 at level 1.
- Armor Class: Ascending, base 10 (unarmored). Descending AC is provided as an alternative.
- Saving Throw: Single saving throw of 15. Clerics receive a +2 bonus on saving throws against poison and paralysis.
- Class Features: Turn Undead only. No spells at level 1. At level 1, a Cleric can turn Skeletons on 10+, Zombies on 13+, Ghouls on 16+, Shadows on 19+, and Wights on 20 (on 2d10).
- Weapons & Armor: Blunt weapons only. Any armor, shields allowed.
- Spells per Day: None.
- XP to Level 2: 1,500
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.
- Hit Die: 1d6.
- Attack Bonus: THAC0 19.
- Armor Class: Descending, base 9 (unarmored). OSE also provides ascending AC (base 10).
- Saving Throws: Five categories — Death/Poison: 11, Wands: 12, Paralysis/Petrify: 14, Breath: 16, Spells/Rods/Staves: 15.
- Class Features: Turn Undead only. No spells at level 1. At level 1, a Cleric can turn Skeletons on 7+, Zombies on 9+, and Ghouls on 11+ (on 2d6). No effect on Wights or stronger.
- Weapons & Armor: Blunt weapons only (mace, club, sling, war hammer). No edged weapons. Any armor, shields allowed.
- Spells per Day: None.
- XP to Level 2: 1,500
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.
- Hit Die: 1d6.
- Attack Bonus: +1 at level 1.
- Armor Class: Ascending, base 11 (unarmored).
- Saving Throws: Five categories — Death/Poison: 11, Wands: 12, Paralysis/Petrify: 14, Breath: 16, Spells: 15.
- Class Features: Turn Undead only. No spells at level 1. At level 1, a Cleric can turn Skeletons on 13+, Zombies on 17+, and Ghouls on 19+ (on d20). No effect on Wights or stronger.
- Weapons & Armor: Blunt weapons only (warhammer, mace, maul, club, quarterstaff, sling). Any armor, shields allowed.
- Spells per Day: None.
- XP to Level 2: 1,500
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.
- Hit Die: 1d8.
- Attack Bonus: THAC0 20.
- Armor Class: Descending, base 10 (unarmored).
- Saving Throws: Five categories — Death/Paralysis/Poison: 10, Petrify/Polymorph: 13, Aimed Magic Items: 14, Breath Weapons: 16, Spells: 15. The Cleric has the best save against death, poison, and paralysis of any class.
- Class Features: Spellcasting — one first-level spell per day, granted through prayer (no spellbook). Turn Undead — at level 1, a Cleric can turn Skeletons on 10+, Zombies on 13+, Ghouls on 16+, Shadows on 19+, and Wights on 20 (on d20). High Wisdom (13+) grants bonus first-level spell slots.
- Weapons & Armor: Blunt weapons only (club, flail, hammer, mace, oil, staff). May hurl hammers and clubs but no other missile weapons. Any armor, shields allowed.
- Spells per Day: 1 first-level spell (plus bonus spells from high Wisdom).
- XP to Level 2: 1,550
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.
- Hit Die: 1d8.
- Attack Bonus: +0 at level 1.
- Armor Class: Ascending, base 10 (unarmored).
- Saving Throws: The SIEGE Engine replaces traditional saves. Clerics have Wisdom as their prime attribute (target 12); non-prime attributes target 18.
- Class Features: Spellcasting — three zero-level orisons and one first-level spell per day, granted through prayer. High Wisdom (13+) grants bonus spell slots. Turn Undead — resolved as a Wisdom attribute check against the undead creature's hit dice as the challenge level. A successful turn affects 1d12 + Charisma modifier creatures. Clerics five or more levels above the undead's HD destroy them instead.
- Weapons & Armor: Club, crowbill hammer, dagger, flail, hammer, mace, morningstar, quarterstaff, and war hammer. Any armor, shields allowed.
- Spells per Day: 3 orisons + 1 first-level spell.
- XP to Level 2: 2,251
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.
- Hit Die: 1d8.
- Attack Bonus: THAC0 20.
- Armor Class: Descending, base 10 (unarmored).
- Saving Throws: Five categories — Paralysis/Poison/Death: 10, Rod/Staff/Wand: 14, Petrify/Polymorph: 13, Breath Weapon: 16, Spell: 15.
- Class Features: Spellcasting — one first-level spell per day, granted through prayer. Spells are organized into Spheres of Influence with major and minor access determining which spells and at what level the Cleric can cast them. Turn Undead — once per encounter, roll d20 against a table based on the undead's HD. At level 1, a Cleric can turn undead of 1 HD or less on 10+, 1 HD on 13+, 2 HD on 16+, 3 HD on 19+, and 4 HD on 20. A successful turn affects 2d6 undead.
- Weapons & Armor: Bludgeoning weapons only, including blunt hurled weapons but no other missile weapons. Any armor, shields allowed.
- Spells per Day: 1 first-level spell.
- XP to Level 2: 1,500
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.
- Hit Die: 1d8.
- Attack Bonus: +0 Base Attack Bonus at level 1.
- Armor Class: Ascending, base 10 + Dex modifier (unarmored).
- Saving Throws: Three categories — Fortitude: +2, Reflex: +0, Will: +2. The Cleric has the best Fortitude and Will saves of any core class.
- Class Features: Spellcasting — three orisons (zero-level) and one first-level spell per day, plus one bonus domain spell. Spells are prepared daily from the full Cleric spell list. Two Domains chosen at creation, each granting a granted power and one bonus spell slot per spell level (always a specific domain spell). Turn Undead — usable 3 + Charisma modifier times per day, resolved with a turning check (1d20 + Cha modifier) to determine the strongest undead affected and turning damage (2d6 + level + Cha modifier) to determine how many HD are turned.
- Weapons & Armor: All simple weapons. All armor (light, medium, heavy), all shields except tower shields.
- Spells per Day: 3 orisons + 1 first-level + 1 domain spell.
- XP to Level 2: 1,000
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.
- Hit Die: 1d8. Starting HP is 8 + Constitution modifier (max die, not rolled).
- Attack Bonus: Proficiency bonus +2, plus Strength or Dexterity modifier for weapon attacks, or Wisdom modifier for spell attacks.
- Armor Class: Ascending, base 10 + Dexterity modifier (unarmored). With chain mail and shield: AC 18.
- Saving Throws: Two proficient saves — Wisdom and Charisma. Proficient saves add +2 (proficiency bonus) to the roll.
- Class Features: Spellcasting — three cantrips known (cast at will) and two first-level spell slots. Spells are prepared daily from the full Cleric spell list, choosing a number equal to Wisdom modifier + Cleric level. Ritual casting is available for prepared spells with the ritual tag. Divine Domain — chosen at level 1, grants bonus domain spells (always prepared) and a domain feature. Channel Divinity — one use per rest, with two options: Turn Undead (undead within 30 feet must make a Wisdom save or flee) and a domain-specific ability.
- Weapons & Armor: All simple weapons. All armor, shields.
- Spells per Day: 3 cantrips (at will) + 2 first-level spell slots.
- XP to Level 2: 300
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.