When the second edition of Advanced Dungeons & Dragons appeared in 1989, one of its implicit goals was to make the game’s classes more flexible and setting-driven. Nowhere was this more apparent than in the treatment of clerics. First Edition AD&D more or less followed the template laid down by OD&D, where the cleric was an odd hybrid of Templar, exorcist, and battlefield medic. This was a pragmatic invention designed to plug holes in early play (someone had to turn undead and heal wounds). The cleric class was thus foundational to the game, but rarely inspiring. If my experience is anything to go by, few players aspired to be a cleric and would only acquiesce to doing so because the party needed healing.
The Complete Priest’s Handbook, published in 1990, represents TSR’s most serious attempt to rethink the cleric, building on what had already been established in the 2e Player's Handbook. Written by Aaron Allston, it stands as one of the most conceptually ambitious entries in the “Complete” series, as well as one I really liked at the time of its release. The supplement's title is significant. Second Edition, you may recall, replaced the term "cleric" with "priest" as the name of the broad class category. “Cleric” became only one example within that category – a type of priest, much as the druid was another. This terminological shift heralded a new approach to divine spellcasters. Where 1e’s cleric was monolithic, 2e’s priest was varied. There could be hundreds of priestly archetypes, each distinct to its faith and overall ethos. Allston’s book took that conceptual flexibility and attempted to make it practical.
At the heart of The Complete Priest’s Handbook lies 2e’s concept of specialty priests as a flexible framework for portraying the servants of specific gods or cosmic powers. Rather than treating every priest as a lightly re-skinned version of the same armored miracle-worker, Allston provided Dungeon Masters with clear guidelines for customizing spell access, weapons, armor, granted powers, and restrictions to reflect each deity’s nature. A priest of a war god might wield swords and command battle magic, while one devoted to a god of secrets could be forbidden to fight openly but gifted with divinations and hidden knowledge. The idea had its roots in Dragonlance Adventures (1987) and the 2e Player’s Handbook, of course, but Allston expanded and refined it in meaningful ways. He demonstrated that the faiths of a campaign world should shape the rules of divine magic, not the other way around.
Much of the supplement reads less like a player’s guide than a campaign design manual. Allston encouraged DMs to think about pantheons, from who the gods are, what their worshippers are like, and how their clergy interact with worldly institutions. He presented religions as social, political, and metaphysical forces, not merely sources of spells. From here, he moves on to designing priesthoods, walking the reader through the process of defining a faith’s beliefs, organization, duties, and other details, with each choice shaping both flavor and play. Allston even made space for philosophical or non-theistic priests, who draw power from devotion to an ideal or cosmic principle. That idea was barely hinted at previously, but, in this supplement, it's offered as an unambiguous possibility (one that I embraced wholeheartedly in my Emaindor campaign from high school).
In many ways, The Complete Priest’s Handbook was TSR’s first real attempt to treat religion as a serious worldbuilding concern rather than an afterthought. The gods and their faiths were no longer just color for the background; they became engines of conflict, patronage, and adventure. The priest was not simply a healer or support character but a representative of a larger belief structure and institution. One can argue that this was always true in AD&D and perhaps it was, but, for many of us, it took books like this to make us think seriously about what that actually meant in play.
Like all entries in the “Complete” line, The Complete Priest’s Handbook included a selection of kits, optional templates meant to add flavor and specialization. Ironically, I never found most of them especially interesting. Too many represented vague social roles, like the Nobleman Priest, the Peasant Priest, and so on, rather than more distinctive archetypes like the Crusader or the Missionary. Arguably, 2e priests didn’t need kits at all. Between their spheres of magic and granted powers, the class already had plenty of built-in flexibility. However, compared to what other classes received in their "Complete" books, this section felt oddly underbaked.
What truly stands out, though, is how The Complete Priest’s Handbook reflects a broader shift in TSR’s design philosophy. Second Edition was increasingly interested in building distinct, coherent settings for AD&D. One could reasonably argue this was motivated by a desire to sell more products, but, even so, it had an intriguing creative side effect: it pushed the rules toward flexibility and world-specific interpretation. Instead of assuming a single “cleric” archetype for every world, 2e encouraged Dungeon Masters to make each campaign’s religions – and thus its priests – unique.
Of course, the book is not without its flaws. Balancing specialty priests was left largely to the DM’s discretion and the examples varied widely in quality. Allston’s approach assumed a polytheistic setting where divine diversity was the norm, leaving monotheistic or dualistic campaigns to do some extra work. Yet, these are minor quibbles compared to the book’s larger accomplishment. The Complete Priest’s Handbook encouraged DMs to shape faith to fit their worlds and, just as importantly, to let their worlds shape faith in return. For a game as rule-bound as AD&D sometimes was, that felt genuinely liberating.

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