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Part of the series on Character Classes
Base Classes: Barbarian | Bard | Cleric | Druid | Fighter | Monk | Paladin | Psion | Ranger | Rogue | Sorcerer | Wizard
Prestige Classes: Arcane Archer | Assassin | Dwarven Defender | Pale Master | Shadowdancer | Shifter | Weapon Master
Holy Warrior Classes: Annihilator | Avenger | Blackguard | Champion | Confounder | Dominator | Equalizer | Justicar | Paladin
Hit Die: d8
Base Attack Bonus: +3/4 levels


Skill Points: 2 + INT modifier
Class Skills:

Primary Saving Throw(s):

Alignment Restriction:
  • Must match chosen deity


Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.

Level Progression

Spellcasting: Divine (Wisdom-based, spell failure from armor is ignored). Must have a Wisdom score of 10 + the spell’s level to cast a spell.

Lvl   BAB   Saves Feats   Base spells per day
  Fort     Ref     Will     0   1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Turn Undead   3 2 β€” β€” β€” β€” β€” β€” β€” β€”
2nd +1 +3 +0 +3 4 3 β€” β€” β€” β€” β€” β€” β€” β€”
3rd +2 +3 +1 +3 4 3 2 β€” β€” β€” β€” β€” β€” β€”
4th +3 +4 +1 +4 5 4 3 β€” β€” β€” β€” β€” β€” β€”
5th +3 +4 +1 +4 5 4 3 2 β€” β€” β€” β€” β€” β€”
6th +4 +5 +2 +5 5 4 4 3 β€” β€” β€” β€” β€” β€”
7th +5 +5 +2 +5 6 5 4 3 2 β€” β€” β€” β€” β€”
8th +6/+1 +6 +2 +6 6 5 4 4 3 β€” β€” β€” β€” β€”
9th +6/+1 +6 +3 +6 6 5 5 4 3 2 β€” β€” β€” β€”
10th +7/+2 +7 +3 +7 6 5 5 4 4 3 β€” β€” β€” β€”
11th +8/+3 +7 +3 +7 6 6 5 5 4 3 2 β€” β€” β€”
12th +9/+4 +8 +4 +8 6 6 5 5 4 4 3 β€” β€” β€”
13th +9/+4 +8 +4 +8 6 6 6 5 5 4 3 2 β€” β€”
14th +10/+5 +9 +4 +9 6 6 6 5 5 4 4 3 β€” β€”
15th +11/+6/+1 +9 +5 +9 6 6 6 6 5 5 4 3 2 β€”
16th +12/+7/+2 +10 +5 +10 6 6 6 6 5 5 4 4 3 β€”
17th +12/+7/+2 +10 +5 +10 6 6 6 6 6 5 5 4 3 2
18th +13/+8/+3 +11 +6 +11 6 6 6 6 6 5 5 4 4 3
19th +14/+9/+4 +11 +6 +11 6 6 6 6 6 6 5 5 4 4
20th +15/+10/+5 +12 +6 +12 6 6 6 6 6 6 5 5 5 5

Selectable Class Feats: Ambidexterity, Brew Potion, Craft Wand, Deflect Arrows, Divine Might, Divine Shield, Extra Turning, Quicken Spell, Scribe Scroll, Spell Focus, Two-Weapon Fighting, Weapon Proficiency (Exotic), Weapon Proficiency (Martial)


Each Domain gives your cleric access to a special domain power and additional spells.
This increases the total number of spells that a cleric may prepare each day by one per spell level.
Upon taking her first level of cleric, a character is allowed to select 2 domains from the following list:


On Avlis, clerics do not draw power from philosophies and abstract concepts, but rather from the deities directly. Clerics are the keepers of religion and ethics (or lack thereof) in the world, and are the source of moral and lifecycle support for the common folk in the world.

Cantrips 1st Level 2nd Level 3rd Level 4th Level

5th Level 6th Level 7th Level 8th Level 9th Level

Epic Progression

Bonus Feats: at level 23, 26, 29, 32, 35, 38

Epic Cleric Bonus Feats: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Greater Spell Focus, Great Wisdom, Improved Combat Casting, Planar Turning

Epic Selectable Class Feats: Blinding Speed, Dragon Knight, Greater Ruin, Hellball, Mummy Dust

Avlis Custom Cure/Inflict Wounds Spells

Prepared and Spontaneously cast spells benefit from the following change:

Cure/Inflict Minor Wounds 1d6%
Cure/Inflict Light Wounds 1d6%/2CL up to 3d6
Cure/Inflict Moderate Wounds 1d6%/2CL up to 6d6
Cure/Inflict Serious Wounds 1d6%/2CL up to 9d6
Cure/Inflict Critical Wounds 1d6%/2CL up to 12d6
  • Healing domain's Empower Spell effect stacks with these changes.
  • This effect does not apply to Scrolls or Wands.
  • An Undead creature can attempt a Will save to take half damage from curing spells.

Cleric Holy Symbols

Mergeable Holy Symbols

PCs of all faiths of Avlis (not just clerics) can obtain mergeable holy symbols and robes. More information on those items can be found at Holy Symbols and Robes.

If you play a cleric and have 10 or more cleric levels, you can use the holy symbol to convert other characters. Use the special function on the necklace and target another PC. This PC will then begin a conversation asking if they would like to convert to whichever faith you are. If they say yes, their deity field is changed, and they will get holy robes and a holy symbol created in their inventory.

Wieldable Holy Symbols

Clerics of Avlissian Gods have wieldable, equippable holy symbols available. To obtain one, ask a DM. To use it, equip the generic symbol you are given and use the unique power on it. It will transform into a symbol of your character's deity. You will then have two special powers available when you put the symbol in your off-hand slot. Each use of a power costs one prepared spell slot and one turn undead use. The level of the spell used depends upon the rank of the deity:

  • Greater: 6th level slot
  • Intermediate: 4th level slot
  • Lesser: 2nd level slot
  • Demi: 1st level slot

Spoken Prayer

As using a Wieldable Holy Symbol would invoke a spoken prayer, you may want to set your own catchphrase. See the ACP chat command reference for instructions.

Deity Rank

For purposes of holy symbol mechanics, Greater Deities have a rank of 4, Intermediate Deities 3, Lesser Deities 2, and Demigods 1. If you do not know which rank your deity has, consult the Deific Chart or the deity entry on the Avlis Wiki.

Offensive Effect

Outsiders with HD of up to (caster level/2 * deity rank) make a Will save vs a DC of (5 + caster level/2 + Cha modifier). If they fail, they are banished. If they succeed, they are stunned for 1 round/level. This effect ignores SR.

Affected Alignment:
LG - All CG/CN/CE Outsiders, All LE/NE/CE Outsiders
NG - All NG/TN/NE Outsiders, All LE/NE/CE Outsiders
CG - All LG/LN/LE Outsiders, All LE/NE/CE Outsiders
LN - All CG/CN/CE Outsiders, All LN/TN/CN Outsiders
TN - All NG/TN/NE Outsiders, All LN/TN/CN Outsiders
CN - All LG/LN/LE Outsiders, All LN/TN/CN Outsiders
LE - All CG/CN/CE Outsiders, All LG/NG/CG Outsiders
NE - All NG/TN/NE Outsiders, All LG/NG/CG Outsiders
CE - All LG/LN/LE Outsiders, All LG/NG/CG Outsiders

Additionally, all hostiles within the AoE are Blinded for 1 round, and take Divine damage equal to 1d6 per (caster level/4 * deity rank). A successful Will save results in halving the damage and ignoring the Blindness. Hostiles with the same deity are unaffected.

Defensive Effect

This is applied to anyone within the AoE who has the same Law/Chaos alignment, i.e. a LG priest would benefit LG/LN/LE, and harm CG/CN/CE.

For every 5 caster levels, allies inside the AoE receive 5 Soak DR, broken at + deity rank. So, a 20th level Gorethite would grant +4 Soak 20 DR to all Lawful party members. Additionally, Lawful aligned party members receive +1 AB and +1 to all Saves for every 5 caster levels.

Further, all party members of the same deity receive a bonus to AB and a Divine damage bonus equal to the caster's Cha modifier. Anyone (hostile and friendly) of the opposite Law/Chaos alignment must make a Will save or receive negative bonuses to AB and all Saves at -1 per 5 caster levels. This effect lasts one round per caster level/2.


  • Animal domain's summon spell modification applies to summon spells cast by multiclassed cleric's other casting class (e.g. wizard 10/cleric 1 Summon Creature I spell cast from wizard spellbook summons a boar).
  • Healing domain's Empower Healing ability also empowers healing potions and items that cast the affected spells.
  • Clerics with the Healing domain will notice that Empowered versions of the cure spells will not be twice Empowered.
  • When casting Divine spells on Avlis, you must have a valid Avlis deity in your deity field to cast spells above 3rd level.

Favored Cleric

A chosen few clerics may be marked as favored by their deity. In terms of game mechanics, this means an increase in the potency of the cleric's spells and abilities. Favored status bestows bonuses in the form of +4 caster levels, +4 to spell DCs, +50% to applicable spell caps, and is taken into account for select clerical domain powers and holy warrior abilities.

Note: This is a DM reward for exceptional role playing, not something you can gain from completing a quest in game.

See Also

Avlis Private Discussion: Clerics, a private class discussion forum.

External links

What is the role of a cleric?