Cleric
Description: 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.
Alignment Restrictions: None
Hit Die: d8
Proficiencies: Armor (Light, Heavy, Medium), Shields, Weapons (Simple)
Skill Points: (Int mod * 4 at 1st level) 2 + Int mod
Skills: Concentration, Craft armor, Craft trap, Craft weapon, Heal, Lore, Parry, Persuade, Spellcraft
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)
Primary Saving Throw(s): Fortitude, Will
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.
Special Abilities & Feats
- Level 1 Spontaneous Cast, Turn undead
Domains
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:
Spells
Level 0
Level 1
- Bane
- Bless
- Cure Light Wounds
- Divine Favor
- Doom
- Endure Elements
- Entropic Shield
- Inflict Light Wounds
- Magic Weapon
- Protection from Alignment
- Remove Fear
- Sanctuary
- Scare
- Shield of Faith
- Summon Creature I
Level 2
- Aid
- Bull's Strength
- Cure Moderate Wounds
- Darkness
- Eagle's Splendor
- Endurance
- Find Traps
- Fox's Cunning
- Hold Person
- Inflict Moderate Wounds
- Lesser Dispel
- Lesser Restoration
- Negative Energy Ray
- Owl's Wisdom
- Remove Paralysis
- Resist Elements
- Silence
- Sound Burst
- Stone Bones
- Summon Creature II
- Ultravision
Level 3
- Animate Dead
- Bestow curse
- Blindness/Deafness
- Clarity
- Contagion
- Continual Flame
- Cure Serious Wounds
- Darkfire
- Dispel Magic
- Glyph of Warding
- Inflict Serious Wounds
- Invisibility Purge
- Magic Circle against Alignment
- Magic Vestment
- Negative Energy Protection
- Prayer
- Protection from Elements
- Remove Blindness/Deafness
- Remove Curse
- Remove Disease
- Searing Light
- Summon Creature III
Level 4
- Cure Critical Wounds
- Death Ward
- Dismissal
- Divine Power
- Freedom of Movement
- Hammer of the Gods
- Inflict Critical Wounds
- Greater Magic Weapon
- Neutralize Poison
- Poison
- Restoration
- Summon Creature IV
Level 5
- Battletide
- Circle of Doom
- Flame Strike
- Healing Circle
- Monstrous Regeneration
- Raise Dead
- Slay Living
- Spell Resistance
- Summon Creature V
- True Seeing
Level 6
- Banishment
- Blade Barrier
- Control Undead
- Create Undead
- Greater Dispelling
- Greater Sanctuary
- Harm
- Heal
- Planar Ally
- Summon Creature VI
- Undeath to Death
Level 7
Level 8
- Aura versus alignment
- Earthquake
- Create Greater Undead
- Fire Storm
- Mass Heal
- Summon Creature VIII
- Sunbeam
Level 9
Spells per Day
Class Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
---|---|---|---|---|---|---|---|---|---|---|
1 | 3 | 2 | * | * | * | * | * | * | * | * |
2 | 4 | 3 | * | * | * | * | * | * | * | * |
3 | 4 | 3 | 2 | * | * | * | * | * | * | * |
4 | 5 | 4 | 3 | * | * | * | * | * | * | * |
5 | 5 | 4 | 3 | 2 | * | * | * | * | * | * |
6 | 5 | 4 | 4 | 3 | * | * | * | * | * | * |
7 | 6 | 5 | 4 | 3 | 2 | * | * | * | * | * |
8 | 6 | 5 | 4 | 4 | 3 | * | * | * | * | * |
9 | 6 | 5 | 5 | 4 | 3 | 2 | * | * | * | * |
10 | 6 | 5 | 5 | 4 | 4 | 3 | * | * | * | * |
11 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | * | * | * |
12 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | * | * | * |
13 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | * | * |
14 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | * | * |
15 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | * |
16 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 3 | * |
17 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 |
18 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | 3 |
19 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 |
20 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 5 | 5 |
Epic Cleric
Skill Points: 2 + Int mod
Bonus Feats: 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, Epic spell: dragon knight, Epic spell: greater ruin, Epic spell: hellball, Epic spell: mummy dust
Notes
- 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.
See also
Avlis Private Discussion: Clerics, a private class discussion forum. PM Moderators Aloro or Psyco to request access.