Cleric
In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.
Class Attributes
<php>echo “<b>Hit Dice:</b>”;</php> d8
<php>echo “<b>Alignment:</b>”;</php> Must be within one step of chosen deity
<php>echo “<b>Armor Proficiencies:</b>”;</php> Light armor, medium armor, and all shields (except tower shields)
<php>echo “<b>Weapon Proficiencies:</b>”;</php> All simple weapons, plus the deity's favored weapon
<php>echo “<b>Skill Points/Level:</b>”;</php> 2 + Int
<php>echo “<b>Class Skills:</b>”;</php> Arcana (Int), Concentration (Con), Cosmology (Int), Diplomacy (Cha), Heal, (Wis), History (Int), Insight (Wis), Linguistics (Int), Religion (Int), Trade (Int)
Level | BAB | Fort | Ref | Will | Special | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | +0 | +2 | +0 | +2 | Spontaneous Casting, Domains, Channel Energy, Orisons | 3 | 1+1 | - | - | - | - | - | - | - | - |
2nd | +1 | +3 | +0 | +3 | Bonus Feat | 4 | 2+1 | - | - | - | - | - | - | - | - |
3rd | +2 | +3 | +1 | +3 | | 4 | 2+1 | 1+1 | - | - | - | - | - | - | - |
4th | +3 | +4 | +1 | +4 | Lesser Devotion | 5 | 3+1 | 2+1 | - | - | - | - | - | - | - |
5th | +3 | +4 | +1 | +4 | | 5 | 3+1 | 2+1 | 1+1 | - | - | - | - | - | - |
6th | +4 | +5 | +2 | +5 | | 5 | 3+1 | 3+1 | 2+1 | - | - | - | - | - | - |
7th | +5 | +5 | +2 | +5 | | 5 | 4+1 | 3+1 | 2+1 | 1+1 | - | - | - | - | - |
8th | +6/+1 | +6 | +2 | +6 | Bonus Feat | 5 | 4+1 | 3+1 | 3+1 | 2+1 | - | - | - | - | - |
9th | +6/+1 | +6 | +3 | +6 | | 5 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | - | - | - | - |
10th | +7/+2 | +7 | +3 | +7 | Lesser Devotion | 5 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | - | - | - | - |
11th | +8/+3 | +7 | +3 | +7 | | 5 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | - | - | - |
12th | +9/+4 | +8 | +4 | +8 | | 5 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | - | - | - |
13th | +9/+4 | +8 | +4 | +8 | | 5 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | - | - |
14th | +10/+5 | +9 | +4 | +9 | Bonus Feat | 5 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | - | - |
15th | +11/+6/+1 | +9 | +5 | +9 | | 5 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | - |
16th | +12/+7/+2 | +10 | +5 | +10 | Greater Devotion | 5 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | - |
17th | +12/+7/+2 | +10 | +5 | +10 | | 5 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 |
18th | +13/+8/+3 | +11 | +6 | +11 | | 5 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 |
19th | +14/+9/+4 | +11 | +6 | +11 | | 5 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 |
20th | +15/+10/+5 | +12 | +6 | +12 | Bonus Feat | 5 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 |
Class Abilities
<php>echo “<b>Spells:</b>”;</php> A cleric casts divine spells which are drawn from the cleric spell list presented in the Player’s Handbook. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; the cleric cannot cast any spell with an alignment descriptor opposite to her own or her deity’s (if she has one). A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Wisdom score (see page 8 of the Player’s Handbook). Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
<php>echo “<b>Spontaneous Casting:</b>”;</php> A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can consume any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric who worships an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
<php>echo “<b>Domains:</b>”;</php> A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain gives your cleric access to a domain spell at each spell level she can cast, from 1st on up, as well as a granted power. Your cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells and granted powers are shown on the Domains page of the wiki.
<php>echo “<b>Channel Energy (Su):</b>”;</php> At 1st level, a cleric is blessed with the ability to channel divine energies, which power many of her abilities. A cleric gains a number of channel energy uses per day equal to 3 + the cleric’s Cha modifier. If a cleric gains this class feature from another class (such as paladin), she only gains an additional 3 channel energy uses per day instead of 3 + her Cha modifier. A cleric may spend her channel energy to use the following abilities:
<php>echo “<i>Amplify Energy:</i>”;</php> Whenever the cleric casts a cure spell (if she channels positive energy) or an inflict spell (if she channels negative energy), she can spend a use of channel energy as a free action to maximize the result, plus add an additional amount equal to her cleric level.
<php>echo “<i>Turn/Rebuke Undead:</i>”;</php> Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of her faith through her holy (or unholy) symbol (see page 159 of the Player’s Handbook). A cleric who channels positive energy can turn or destroy undead creatures. A cleric who channels negative energy instead rebukes or commands such creatures, forcing them to cower in awe of her power.
<php>echo “<b>Orisons:</b>”;</php> Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on the class table under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
<php>echo “<b>Bonus Feat:</b>”;</php> At 2nd level and every six levels thereafter, the cleric gains a bonus divine or metamagic feat. A cleric must meet the prerequisites before taking the feat.
<php>echo “<b>Lesser Devotion (Su):</b>”;</php> At 4th level, a cleric can choose a special ability that is associated with one of her chosen domains. The cleric can select a second ability from this list again at 10th level. The available devotions and their associated domains are listed below:
<php>echo “<i>Air:</i>”;</php> The cleric can spend a use of channel energy as a standard action to either turn or destroy earth creatures as a cleric who channels positive energy turns or destroys undead, or rebuke or command air creatures as a cleric who channels negative energy rebukes or commands undead.
<php>echo “<i>Animal:</i>”;</php> The cleric can spend a use of channel energy as a standard action to rebuke or command animals as a cleric who channels negative energy rebukes or commands undead, and adds her Wisdom modifier to both the turn check and turn damage.
<php>echo “<i>Chaos:</i>”;</php> The cleric can spend a use of channel energy as an immediate action to force all foes in a 30 foot radius to roll twice on any d20 roll and take the lesser result until the start of the cleric’s next turn.
<php>echo “<i>Death:</i>”;</php> The cleric can spend a use of channel energy as a standard action to make a melee touch attack against a bloodied foe, dealing 1d6 damage per cleric level and causing the target to be fatigued on a successful attack. A successful Fortitude save (DC 10 + ½ the cleric’s level + Wisdom modifier) halves the damage and negates the fatigue effect.
<php>echo “<i>Destruction:</i>”;</php> The cleric can spend a use of channel energy as a standard action to make a destructive smite attack, adding a +4 bonus to the attack roll and dealing bonus damage equal to 1d6 per odd cleric level. Against objects and constructs, the bonus damage increases to 1d6 per cleric level, and the attack also ignores any damage reduction and hardness.
<php>echo “<i>Earth:</i>”;</php> The cleric can spend a use of channel energy as a standard action to either turn or destroy air creatures as a cleric who channels positive energy turns or destroys undead, or rebuke or command earth creatures as a cleric who channels negative energy rebukes or commands undead.
<php>echo “<i>Evil:</i>”;</php> The cleric can spend a use of channel energy as an immediate action to cause an enemy within 60 feet to cower in fear for as long as the cleric concentrates + an additional 2 rounds thereafter. A successful Will save (DC 10 + ½ the cleric’s level + Wisdom modifier) negates the effect. If the enemy is of good alignment, they suffer a -2 penalty on the save.
<php>echo “<i>Fire:</i>”;</php> The cleric can spend a use of channel energy as a standard action to either turn or destroy water creatures as a cleric who channels positive energy turns or destroys undead, or rebuke or command fire creatures as a cleric who channels negative energy rebukes or commands undead.
<php>echo “<i>Good:</i>”;</php> The cleric can spend a use of channel energy as an immediate action to shield an ally within 60 feet with a sanctuary effect for as long as the cleric concentrates + an additional 2 rounds thereafter. A successful Will save (DC 10 + ½ the cleric’s level + Wisdom modifier) can overcome the effect. If the enemy is of evil alignment, they suffer a -2 penalty on the save.
<php>echo “<i>Healing:</i>”;</php> The cleric can spend a use of channel energy as a standard action to cure herself and all allies within 30 feet of blindness, deafness, poison, disease, and paralysis effects.
<php>echo “<i>Knowledge:</i>”;</php> The cleric can spend a use of channel energy as a standard action to allow herself and all allies within 30 feet the ability to roll twice and take the higher result when making any skill check for 1 minute.
<php>echo “<i>Law:</i>”;</php> The cleric can spend a use of channel energy as an immediate action to force the cleric and all allies in a 30 foot radius to “take 11” on any d20 roll until the start of the cleric’s next turn.
<php>echo “<i>Luck:</i>”;</php> The cleric can spend a use of channel energy as an immediate action to grant an ally within 60 feet the ability to reroll the result of any d20 roll. The reroll must be used before the results of the initial roll are confirmed.
<php>echo “<i>Magic:</i>”;</php> The cleric can spend a use of channel energy as an immediate action to cast a targeted greater dispel magic.
<php>echo “<i>Plant:</i>”;</php> The cleric can spend a use of channel energy as a standard action to rebuke or command plants as a cleric who channels negative energy rebukes or commands undead, and adds her Wisdom modifier to both the turn check and turn damage.
<php>echo “<i>Protection:</i>”;</php> The cleric can spend a use of channel energy as a standard action to grant herself and all allies within 30 feet a sacred bonus to AC equal to 1 per four cleric levels, and resistance to all energy equal to 5 + 5 per six cleric levels. This effect lasts for 5 rounds.
<php>echo “<i>Strength:</i>”;</php> The cleric can spend a use of channel energy as a swift action to grant herself a sacred/profane bonus to her Strength score equal to her cleric level for 1 round.
<php>echo “<i>Sun:</i>”;</php> The cleric can spend a use of channel energy as a standard action to emit a wave of light in a 30 foot cone, blinding all creatures for 1d3 rounds and dealing 1d6 damage per cleric level to all undead within the cone. A successful Reflex save (DC 10 + ½ the cleric’s level + Wisdom modifier) negates the blinding effect and halves the damage dealt.
<php>echo “<i>Travel:</i>”;</php> The cleric can spend a use of channel energy as an immediate action to free herself and all allies within 30 feet of any entangle or slow effects, as well as the ability to automatically escape any grapple immediately.
<php>echo “<i>Trickery:</i>”;</php> The cleric can spend a use of channel energy as an immediate action to create an illusory duplicate of herself and allies within 30 feet as per the mirror image spell. At 12th level, two illusory duplicates are created. The duplicates last for 1 minute or until discharged.
<php>echo “<i>War:</i>”;</php> The cleric can spend a use of channel energy as a standard action to grant herself and all allies within 30 feet an immediate melee or ranged attack.
<php>echo “<i>Water:</i>”;</php> The cleric can spend a use of channel energy as a standard action to either turn or destroy fire creatures as a cleric who channels positive energy turns or destroys undead, or rebuke or command water creatures as a cleric who channels negative energy rebukes or commands undead.
<php>echo “<b>Greater Devotion (Su):</b>”;</php> At 16th level, a cleric can choose a special ability from a domain in which she already has the lesser devotion for. The available greater devotions and their associated domains are listed below:
<php>echo “<i>Air:</i>”;</php> The cleric can manifest cloud-like wings of air as a swift action, granting her a fly speed of 60 ft. with good maneuverability. The wings last indefinitely until the cleric dismisses them as a free action. This ability can be used at will.
<php>echo “<i>
Animal:</i>”;</php> The cleric gains the service of an animal companion of her choice. This ability functions exactly like the druid’s
animal companion ability, except that the animal gains either the celestial (if the cleric channels positive energy) or fiendish (if the cleric channels negative energy) template.
<php>echo “<i>Chaos:</i>”;</php> The cleric gains damage reduction 5/law, and is treated as being under the effects of a permanent protection from law spell.
<php>echo “<i>Death:</i>”;</php> The cleric gains immunity to all energy drain, negative energy and death effects. Additionally, negative energy damage heals the cleric, and positive energy and healing magic deals damage to the cleric as if she were undead.
<php>echo “<i>Destruction:</i>”;</php> The cleric’s weapon attacks ignore all damage reduction and hardness, and any critical threat rolled by the cleric is automatically confirmed.
<php>echo “<i>Earth:</i>”;</php> The cleric gains damage reduction 5/adamantine and a burrow speed of 30 feet.
<php>echo “<i>Evil:</i>”;</php> The cleric gains damage reduction 5/good, and is treated as being under the effects of a permanent protection from good spell.
<php>echo “<i>Fire:</i>”;</php> The cleric gains a +30 foot bonus to her land speed, and gains evasion as per the rogue class feature, except that the ability functions in medium armor as well as light armor.
<php>echo “<i>Good:</i>”;</php> The cleric gains damage reduction 5/evil, and is treated as being under the effects of a permanent protection from evil spell.
<php>echo “<i>Healing:</i>”;</php> Any cure spell cast by the cleric is automatically empowered as if affected by the Empower Spell metamagic feat, but without affecting the spell’s level.
<php>echo “<i>Knowledge:</i>”;</php> The cleric chooses a number of spells of 6th level or below from the wizard/sorcerer spell list equal to her Intelligence modifier and adds them to her list of available cleric spells. Spells learned in this way are treated as divine spells.
<php>echo “<i>Law:</i>”;</php> The cleric gains damage reduction 5/chaos, and is treated as being under the effects of a permanent protection from chaos spell.
<php>echo “<i>Luck:</i>”;</php> The cleric gains a +2 luck bonus on all d20 rolls.
<php>echo “<i>Magic:</i>”;</php> The cleric gains spell resistance equal to 8 + her cleric level.
<php>echo “<i>Plant:</i>”;</php> The cleric gains immunity to poison, sleep, stun, and polymorph effects, and gains fast healing 2 for as long as she is in sunlight.
<php>echo “<i>Protection:</i>”;</php> The cleric can create a divine bond with another friendly creature within 60 feet as a swift action. This bond acts as in all ways as the shield other spell, except the subject of the bond can roll twice and choose the better result when making a saving throw. The cleric can only share this bond with a single target at a time. If the cleric creates a bond with another target, the previous one breaks. This ability can be used at will.
<php>echo “<i>Strength:</i>”;</php> The cleric gains a +4 bonus to her Strength score, and any melee attack made by her is treated as adamantine for the purposes of bypassing damage reduction and hardness.
<php>echo “<i>Sun:</i>”;</php> The cleric gains an aura of light that emanates out to 30 feet. The aura functions in all ways as per the daylight spell, except that invisible creatures within the aura are partially revealed, and have only partial concealment instead of full concealment. Additionally, any undead that are successfully turned within the aura are destroyed instead. The cleric can activate or suppress the aura at will as a swift action.
<php>echo “<i>Travel:</i>”;</php> The cleric is treated as being under the effects of a permanent freedom of movement effect.
<php>echo “<i>Trickery:</i>”;</php> The cleric gains sneak attack as per the rogue class feature of the same name, dealing an additional 4d6 bonus damage on a successful attack against an unsuspecting foe.
<php>echo “<i>War:</i>”;</php> The cleric gains weapon specialization in the weapon group of her deity’s favored weapon as per the fighter class feature of the same name. If the favored weapon belongs to multiple weapon groups, the cleric chooses one of those weapon groups to gain specialization in. Additionally, the cleric gains a bonus combat or maneuver feat for which she meets the prerequisites.
<php>echo “<i>Water:</i>”;</php> The cleric gains a swim speed of 60 feet and the ability to breathe underwater, as well as a +8 bonus to her Combat Maneuver Defense.
Ex-Clerics
A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description).
Variant: Priest
Unlike her cleric counterparts, the priest chooses to forgo the majority of her martial training, instead focusing her energy on studying ancient lore and religious scripture. While lacking the cleric’s combat prowess, the priest has a greater breadth of knowledge and can empower her prayers with divine energy, allowing her to heal or inflict wounds without having to be on the front lines. The priest has all the standard cleric class features, except as noted below.
<php>echo “<b>Hit Dice:</b>”;</php> d6
<php>echo “<b>Base Attack Bonus:</b>”;</php> Poor (as per the wizard)
<php>echo “<b>Armor Proficiencies:</b>”;</php> None
<php>echo “<b>Weapon Proficiencies:</b>”;</php> Club, heavy mace, light mace, quarterstaff, and sling
<php>echo “<b>Skill Points/Level:</b>”;</php> 4 + Int
<php>echo “<b>Class Skills:</b>”;</php> Arcana (Int), Concentration (Con), Cosmology (Int), Diplomacy (Cha), Heal, (Wis), History (Int), Insight (Wis), Linguistics (Int), Nature (Wis), Religion (Int), Trade (Int)
Class Abilities
Words of Divinity (Su): At 1st level, the priest can invoke positive and negative energy through speaking words of divine scripture that she has uncovered through her studies. Whenever the priest casts a cure or inflict spell with a range of touch, she instead treats the spell as if it had a range of close (25 ft. + 5 ft./2 levels), and is no longer required to make a touch attack in order for the spell to affect her target. All other aspects of the spell remain the same.
Vestments of Faith (Su): At 1st level, the priest can imbue her cleric’s vestments or other such religious garment (adventuring priests typically choose something more practical) with divine energies, giving it a +4 armor bonus to AC. Doing so requires that the priest spend 1 hour performing a religious ceremony. Once the ceremony is complete, the vestments retain the armor bonus indefinitely until destroyed, or until the priest imbues another such garment, in which the previous garment loses this benefit. This ability does not function on armor or anything that already provides an AC bonus. The AC bonus provided by this ability functions only for the priest. The item can be enhanced with magic normally as if it were armor.
Scribe Scroll (Ex): At 1st level, a priest gains Scribe Scroll as a bonus feat.
Impart Wisdom (Ex): At 3rd level, a priest can assist her allies with words of guidance and instruction. As a move action, the priest can use the aid another action to grant an ally within 30 feet a +2 bonus on their next attack roll, skill check, ability check, caster level check, saving throw, or +2 AC against the next attack made against them. The priest must choose one of these bonuses to apply when using this ability, and the ally must be able to hear and understand the priest to receive the benefit. The bonus lasts for 1 round or until used. For every three levels beyond 3rd, the priest can aid one additional ally. When affecting multiple allies with this ability, all allies receive the same bonus.