Table of Contents

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 “<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 “<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:

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.