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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.
<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 |
<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 in the following section.
<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:
Destruction: The cleric’s weapon attacks ignore all damage reduction and hardness, and any critical threat rolled by the cleric is automatically confirmed.
Earth: The cleric gains damage reduction 5/adamantine and a burrow speed of 30 feet. Evil: The cleric gains damage reduction 5/good, and is treated as being under the effects of a permanent protection from good spell. Fire: 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. Good: The cleric gains damage reduction 5/evil, and is treated as being under the effects of a permanent protection from evil spell. Healing: 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. Knowledge: 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. Law: The cleric gains damage reduction 5/chaos, and is treated as being under the effects of a permanent protection from chaos spell. Luck: The cleric gains a +2 luck bonus on all d20 rolls. Magic: The cleric gains spell resistance equal to 8 + her cleric level. Plant: The cleric gains immunity to poison, sleep, stun, and polymorph effects, and gains fast healing 2 for as long as she is in sunlight. Protection: 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. Strength: 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. Sun: 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. Travel: The cleric is treated as being under the effects of a permanent freedom of movement effect. Trickery: 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. War: 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. Water: 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.
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).