Cleric
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.
Out on the planes, nobody's got to watch their backs more than priests. Sure, they've got a power backing them up, but that means they've got automatic enemies as well. A priest of Lathander is asking for alot of extra trouble if he makes his way to Gehenna, just as a cleric of Morigon is going to have his hands full on Ysgard. That doesn't mean priests can't travel to realms of gods that oppose their powers - sometimes a blood's just got to do what he's got to do.
Hit Die: d8
Proficiencies: Armor (Light, Medium, Heavy), Shields (Tower Shields with War, Protection or Strength Domain), Weapons (Simple)
Skill Points: 2 + INT
Class Skills: Concentration, Craft (all), Decipher Script, Forgery, Heal, Knowledge (all), Lore, Parry, Persuade, Profession (all), Spellcraft
Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell difficulty class), and requires preparation (except for "cure" and "inflict" spells, which can be spontaneous cast).
Special abilities & feats
- Level 1 , turn undead
Domains
Upon taking her first level of cleric, a character selects 2 domains from the following list.
- air - animal - death - destruction - earth - evil - fire - good - healing - knowledge
- - magic - plant - protection - strength - sun - travel - trickery - war - water
Each domain gives a cleric access to a special domain power and additional spells as listed below. Some domain powers enhance turning, some modify certain spells (even if cast from an item or from another class spellbook), some are spell-like abilities, and some are just the availability of more domain spells.
Spells
Cantrips | 1st level spells | 2nd level spells | 3rd level spells | 4th level spells |
---|---|---|---|---|
|
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5th level spells | 6th level spells | 7th level spells | 8th level spells | 9th level spells |
Level progression
Lvl | BAB | Saves | Feats | HP range | Base spells per day | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||
1st | +0 | +2 | +0 | +2 | Turn undead | 4-8 | 3 | 2 | — | — | — | — | — | — | — | — | |
2nd | +1 | +3 | +0 | +3 | Weapon Finesse | 8-16 | 4 | 3 | — | — | — | — | — | — | — | — | |
3rd | +2 | +3 | +1 | +3 | 12-24 | 4 | 3 | 2 | — | — | — | — | — | — | — | ||
4th | +3 | +4 | +1 | +4 | 16-32 | 5 | 4 | 3 | — | — | — | — | — | — | — | ||
5th | +3 | +4 | +1 | +4 | 20-40 | 5 | 4 | 3 | 2 | — | — | — | — | — | — | ||
6th | +4 | +5 | +2 | +5 | 24-48 | 5 | 4 | 4 | 3 | — | — | — | — | — | — | ||
7th | +5 | +5 | +2 | +5 | 28-56 | 6 | 5 | 4 | 3 | 2 | — | — | — | — | — | ||
8th | +6/+1 | +6 | +2 | +6 | 32-64 | 6 | 5 | 4 | 4 | 3 | — | — | — | — | — | ||
9th | +6/+1 | +6 | +3 | +6 | 36-72 | 6 | 5 | 5 | 4 | 3 | 2 | — | — | — | — | ||
10th | +7/+2 | +7 | +3 | +7 | 40-80 | 6 | 5 | 5 | 4 | 4 | 3 | — | — | — | — | ||
11th | +8/+3 | +7 | +3 | +7 | 44-88 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | — | — | — | ||
12th | +9/+4 | +8 | +4 | +8 | 48-96 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | — | — | — | ||
13th | +9/+4 | +8 | +4 | +8 | 52-104 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | — | — | ||
14th | +10/+5 | +9 | +4 | +9 | 56-112 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | — | — | ||
15th | +11/+6/+1 | +9 | +5 | +9 | 60-120 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | — | ||
16th | +12/+7/+2 | +10 | +5 | +10 | 64-128 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | — | ||
17th | +12/+7/+2 | +10 | +5 | +10 | 68-136 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | ||
18th | +13/+8/+3 | +11 | +6 | +11 | 72-144 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | ||
19th | +14/+9/+4 | +11 | +6 | +11 | 76-152 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | ||
20th | +15/+10/+5 | +12 | +6 | +12 | 80-160 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 5 | 5 |
Bonus spell slots come from items and high wisdom.
As a rule of thumb, clerics can cast spell levels up to half their class level rounded up.
Domain Spells
Air:
Level 1:
Level 2: Gust of Wind
Level 3: Call Lightning
Level 4: Fly
Level 5:
Level 6: Chain Lightning
Level 7: Stormshield
Level 8:
Level 9:
Animal: Gain an Animal Companion (See Druid wiki entry for more information. Scaling is the same but with cleric levels instead of druid.)
Level 1: Magic Fang
Level 2: Cat's Grace
Level 3: Greater Magic Fang
Level 4:
Level 5: Awaken
Level 6:
Level 7:
Level 8:
Level 9:
Death:
Level 1: Larloch's Minor Drain
Level 2:
Level 3:
Level 4: Slay Living
Level 5: Enervation
Level 6: Circle of Death
Level 7:
Level 8:
Level 9: Wail of the Banshee
Destruction:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5: Crumble
Level 6: Disintegrate
Level 7: Earthquake
Level 8:
Level 9: Meteor Swarm
Earth:
Level 1:
Level 2:
Level 3:
Level 4: Stoneskin
Level 5: Stone to Flesh
Level 6: Stonehold
Level 7: Greater Stoneskin
Level 8: Bombardment
Level 9:
Evil:
Level 1: Negative Energy Ray
Level 2:
Level 3: Negative Energy Burst
Level 4: Beltyn's Burning Blood
Level 5: Cloudkill
Level 6: Memory Wipe
Level 7: Insanity
Level 8: Energy Drain
Level 9:
Fire:
Level 1:
Level 2: Combust
Level 3: Fireball
Level 4: Flame Strike
Level 5: Inferno
Level 6:
Level 7:
Level 8: Incendiary Cloud
Level 9:
Good:
Level 1: Aid
Level 2: Remove Curse
Level 3: Emotion: Hope
Level 4: Lesser Planar Binding
Level 5: Bolt of Glory
Level 6:
Level 7:
Level 8: Aura Versus Alignment
Level 9:
Healing:
Level 1: Cure Moderate Wounds
Level 2: Cure Serious Wounds
Level 3: Cure Critical Wounds
Level 4: Healing Circle
Level 5: Heal
Level 6:
Level 7:
Level 8:
Level 9:
Knowledge:
Level 1: Identify
Level 2: Knock
Level 3: Clairaudience/Clairvoyance
Level 4: True Seeing
Level 5: Lesser Mind Blank
Level 6: Legend Lore
Level 7:
Level 8:
Level 9:
Magic:
Level 1: Mage Armor
Level 2: Melf's Acid Arrow
Level 3: Glitterdust
Level 4:
Level 5: Ice Storm
Level 6:
Level 7: Mordenkainen's Sword
Level 8:
Level 9:
Plant:
Level 1: Barksin
Level 2: Entangle
Level 3: Spike Growth
Level 4:
Level 5:
Level 6: Rejuvenation Cocoon
Level 7: Creeping Doom
Level 8: Deadfall
Level 9:
Protection:
Level 1: Shield
Level 2: Magic Vestment
Level 3: Protection From Arrows
Level 4: Minor Globe of Invulnerability
Level 5: Energy Buffer
Level 6: Globe of Invulnerability
Level 7:
Level 8:
Level 9:
(also grants Tower Shield proficiency)
Strength:
Level 1: Bull's Strength
Level 2: Balagarn's Iron Horn
Level 3: Divine Power
Level 4:
Level 5:
Level 6: Bigby's Forceful Hand
Level 7:
Level 8:
Level 9:
(also grants Tower Shield proficiency)
Sun:
Level 1: Bless Weapon
Level 2: Searing Light
Level 3:
Level 4:
Level 5:
Level 6:
Level 7: Sunbeam
Level 8: Sunburst
Level 9:
Travel:
Level 1: Entangle
Level 2: Web
Level 3: Freedom of Movement
Level 4: Dimension Door
Level 5: Haste
Level 6: Teleport
Level 7:
Level 8:
Level 9:
Trickery:
Level 1:
Level 2: Invisibility
Level 3: Invisibility Sphere
Level 4: Lehel's Vicious Vertigo (Currently Disabled)
Level 5: Improved Invisibility
Level 6:
Level 7: Reverse Gravity
Level 8:
Level 9:
War:
Level 1: Deafening Clang
Level 2: Prayer
Level 3: Greater Magic Weapon
Level 4: War Cry
Level 5:
Level 6:
Level 7: Aura of Vitality
Level 8:
Level 9: Power Word, Kill
(also grants Tower Shield proficiency)
Water:
Level 1:
Level 2: Water Breathing
Level 3: Gaseous Form
Level 4: Ice Storm
Level 5: Cone of Cold
Level 6:
Level 7: Drown
Level 8:
Level 9:
Epic cleric
The epic cleric is among the most elite of her deity's servants, spreading the word and acting as emissary for the church. The epic cleric commands great power and respect.
Hit die: d8
Skill points: 2 + int modifier
Bonus feats: The epic cleric gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, 29, 32, 35, and 38.
Epic cleric bonus feats: armor skin, automatic quicken spell, automatic silent spell, automatic still spell, epic spell focus, epic spell penetration, great wisdom, greater spell focus, improved combat casting, planar turning
Unavailable epic feats:
bane of enemies,
construct shape, dragon shape,
epic spell: epic mage armor, epic spell: epic warding,
epic weapon specialization, great smiting,
improved ki strike 4, improved ki strike 5, improved sneak attack,
improved spell resistance, improved stunning fist,
lasting inspiration, mighty rage, outsider shape,
terrifying rage, thundering rage, undead shape
These general epic feats cannot be selected when taking a level of cleric.
Epic cleric level progression
Lvl | Feats | HP range |
---|---|---|
21st | 84-168 | |
22nd | 88-176 | |
23rd | bonus feat | 92-184 |
24th | 96-192 | |
25th | 100-200 | |
26th | bonus feat | 104-208 |
27th | 108-216 | |
28th | 112-224 | |
29th | bonus feat | 116-232 |
30th | 120-240 |
Notes
- Outsiders have been improved. They get turn resistance equal to their spell resistance rating (only clerics of the good or evil domains may turn them without the new planar turning feat). If you have the planar turning feat, they are weakened and only have 1/2 their spell resistance as turn resistance.