Cleric

"Blessed is he who, in the name of charity and good will, shepherds the weak through the valley of darkness; for he is truly his brother's keeper, and the finder of lost children."

Clerics are spellcasters who power their magic through an overpowering faith in their divine patron. They're also relatively capable at physical fighting as well, just because why not. The cleric spell list is of a slightly more defensive nature than the spell lists of other classes, but still provides a good selection.

Note that in addition to the many clerics that serve the widely known gods, there are also clerics who serve no god at all, or who serve a god that only they know exists. It's less common, but since unwavering faith is what powers a Cleric's magic, it doesn't actually matter that their god might not exist. As long as the cleric's faith exists then they will prevail.

  • HD: 1d8+ConMod (8+ConMod at first level)
  • BAB: Medium
  • Saves: Good Fortitude and Will, Poor Reflex
  • Skill Points: 5/level (20 at 1st level)
  • Starting Equipment:
    • Deity's favored weapon (and wooden shield if appropriate) OR light crossbow and 30 bolts
    • Studded Leather Armor
    • Holy Symbol
    • Spell Component Pouch
  • Weapons And Armor Proficiency: All Simple weapons, Light and Medium armor, and Shields. Clerics are also always proficient with their deity's favored weapon, regardless of its weapon category.
Lvl BAB Fort Reflex Will 1st-Lv 2nd-Lv
1st +0 +2 +0 +2 2 -
2nd +1 +3 +0 +3 3 -
3rd +2 +3 +1 +3 3 2

Spellcasting: A cleric casts divine spells from the cleric spell list. A cleric uses Wisdom as their spellcasting stat. Their number of slots per day is shown on the chart. Clerics regain their spells by spending an hour in prayer at the appropriate time, according to their religious system. Usually at sunrise, sunset, noon, or midnight. If a cleric misses the opportunity, they must stop and pray at the first chance, or they cannot regain spells that day. Regardless of the particular time, the cleric must have had proper rest beforehand just as with any other spellcaster.

Orisons: In addition to their per-day spell slots, a cleric can select three 0th-level spells to have available every time they prepare their spells. Their 0th-level spells can be used at will. At 2nd level, a cleric can select four orisons per day.

Spontaneous Conversion (Ex): At any time, a cleric can convert a prepared spell into raw positive or negative energy. This has the same effect as casting either a Cure spell (positive energy) or an Inflict spell (negative energy) of the appropriate level. Good clerics always channel positive energy, and Evil clerics always channel negative energy. Neutral clerics can select to channel positive or negative energy, but the choice is fixed after character creation.

Turn/ Rebuke Undead (Su): A cleric has the ability to either turn or rebuke undead creatures. This ability is linked to their Spontaneous Conversion ability: A cleric that can convert spell energy into positive energy turns undead, and a cleric that converts spell energy into negative energy rebukes undead. A cleric can use this ability a number of times per day equal to 3 + their Charisma Modifier. Full rules for this ability are given in the Combat chapter.

Domains (Ex): Even among clerics of the same faith, each cleric interprets that faith a little differently. Every cleric selects two domains from among the domains associated with their god. Each domain has a granted ability and a spell list. In addition to their normal allotment of spells from the cleric spell list, at each spell level the cleric has available they can prepare a domain spell from one of their two domains (note that domains don't have 0th level spells, so there is no bonus orison). Domain spells can't be converted with spontaneous conversion, but are otherwise the same as the rest of the cleric's spells.

Cleric Spell List

Orisons

  • Create Water: Creates 2 gallons/level of pure water.
  • Cure Minor Wounds: Cures 1 point of damage.
  • Detect Magic: Detects spells and magic items within 60 ft.
  • Detect Poison: Detects poison in one creature or object.
  • Guidance: +1 on one attack roll, saving throw, or skill check.
  • Inflict Minor Wounds: Touch attack, 1 point of damage.
  • Light: Object shines like a torch.
  • Mending: Makes minor repairs on an object.
  • Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
  • Read Magic: Read scrolls and spellbooks.
  • Resistance: Subject gains +1 on saving throws.
  • Virtue: Subject gains 1 temporary hp.

1st Level

  • Bane: Enemies take -1 on attack rolls and saves against fear.
  • Bless: Allies gain +1 on attack rolls and saves against fear.
  • Bless Water: Makes holy water.
  • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  • Command: One subject obeys selected command for 1 round.
  • Comprehend Languages: You understand all spoken and written languages.
  • Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
  • Curse Water: Makes unholy water.
  • Deathwatch: Reveals how near death subjects within 30 ft. are.
  • Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
  • Detect Undead: Reveals undead within 60 ft.
  • Divine Favor: You gain +1 per three levels on attack and damage rolls.
  • Doom: One subject takes -2 on attack rolls, saves, and checks.
  • Endure Elements: Exist comfortably in hot or cold environments.
  • Entropic Shield: Ranged attacks against you have 20% miss chance.
  • Hide from Undead: Undead can't perceive one subject/level.
  • Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
  • Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
  • Magic Weapon: Weapon gains +1 bonus.
  • Obscuring Mist: Fog surrounds you.
  • Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
  • Sanctuary: Opponents can't attack you, and you can't attack.
  • Shield of Faith: Aura grants +2 or higher deflection bonus.
  • Summon Monster I: Calls extraplanar creature to fight for you.

2nd Level

  • Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
  • Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
  • Augury: Learns whether an action will be good or bad.
  • Bear's Endurance: Subject gains +4 to Con for 1 min./level.
  • Bull's Strength: Subject gains +4 to Str for 1 min./level.
  • Calm Emotions: Calms creatures, negating emotion effects.
  • Consecrate: Fills area with positive energy, making undead weaker.
  • Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
  • Darkness: 20-ft. radius of supernatural shadow.
  • Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
  • Delay Poison: Stops poison from harming subject for 1 hour/level.
  • Desecrate: Fills area with negative energy, making undead stronger.
  • Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
  • Enthrall: Captivates all within 100 ft. + 10 ft./level.
  • Find Traps: Notice traps as a rogue does.
  • Gentle Repose: Preserves one corpse.
  • Hold Person: Paralyzes one humanoid for 1 round/level.
  • Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
  • Make Whole: Repairs an object.
  • Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
  • Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
  • Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
  • Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
  • Shatter: Sonic vibration damages objects or crystalline creatures.
  • Shield Other: You take half of subject's damage.
  • Silence: Negates sound in 20-ft. radius.
  • Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
  • Spiritual Weapon: Magic weapon attacks on its own.
  • Status: Monitors condition, position of allies.
  • Summon Monster II: Calls extraplanar creature to fight for you.
  • Undetectable Alignment: Conceals alignment for 24 hours.
  • Zone of Truth: Subjects within range cannot lie.

Cleric Domains

Granted powers are Supernatural unless stated otherwise.

Air

Granted Power: You gain a 10ft fly speed that can be used for 1 minute per day per cleric level. If you're in the air when you run out of flying you automatically drift to the ground at a rate of 60ft per round.

Spells

  1. Obscuring Mist: Fog surrounds you.
  2. Wind Wall: Deflects arrows, smaller creatures, and gases.

Animal

Granted Power: You can talk to animals all the time, as if you always had a Speak With Animals spell active on you.

Spells

  1. Calm Animals: Calms (2d4 + level) HD of animals.
  2. Hold Animal: Paralyzes one animal for 1 round/level.

Chaos

Granted Power: As an Immediate Action you can spend a Turn Undead attempt to force someone within Close range of you to reroll any roll. This power can't be used on yourself, and it can't affect any single target more than once per day.

Spells

  1. Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  2. Shatter: Sonic vibration damages objects or crystalline creatures.

Death

Granted Power: Once per day you can make a Death Touch. This is still a Supernatural ability, but it uses the rules for Touch Spells (including that you keep the charge on a failed attack and can try to attack again). The target of a successful attack takes 1d10 damage per cleric level (no save).

Spells

  1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  2. Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.

Destruction

Granted Power: You can spend a Turn Undead attempt as a Swift action activate a smite. This adds +4 to hit and adds your cleric level to damage with all attacks for 1 round. Once used, you can't make another smite for 1 minute.

Spells

  1. Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
  2. Shatter: Sonic vibration damages objects or crystalline creatures.

Earth

Granted Power: You gain a 10ft burrow speed that can be used for 1 minute per day per cleric level. If you're underground when you run out of burrowing ability you automatically move back to the nearest open space at a speed of 60ft per round.

Spells

  1. Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
  2. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.

Evil

Granted Power: Whenever you reduce a target to 0hp or less, you get +2 to attacks, saves, and checks until the end of your next turn.

Spells

  1. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  2. Desecrate: Fills area with negative energy, making undead stronger.

Fire

Granted Power: You have Fire Resistance equal to 3 times your cleric level. As a special case, this Fire Resistance stacks with your Resist Energy spell.

Spells

  1. Produce Flame: 1d6 damage +1/ level, touch or thrown.
  2. Resist Energy (Fire/Cold Only): Ignores 10 (or more) points of damage/attack from specified energy type.

Good

Granted Power: By spending a Turn Undead attempt you can use Aid Another as a Swift action instead of a Standard action for 1 minute.

Spells

  1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).

Healing

Granted Power: Your healing spells (from domain slots or from normal slots) always heal 50% more than normal, and you can always Take 10 on Heal checks.

Spells

  1. Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
  2. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).

Knowledge

Granted Power: You can use your Wisdom modifier on Knowledge checks instead of your Intelligence modifier. You can spend a Turn Undead attempt to give yourself +5 on any Knowledge check.

Spells

  1. Detect Secret Doors: Reveals hidden doors within 60 ft.
  2. Detect Thoughts: Allows "listening" to surface thoughts.

Law

Granted Power: You can spend a Turn Undead attempt to Take 10 on any 1d20 roll (even if it's not a Skill Check).

Spells

  1. Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  2. Calm Emotions: Calms creatures, negating emotion effects.

Luck

Granted Power: As an Immediate Action you can spend a Turn Undead attempt to allow yourself or any creature within Close range a reroll any roll (their option). You can decide to use this after you know the result. Any individual creature can't be affected by this more than once per day.

Spells

  1. Entropic Shield: Ranged attacks against you have 20% miss chance.
  2. Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).

Magic

Granted Power: You can activate scrolls, wands, and other magic devices as if the Wizard spell list was a part of your own spell list. By spending a Turn Undead attempt, you can cast Identify as a spell-like ability.

Spells

  1. Magic Aura: Alters object's magic aura.
  2. Fox's Cunning: Subject gains +4 Int for 1 min./level.

Plant

Granted Power: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier.

Spells

  1. Entangle: Plants entangle everyone in 40-ft.-radius.
  2. Barkskin: Grants +2 (or higher) enhancement to natural armor.

Protection

Granted Power: By spending a Turn Undead attempt you can grant a protective ward as an Immediate Action. This is an arbjuration effect that lasts either until you next regain spells or until it is discharged. The target adds your Wisdom modifier to their next saving throw.

Spells

  1. Sanctuary: Opponents can't attack you, and you can't attack.
  2. Shield Other: You take half of subject's damage.

Strength

Granted Power: As a Swift action you can spend a Turn Undead attempt to add a bonus to Strength equal to twice your Wisdom Modifier for 1 round.

Spells

  1. Enlarge Person: Humanoid creature doubles in size.
  2. Bull's Strength: Subject gains +4 to Str for 1 min./level.

Sun

Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead. You can decide to activate this ability or not after you learn the results of your normal Turn Undead attempt.

Spells

  1. Endure Elements: Exist comfortably in hot or cold environments.
  2. Heat Metal: Make metal so hot it damages those who touch it.

Travel

Granted Power: For a total time per day equal to your level plus your Wisdom Modifier, you can act normally regardless of magical effects that impede movement. You also automatically succeed on any Grapple or Escape Artist checks to get out of a grapple. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).

Spells

  1. Longstrider: Increases your speed.
  2. Locate Object: Senses direction toward object (specific or type).

Trickery

Granted Power: +3 on Bluff, Disguise, and Hide

Spells

  1. Disguise Self: Disguise own appearance.
  2. Invisibility: Subject invisible 1 min./level or until it attacks.

War

Granted Power: You are proficient with Heavy armor and you gain the Weapon Focus feat with your deity's favored weapon.

Spells

  1. Magic Weapon: Weapon gains +1 bonus.
  2. Spiritual Weapon: Magical weapon attacks on its own.

Water

Granted Power: You have a Swim speed equal to your land speed. If you already have a Swim speed use whichever is faster, then add 10ft to it.

Spells

  1. Obscuring Mist: Fog surrounds you.
  2. Fog Cloud: Fog obscures vision.

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