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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.

TypeBase class
Hit died8
Skill points2 + Intelligence modifier per level
Attack bonusthree quarters - 3 per 4 levels, +15 by level 20
Strong savesFortitude and Will
SpellcastingPrepared
AlignmentAny
Primary abilityWisdom

How it works

  • Your domains can be changed after character creation. Once you have completed the quest A Matter of Faith, the Priestess of Ineth'Xa (Abiz - Shrine of Ineth'Xa) can swap one of them for another.
  • A swap that would give you the same domain twice is refused.
  • A pure Cleric gets +3 spell DC over the value on the Magic page. 30 Cleric levels without being pure give +1.

What you gain, level by level

LevelGain
1Weapon Proficiency (simple), Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Shield Proficiency, Turn Undead
21Epic Cleric
23bonus feat (and again every 3 levels to 38)
30+1 natural armour
40High Priest, +1 natural armour

Spells

Spells are prepared in advance and spent as they are cast. The casting ability is Wisdom.

How a save is worked out, and what a slot is actually spent on, are on Magic.

Spells a day, by spell level. A level that is not listed has the same allowance as the last one listed above it.

Level0123456789
1102--------
2103--------
31032-------
41043-------
510432------
610443------
7105432-----
8105443-----
91055432----
101055443----
1110655432---
1210655443---
13106655432--
14106655443--
151066655432-
161066655443-
1710666655432
1810666655443
1910666665544
2010666665555

Spell list

Every spell on the Cleric list, by spell level.

Each of a cleric's two domains adds one more spell at most spell levels - see Cleric domains.

Spell levelSpells
0Cure Minor Wounds, Inflict Minor Wounds, Light, Resistance, Virtue
1Bane, Bless, Cure Light Wounds, Divine Favor, Doom, Endure Elements, Entropic Shield, Inflict Light Wounds, Magic Weapon, Protection from Alignment, Remove Fear, Sanctuary, Scare, Shield of Faith, Summon Creature I
2Aid, Bull's Strength, Cure Moderate Wounds, Darkness, Eagle's Splendor, Endurance, Find Traps, Fox's Cunning, Hold Person, Inflict Moderate Wounds, Lesser Dispel, Lesser Restoration, Negative Energy Ray, Owl's Wisdom, Remove Paralysis, Resist Elements, Silence, Sound Burst, Stone Bones, Summon Creature II, Ultravision
3Animate Dead, Bestow Curse, Blindness/Deafness, Clarity, Contagion, Continual Flame, Cure Serious Wounds, Darkfire, Dispel Magic, Glyph of Warding, Inflict Serious Wounds, Invisibility Purge, Magic Circle against Alignment, Magic Vestment, Negative Energy Protection, Prayer, Protection from Elements, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Summon Creature III
4Cure Critical Wounds, Death Ward, Dismissal, Divine Power, Freedom of Movement, Greater Magic Weapon, Hammer of the Gods, Inflict Critical Wounds, Neutralize Poison, Poison, Restoration, Summon Creature IV
5Battletide, Circle of Doom, Flame Strike, Healing Circle, Monstrous Regeneration, Raise Dead, Slay Living, Spell Resistance, Summon Creature V, True Seeing
6Banishment, Blade Barrier, Control Undead, Create Undead, Greater Dispelling, Greater Sanctuary, Harm, Heal, Planar Ally, Summon Creature VI, Undeath to Death
7Destruction, Greater Restoration, Regenerate, Resurrection, Summon Creature VII, Word of Faith
8Aura versus Alignment, Create Greater Undead, Earthquake, Fire Storm, Mass Heal, Summon Creature VIII, Sunbeam
9Energy Drain, Gate, Implosion, Storm of Vengeance, Summon Creature IX, Undeath's Eternal Foe

Bonus feat choices

A bonus feat is granted at the levels marked in the table above, and can be spent on any of the following.

As a bonus feat or as an ordinary feat: Armor Skin, Automatic Quicken Spell (any of 3), Automatic Silent Spell (any of 3), Automatic Still Spell (any of 3), Divine Shield of Steel, Epic Spell Focus (any of 8), Epic Spell Penetration, Great Charisma (any of 10), Great Wisdom (any of 10), Greater Spell Focus (any of 8), Improved Combat Casting, Planar Turning.

Class skills

One point per rank instead of two: Concentration, Craft: Harvesting, Craft: Mastery, Craft: Speed, Heal, Lore, Parry, Persuade, Ride, Spellcraft.

Races that favour it

Aasimar (female characters), Azer (female characters), Celestial (female characters), Drow (female characters), Troglodyte (female characters). A character of one of those races who stays single-classed in this one earns extra experience - see Character development.

See also