Cleric
Contents
Overview
Basics
Description: 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.
Alignment Restrictions: None
Hit Die: d8
Proficiencies: Armor (Light, Heavy, Medium), Shields, Weapons (Simple)
Skill Points: (Int mod * 4 at 1st level) 2 + Int mod
Skills: Concentration, Craft armor, Craft Trap, Craft weapon, Heal, Lore, Parry, Persuade, Spellcraft
Selectable Class Feats: Ambidexterity, Brew Potion, Craft Wand, Deflect Arrows, Divine Might, Divine Shield, Extra Turning, Quicken Spell, Scribe Scroll, Spell Focus, Two-Weapon Fighting, Weapon Proficiency (Exotic), Weapon Proficiency (Martial)
Primary Saving Throw(s): Fortitude, Will
Spellcasting: Divine (Wisdom-based, spell failure from armor is ignored). Must have a Wisdom score of 10 + the spell’s level to cast a spell.
Special Abilities & Feats
- Level 1 Spontaneous Cast, Turn undead
Domains
Each domain gives your cleric access to a special domain power and additional spells.
This increases the total number of spells that a cleric may prepare each day by one per spell level.
Upon taking her first level of cleric, a character is allowed to select 2 domains from the following list:
Spells
Cantrips
First level spells
- Bane
- 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
Second level spells
- Aid
- 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
Third level spells
- Animate 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
Fourth level spells
- Cure Critical Wounds
- Death Ward
- Dismissal
- Divine Power
- Freedom of Movement
- Hammer of the Gods
- Inflict Critical Wounds
- Greater Magic Weapon
- Neutralize Poison
- Poison
- Restoration
- Summon Creature IV
Fifth level spells
- Battletide
- Circle of Doom
- Flame Strike
- Healing Circle
- Monstrous Regeneration
- Raise Dead
- Slay Living
- Spell Resistance
- Summon Creature V
- True Seeing
Sixth level spells
- Banishment
- Blade Barrier
- Control Undead
- Create Undead
- Greater Dispelling
- Greater Sanctuary
- Harm
- Heal
- Planar Ally
- Summon Creature VI
- Undeath to Death
Seventh level spells
Eigth level spells
- Aura versus alignment
- Earthquake
- Create Greater Undead
- Fire Storm
- Mass Heal
- Summon Creature VIII
- Sunbeam
Ninth level spells
Spells per Day
Class Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
---|---|---|---|---|---|---|---|---|---|---|
1 | 3 | 2 | * | * | * | * | * | * | * | * |
2 | 4 | 3 | * | * | * | * | * | * | * | * |
3 | 4 | 3 | 2 | * | * | * | * | * | * | * |
4 | 5 | 4 | 3 | * | * | * | * | * | * | * |
5 | 5 | 4 | 3 | 2 | * | * | * | * | * | * |
6 | 5 | 4 | 4 | 3 | * | * | * | * | * | * |
7 | 6 | 5 | 4 | 3 | 2 | * | * | * | * | * |
8 | 6 | 5 | 4 | 4 | 3 | * | * | * | * | * |
9 | 6 | 5 | 5 | 4 | 3 | 2 | * | * | * | * |
10 | 6 | 5 | 5 | 4 | 4 | 3 | * | * | * | * |
11 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | * | * | * |
12 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | * | * | * |
13 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | * | * |
14 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | * | * |
15 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | * |
16 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 3 | * |
17 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 |
18 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | 3 |
19 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 |
20 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 5 | 5 |
Epic Cleric
Skill Points: 2 + Int mod
Bonus Feats: 23, 26, 29, 32, 35, 38
Epic Cleric Bonus Feats
Epic Selectable Class Feats
Notes
- Animal Domain's summon spell modification applies to summon spells cast by multiclassed cleric's other casting class. (e.g. wizard 10/cleric 1 Magic:Summon Creature I spell cast from wizard spellbook summons a boar).
- Healing Domain's Empower Healing ability also empowers healing potions and items that cast the affected spells.
- Clerics with the healing domain will notice that empowered versions of the cure spells will not be twice empowered.
- Evil clerics can strive to become a Blackguard. However, those are very rare in Ysgard.
See also
- Click for a list of deities that you can choose to worship as a cleric.