Index classes cleric

Cleric

Clerics rely on divine magic granted to them by an aegis, powerful entities sometimes called spirits, saints, or gods. This type of magic is most often associated with healing, and while clerics are some of the most potent healers, their powers are far more versatile than just that. The key difference between divine spellcasters and arcane spellcasters is that the practice of divine magic is not hampered by armor, allowing clerics to wade into battle alongside their fellow soldiers.

Cleric Variants

Standard Cleric

Not content with sitting idly in a far-flung temple, the image of the cleric is one of a travelling representative of the divine. Though they lack some of the more formal training or range of potency that other clerics may have, they compensate with a toughness forged from practical experience.

  • d8 Hit Die (8 + Con HP at 1st level, 5 + Con HP thereafter)

  • 2 + Int skill points (x4 at 1st level)

  • Class Skills: Concentration(Con), Craft(Int), Diplomacy(Cha), Heal(Str), Knowledge(Arcana)(Int), Knowledge(History)(Int), Knowledge(Religion)(Int), Knowledge(The Planes)(Int), Profession(Wis), Spellcraft(Int)

  • Weapon and Armor Proficiency: Proficient with all simple weapons and with all types of armor (heavy, medium, and light) and shields (except tower shields).

Level BAB Fort Ref Will Features Spells per Day
(0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th)
1 0 0 0 2 Alignment, Turn or Rebuke Undead 3 1 - - - - - - - -
2 1 0 0 3 - 4 2 - - - - - - - -
3 2 1 1 3 - 4 2 1 - - - - - - -
4 3 1 1 4 - 5 3 2 - - - - - - -
5 3 1 1 4 - 5 3 2 1 - - - - - -
6 4 2 2 5 - 5 3 3 2 - - - - - -
7 5 2 2 5 - 6 4 3 2 1 - - - - -
8 6/1 2 2 6 - 6 4 3 3 2 - - - - -
9 6/1 3 3 6 - 6 4 4 3 2 1 - - - -
10 7/2 3 3 7 - 6 4 4 3 3 2 - - - -
11 8/3 3 3 7 - 6 5 4 4 3 2 1 - - -
12 9/4 4 4 8 - 6 5 4 4 3 3 2 - - -
13 9/4 4 4 8 - 6 5 5 4 4 3 2 1 - -
14 10/5 4 4 9 - 6 5 5 4 4 3 3 2 - -
15 11/6/1 5 5 9 - 6 5 5 5 4 4 3 2 1 -
16 12/7/2 5 5 10 - 6 5 5 5 4 4 3 3 2 -
17 12/7/2 5 5 10 - 6 5 5 5 5 4 4 3 2 1
18 13/8/3 6 6 11 - 6 5 5 5 5 4 4 3 3 2
19 14/9/4 6 6 11 - 6 5 5 5 5 5 4 4 3 3
20 15/10/5 6 6 12 - 6 5 5 5 5 5 4 4 4 4

Class Features

Alignment

The cleric is changed by his connection to his aegis and his commitment to his ideals. The cleric has an alignment. This alignment must be within one step of his aegis' (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both).

If the cleric ever grossly defies this alignment, he falls out of the favor of his aegis. He loses all spellcasting and class features gained from this class until a quest of atonement is undertaken. Of course, since the cleric is well attuned to the will of his aegis, and aegises generally prefer not to lose their clerics, the cleric will be well aware in advance if a course of action may risk a fall.

Spells

A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).

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. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains.

Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Turn or Rebuke Undead (Su)

Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

A good cleric (or a neutral cleric who follows a good aegis) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who follows an evil aegis) instead rebukes or commands such creatures. A neutral cleric of a neutral aegis must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed.

A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Turning Checks

Turning undead is a supernatural ability that the cleric can perform as a standard action. It does not provoke attacks of opportunity.

The cleric must present his holy symbol to turn undead. Turning is considered an attack.

A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. This can be increased by taking the Extra Turning feat.

Range

The closest turnable undead is turned first, and a cleric can’t turn undead that are more than 60 feet away or that have total cover relative to the cleric. A cleric doesn't need line of sight to a target to turn it, but he does need line of effect.

Turning Check

A turning cleric must first roll a turning check to see how powerful an undead creature he can turn. This is a Charisma check (1d20 + the cleric's Charisma modifier). The table below gives the Hit Dice of the most powerful undead that can be affected, relative to the cleric's level. On a given turning attempt, the cleric can turn no undead creature whose Hit Dice exceed the result on this table.

Turning Check Result Most Powerful Undead Affected
0 or lower Cleric’s level -4
1—3 Cleric’s level -3
4—6 Cleric’s level -2
7—9 Cleric’s level -1
10—12 Cleric’s level
13—15 Cleric’s level +1
16—18 Cleric’s level +2
19—21 Cleric’s level +3
22 or higher Cleric’s level +4

Turning Damage

If the turning check is high enough to turn at least some of the undead within 60 feet, roll 2d6 + cleric level + Charisma modifier for turning damage. That’s how many total Hit Dice of undead can be turned.

If the cleric's Charisma score is average or low, it’s possible to roll fewer Hit Dice of undead turned than indicated on the table.

Undead who have already been turned may be ignored, so as not to waste turning on them.

Effect and Duration of Turning

Turned undead flee from the cleric by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If the cleric approaches within 10 feet of them, however, they overcome being turned and act normally. (The cleric can stand within 10 feet without breaking the turning effect—he just can’t approach them.) The cleric can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.

If the cleric has twice as many levels (or more) as the undead have Hit Dice, the undead are destroyed rather than being turned.

Evil Clerics and Undead

Evil clerics channel negative energy to rebuke (awe) or command (control) undead rather than channeling positive energy to turn or destroy them. An evil cleric makes the equivalent of a turning check. Undead that would be turned are rebuked instead, and those that would be destroyed are commanded.

A rebuked undead creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 10 rounds.

A commanded undead creature is under the mental control of the evil cleric. The cleric must take a standard action to give mental orders to a commanded undead. At any one time, the cleric may command any number of undead whose total Hit Dice do not exceed his level. He may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones.

An evil cleric may channel negative energy to dispel a good cleric’s turning effect. The evil cleric makes a turning check as if attempting to rebuke the undead. If the turning check result is equal to or greater than the turning check result that the good cleric scored when turning the undead, then the undead are no longer turned. The evil cleric rolls turning damage of 2d6 + cleric level + Charisma modifier to see how many Hit Dice worth of undead he can affect in this way (as if he were rebuking them).

An evil cleric may also bolster undead creatures against turning in advance. He makes a turning check as if attempting to rebuke the undead, but the Hit Dice result on Table: Turning Undead becomes the undead creatures’ effective Hit Dice as far as turning is concerned (provided the result is higher than the creatures’ actual Hit Dice). The bolstering lasts 10 rounds. An evil undead cleric can bolster himself in this manner.

Cloistered Cleric

Cloistered clerics are those who grew up in monasteries and surrounded by knowledge. They study religion and philosophy fervently, making them more knowledgable than the average cleric, but also somewhat less capable in a fight.

Favored Soul

When divine powers need action in the world, a favored soul is called. The connection of a favored soul to the aegises is intrinsic and instinctual - it comes less from pious study and more from an innate willpower fueled by divine might. Favored souls are well equipped for combat on both the offense and defense, and though they harness a smaller range of spells, their casting is just as potent as that of other clerics.

  • d8 Hit Die (8 + Con HP at 1st level, 5 + Con HP thereafter)

  • 2 + Int skill points (x4 at 1st level)

  • Class Skills: Concentration(Con), Craft(Int), Diplomacy(Cha), Heal(Str), Intimidate, Knowledge(Arcana)(Int), Knowledge(History)(Int), Knowledge(Religion)(Int), Knowledge(The Planes)(Int), Profession(Wis), Spellcraft(Int)

  • Weapon and Armor Proficiency: Proficient with all simple weapons and with all types of armor (heavy, medium, and light) and shields (except tower shields). A favored soul is also proficient with his aegis's favored weapons.

Level BAB Fort Ref Will Features Spells per Day
(0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th)
Spells Known
(0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th)
1 0 2 2 2 - 5 3 - - - - - - - - 4 2 - - - - - - - -
2 1 3 3 3 - 6 4 - - - - - - - - 5 2 - - - - - - - -
3 2 3 3 3 Energy Resistance 6 5 - - - - - - - - 5 3 - - - - - - - -
4 3 4 4 4 - 6 6 3 - - - - - - - 6 3 1 - - - - - - -
5 3 4 4 4 Weapon Focus 6 6 4 - - - - - - - 6 4 2 - - - - - - -
6 4 5 5 5 - 6 6 5 3 - - - - - - 7 4 2 1 - - - - - -
7 5 5 5 5 Energy Resistance 6 6 6 4 - - - - - - 7 5 3 2 - - - - - -
8 6/1 6 6 6 - 6 6 6 5 3 - - - - - 8 5 3 2 1 - - - - -
9 6/1 6 6 6 Righteous Persistence 6 6 6 6 4 - - - - - 8 5 4 3 2 - - - - -
10 7/2 7 7 7 - 6 6 6 6 5 3 - - - - 9 5 4 3 2 1 - - - -
11 8/3 7 7 7 Energy Resistance 6 6 6 6 6 4 - - - - 9 5 5 4 3 2 - - - -
12 9/4 8 8 8 - 6 6 6 6 6 5 3 - - - 9 5 5 4 3 2 1 - - -
13 9/4 8 8 8 Weapon Specialization 6 6 6 6 6 6 4 - - - 9 5 5 4 4 3 2 - - -
14 10/5 9 9 9 - 6 6 6 6 6 6 5 3 - - 9 5 5 4 4 3 2 1 - -
15 11/6/1 9 9 9 Energy Resistance 6 6 6 6 6 6 6 4 - - 9 5 5 4 4 4 3 2 - -
16 12/7/2 10 10 10 - 6 6 6 6 6 6 6 5 3 - 9 5 5 4 4 4 3 2 1 -
17 12/7/2 10 10 10 Wings 6 6 6 6 6 6 6 6 4 - 9 5 5 4 4 4 3 3 2 -
18 13/8/3 11 11 11 - 6 6 6 6 6 6 6 6 5 3 9 5 5 4 4 4 3 3 2 1
19 14/9/4 11 11 11 Energy Resistance 6 6 6 6 6 6 6 6 6 4 9 5 5 4 4 4 3 3 3 2
20 15/10/5 12 12 12 Greater Weapon Focus 6 6 6 6 6 6 6 6 6 6 9 5 5 4 4 4 3 3 3 3

Class Features

Alignment

The cleric is changed by his connection to his aegis and his commitment to his ideals. The cleric has an alignment. This alignment must be within one step of his aegis's (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both).

If the cleric ever grossly defies this alignment, he falls out of the favor of his aegis. He loses all spellcasting and class features gained from this class until a quest of atonement is undertaken. Of course, since the cleric is well attuned to the will of his aegis, and aegises generally prefer not to lose their clerics, the cleric will be well aware in advance if a course of action may risk a fall.

Spells

A favored soul casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A favored soul may cast any spell he knows without preparation.

To cast a spell, a favored soul must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a favored soul’s spell is 10 + the spell level + the favored soul’s Charisma modifier.

Like other spellcasters, a favored soul can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Charisma score.

Energy Resistance

At 3rd level, a favored soul may choose an energy type from acid, cold, electricity, fire, or sonic. He gains energy resistance 5 to the chosen energy type.

At 7th level, and every 4 levels thereafter, the favored soul may choose another energy type. He gains energy resistance 5 to the newly chosen type, and previously chosen energy types have their resistance increased by 5.

Weapon Focus

At 5th level, a favored soul gains Weapon Focus as a bonus feat. This feat must be applied to one of his aegis's favored weapons.

Righteous Persistence

Whenever a 9th level favored soul casts a spell that targets himself or one of his allies, he may grant one of the spell's targets a number of temporary hit points equal to three times the spell's level for one minute.

Weapon Specialization

At 13th level, a favored soul gains Weapon Specialization as a bonus feat. This feat must be applied to one of his aegis's favored weapons, and a weapon that the favored soul has already selected for Weapon Focus.

Wings

At 17th level, a favored soul gains wings and can fly at a speed of 60 feet (good maneuverability). The appearance of the wings is determined by the favored soul's aegis.

Greater Weapon Focus

At 20th level, a favored soul gains Greater Weapon Focus as a bonus feat. This feat must be applied to one of his aegis's favored weapons, and a weapon that the favored soul has already selected for Weapon Focus and Weapon Specialization.



Some content presented here is derived from the d20 System, a trademark of Wizards of the Coast. All d20 content is used according to the terms of the Open Game License. Zachary Kulp and merfolkstudio.com are not affiliated with Wizards of the Coast, Inc. in any way.