Cleric

The handiwork of the gods is everywhere, in places of natural beauty and in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, work mostly through intermediaries - their clerics. Good clerics heal, protect, and avenge. Evil clerics pillage, destroy and sabotage. A cleric uses the power of his god to make his god's will manifest. And if a cleric uses his god's power to improve his own lot, that's to be expected, too.

Adventures: Ideally a cleric's adventures support his god's causes, at least in a general way. A good cleric, for example, helps those in need. If, through noble acts, he can bring a good reputation to his god or temple, that's even better. An evil cleric seeks to increase the power of himself and his deity, so that others will respect and fear him.

Clerics sometimes receive orders, or at least suggestions, from their ecclesiastical superiors, directing them to undertake missions for the church. They and their companions are compensated fairly for these missions, and the church may be especially generous with casting of spells or divine magic items as payment.

Of course, clerics are people, too, and they may have all the more common motivations for adventuring.

Characteristics: Clerics are masters of divine magic. Divine magic is especially good at healing. Even an inexperienced cleric can bring people back from the brink of death, and an experienced cleric can even bring back people who have crossed over that brink.

As channelers of divine energy, clerics can turn away or even destroy undead creatures. An evil cleric, on the other hand, can bring undead under his control.

Clerics have some combat training. They can use simple weapons, and they are trained in the use of armor, since armor does not interfere with divine spells as it does with arcane spells.

Alignment: Like the gods they serve, clerics can be of any alignment. Because people more readily worship good deities than neutral or evil deities, good clerics are more numerous than evil ones. Clerics also tend toward law instead of chaos, since lawful religions tend to be more structured and better able to recruit and train clerics.

Typically a cleric is the same alignment as his deity, though some clerics are "one step" away from their respective deities. For example, most clerics of Heironeous, god of valor (who is lawful good) are lawful good themselves, but some are lawful neutral or neutral good. Additionally a cleric may nor be neutral unless his deity is neutral. Exceptions are the clerics of St. Cuthbert (a lawful neutral deity), who may only be lawful good or lawful neutral.

Religion: Every common deity has clerics devoted to him or her, so clerics can be of any religion. The most common deity worshiped by human clerics in civilized lands is Pelor, god of the sun. Among nonhuman races, clerics most commonly worship the chief god of their respective racial pantheon.

Some clerics devote themselves not to a god but to a cause or a source of divine power. These clerics wield magic the way clerics devoted to individual gods do, but they are not associated with a religious institution or a particular practice of worship. A cleric devoted to Good and Law, for example, may be on friendly terms with the clerics of lawful and good deities and may extol the virtues of a good and lawful life, but he is not a functionary in a church hierarchy.

Background: Most clerics are officially ordained members of religious organizations, commonly called churches. Each has sworn to uphold the ideals of his or her church. Most clerics join their churches as young adults, though some feel themselves devoted to a god's service from a young age and a few feel the "call" later in life. While some clerics are tightly bound to their churches' activities on a daily basis, others have more free rein to conduct their lives, as long as they do so in accordance with their gods' wishes.

Clerics of a given religion are all supposed to get along, though schisms within a religion are often more bitter than conflicts between religions. Clerics who share some basic ideals, such as goodness or lawfulness, may find common cause with each other and see themselves as part of an order or body that supersedes any given religion. Clerics of opposed goals, however, are sworn enemies. In civilized lands, open warfare between religions occurs only during civil wars and similar social upheavals, but vicious politicking between opposed churches is common.

Races: Clerics include members of all the common races, since the need for religion and divine magic is universal. The clerics of most races, however, are too focused on their religious duties to undertake an adventurer's life. Crusading, adventuring clerics most often come from the human and dwarf races.

Among the savage humanoids, clerics are less common. The exception is troglodytes, who take well to divine magic and are often led by priests, who make a practice of sacrificing and devouring captives.

Other Classes: In an adventuring party, the cleric is everybody's friend and often the glue that holds the party together. As the one who can channel divine energy, a cleric is a capable healer, and adventurers of every class appreciate being put back together after they've taken some hard knocks. Clerics sometimes clash with druids, since druids represent an older, more primal relationship between the mortal and the divine. Mostly, though, the religion of a cleric determines how he gets along with others. A cleric of Olidammara, god of thieves, gets along fine with rogues and ne'er-do-wells, for example, while a cleric of Heironeous, god of valor, rankles at such company.

Role:: The cleric serves as a typical group's primary healer, diviner, and defensive specialist. He can hold his own in a fight but usually isn't well served by charging to the front of combat. The cleric's domains and spell selection can greatly affect his role as well.

Game Rule Information

Clerics have the following game statistics.

Abilities: Wisdom determines how powerful a spell a cleric can cast, how many spells the cleric can cast per day and how hard those spells are to resist. To cast a spell, a cleric must have a Wisdom score of 10 + the spell's level. A cleric gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a cleric's spell is 10 + the spell's level + the cleric's Wisdom modifier. A high Constitution improves a cleric's hit points, and a high Charisma improves his ability to turn undead.

Alignment: Varies by deity. A cleric's alignment must be within one step of his deity's, and it may not be neutral unless the deity's alignment is neutral.

Class Skills

The cleric's class skills are Concentration, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (religion), Profession, and Spellcraft.

Skill Points at 1st Level: (2 + Int modifier) x 4.

Skill Points at each additional level: 2 + Int modifier.

Domains and Class Skills: A cleric who chooses Animal or Plant as one of his domains also has Knowledge (nature) as a class skill. A cleric who chooses Knowledge as one of his domains also has all Knowledge skills as class skills. A cleric who chooses Travel as one of his domains also has Survival as a class skill. A cleric who chooses Trickery as one of his domains also has Bluff, Disguise, and Hide as class skills. See Deity, Domains, and Domain Spells, below, for more information.

Class Features

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

Every deity has a favored weapon (see Deities and his or her clerics consider it a point of pride to wield that weapon. A cleric who chooses the War domain receives the Weapon Focus feat related to that weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Clerics who don't worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Spells: A cleric casts divine spells (the same type of spells available to the druid, paladin, and ranger), 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 (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). 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 below: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score (see Ability Modifiers and Bonus Spells). 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 (see Deities, Domains, and Domain Spells, below, for details).

Clerics do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith or as divine inspiration. 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. Typically, this hour is at dawn or noon for good clerics and at dusk or midnight for evil ones. 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.

Deity, Domains, and Domain Spells: Choose a deity for your cleric. The cleric's deity influences his alignment, what magic he can perform, his values, and how others see him. You may also choose for your cleric to have no deity.

If the typical worshipers of a deity include the members of a race, a cleric must be of the indicated race to choose that deity as his own. (The god may have occasional worshipers of other races, but not clerics.)

When you have chosen an alignment and a deity for your cleric, choose two domains from among those given for the deity. While the clerics of a particular religion are united in their reverence for their deity, each cleric emphasizes different aspects of the deity's interests. You can select an alignment domain (Chaos, Evil, Good, or Law) for your cleric only if his alignment matches that domain.

If your cleric is not devoted to a particular deity, you still select two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

Each domain gives your cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. Your cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot, if a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot. Domain spells and granted powers are found in Cleric Domains.

For example, Jozan is a 1st-level cleric of Pelor. He chooses Good and Healing (from Pelor's domain options) as his two domains. He gets the granted powers of both his selected domains. The Good domain allows him to cast all spells with the good descriptor at +1 caster level (as if he were one level higher as a cleric) as a granted power, and it gives him access to protection from evil as a 1st-level domain spell. The Healing domain allows him to cast all healing subschool spells of the conjuration school at +1 caster level as a granted power, and it gives him access to cure light wounds as a 1st-level domain spell. When Jozan prepares his spells, he gets one 1st-level spell for being a 1st-level cleric, one bonus 1st-level spell for having a high Wisdom score (15), and one 1st-level domain spell. The domain spell must be one of the two to which he has access, either protection from evil or cure light wounds.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any spell of the same spell level or lower (a cure spell is any spell with "cure" in its name). For example, a good cleric who has prepared command (a 1st-level spell) may lose command in order to cast cure light wounds (also a 1st-level spell). Clerics of good deities can cast cure spells in this way because they are especially proficient at wielding positive energy.

An evil cleric (or a neutral cleric of an evil deity), on the other hand, can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name). Such clerics are especially proficient at wielding negative energy

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed, This choice also determines whether the cleric turns or commands undead (see below).

Exceptions: All lawful neutral clerics of Wee Jas (goddess of death and magic) convert prepared spells to inflict spells, not cure spells. All clerics of St. Cuthbert (god of retribution) and all nonevil clerics of Obad-Hai (god of nature) convert prepared spells to cure spells, not inflict spells.

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to his own or his deity's (if he has one). For example, a good cleric (or a neutral cleric of a good deity), cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) 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 worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures, forcing them to cower in awe of his power. If your character is a neutral cleric of a neutral deity, you must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once you make this choice, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).

Exceptions: All lawful neutral clerics of Wee las (goddess of death and magic) rebuke or command undead. All clerics of St. Cuthbert (god of retribution) and all nonevil clerics of Obad-Hai (god of nature) turn or destroy undead.

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.

Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race (see Race and Languages and the Speak Language skill).

ClericHit Die: d8Spells per day
LvlBABFortRefWillSpecial0123456789
1st+0+2+0+2Turn or rebuke undead31+1--------
2nd+1+3+0+3-42+1--------
3rd+2+3+1+3-42+11+1-------
4th+3+4+1+4-53+12+1-------
5th+3+4+1+4-53+12+11+1------
6th+4+5+2+5-53+13+12+1------
7th+5+5+2+5-64+13+12+11+1-----
8th+6/+1+6+2+6-64+13+13+12+1-----
9th+6/+1+6+3+6-64+14+13+12+11+1----
10th+7/+2+7+3+7-64+14+13+13+12+1----
11th+8/+3+7+3+7-65+14+14+13+12+11+1---
12th+9/+4+8+4+8-65+14+14+13+13+12+1---
13th+9/+4+8+4+8-65+15+14+14+13+12+11+1--
14th+10/+5+9+4+9-65+15+14+14+13+13+12+1--
15th+11/+6/+1+9+5+9-65+15+15+14+14+13+12+11+1-
16th+12/+7/+2+10+5+10-65+15+15+14+14+13+13+12+1-
17th+12/+7/+2+10+5+10-65+15+15+15+14+14+13+12+11+1
18th+13/+8/+3+11+6+11-65+15+15+15+14+14+13+13+12+1
19th+14/+9/+4+11+6+11-65+15+15+15+15+14+14+13+13+1
20th+15/+10/+5+12+6+12-65+15+15+15+15+14+14+14+14+1
*In addition to the stated number of spells per day for 1st- through 9th-level spells, a cleric gets a domain spell for each spell level, starting at 1st. The "+1" on this list represents that. These spells are in addition to any bonus spells for having a high Wisdom.

Cleric Spells

Ex-Clerics

A cleric who grossly violates the code of conduct expected by his god (generally acting in ways opposed to the god's alignment or purposes) loses all spells and class features and cannot gain levels as a cleric of that god until he atones (see the atonement spell description).

In the Realms

Faerûnian clerics function as above, except that no clerics serve just a cause, philosophy, or abstract source of divine power. The Torilian deities are very real, and events in recent history have forced these divine beings to pay a great deal of attention to their mortal followers.

All clerics in Faerûn serve a patron deity. (In fact, most people in Faerûn choose a deity as their patron.) It is simply impossible for a person to gain divine powers (such as divine spells) without one. You may not have more than one patron deity at a time, although it is possible to change your patron deity if you have a change of heart. You cannot multiclass into another class that requires a patron deity unless your previous patron deity is an acceptable choice for the new class. For example, you cannot multiclass as a druid unless your patron deity is a nature deity (since all druids have nature deities as patron deities). You may also bypass this restriction by abandoning your old deity outright (see Changing Deities.

In some lands, worship of multiple deities takes place in the same temple. For example, many smaller dwarven cities have a single temple for all of the dwarven deities, and the people of Rashemen worship Chauntea, Mielikki, and Mystra in the same locations. The clerics in these temples still choose a single deity as a patron, but not all clerics there share the same patron.

Preferred Character Regions: Clerics of different deities are favored in different lands. Consult Character Regions to find the deities commonly worshiped in your region

Epic Cleric

In a typical world, the epic cleric stands as one of his deity's most elite servants. In an adventuring party, he must also stand as the solid center of the group, providing power and assistance to his companions.

Hit Die: d8.

Skill Points at Each Additional Level: 2 + Int modifier.

Spells: The cleric's caster level is equal to his class level. The cleric's number of spells per day does not increase after 20th level.

Turn or Rebuke Undead: Use the cleric's class level to determine the most powerful undead affected by a turn or rebuke check and the turning damage, just as normal.

Bonus Feats: The epic cleric gains a bonus feat every three levels higher than 20th (23rd, 26th, and so on).

Planar Substitution Levels

Clerics who focus on the planes trade their ability to turn undead for control over extraplanar creatures. Outsiders view skilled planar clerics with awe or fear.

Requirements

To take a cleric planar substitution level, a character must be about to take his 4th, 7th, or 11th level of cleric.

Class Skills

Cleric planar substitution levels have the class skills of the standard cleric class. Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are features of the cleric's planar substitution levels.

Planar Dismissal (Su): By selecting this planar substitution benefit at 4th level, a cleric trades away some of his power over undead creatures to gain the ability to dismiss a summoned extraplanar creature (such as a fiendish wolf brought by a summon monster II spell) by channeling the power of his faith through his holy (or unholy) symbol.

To attempt this, the cleric spends a turn/rebuke attempt and makes a level check (1d20 + cleric level) against a DC of 11 + the caster level of the summoner. If the summoning creature doesn't have a caster level, use its Hit Dice instead. The cleric gets a +2 bonus on this check if the summoned creature's alignment has at least one component opposed to his own (for instance, a lawful good cleric gets a +2 bonus if the creature's alignment includes either the chaotic or evil component, while a lawful neutral cleric gains the bonus only against chaotic summoned creatures.) Success indicates that the summoned creature is returned to its home plane.

Each attempt affects only a single creature, chosen by the cleric, that is within 60 feet and visible to the cleric. A cleric can't dismiss a summoned creature whose Hit Dice exceed his caster level + his Cha modifier.

A cleric who selects this planar substitution benefit reduces his cleric level by three for the purpose of turning undead. For example, a 4th-level cleric with the planar dismissal ability turns undead as a 1st-level cleric.

Planar Domain: A 7th-level cleric whose alignment is other than neutral can give up the two domains that he gained as a 1st-level cleric in exchange for a planar domain that matches his alignment (see Cleric Domains). The cleric need not worship a deity listed as one of the typical deities for the domain. A neutral cleric can't select a planar domain.

The cleric immediately loses the granted powers of his exchanged domains. Skills that were treated as class skills due to a granted power are treated as cross-class skills for this and all future cleric class levels (though the cleric doesn't lose any skill ranks for skill points already spent from previous levels). He can no longer fill domain spell slots with domain spells from the exchanged domains.

In return, the cleric gains a planar domain that matches his alignment, gains its granted power, and from now on may fill his domain spell slots with the spells appropriate to that domain. See Cleric Domains for more information.

Planar Domains
DomainRequired Alignment
AbyssChaotic evil
ArboreaChaotic good
BaatorLawful evil
CelestiaLawful good
ElysiumNeutral good
HadesNeutral evil
LimboChaotic neutral
MechanusLawful neutral

Planar Banishment (Su): By selecting this planar substitution benefit at 11th level, a cleric trades away his ability to spontaneously cast cure or inflict spells of 6th level or higher in order to gain the ability to banish extraplanar creatures from his home plane. The cleric can "lose" any prepared spell of 6th level or higher that is not a domain spell in order to cast banishment. (If the cleric loses a spell of 7th level or higher, calculate the save DC as if the banishment spell had been heightened to that level.)

Cleric Planar Substitution Levels
LvlBABFortRefWillSpecial
4th+3+4+1+4Planar dismissal
7th+5+5+2+5Planar domain
11th+8/+3+7+3+7Planar banishment

Aquatic Variation

Clerics of the sea and shore honor those deities with dominion over the hazards of these environments - storms, floods, and the like. Their roles are usually to propitiate these wild and often hostile gods so that they will not visit destruction on the community, the ship's crew, or the fishers' boats. Some, particularly nonhuman aquatic races, serve the tutelary deities of underwater life. Other clerics venerate instead the elemental forces of water and air without dedicating themselves to a specific patron - though they are careful to respect the gods who govern those domains. Deities of travel also have sway over those who make their living from the seas but are not identified primarily with water. Finally, many of the marine races revere particular racial patron deities, such as the Whale Mother of the darfellans or Eadro of the merfolk and locathah.

The names, alignments, domains granted, and the favored weapon of various aquatic deities are summarized on a table in Other Deities. Further details on the deities themselves also be found there.

Source: Player's Handbook

Alternative Class Feature: Divine Restoration (Dungeonscape)

When you or your teammates lose your strength in the middle of a dungeon, you can't always "call it a day" and rest. You can restore the party's hit points by trading spells for healing magic, but other setbacks besides physical injury might impede your progress: insidious disease, vermin poison, or noxious fumes. By focusing your divine purpose, you can restore your party's lost abilities.

Level: 3rd.

Replaces: If you select this alternative class feature, you sacrifice one of your domain granted powers.

Benefit: At 3rd level, select one of your chosen cleric domains. You can still select and cast spells from that domain list, but you no longer can use the domain's granted power. Instead, you gain the ability to spontaneously cast lesser restoration, restoration, or greater restoration by sacrificing a prepared spell of the same level.

For example, Jozan is 3rd level and selects this alternate class feature. He had chosen the Healing and Protection domains at 1st level. He gives up the Healing domain granted power. He no longer casts healing spells at +1 caster level, but he can sacrifice a prepared 2nd-level spell to spontaneously cast lesser restoration. At 7th level, he'll be able to sacrifice a 4th-level spell to cast restoration, and at 13th level, a 7th-level spell to cast greater restoration.

Special: When spontaneously casting a restoration spell, you must still expend the required components.


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