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, medium, heavy), shields, weapons (simple)
Skill points: 2 + int modifier ( (2 + int modifier) * 4 at 1st level)
Skills: concentration, craft armor, craft trap, craft weapon, heal, lore, parry, persuade, spellcraft
curse song, extra music, lingering song, weapon specialization
These general feats cannot be selected when taking a level of cleric.
primary saving throw(s): fortitude, will
Base attack bonus: +3/4 levels
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
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:
- Air - animal - death - destruction - earth - evil - fire - good - healing - knowledge
- - magic - plant - protection - strength - sun - travel - trickery - war - water
|Cantrips||1st level spells||2nd level spells||3rd level spells||4th level spells|
|5th level spells||6th level spells||7th level spells||8th level spells||9th level spells|
Resistance - Offer a +1 bonus to saving throws for two turns. While not a huge number, it could still mean the difference between failing and passing a saving throw.
Bless - All allies within the area of effect gain a +1 bonus to attack rolls, along with a +1 bonus on will saves against fear for one turn per caster level. Highly valuable in party situations where AB can be difficult to max out.
Divine Favor - Notoriously short in duration, Divine Favor is still a good source of AB and magical damage for combat clerics. Best used Extended, but can still be taken without metamagic.
Protection from Alignment - Provides +2 deflection AC, +2 to all saving throws and mind-affecting immunity to either evil or good-aligned creatures for one hour per caster level. Invaluable against fear auras, as long as the target is either good or evil.
Shield of Faith - Provides +2 deflection AC to a target's armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5). Lasting one turn per caster level, at level 18, this spell equals a Superior grade piece of armor.
Aid - Provides +1 bonus to attack rolls, a +1 bonus on saving throws versus fear, and a 1d8 bonus to maximum hit points for one turn per caster level. Mainly used for the attack bonus rather than the saving throw or the hitpoints, but still valuable.
Darkness + Ultravison - The two spells combined, they are perfect for concealment while in combat, so long as the target doesn't have True Sight. Combatants without True Sight or Ultravision suffer from a 50% miss chance and a -4 penalty to all attack rolls as well as some skills.
Negative Energy Protection
Freedom of Movement
Greater Magic Weapon
Hammer of the Gods
Word of Faith
Aura vs Alignment
Storm of Vengence
Undeath's Eternal Foe
Clerics receive bonus spells based on their wisdom ability modifier, up to a maximum of nine spells per level per day.
|Lvl||BAB||Saves||Feats||HP range||Spells per Day|
The epic cleric is among the most elite of her deity's servants, spreading the word and acting as emissary for the church. The epic cleric commands great power and respect.
Hit die: d8
Skill points: 2 + int modifier
Bonus feats: The epic cleric gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, 29, 32, 35, and 38.
Epic cleric bonus feats: armor skin, automatic quicken spell, automatic silent spell, automatic still spell, epic spell focus, epic spell penetration, great wisdom, greater spell focus, improved combat casting, planar turning, epic heal
Unavailable epic feats:
bane of enemies,
construct shape, dragon shape,
epic spell: epic mage armor, epic spell: epic warding,
epic weapon specialization, great smiting,
improved ki strike 4, improved ki strike 5, improved sneak attack,
improved spell resistance, improved stunning fist,
lasting inspiration, mighty rage, outsider shape,
terrifying rage, thundering rage, undead shape
These epic general feats cannot be selected when taking a level of cleric.
Epic cleric level progression
Prestige class tips
- Militant clerics should consider becoming a Divine Champion
- Evil clerics make powerful blackguards.
- Strength-based clerics benefit from Dragon Disciple.
Types of Clerics
Caster clerics function in keeping parties alive with healing magic and debuffing, crippling or killing enemies with spells. Pure clerics can fit this role, however, it is also common for builds to take a level of Monk to utilitize the Monk Wisdom AC feat. Typically, caster clerics want as many cleric levels as possible as well as well as as much Wisdom as possible to perform their duties.
Example Builds: 40 Cleric, 38 Cleric/1 Monk/1 Rogue, 36 Cleric/3 Monk/1 Rogue.
There is a more detailed guide to caster clerics on the wiki.
Combat clerics have the most class varieties of the clerics, but they all have one thing in common. They neglect Wisdom in favour of either Strength or Dexterity. While they can aid party members in combat with spells, their main purpose is to inflict damage via their weapons, using their spells to buff their attack bonus as high as possible. Combat clerics usually choose Trickery and War for their Domains.
Example Builds: 28 Cleric/2 Bard/10 Dragon Disciple, 26 Cleric/9 Monk/5 Shadowdancer, 23 Cleric/16 Paladin/1 Monk.
Turner clerics are best described as a hybrid offensive-caster clerics. While they can typically cast more spells than a melee cleric and less than a caster cleric, their strength is the ability to turn a wide range of monsters in Edon. Turner Clerics usually have a minimum of 25 Wisdom and 25 Charisma to gain access to Planar Turning. While some turner clerics go pure to maximize their Highest Turning HD and Total Turning Sum, it isn’t uncommon to see Turner Clerics take a splash of Paladin to gain increased saving throws via Divine Grace or to take a splash of a Tumble class to raise their AC.
Example Builds: 40 Cleric, 39 Cleric/1 Paladin, 39 Cleric/1 Rogue, 38 Cleric/1 Paladin/1 Monk.
Zen Archer Cleric
Quite rare in Edon, Zen Archer Clerics utilize Zen Archery and high Wisdom to achieve high attack bonuses. General archer clerics are also characterized by high caster levels and at least four levels of a ‘fighter’ class to gain four attacks a round without needing Divine Power. They can also function as caster clerics, but this isn’t their primary duties.
Example Builds: 32 Cleric/5 Fighter/3 Monk, 12 Fighter/26 Cleric/2 Monk.
- The healing domain's empowered healing 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.
- Outsiders have been improved. They get turn resistance equal to their spell resistance rating (only clerics of the good or evil domains may turn them without the new planar turning feat). If you have the planar turning feat, they are weakened and only have 1/2 their spell resistance as turn resistance.