The handiwork of the gods is everywhere, in the places of natural beauty and in mighty crusades, in the 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.
Characteristics
Clerics are masters of divine magic, which is especially good at healing. Even an inexperienced cleric can bring people back from the brink of death, and an experienced cleric can bring back people who have crossed over that brink.
As channelers of divine energy, clerics can affect undead creatures. A good cleric can turn away or even destroy undead; an evil cleric 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 the way it does with arcane spells.
Alignment
A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral.
Religion
Every reasonably well-known deity has clerics devoted to him or her, so clerics can be of any religion. The deity most common worshiped by human clerics in civilized lands is Pelor (god of the sun). The majority of nonhuman clerics are devoted to the chief god of the appropriate racial pantheon. Most clerics are officially ordained members of religious organizations, commonly called churches. Each has sworn to uphold the ideals of his church.
Background
Most clerics join their churches as young adults, though some are 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 freedom to conduct their lives as they please, 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 church 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
All the common races are represented in this class, 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.
Hit Die
d8
Class Skills
The cleric's class skills (and the key ability for each skill) are:
Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points Per Level
2 + Int Modifier
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
0th |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1st |
+0 |
+2 |
+0 |
+2 |
Aura, channel energy 1d6, domains, orisons, spontaneous casting |
3 |
1+1 |
— |
— |
— |
— |
— |
— |
— |
— |
2nd |
+1 |
+3 |
+0 |
+3 |
|
4 |
2+1 |
— |
— |
— |
— |
— |
— |
— |
— |
3rd |
+2 |
+3 |
+1 |
+3 |
Channel energy 2d6 |
4 |
2+1 |
1+1 |
— |
— |
— |
— |
— |
— |
— |
4th |
+3 |
+4 |
+1 |
+4 |
|
4 |
3+1 |
2+1 |
— |
— |
— |
— |
— |
— |
— |
5th |
+3 |
+4 |
+1 |
+4 |
Channel energy 3d6 |
4 |
3+1 |
2+1 |
1+1 |
— |
— |
— |
— |
— |
— |
6th |
+4 |
+5 |
+2 |
+5 |
|
4 |
3+1 |
3+1 |
2+1 |
— |
— |
— |
— |
— |
— |
7th |
+5 |
+5 |
+2 |
+5 |
Channel energy 4d6 |
4 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
— |
— |
— |
— |
8th |
+6/+1 |
+6 |
+2 |
+6 |
|
4 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
— |
— |
— |
— |
9th |
+6/+1 |
+6 |
+3 |
+6 |
Channel energy 5d6 |
4 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
— |
— |
— |
10th |
+7/+2 |
+7 |
+3 |
+7 |
|
4 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
— |
— |
— |
11th |
+8/+3 |
+7 |
+3 |
+7 |
Channel energy 6d6 |
4 |
4+1 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
— |
— |
12th |
+9/+4 |
+8 |
+4 |
+8 |
|
4 |
4+1 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
— |
— |
13th |
+9/+4 |
+8 |
+4 |
+8 |
Channel energy 7d6 |
4 |
4+1 |
4+1 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
— |
14th |
+10/+5 |
+9 |
+4 |
+9 |
|
4 |
4+1 |
4+1 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
— |
15th |
+11/+6/+1 |
+9 |
+5 |
+9 |
Channel energy 8d6 |
4 |
4+1 |
4+1 |
4+1 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
16th |
+12/+7/+2 |
+10 |
+5 |
+10 |
|
4 |
4+1 |
4+1 |
4+1 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
17th |
+12/+7/+2 |
+10 |
+5 |
+10 |
Channel energy 9d6 |
4 |
4+1 |
4+1 |
4+1 |
4+1 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
18th |
+13/+8/+3 |
+11 |
+6 |
+11 |
|
4 |
4+1 |
4+1 |
4+1 |
4+1 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
19th |
+14/+9/+4 |
+11 |
+6 |
+11 |
Channel energy 10d6 |
4 |
4+1 |
4+1 |
4+1 |
4+1 |
4+1 |
4+1 |
4+1 |
3+1 |
3+1 |
20th |
+15/+10/+5 |
+12 |
+6 |
+12 |
|
4 |
4+1 |
4+1 |
4+1 |
4+1 |
4+1 |
4+1 |
4+1 |
4+1 |
4+1 |
Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
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).
Spells
A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.
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. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Wisdom score.
Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her 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 she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Domains
A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Orisons
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on the table above under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Chaotic, Evil, Good, and Lawful Spells
A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
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 her race.
Ex-Clerics
A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description).
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 improve the reputation to his god or temple, that’s even better. An evil cleric seeks to increase his own power and that of his deity, so that others will respect and fear both.
Clerics sometimes receive orders, or at least suggestions, from their ecclesiastical superiors, directing them to undertake missions for the church. The clerics and their companions are compensated fairly for these missions, and the church may be especially generous with the casting of needed spells or divine magic items as payment.
Of course, clerics are people, too, and they may have any or all the more common motivations for adventuring.
RheiaHalf-Orc Inquisitor 1
The information below is intended to help new players. They are the suggestions and opinions of those that have some experience. All players have the right to play their class however they see fit.
Pros and Cons of playing a cleric
The cleric has a bit of everything -- decent combat skills, a wide range of spells, the ability to wear armor, and a few special powers. As such, clerics can play many roles in an adventuring group.
Class Assets
When you chose a cleric, you gain access to the all-important healing spells, but the class offers other potent spells and some useful powers as well. Below are several assets you have going for you when you play a cleric.
- Good Fortitude and Will Saves: A cleric uses the best save progression in the game for Fortitude and Will saves (see Table 3-1 in the Player's Handbook). This natural mental and physical strength helps him resist most effects that fool his mind, assault his spirit, or attack his body — including charms, compulsions, illusions, fear,polymorphing, poisons, and even disintegration. Furthermore, the high Wisdom score that a cleric needs for his spellcasting also gives his Will save a hefty boost. Few other classes can match a cleric's saving throw bonuses.
- Good Spell Selection: The cleric spell list is packed with lifesaving spells such as slow poison, neutralize poison, remove disease, and the ever-popular cure spells. He also has access to potent attack spells such as spiritual weapon, searing light, and flame strike, as well as excellent defensive and utilitarian spells. Better yet, he has access to the whole clerical spell list, not just those that he can place in a spellbook or master for a personal spell list.
- Domains: Your cleric can make two choices from a wide variety of clerical domains, each of which gives him a special ability and access to extra spells. Domains are a great tool for customizing your cleric.
- Good Armor Class: A cleric has access to defensive spells that improve his Armor Class (such as shield of faith), as well as spells that can cause foes to miss him (such as entropic shield). Such spells combined with the fact that he can wear any light or medium armor and use any kind of shield (except a tower shield) mean a cleric usually has quite an impressive Armor Class.
- Good Hit Points: The cleric's 8-sided Hit Dice give him a fairly impressive hit point total.
- Good Attack Bonus: A cleric's base attack bonus — +3 per four levels — is second only to that of the more martial classes, such as the fighter. So if your cleric decides to enter combat, he can make a pretty good showing.
Class Weaknesses
The cleric's many advantages come at a price. Here are a few of the disadvantages you should keep in mind if you're considering a cleric character.
- Low Skill Points: At a mere two skill points per level, most clerics don't accumulate many skill ranks.
- Mediocre Weapon Selection: The cleric is proficient only with simple weapons. Most of the weapons in this category are fairly decent, but they're not the most deadly ones available.
- Poor Reflex Saving Throws: Clerics have the worst progression for Reflex saves in the game. Thus, they aren't so great at getting out of the way when things get rough.
Playing a cleric
Great clerics usually use the following techniques. So if you're playing a cleric, try to build your strategy around these concepts.
Thinking Ahead
As a cleric, you have to make many of your most important decisions before an adventure begins. Your daily spell preparation has a big effect on how you play your character and what your party can expect to accomplish on any given day. Thanks to the wide selection of spells available to you, you can function as a detective (by loading up on divination spells), a medic (by loading up on healing spells), a combatant (by loading up on spells that enhance your fighting abilities), a ranged attacker (by loading up on combat spells), or a force multiplier (by loading up on spells that make your allies stronger). At higher levels, you may have enough spells available to fill two or more of these roles simultaneously.
When you choose spells, it pays to know what your party expects from you. You are among your party's most versatile members, and quite possibly the only one who can stand between a fellow party member and an untimely death. If your party expects you to play the role of combat medic and you're not prepared to do so, be sure to let the rest of the players know so that they can plan accordingly.
In any case, plan to stay close to the action so that you can intervene with a spell or physical attack when necessary. You're fairly hardy compared with other characters, and your group can easily go down to defeat if you're timid when the going gets tough. On the other hand, your healing ability makes you invaluable to the others, so don't be the first one to rush into danger, or even into potential danger.
Your Friends are Your Best Weapons
You can have a big impact on the game by working through others, so be prepared to lend your support whenever you can.
- The Party's Main Fighter: Whoever has to stand in the front line and handle most of the fighting will look to you for healing and other kinds of cures from time to time. If you're stingy with your healing spells, the adventure could be over more quickly than you think. A single cure light wounds or cure moderate wounds spell can keep a fighting character going, ultimately dealing more damage to the enemy than any of your other spells can.
- The Party's Scout: Stealthy characters such as rogues, rangers, and monks often get in over their heads, so plan to be part of the rescue party that moves in to save them. You're also the one who must piece the scout back together after a mishap involving a trap or some other unseen danger.
- Other Spellcasters: You probably have more hit points and a better Armor Class than the other spellcasters in your group, so try to stay close to them so that you can protect them if a foe breaks through the front line. Whenever possible, try to coordinate your daily spell choices with the other spellcasters in your group. Your spell selection is almost certainly broader than theirs, so be ready to fill any gaps. Useful spells such as detect magic and water breathing are probably best provided by you, especially if you're a good cleric, since you can swap them out for healing spells if they're not needed.
Be Your Own Best Friend
Your support functions make you useful to any group, but the game can become a drag if you always put others first. So don't let the other players push you around — always insist on making decisions for yourself. Like any other character, you do need to put the group's survival first, but don't let the others dictate how you should do it.
Important Abilities
- Wisdom: determines how powerful a spell a cleric can cast, how many spells he can cast per day, and how hard those spells are to resist.
- Constitution: improves a cleric’s hit points.
Useful Feats
Key Equipment
A cleric's gear is nearly as important to him as his spells, so don't neglect it. Below are some essential pieces to pack.
Armor
Plan to buy the best armor you can afford, and carry a heavy shield as well — you'll never regret having a formidable Armor Class. And don't overlook other defensive items you can wear, such as rings of protection and amulets of natural armor. Several lesser items whose benefits stack give you better protection, and at a cheaper price, than one big item.
If you do a lot of wilderness adventuring, consider some backup armor, such as a suit of studded leather (or a mithral chain shirt if you can afford it) to wear at night. If you try to sleep in medium armor, you'll have penalties the next day. But if you sleep in your skivvies, you'll be in trouble if you're attacked during the night.
Melee Weapon
You're pretty good in combat, so be prepared to fight. A heavy mace or morningstar packs the most punch. Alternatively, if you have the War domain and the right deity, you can get access to a martial weapon, which may be much better than any of the simple ones.
Ranged Weapon
A light crossbow can prove as effective as a low-level attack spell against some opponents. Use it when the opposition isn't threatening enough to merit the use of your spells. You might also consider a heavy crossbow — a deadly weapon, even though reloading it is a slow process. That reload time might not bother you too much, though, because you might find that casting a spell or entering melee is more worthwhile than taking a second shot.
Backup Spells
You never know when you'll run out of spells. Furthermore, you never know when you'll need a particular spell — and need it very badly. So it pays to keep some spellcasting power in reserve via a collection of scrolls, wands, or both. Scrolls are a great way to carry along useful spells (such as remove blindness/deafness, dispel magic, or remove disease) that you might not use in every adventure. Best of all, if you have the Scribe Scroll feat, you can make scrolls yourself, though doing so uses up time, money, and experience points. Wands are useful for bread-and-butter spells that you use often, especially healing spells such as cure light wounds.