User:Balmz/cleric

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Cleric[edit]

Making a Cleric[edit]

Alignment: A cleric’s alignment must be within one step of their 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 their deity’s alignment is also neutral.

Starting Age: Complex.

Table: The Cleric

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day1
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Turn or Rebuke Undead 1 1+1
2nd +1 +0 +0 +3 2 1+1
3rd +1 +1 +1 +3 2 2+1 1+1
4th +2 +1 +1 +4 2 3+1 2+1
5th +2 +1 +1 +4 3 3+1 2+1 1+1
6th +3 +2 +2 +5 3 3+1 3+1 2+1
7th +3 +2 +2 +5 3 4+1 3+1 2+1 1+1
8th +4 +2 +2 +6 4 4+1 3+1 3+1 2+1
9th +4 +3 +3 +6 4 4+1 4+1 3+1 2+1 1+1
10th +5 +3 +3 +7 4 4+1 4+1 3+1 3+1 2+1
11th +5 +3 +3 +7 4 5+1 4+1 4+1 3+1 2+1 1+1
12th +6/+1 +4 +4 +8 5 5+1 4+1 4+1 3+1 3+1 2+1
13th +6/+1 +4 +4 +8 5 5+1 5+1 4+1 4+1 3+1 2+1 1+1
14th +7/+2 +4 +4 +9 5 5+1 5+1 4+1 4+1 3+1 3+1 2+1
15th +7/+2 +5 +5 +9 5 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
16th +8/+3 +5 +5 +10 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
17th +8/+3 +5 +5 +10 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18th +9/+4 +6 +6 +11 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19th +9/+4 +6 +6 +11 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20th +10/+5 +6 +6 +12 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1
  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" in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the cleric may receive for having a high Wisdom score.

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int).
Domains and Class Skills
Animal DomainKnowledge (nature) (Int)
Plant DomainKnowledge (nature) (Int)
Knowledge DomainKnowledge (all skills, taken individually) (Int)
Travel DomainSurvival (Wis)
Trickery DomainBluff (Cha), Disguise (Cha), Hide (Dex)

Class Features[edit]

All of the following are class features of the cleric.

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with (light armor, and with buckler shields. A cleric who wears armor or shields they are not proficient in may still cast spells but the DC is reduced by the number of Armor class points the armor or shield has and spells with a casting time of standard or less now take a full action round, while spells with a longer casting time take twice as long, quicken spell does not help the cleric. A cleric does not become proficient in medium, heavy or other shields even if they take a level in a class that is proficient in them, they must take the appropriate armor proficiency feat to be able to cast without issue.

A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. They also receive the appropriate weapon proficiency feat for the weapon if it is martial or exotic as a bonus feat, if the weapon falls into that category.

Aura (Ex): A cleric of a chaotic, evil, neutral, 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 chooses the Chaotic, Evil, Good, or Lawful domain has a similarly powerful aura of the corresponding alignment.

Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, the cleric's alignment may restrict them from casting certain spells opposed to their moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare their 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. The cleric's base daily spell allotment is given on Table: The Cleric. In addition, they receive bonus spells per day if the cleric has has a high Wisdom score. A cleric also gets one domain spell of each spell level they can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of the cleric's two domains (see Deity, Domains, and Domain Spells, below).

Clerics meditate or pray for their spells. Each cleric must choose a time at which they must spend 1 hour each day in quiet contemplation or supplication to regain their 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 the cleric can cast spells of that level, but they must choose which spells to prepare during their daily meditation.

A cleric must always use their symbol as a focus to properly cast any cleric spells. A cleric without a symbol takes an unremovable -3 penalty on all rolls, checks and saves and has their daily allotment of spells lowered to half their caster level. So a level 10 cleric would only be able to cast and use spells as if they were a level 5 cleric. If lost or destroyed the cleric must find or receive one from another character of the same faith or beliefs or make a new symbol. A cleric may if making a symbol attune the symbol in an 8 hour uninterrupted prayer ritual once creating the symbol is finished. Either way with a new symbol the cleric does not regain any lost spells for the day, they would be able to use their level appropriate spells again the next day, the penalty is removed however.

Deity, Domains, and Domain Spells: A cleric’s deity influences their alignment, what magic they can perform, the cleric's values, and how others see the cleric. A cleric chooses two domains from among those belonging to their deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if their alignment matches that domain.

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

Each domain gives the cleric access to a domain spell at each spell level they can cast, from 1st on up, as well as a granted power. The 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 their domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in their domain spell slot.

Channel 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 cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity), 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).

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). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).

Converting a spell to either cure or inflict spells is a full action round that provokes attacks of opportunity. The cleric may do this a number of times per day equal to 3+ their charisma modifier. The cleric must use their symbol to convert spells and can not shorten the converting time by any means.

Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to their own or their deity’s (if they have one). 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 by channeling the power of their faith through their 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. A neutral cleric of a neutral deity must choose whether their turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).

A cleric may attempt to turn undead a number of times per day equal to 3 + their Charisma modifier. A cleric with 9 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. Turning undead is a full round action that does not provoke attacks of opportunity.

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 their race.

Ex-Clerics[edit]

A cleric who grossly violates the code of conduct required by their god loses all spells and class features, except for armor and shield proficiency and proficiency with simple weapons. They cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).

Epic Cleric[edit]

Table: The Epic Cleric

Hit Die: d8

Level Special
21st
22nd
23rd Bonus feat
24th
25th
26th Bonus feat
27th
28th
29th Bonus feat
30th

2 + Int modifier skill points per level.

Spells: The cleric’s caster level is equal to their 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 (selected from the list of epic cleric bonus feats) every three levels after 20th.

Epic Cleric Bonus Feat List: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Negative Energy Burst, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic, Undead Mastery, Zone of Animation.