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Cleric
Cleric Clerics are intermediaries of the gods, who through their worship and works make their god's will manifest. Marching beneath the banner of their god, clerics are tough and resolute soldiers of the church.

Clerics may rebuke undead creatures and cast magics given to them by their gods.


Class Overview
  • Ability Scores: Wisdom, Constitution, and Charisma are important for clerics. A Wisdom of 10 + the spell level is required to cast a cleric spell. High Wisdom improves the number of spells that may be cast per day and how hard those spells are to resist. Also a high Charisma improves their ability to turn undead.


  • Alignment: A cleric's alignment should stay within one step of their deity's on either the lawful-chaotic or good-evil axis, but not both.


  • Hit Die: d8


  • Good Saving Throws: Fortitude, Will


  • Class Skills: Concentration, Heal, Knowledge (Arcane), Knowledge (Religion), Knowledge (The Planes), and Spellcraft.


  • Weapon Proficiencies: Clerics are proficient with all simple weapons and a martial weapon appropriate to their deity. They are proficient with all types of armor and with shields (except tower shields).


Special Abilities
  • Cleric Spells: A cleric casts divine spells, drawn from the cleric spell list. Clerics must choose and prepare spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score of at least 10 plus the spell level. Good and neutral clerics also have the ability to expend any spell as a cure spell of equivalent level or less. Evil clerics have the ability to expend any spell as an inflict spell of equivalent level or less.


  • Cleric Domains: A cleric gains the special abilities of their deity's domains.


  • Turning and Rebuking Undead: A cleric may turn undead and force them to panic. They can do this a number of times per day equal to 3 plus their Charisma modifier. Good clerics may sometimes overpower undead and destroy them. Evil clerics may sometimes overpower undead and take command of them. A cleric with 5 or more ranks in Knowledge (Religion) gets a +2 bonus on turning checks.