Cleric

This page is specifically for the cleric class in , and . For the version in and refer to Cleric (Baldur's Gate).
== Introduction ==
Clerics are best known as healers. They are members of divine priesthood who are granted the ability to cast priest spells from the gods they worship. Unlike mages and bards, who scribe scrolls to learn new spells, clerics and druids automatically know all spells of any spell levels they have unlocked. Clerics must select the spells they want to memorize for the upcoming day and then rest before they can cast them.
Clerics can wear most types of armor, with the exception of mage robes, just like fighters. Their ethos prohibits them from using weapons and missiles with sharp points and edges. In some ways, clerics are similar to paladins. While paladins may use — and become more skilled with — a wider variety of weapons, they have only one alignment and one race to choose from.
Clerics are exceptionally versatile characters, and being able to wear any armor while casting spells allows them to take any position on the battlefield (front, middle, or rear). They also have the second best THAC0 progression after fighters, and slightly above rogues. Because of their utility from a catalog of divine spells, the ability to play any alignments or position, and their healing/buffs, they can be a good choice as the main character for first-time players. 
Cleric may be used as a multi-class or dual-class option with fighter, ranger, mage, or thief.
==Character abilities table==
Character Ability Score	Minimum Score
Strength 	3
Dexterity 	3
Constitution 	3
Intelligence 	3
Wisdom* 	9
Charisma 	3
During character creation, rolls below the minimum value for the class will be increased to that value. This table uses the values for Humans, other Races have modified ability scores.
*Prime Requisites for Dual-classing.
== Special abilities ==
=== Turn Undead ===
Clerics and paladins have the ability Turn Undead creatures. When this mode is activated and undead creatures are in range of the character, there is a possibility they will stop attacking their targets and run away from the character until the effect is worn off. Whenever the cleric or paladin gains a level, this mode will become more powerful. Good-aligned clerics and paladins may use this mode to destroy the undead instantly (or make them run away), while evil-aligned characters can use it to control the undead for 10 rounds. After the duration of the effect ends, the undead will become hostile to the party.
Gameplay
* Vampires spawned by Limited Wish (wisdom 9 or lower) “I wish to be protected from undead right now.” may also be controlled by evil cleric
==Cleric spells==
Paladins have access to cleric spells up to spell level 4. Cells in light blue are cleric specific spells, which are not usable by druids, rangers, or shamans.
Spell level 1 	2 	3 	4 	5 	6 	7
Armor of Faith 	Aid 	Animate Dead 	Animal Summoning I 	Animal Summoning II 	Aerial Servant 	Confusion
Bless 	Barkskin 	Cure Disease 	Cause Serious Wounds 	Cause Critical Wounds	Animal Summoning III	Earthquake
Comman​​​d 	Chant 	Cure Medium Wounds 	Cloak of Fear 	Champion's Strength 	Blade Barrier 	Finger of Death
Cure Light Wounds 	Draw Upon Holy Might	Dispel Magic 	Cure Serious Wounds 	Chaotic Commands 	Bolt of Glory 	Fire Storm
Detect Evil 	Find Traps 	Glyph of Warding 	Death Ward 	Cure Critical Wounds 	Conjure Animals 	Gate
Doom 	Flame Blade 	Holy Smite(go​od or neutral alignment) 	Defensive Harmony 	Flame Strike 	False Dawn 	Greater Restoration
Magical Stone 	Hold Person 	Invisibility Purge 	Farsight 	Greater Command 	Harm 	Holy Word(good or neutral alignment)
Protection From Evil	Know Alignment 	Miscast Magic 	Free Action 	Magic Resistance 	Heal 	Regeneration
Remove Fear 	Resist Fire and Cold	Protection From Fire 	Holy Power 	Mass Cure 	Physical Mirror 	Resurrection
Sanctuary 	Silence, 15' Radius 	Remove Curse 	Lesser Restoration 	Raise Dead 	Sol's Searing Orb 	Shield of the Archons
Shillelagh 	Slow Poison 	Remove Paralysis 	Mental Domination 	Repulse Undead 	Wondrous Recall 	Sunray
 	Spiritual Hammer 	Rigid Thinking 	Negative Plane Protection 	Righteous Magic 	 	Symbol, Death
 	 	Strength of One 	Neutralize Poison 	Slay Living 	 	Symbol, Fear
 	 	Unholy Bli​g​ht(evil or neutral alignment)	Poison 	True Seeing 	 	Symbol, Stun
 	 	Zone of Sweet Air 	Protection From Evil, 10' Radius	 	 	Unholy Word(evil or neutral alignment)
 	 	 	Protection From Lightning 	 	 	
==Class kits==
===Cleric===
The Cleric is a generic priest (of any mythos) who tends to the spiritual needs of a community. Though Clerics are both protectors and healers, they are not purely defensive - when evil threatens, the Clerics are well suited to seek it out on its own ground and destroy it. The opposite is true of evil Clerics as well, and there are also many variations in between.
Class features:
* May wear helmets
* May wear any armor
* May only use non-bladed, non-piercing weapon types: war hammer, club, flail, mace, quarterstaff, sling
* May only become Proficient (one slot) in any weapon class
* May only become Proficient (one slot) in any fighting style
* May Turn Undead
* May cast priest spells
* Hit Die: d8
* Prime Requisites For Dual-Classing: Wisdom
Gameplay
*Companion Branwen, Viconia DeVir are clerics
*Every cleric class kit provides extra abilities without any disadvantages.  This means that there is no gameplay advantage to choosing a pure cleric, though some players may still choose to play as one for role-playing reasons.
*When dualing from a Cleric, kit abilities scale with the average of both classes' (the inactive Cleric and active class) levels rounded up, meaning that the power/duration of said abilities will continue to grow even if the cleric duals at level 2. However, said dual-classed character won't acquire more casts for those abilities beyond those acquired before dualing.
===Priest of Helm===
Followers of Helm, the neutral god of watchers and protectors are warriors in their own right and are often seen as defenders of the innocent. For more about this deity see:
;Advantages
*May cast True Sight (innate). Gains one use at level 1 and an additional use every 5 levels thereafter. The casting speed of this ability is noticeably quicker than the Arcane or Priest spell versions. Otherwise, it isn't much different than the True Sight spell.
*May also innately cast Seeking Sword. Gains one use at level 1 and an additional use every 10 levels thereafter. This spell creates a sword in the Cleric's hand that cannot be dropped or unequipped. The sword is enchanted as a +4 weapon and provides a -4 THAC0 bonus, but no damage bonus. It deals 2d4 damage to any target it hits. The weapon sets the Cleric's number of attacks per round to 3 and lasts for 1 round per level. While it is equipped, the wielder cannot cast further spells.
;Alignment
Originalgame	EnhancedEditions
 	
;Gameplay 
 
*Seeking Sword can be combined with an offhand weapon for extra attacks and with Fighter levels (as a dual) to reach 5 attacks per round before any form of haste is used. Alternatively, a dual into Thief can be used to be able to wield Belm, Kundane or the Scarlet Ninja-to in the offhand to reach those same 5 attacks per round pre-haste with Seeking Sword.
*The Seeking Sword benefits from strength bonuses.
*It's a good idea to buff yourself before using Seeking Sword (as you won't be able to do it afterwards) and to carry a Wand of the Heavens with plenty of charges to use in place of casting spells. Moreover, a Priest of Helm dualed into Thief with UAI may use several different wands which makes the disabling of spells feel a lot less painful and in BG1 and BG2 pre-Asylum a Priest of Helm wielding the Seeking Sword may also rely on Bhaalspawn abilities (possibly making it a good idea to keep a low reputation in BG1).
*Seeking Sword, like other magically created weapons, can be dual wielded with an offhand weapon without any penalties or bonuses (tested in the Enhanced Editions), as the game does not seem to recognize "magically created weapon + offhand weapon" as matching any style, so one should always equip a weapon in the offhand (if not a shield) when using Seeking Sword.
*Another strategy to get around the lack of spellcasting while using Seeking Sword is to dual to a Mage and prepare a Minor Sequencer, a Spell Sequencer and a Spell Trigger along with a Contingency and a Chain Contingency. Minor Sequencers were added to BGEE and Siege of Dragonspear has an item that allows characters to prepare Spell Sequencers, so this strategy works (to some extent) even before Shadows of Amn. Moreover, in BG2 the same Priest of Helm/Mage (or a Priest of Helm/Thief) will be able to use Simulacrums to produce clones that can cast spells from scrolls (without spending the real items) while wielding the Seeking Sword themselves.
*The Seeking Sword can also be "dispelled" via the creation of another magical weapon. For example, in BGEE, Relair's Mistake can be used to turn the Cleric into a wolf (which creates a "paw weapon") followed by reverting to one's natural form and in BG2EE the Cloak of the Sewers can be used the same way or, more conveniently, the Cowl of the Stars can be used to create Melf's Minute Meteors that will replace the Seeking Sword. As the spell cast-disabling effect is present on the item itself (i.e. it's not a separate effect), the removal of the Seeking Sword will naturally restore the Cleric's spellcasting abilities. Alternatively, a Priest of Helm dualed to a Mage can also prepare a sequencer with any spell that is able to replace the Seeking Sword with another weapon.' 
===Priest of Lathander===
Lathander is the good god of renewal, creativity, and youth, and is celebrated nearly everywhere. His followers are very popular throughout the realms, and there are numerous wealthy temples devoted to him. For more about this deity see:
;Advantages
*May innately cast Hold Undead once per day. Gains one use at level 1 and an additional use every 5 levels thereafter. The only difference from the Cleric spell version and the Lathander Kit version are the classification as an Innate Spell. In terms of gameplay, the innate ability can avoid Miscast Magic or Silence effects.
*May innately cast Boon of Lathander once per day. Gains one use at level 1 and an additional use every 10 levels thereafter. This spell lasts 1 round per level of the caster. It gives the caster a -1 bonus to THAC0 and +1 bonus to damage roll, a -1 bonus to all saving throws, and 1 extra attacks per round. It also protects the recipient from Level drain. The effects are cumulative.
;Alignment
Originalgame	EnhancedEditions
 	
;Gameplay
*Priest of Lathander is the only single-classed cleric who can reach 5 attacks per round without Improved Haste or regular Haste.
*The Shield of Egons is more effective in the hands of a Priest of Lathander, increasing their Turn Undead level by two instead of one. This makes it easier for them to destroy enemy undead. 
===Priest of Talos===
Talos is the evil god of storms, destruction, and rebellion. Clerics of the Stormlord warn that Talos must be appeased, or he will rain destruction upon the land. For more about this deity see:
;Advantages
*May cast Lightning Bolt once per day. Gains one use at level 1 and an additional use every 5 levels thereafter.
*May cast Storm Shield once per day. Gains one use at level 1 and an additional use every 10 levels thereafter. At level 1, this ability lasts 1 turn. From level 10 onwards, it lasts 1 round per level of the caster. It grants 100% resistance to lightning, fire, cold, and protects against normal missiles.
;Alignment
Originalgame	EnhancedEditions
 	
;Gameplay
*Stack Storm Shield with other resistance spells, such as Protection from Lightning, to increase your elemental resistance above 100%. In particular, Armor of Faith is the best, since it protects you from all elements, making you heal 25% from electricity, fire and cold damage.
*Clerics have few direct damage spells making Lightning Bolt a good addition. Once you are protected from electricity damage via Storm Shield, you can let loose Lightning Bolts without worrying about it bouncing back.
*Unlike the Druid Avenger's own special Lightning Bolt, the Priest of Talos' version of the spell need not be memorized, as it is an innate ability. As such, it can be used while the character is polymorphed.
*The Lightning Bolt is also castable while the Priest of Talos is silenced. Though it's still considered a magical ability that's affected by dead/wild magic zones and does not bypass magic resistances.
===Priest of Tempus===
Tempus, also known as the Lord of Battles or the Foehammer, is random in his favors, yet his chaotic nature favors all sides equally. Lord Tempus may be on an army's side one day and against them the next; such is the nature of war. Tempuran clergy can be found on both sides of a conflict, as none can ever truly know whom the war god will favor. For more about this deity see:
;Advantages
*May cast Holy Power once per day. Gains one use at level 1 and an additional use every 5 levels thereafter.
*May cast Chaos of Battle once per day. Chaos of Battle applies bonuses to all allies and penalties to all enemies within a 30-ft. radius of the caster. The spell lasts 1 turn and will randomly affect the target's Armor Class, Hit Points, THAC0, saves, or luck. The magnitude of the effect starts at 1 (5 for Hit Points) at level 1 and will improve by 1 (5 for Hit Points) every 6 levels of the caster.
;Alignment
EnhancedEditions
;Gameplay
*One advantage of the Priest of Tempus' Holy Power ability compared to the regular spell is the fact that it need not be memorized, as it's an innate ability. Furthermore, while the spell cannot be stacked to provide more and more hit points to the character, it can still be used as free healing of up to 20 hit points (depending on the level of the character) and can be used while the Cleric is polymorphed, providing an easy way to raise any form's Strength to 18/00.
*Although Holy Power sets the character's Strength to 18/00 (an effect that bypasses the effects of a Girdle of Fire Giant Strength of Crom Faeyr, for example, that also set Strength), any Cleric can still reach higher Strength via effects that increment Strength, such as Draw Upon Holy Might, Righteous Magic or a Holy Symbol. Even a Priest of Tempus dualed at level 9 to another class can obtain 25 Strength by combining Draw Upon Holy Might (+3 STR at level 9), Righteous Magic (also +3 STR at level 9) and a Holy Symbol (+1 STR, that one can acquire from a leveled NPC Cleric, like Anomen). That would allow, for example, a Priest of Tempus 9/Mage to obtain the THAC0 of a maximum level Fighter (as the Priest of Tempus' innate Holy Power continues to scale even after dualing, as the average of the two classes, rounded up) without being forced to use Tenser's Transformation (losing the ability to cast spells in the process) and without foregoing the ability to reach 25 Strength.
*The magnitude and beneficial/detrimental nature of the Chaos of Battle ability is not totally random. For example, a maximum level Priest of Tempus will always inflict penalties of 5 (25 in the case of hit points) against enemies and bonuses of 5 (25 in the case of hit points) to allies. The randomized part of the effect is the choice of which attribute (luck, AC, thac0, saves or hp) is affected.
===Priest of Tyr===
Tyr is the deity of law and justice and is primarily concerned with the punishment of wrongdoers and the general furthering of law and good in the world. The belief in justice through (benevolent) force, or at least armed vigilance, is the reason for Tyr's existence. Tyr holds great prominence in the pantheon due to his position as leader of The Triad, a trio of lawful good gods that are collectively devoted to the concepts of courage, justice, perseverance, relief of suffering, duty, obedience, honor, and to some extent, righteous martyrdom. For more about this deity see:
 
;Advantages
*May cast Exaltation once per day every 5 levels of the caster (starts at 1st level with one use). This spell enables a priest to aid and protect any one being other than themselves. By touch, the caster removes the effects of fear, sleep, Feeblemindedness, unconsciousness, and Intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for 1 turn.
*May cast Divine Favor once per day every 10 levels of the caster (starts at 1st level with one use). This spell grants the caster a +1 bonus to THAC0 and +1 bonus to damage rolls every 3 levels of the caster. The spell lasts for 2 rounds.
;Alignment
EnhancedEditions
;Gameplay
*The bonuses from Divine Favor max out at level 18, providing a maximum of +6 to damage and a -6 bonus to THAC0.
*The short burst of additional damage provided by Divine Favor may be of interest to Priests of Tyr dualed into Thieves, as the extra damage will be factored into backstabs and the extra THAC0 will help make sure said backstabs don't miss.
*Exaltation provides cure and protection against status effects that few other spells can deal with, such as feeblemindedness, intoxication and berserk. The berserk cure in particular can be useful for a party with Minsc in it or a character wielding the cursed Sword of Berserking. And the intoxication cure can be useful when dealing with mass intoxication caused by the Wish spell.
== High-level class abilities ==
Clerics start to gain one HLA point per level attained after 3 million XP (which would be starting level 22 for single class clerics), these HLAs are quest level spells which are scribed into level 7 spell book once picked, thus may only need to be selected once.
* Aura of Flaming Death
* Elemental Summoning
* Energy Blades (priest)
* Globe of Blades
* Implosion
* Mass Raise Dead
* Storm of Vengeance
* Summon Deva (good and neutral alignment, only one can be picked, picking Summon Deva makes Summon Fallen Deva unavailable)
* Summon Fallen Deva (evil and neutral alignment, only one can be picked, picking Summon Fallen Deva makes Summon Deva unavailable)
== Spell progression ==
Clerics gain additional spell slots based on their wisdom.
Spell lvl /Cleric lvl	Spell lvl /Cleric lvl	1	2	3	4	5	6^	7^^	Total # ofspell slots
1 	 	1	 	 	 	 	 	 	1
2 	 	2	 	 	 	 	 	 	2
3 	 	2	1	 	 	 	 	 	3
4 	 	3	2	 	 	 	 	 	5
5 	 	3	3	1	 	 	 	 	7
6 	 	3	3	2	 	 	 	 	8
7 	 	3	3	2	1	 	 	 	9
8 	 	3	3	3	2	 	 	 	11
9 	 	4	4	3	2	1	 	 	14
10 	 	4	4	3	3	2	 	 	16
11 	 	5	4	4	3	2	1 	 	19
12 	 	6	5	5	3	2	2 	 	23
13 	 	6	6	6	4	2	2 	 	26
14 	 	6	6	6	5	3	2 	1 	29
15 	 	6	6	6	6	4	2 	1 	31
16 	 	7	7	7	6	4	3 	1 	35
17 	 	7	7	7	7	5	3 	2 	38
18 	 	8	8	8	8	6	4 	2 	44
19 	 	9	9	8	8	6	4 	2 	46
20 	 	9	9	9	8	7	5 	2 	49
21 	 	9	9	9	9	8	6 	2 	52
22 	 	9	9	9	9	8	6 	3 	53
23-25 	 	9	9	9	9	9	7 	3 	55
26-27 	 	9	9	9	9	9	8 	3 	56
28-30 	 	9	9	9	9	9	8 	4 	57
31-33 	 	9	9	9	9	9	8 	5 	58
34-37 	 	9	9	9	9	9	8 	6 	59
38-40 	
  	9	9	9	9	9	8 	7 	60
^Usable by priest whose wisdom is 17 or higher^^Usable by priest whose wisdom is 18 or higher
The above restrictions do not apply to and EE.
==Table for experience, hit points and weapon proficiency==
Level	LevelCap	XPRequired	Hit Dice	WeaponProficiency	THAC0 	Saving throwsD/W/P/B/S	Holy Symbol 	No. of HLA
1 	 	0 	1d8 	20 	10/14/13/16/15	 	 	
2 	 	1,500 	2d8 	 	20 	10/14/13/16/15 	 	
3 	 	3,000 	3d8 	 	20 	10/14/13/16/15 	 	
4 	 	6,000 	4d8 	18 	9/13/12/15/14 	 	 	
5 	 	13,000 	5d8 	 	18 	9/13/12/15/14 	 	
6 	 	27,500 	6d8 	 	18 	9/13/12/15/14 	 	
7 	 	55,000 	7d8 	 	16 	7/11/10/13/12 	 	
8 	 	110,000 	8d8 	16 	7/11/10/13/12 	 	 	
9 	 	225,000 	9d8 	 	16 	7/11/10/13/12 	 	
10 	 	450,000 	9d8+2 	 	14 	6/10/9/12/11 	 	
11 	 	675,000 	9d8+4 	 	14 	6/10/9/12/11 	 	
12 	 	900,000 	9d8+6 	14 	6/10/9/12/11 	 	 	
13 	 	1,125,000 	9d8+8 	 	12 	5/9/8/11/10 	 	
14 	 	1,350,000 	9d8+10 	 	12 	5/9/8/11/10 	 	
15 	 	1,575,000 	9d8+12 	 	12 	5/9/8/11/10 	 	
16 	 	1,800,000 	9d8+14 	10 	4/8/7/10/9 	 	 	
17 	 	2,025,000 	9d8+16 	 	10 	4/8/7/10/9 	 	
18 	 	2,250,000 	9d8+18 	 	10 	4/8/7/10/9 	 	
19 	 	2,475,000 	9d8+20 	 	8 	2/6/5/8/7 	 	
20 	 	2,700,000 	9d8+22 	8 	2/6/5/8/7 	 	 	
21 	 	2,925,000 	9d8+24 	 	8 	2/6/5/8/7 	 	
22 	 	3,150,000 	9d8+26 	 	6 	2/6/5/8/7 	 	1
23 	 	3,375,000 	9d8+28 	 	6 	2/6/5/8/7 	 	2
24 	 	3,600,000 	9d8+30 	6 	2/6/5/8/7 	 	3 	
25 	 	3,825,000 	9d8+32 	 	6 	2/6/5/8/7 	Holy Symbolobtained	4
26 	 	4,050,000 	9d8+34 	 	6 	2/6/5/8/7 	 	5
27 	 	4,275,000 	9d8+36 	 	6 	2/6/5/8/7 	 	6
28 	 	4,500,000 	9d8+38 	6 	2/6/5/8/7 	 	7 	
29 	 	4,725,000 	9d8+40 	 	6 	2/6/5/8/7 	 	8
30 	 	4,950,000 	9d8+42 	 	6 	2/6/5/8/7 	 	8
31 	 	5,175,000 	9d8+44 	 	6 	2/6/5/8/7 	 	8
32 	 	5,400,000 	9d8+46 	6 	2/6/5/8/7 	 	8 	
33 	 	5,625,000 	9d8+48 	 	6 	2/6/5/8/7 	 	8
34 	 	5,850,000 	9d8+50 	 	6 	2/6/5/8/7 	 	8
35 	 	6,075,000 	9d8+52 	 	6 	2/6/5/8/7 	 	8
36 	 	6,300,000 	9d8+54 	+1+ 	6 	2/6/5/8/7 	 	8
37 	 	6,525,000 	9d8+56 	 	6 	2/6/5/8/7 	 	8
38 	 	6,750,000 	9d8+58 	 	6 	2/6/5/8/7 	 	8
39 	 	6,975,000 	9d8+60 	 	6 	2/6/5/8/7 	 	8
40 	 	8,000,000 	9d8+62 	+1+ 	6 	2/6/5/8/7 	 	8
Total	 	 	 	10/12+ 	 	 	 	8
+ Only available for characters dualed into clerics who have still a choice of weapon available that's not restricted from a cleric.
== Stronghold ==
Cleric stronghold is open to the divine protagonists once they help their church destroyed the Unseeing Cult.
==Class exclusive items==
===Holy symbols===
When clerics reach level 25, they obtain a holy symbol in form of a ring, based on their patron deity or their alignment if not having chosen one. All Holy Symbols give the wearer +1 strength, +5% magic resistance and one extra 6th and 7th level spell slot (only if unlocked); these effects are cumulative.
====Throne of Bhaal====
Symbol 	Obtained by … 	Obtained by clerics without kit of … alignment	Not usable by clerics of … alignment
Holy Symbol of Helm 	Priests of Helm 	 	
Holy Symbol of Lathander	Priests of Lathander	 	
Holy Symbol of Talos 	Priests of Talos 	 	
====Enhanced Edition====
Symbol 	Obtained by … 	Obtained by clerics without kit of … alignment	Not usable by clerics of … alignment
Holy Symbol of Baervan Wildwanderer	Aerie 	None 	Only usable by Aerie
Holy Symbol of Helm 	Priests of Helm 	 	
Holy Symbol of Lathander 	Priests of Lathander	 	
Holy Symbol of Shar 	Viconia 	None 	Only usable by Viconia
Holy Symbol of Talos 	Priests of Talos 	 	
Holy Symbol of Tempus 	Priests of Tempus 	None 	
Holy Symbol of Tyr 	Priests of Tyr 	None 	
====Notes====
*There's a trick to obtain a different type of the holy symbol:
**fully fill the cleric's inventory with other items;
**when the cleric levels up to 25, an unnamed "red" item appears on the ground which will turn into a specific type of the symbol, depending on who picks it up;
**if the picker is an unkitted cleric or none at all, their alignment will affect the symbol type;
**if the picker is a kitted cleric, the symbol will associate with their god.
====See also====
*Bassilus's Holy Symbol
*Mulahey's Holy Symbol
==Class Group exclusive items==
*Honorary Ring of Sune
*Sensate Amulet
*Staff of Thunder and Lightning
*Wand of the Heavens
==Recommended items==
*Locket of Embracing : Caster Level +1 (Clerics and Paladins) ; Can memorize two extra 1st-level divine spells
*Shield of Egons : Turn Undead Level +2 (Priests of Lathander and Undead Hunters), +1 (others)
== Gameplay (community) ==
~Write your insights below, different from Gameplay section above, you may use your signatures, example page~
*The Serpent Shaft seems to be the only weapon for Clerics to poison their enemies. Gejadus (talk) 22:22, April 27, 2018 (UTC)
* While they get many great buff spells, Clerics who want to focus on physical damage have almost no way to increase their attacks per round and thus quickly fall behind Fighters on higher levels in regards to weapon damage. Fighter / Cleric mixed classes don't have this problem, and it can be mitigated by kits that can use Seeking Sword or Boon of Lathander. --Nordostsüdwest (talk) 22:56, 19 January 2024 (UTC)
==External Links==
*
*