Cleric

<color=Gold>**Cleric**</color>

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 cleric can turn away or even destroy undead. 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.

<color=Gold>Class Features:</color>

- **Hit Die:** d8

- **Base Attack Bonus:** Medium.

- **High Saves:** Fortitude and Will.

- **Weapon Proficiencies:** Simple weapons.

- **Armor Proficiencies:** Light, medium and heavy armor and shields (except tower shields).

- **Skill Points:** 2 + Int modifier per level, x4 at first level.

- **Class Skills:** Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Heal, Lore, Parry, and Spellcraft.

- **Spells:** A cleric casts divine spells, which are drawn from the cleric spell list. A cleric must choose and prepare his spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth).

- **Domains:** Clerics specialize in two areas of magical expertise called domains. These domains are selected when first becoming a cleric and cannot be changed. Domains grant added spells and sometimes a free feat or special ability.

- **Spontaneous Casting:** A cleric can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell in order to cast any cure spell of the same spell level.

- **Turn Undead:** Any cleric has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of his faith through his holy (or unholy) symbol. A cleric can rebuke or destroy undead creatures.

**Domains:**

**Elemental Domain -**

Air, Earth, Fire, and Water. A cleric of the Elemental Domain has a powerful affinity for one of the building blocks of creation, gaining impressive resistance while manipulating their chosen element in battle. While this domain is almost guaranteed to be taken by priests of elemental lords such as Kossuth or deities with a strong affinity to an element such as Auril, command of an element fits into the portfolio of many other deities when used to progress their goals.

Domain Powers:
L1—Resist Element: You gain 10/- resistance against your chosen element. This bonus improves to 15/- at 8th, 20/- at 26th, and 25/- at 24th level.
L8—Raging Elements: You may expend one use of Turn Undead to unleash a torrential blast of their chosen element, causing elemental damage in a around you for 1d10 elemental damage/levels in cleric up to 30d10. This ability has a 30 second cooldown.
L16—Elemental Penetration: When casting domain spells, 50% of the damage penetrates resistance and immunity. This bonus improves to 100% at level 24.
L24—Elemental Champion: You can expend one use of Turn Undead to summon a powerful Elemental Weird. This Weird scales based on the Cleric's levels that advance Cleric spellcasting or domain bonuses, and lasts for 30 minutes.

Domain Spells:
L1—Elemental Ray, as Scorching Ray
L3—Elemental Bolt, as Lightning Bolt
L5—Elemental Brand, as Firebrand
L7—Elemental Missiles, as Isaac's Greater Missile Storm
L9—Elemental Storm, as Meteor Swarm, all damage is of chosen element

**Alignment Domain -**

In the service of their deity, clerics will often focus their prayers upon an aspect of their alignment. These priests of the Alignment Domain are powerful proponents of their aligned ideal, able to summon forth powers to battle against non-believers.

Domain Powers:
L1—Aligned Weapon: Any weapon equipped does an additional 1d6 damage vs. those not of their alignment, with damage based upon alignment. This bonus for a Lawful Good character, for example, would include 1d6 Divine vs. Chaotic, and 1d6 Positive vs. Evil. For a Chaotic Evil character, this would be 1d6 Divine vs. Lawful, and 1d6 Negative vs. Good. This bonus increases to 1d8 at 8th level, 1d10 at 16th level, and finally 2d6 at 24th level. A Neutral character shall gain a smaller bonus at all times, against all foes, but may only have one of these bonuses. This bonus starts off as an additional 1 Magical damage versus all foes, and increases to 1d4 at 8th level, 1d6 at 16th level, and 1d8 at 24th level.
L8—Smite Infidel, Mass: The Cleric may expend a use of Turn Undead to smite all those who do not possess the Cleric’s exact alignment in a Large AoE radius centered on the Cleric. This ability deals 1d8 divine damage per true caster level, up to 30d8. This ability has a 45 second cooldown.
L16—Aura vs. Alignment: All enemies of the opposite alignment that strike the Cleric take 2d6 + 1/2 Cleric levels as Divine damage.
L24—Purge Heresy: This is a single target spell that instantly kills or severely damages an enemy not of your exact alignment. The first check made is Spell Resistance. If the Spell Resistance check is overcome, a Fortitude save is rolled (DC 10 + 1/2 Caster Level + Wisdom modifier). If the Fortitude save fails, the target is slain. If the Fortitude save is passed, the target instead takes 2d6 Divine damage per level of the caster. This ability has a 90-second cooldown and uses two charges of Turn Undead.

Domain Spells:
L2: Outsider Skin, round/level spell that gives DR. Good: Alchemical Silver and Evil; Evil: Cold Iron and Good, Law: Adamantine and Chaos, Chaos: Darksteel and Law
L4: Aligned Smite (damage to creatures not of your alignmentand AO blindness, Player’s handbook)
L6: Divine Smite (improved version of aligned smite)
L8: Planar Ally, Greater (scaling outsider of similar alignment)

**Battle Domain -**

While some clerics advance their deity’s agenda through proselytizing or diplomacy, others set their goal as providing martial protection to their flock or destroying the enemies of their faith. Priests of the Battle Domain gain powerful martial abilities, allowing them to act as champions of their gods.

Domain Powers:
L1—Deity's Favored: You gain your Weapon Focus and Proficiency of your deity's favored weapon. You also gain your deity’s Greater Weapon Focus at 12th level.
L8—Impervious: The Cleric gains damage reduction 2/-. This increases by an additional 2/- damage reduction for every 8 cleric levels thereafter, up to 6/- DR at 24th level. This bonus stacks with all other sources of damage reduction from classes and feats.
L16—Battle Strike: The Cleric has mastered an attack with their chosen weapon. Channeling the might of their deity, they strike their opponent for weapon damage and an additional 4d8 Divine Damage to all enemies in a Small-sized radius around them. This ability has a 12 second cooldown.
L24—Cry Havoc: The Cleric of Battle changes the tide of a conflict in dramatic fashion. For a number of rounds equal to 5 + her Wisdom modifier (maximum twenty rounds, two minutes) she and her companions gain a +3 Sacred Bonus to armor class, attack bonus, physical damage, and savings throws. This bonus improves by +1 for every two levels of true Cleric caster level beyond 24th, to a maximum of +5 at 28th level. This ability uses one charge of Turn Undead.

Domain Spells:
L2—Heroism
L5—Exalted Raiment
L6—Blessing of the Righteous
L8—Premonition

**Nature Domain -**

Usually, a divine affinity for nature and wild places brings druids to mind. However, many deities have some aspect of the natural world tied to their portfolio, and grant similar abilities to clerics of the Nature Domain, whether controlling plants and animals or wielding the fury of the storm.

Domain Powers:
L1—Animal Companion: The Cleric gains an Animal Companion as though they were a Druid of the same level.
L8—Surefooted: The Cleric gains the Uncanny Dodge bonus feat. At 16th level they gain the Long Gait feat.
L16—Great Storm: You may expend one use of Turn Undead to mimic the effects of a Storm of Vengeance. This ability functions as the spell of the same name, using true caster level as the effective caster level, and has a 30 second cooldown.
L24—Body of Nature: The Cleric’s self binds closer with the world through devotion to her deity. She gains immunity to knockdown, sneak attacks, and critical hits.

Domain Spells:
L5—Rejuvenating Cocoon
L6—Tortoise Shell
L8—Storm Avatar
L9—Nature's Avatar

**Arcana Domain -**

Not only mages and sorcerers concern themselves with arcane knowledge and manipulation of the Weave. Mages of the Arcana Domain study ancient lore or delve into eldritch secrets, tapping into arcane power for both offensive and defensive purposes.

Domain Powers:
L1—Exceptional: Great potential lies within, and as her service to her deity progresses, the Cleric of the Arcana Domain learns to unlock it. For every five true Cleric caster levels, she gains +1 Spellcraft (maximum +6 at 30). At 4th level, she gains the Able Learner feat. At 7th level, she gains Spellcasting Prodigy as a feat. When she gains the ability to cast 3rd level Divine spells, she unlocks access to the Arcane Scholar PrC, and has the option to progress Cleric casting within that PrC.
L8—Magical Clarity: At 8th level, as she becomes more familiar with the Weave, the Cleric gains Spell Resistance equal to 11 + true Cleric caster level. She gains a permanent True Seeing effect at level 16.
L16—Magical Speed: You gain a persistent Haste movement speed effect. In addition, you gain the Improved Initiative Bonus feat.
L24—Unravel: Service to a deity of the Weave gives her power over effects created through manipulation of it. She may expend two uses of Turn Undead to replicate a Mordenkainen's Disjunction as a caster of her level. This ability has a 45 second cooldown.

Domain Spells:
L2—Invisibility
L5—Bigby's Interposing Hand
L6—Isaac's Greater Missile Storm
L7—Premonition

**Emotion Domain -**
A cleric of the Emotion Domain taps into the base nature of both themselves and their deity, although that can be evinced in many ways, from love to hatred, or from passion to ennui. These priests master their own emotions, while inspiring them within others.

Domain Powers:
L1—Fearless: You have abandoned Fear as an emotion. You inspire their allies to resist it and gain the Aura of Courage feat. Additionally, you also gain a bonus to their saving throws equal to your Charisma modifier capped at your levels in cleric / 2.
L8—Passionate: You gain an aptitude for making passionate arguments, convincing tales, reasonable demands, and well-timed verbal jabs. You gain a +2 bonus to Bluff, Diplomacy, Intimidate, and Taunt. This bonus increases by +1 every four levels of Cleric thereafter to a maximum bonus of +7 at level 28.
L16—Intensity: You may expend a use of Turn Undead to gain the effects of Mighty Rage, gaining +5 attack bonus and damage, but also the -2 AC penalty. This effect lasts 10 rounds with an additional round for each point of the Cleric's Charisma modifier. If the Cleric has any other class features that activate during a Barbarian's Rage, those bonuses also apply to Intensity.
L24—Mastered Emotion: You gain immunity to any effect that would compel their mind. In addition, your presence inspires you allies, and they gain the effect of Battletide while in your party.

Domain Spells:
L2—Heroism
L4—War Cry
L7—Refuge
L9—Sublime Revelry

**Enchantment Domain -**

Whether tapping into the innate beguiling nature to their deity or a connection to fey or other otherworldly beings, clerics of the Enchantment Domain can tap into others’ innermost thoughts, tempting and even controlling them through their divine powers.

Domain Powers:
L1—Seductive Grace: You gain +1 Bluff and Diplomacy per four true Cleric casting levels, capping at +7 at L28. For each 7.5 true Cleric casting levels, you gain +1 Dodge AC, capping at +4 at L30.
L8—Enhanced Enchantment: You automatically gain Spell Focus: Enchantment feat at 8th level, Greater Spell Focus: Enchantment bonus feat at 16th level, and Epic Spell Focus: Enchantment bonus feat at 24th level.
L16—Divine Presence: At 16th level, the Cleric gains the Divine Shield and Divine Might as bonus feats, whether or not she meets the prerequisites. At 28th level, she gains Epic Divine Might as a bonus feat, even if the prerequisites are not met.
L24—Divine Leadership: The Cleric of the Enchantment Domain knows the value of demagoguery. Those who rally to her side enjoy tangible benefits of her connection with her deity.. When she uses Divine Shield, Divine Might, or Epic Divine Might, half the bonus is applied to her party as well, for the entire duration.

Domain Spells:
L2—Beckoning Call
L5—Dominate Person
L7—Lilitu’s Gift
L8—Otto’s Irresistible Dance

**Death Domain -**

A cleric of the Death Domain has an intimate connection to the end of life. Some serve monstrous deities and raise the undead, while others concern themselves with guiding the spirits of the dead to the afterlife. Some even eventually begin the path towards eternal unlife as Pale Masters.

Domain Powers:
L1—Solemn Studies: You qualify to unlock the Palemaster PrC when you reach 3rd level Divine Spellcasting, and can choose to advance Divine casting rather than Arcane in that PrC. Additionally, you gain the Extra Turning feat at 4th level and the Improved Turning feat at 12th level.
L8—Call Spirit: You may expend a use of Turn Undead to summon a Wraith minion if you are Evil aligned or the Spirit of a fallen champion. This minion scales based on the Cleric's level and lasts for 30 minutes.
L16—Empower Spirit: You may use expend a use of Turn Undead to empower any Undead summon that you have. The Undead Spirit gains 10d10 additional Hit Points, +5 attack bonus, 2d8 additional divine damage, and +4 vampiric Regeneration for 6 seconds/level.
L24—Usher the Soul: Foes slain by the Cleric release energy, harnessed to turn against the Cleric’s enemies. This deals damage to other hostile creatures in a five foot radius, equal to d2 \* (true Cleric caster levels). The damage type varies based on alignment: Positive for Good, Divine for Neutral, Negative for Evil. This can potentially cause a chain reaction. Additionally, the Cleric may expend a use of Turn Undead to replicate a Raise Dead spell.

Domain Spells:
L2—Death Armor
L5—Cloudkill
L7—Finger of Death
L8—Power Word: Kill

**Dark Domain -**

Clerics of the Dark Domain may serve deities of night and darkness, or wield the powers of shadow in the name of trickster gods. Their ability to move unseen and strike foes in the most debilitating ways often result in them taking leadership positions in thieves’ guilds or groups of assassins, doubling as worshippers of their deity.

Domain Powers:
L1—Dark Dweller: The Cleric gains +1 Hide and Move Silently for every five levels of true Cleric caster progression, to a maximum of +6 at 30th level. Additionally, should the Cleric take levels in Shadowdancer (whose qualifications must be met normally), she receives +1 caster level on each even level, progressing her Domains accordingly.
L8—Sneak Attack: The Cleric gains 1d6 Sneak Attack dice, and an additional 1d6 Sneak Attack dice every four levels after, to a maximum 6d6 at 28th level.
L16—Mantle of Darkness. You may expend one use of Turn Undead to wreath yourself in a cloak of magical darkness. For a number of rounds equal to 3 + her Wisdom modifier, the darkness cloaks and protects her: she gains Concealment equal to 10% + 1% per Cleric Level and Spell Resistance equal to 11 + Cleric level. This ability has a three minute cooldown.
L24—From Shadow: You gain Hide in Plain Sight as a bonus feat.

Domain Spells:
L2—Darkfire
L4—Darkbolt
L6—Shadow Shield
L9—Shades

**Light Domain -**

Whether the cleansing light of breaking dawn or a murderous noonday sun over a sere desert, the power of the sun and its light are made manifest in a cleric of the Light Domain. These priests can banish shadow with the light of day or use the power of radiance to scorch their enemies. They are often tireless enemies of the undead.

Domain Powers:
L1—Praise the Sun: You gain Daylight Adaptation if you have Light Sensitivity; if you have Darkvision, you gain Low-Light Vision; if you have neither, you gain Low-Light Vision. Further, you gain a bonus of +1 to all skill ranks, which improves by an additional +1 for every ten levels, to a maximum of +3 at 21. Finally, you gain Luck of Heroes at 4th level.
L8—Empowered Spells: The Cleric gains the Empower Spell bonus feat. At 16th level she gains the Improved Empower Spell feat.
L16—Call Light: You may expend a use of Turn Undead and create a burst of light around yourself. This blinding light deals damage equal to d8 (cleric levels) and additionally: all foes must succeed on a Fortitude Save (DC = 10 + 1/2 Cleric Level + Wisdom Modifier) or be struck Blind for 5 minutes. This ability has a 45-second cooldown.
L24—Enduring Light: You automatically the Epic Resilience feat, and will no longer fail any saving throw on a roll of 1. You also gain the Death's Ruin bonus feat, allowing you to critically strike Undead foes.

Domain Spells:
L2—Body of the Sun
L4—Blistering Radiance
L6—Heroism, Greater
L8—Prismatic Deluge

**Life Domain -**

Healing, growth, and protection are stereotypical powers of the cleric, and are always evident in clerics of the Life Domain. Many of these priests serve their gods providing aid to others, while others serve as powerful battlefield healers for those forces advancing the faith of their deities.

Domain Powers:
L1—Great Health: The Cleric automatically gains +2 hit points per true Cleric caster level. She also gains a +1 bonus to the Heal skill, improving by an additional +1 for every three true Cleric caster levels, to a maximum of +10 at 28th level. At 8th level, the Cleric becomes immune to all disease and poison effects.
L8—Healing Aptitude: The Cleric has learned how to quickly apply healing to those in need. She may heal herself or an ally for an amount equal to (d4 \* true Cleric Caster Level) + Heal Skill. This ability has a 30 second cooldown and a range of touch. Additionally, she gains the Empower Healing feat at 12th level.
L16 – Rebuke Death: You may expend a use of Turn Undead to cast Mass Heal. This ability has a 45 second cooldown.
L24—Spark of Life. You become immune to all death effects and negative level/ability drain, and if you receive a fatal hit that would otherwise kill you, you are automatically healed for half of your health. This effect may only trigger once per resting period.

Domain Spells:
L2—Restorative Weapon
L5—Cure Serious Wounds, Mass
L6—Sacred Haven
L8—Heal, Mass

**Cruelty Domain -**

Clerics of the Cruelty Domain run the gamut from servants of sadistic deities and professional torturers to those who would punish transgressors against their deity’s dogma. Although many of their abilities might seem evil, some of these priests turn the tools of wickedness back upon the wicked.

Domain Powers:
L1—Cause Pain: Your weapon automatically gains a 1d4 bonus as Negative Energy to any weapon she wields. This bonus improves to 1d6 at 6th level, 1d8 at 11th level, 1d10 at 16th level, and 1d12 at 21st level.
L8— Sadist’s Art: Your knowledge of your opponent’s body allows you to make devastating and painful attacks. Any weapon equipped by the Cleric gains the Keen and Massive Criticals property. The amount of this bonus is 1d8 per 8 levels of Cleric to a maximum of 3d8 at 24th level.
L16—Wounding Strike: The Cleric lashes out with her weapon to create a vicious wound on her opponent. This strike deals weapon damage plus negative damage equal to her caster level; the negative damage is applied to all foes in a five foot radius. This ability has a 12 second cooldown.
L24— Circle of Torment: The Cleric expends a use of Turn Undead to send a wave of agonizing force around herself in a Medium radius. All enemies take 1d8 \* Cleric levels of piercing damage. Those creatures who do not successfully save vs. Fortitude (10 + 1/2 Caster level + Wisdom bonus) are knocked down for 3 seconds and receive additional slashing damage equal to 1d4 \* Cleric levels.

Domain Spells:
L1—Angry Ache
L3—Wrack
L5—Symbol of Pain
L9—Horrid Wilting

**Art Domain -**

Not all art is an expression of self. Clerics of the Art Domain embrace their creativity in the service of their deity, inspiring others with music and beauty. With powers similar to those of a bard, a priest of Art can inspire their allies and strike terror into the hearts of their foes.

Domain Powers:
L1—Divine Music: You gain 4 points to the Perform skill and an additional +1 for every level of Cleric you possess.
L8—Inspirational: At 8th level you automatically gain Inspire Courage. At 12th level you gain Inspire Defense inspiration, and at 16th level you gain Inspire Regeneration inspiration. Additionally, any Bard levels the Cleric has shall count toward the progression of these Inspirations, though her Cleric levels will not count toward her Bard inspiration progression.
L16— Inspire Divinity: The Cleric can inspire her party, granting them a retributive damage aura, which inflicts 1d6 + 1/2 Cleric level Divine damage to any enemy who inflicts melee damage. In addition, the Cleric’s spellcasting counts towards taking the Warchanter prestige class if she otherwise qualifies, and she may choose to advance Divine spellcasting rather than Arcane.
L24—Divine Requiem: You may expend a use of their Turn Undead to simulate a Requiem effect. This Requiem effect lasts a number of rounds equal to the Cleric’s Wisdom modifier up to a maximum of 10 rounds and deals 1/2 Divine Damage instead of Sonic.

Domain Spells:
L1—Joyful Noise
L3—Clairaudience/Clairvoyance
L5—Music of the Spheres
L6—Heroism, Greater

**Mercantile Domain -**

Whether serving a deity of wealth and trade or one of avarice and greed, a cleric of Mercantile Domain has a talent for accumulating wealth. These priests can be found operating in successful merchant houses or enriching themselves by means of both money and magic.

Domain Powers:
L1—Divine Crafting: The Cleric gains the Silver Tongue bonus feat. The Merchant class, if normal prerequisites are met and the class taken, advances Cleric spellcasting at even levels. Additionally, she gains a +1 bonus to Appraise for every five Cleric levels, to a maximum of +6 at level 30.
L8—Craft Expansion: You automatically the Master Crafter I. You also gain Master Crafted II at 16th level.
L16—Wondrous Power: You may expend spend a use of Turn Undead to temporarily imbue a single weapon or piece of armor with power far beyond what is generally available to mortal artificers. Weapons imbued gains the following bonuses: Wisdom modifier Enhancement Bonus and Wisdom modifier magical damage bonus. Armor and shields gain the following: Wisdom modifier armor bonus of appropriate type. In either case, only one item may be imbued with Wondrous Power at any given time, and the bonuses cap at +8. The effect lasts a number of minutes equal to the Cleric’s level.
L24—Wealth Accumulation: Whenever you defeat an enemy you gain an additional 2d20 gold as long as the dynamic spawn is within a minimum of 4 levels lower than you. Also, whenever you complete a quest you gain 50% additional gold.

Domain Spells:
L2—Touch of Idiocy
L5—Crumble
L6—Bigby's Forceful Hand
L9—Bigby's Crushing Hand