Cleric

**Description:** Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.

**Alignment restrictions:** none

**Hit die:** d8

**Proficiencies:** armor (light, medium, heavy), shields, weapons (simple)

**Skill points:** 2 + int modifier ( (2 + int modifier) \* 4 at 1st level)

**Skills:** concentration, craft armor, craft trap, craft weapon, heal, lore, parry, persuade, spellcraft

**Unavailable feats:**curse song, extra music, lingering song, weapon specialization
These general feats cannot be selected when taking a level of cleric.

**primary saving throw(s):** fortitude, will

**Base attack bonus:** +3/4 levels

**Spellcasting:** Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus slots are granted based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation (except for "cure" and "inflict" spells, which can be spontaneous cast). Casting spells reduces remaining mana points by a specific amounts. Spells cannot be cast with insufficient mana availability.

## Domains

Upon taking her first level of cleric, a character selects 2 domains from the following list.

air - animal - death - destruction - earth - evil - fire - good - healing - knowledge
- magic - plant - protection - strength - sun - travel - trickery - war - water
Each domain gives a cleric access to a special domain power and additional spells. Some domain powers enhance turning, some modify certain spells (even if cast from an item or from another class' spell book), some are spell-like abilities, and some are just the availability of more domain spells.

## Spells

* Inflict Minor Wounds
* Light
* Resistance
* Virtue
* Cure Light Wounds
* Endure Elements
* Inflict Light Wounds
* Protection From Alignment
* Remove Fear
* Sanctuary
* Scare
* Summon Creature I
* Bull's Strength
* Cure Moderate Wounds
* Disrobe
* Eagle's Splendor
* Endurance
* Fox's Cunning
* Hold Person
* Inflict Moderate Wounds
* Lesser Dispel
* Lesser Restoration
* Mass Light
* Owl's Wisdom
* Remove Paralysis
* Resist Elements
* Silence
* Sound Burst
* Stone Bones
* Summon Creature II
* Ultravision
* Clarity
* Contagion
* Cure Serious Wounds
* Dispel Magic
* Glyph Of Warding
* Inflict Serious Wounds
* Magic Circle Against Alignment
* Prayer
* Protection From Elements
* Remove Blindness/Deafness
* Remove Disease
* Summon Creature III
* Death Ward
* Dismissal
* Inflict Critical Wounds
* Mass Ultravision
* Neutralize Poison
* Restoration
 * Mass Cure Light Wounds
* Mass Inflict Light Wounds
* Raise Dead
* Summon Creature V
* Greater Sanctuary
* Mass Cure Moderate Wounds
* Mass Inflict Moderate Wounds
* Planar Ally
* Summon Creature VI
* Undeath To Death
* Mass Inflict Serious Wounds
* Summon Creature VII
* Mass Cure Critical Wounds
* Mass Inflict Critical Wounds
* Symbol of Sleep
* Summon Creature VIII

## Level progression

As a rule of thumb, clerics can cast spell levels up to half their class level rounded up.

## Prestige class tips

* Militant clerics should consider becoming a Divine Champion.
* Evil clerics make powerful blackguards.

## Notes

* Clerics have a reduced base variety of known spells to choose from, as many of their spells have been exclusively distributed to relevant domains. Do not to expect a cleric to have access to all spells accessible in unmodified cleric spellbooks.