In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.
Role: More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies' prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need. As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion — such as battle, death, justice, or knowledge — free of a deific abstraction. (Work with your GM if you prefer this path to selecting a specific deity.)
Alignment: A cleric's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis.
Hit Die: d8
Starting Wealth: 250 gp
Skill Ranks Per Level: 7 + Int modifier.
Recommended Ability Score Priority:
- Wisdom: primary; used for most spells, class abilities, and will saves.
- Strength: secondary; adds to to-hit and damage in melee
- Charisma: tertiary; used by some class abilities
- Constitution: low priority, but useful for durability
- Dexterity: low priority.
- Intelligence: low priority.
Favored Class: Cleric
If the Cleric class is your Favored Class, you gain the following benefits at level 1. This is in addition to those benefits and class features listed for level 1 in the Class Progression: Cleric table, below.
|Level||To-Hit||Fort||Ref||Will||Base AC||Class Bailiwick||Linked Skill|
|Fav||+0||3 attacks||+2||+0||+2||10||Divinity||Knowledge (Religion)|
Class Progression: Cleric
|Level||BAB||Fort||Ref||Will||Channel Divinity (Healing)||Channel Divinity (Damage)||Special||Spells Per Day|
|1st||-||+0/-5/-10||-||+2||-||+0||-||+2||2d6||2d6||Divine Faith, Aura, Channel Divinity, Orisons, Implement Bonus, Spontaneous Casting||3||2||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-|
|2nd||+1||+1/-4/-9||+1||+3||-||+0||+1||+3||2d6||2d6+2||Bonus Feat, Defender of Faith, Castigate||4||3||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-|
|Level||BAB||Fort||Ref||Will||Channel Divinity (Healing)||Channel Divinity (Damage)||Special||Spells Per Day|
|22nd||-||+16/+11/+6||-||+13||-||+7||-||+13||5d6||11d6+37||Bonus Feat, Paragon of Faith I||5||6||6||5||5||5||5||5||5||5||3||-||-||-||-||-||-||-|
|24th||-||+17/+12/+7||-||+14||-||+8||-||+14||5d6||12d6+46||Divine Favor I||5||6||6||6||6||5||5||5||5||5||4||3||-||-||-||-||-||-|
|26th||-||+18/+13/+8||-||+15||-||+9||-||+15||6d6||13d6+55||Bonus Feat, Paragon of Faith II||5||6||6||6||6||6||6||5||5||5||4||4||3||-||-||-||-||-|
|28th||-||+19/+14/+9||-||+16||-||+10||-||+16||6d6||14d6+65||Divine Favor II||5||6||6||6||6||6||6||6||6||5||5||4||4||3||-||-||-||-|
|30th||-||+20/+15/+10||-||+17||-||+11||-||+17||6d6||15d6+75||Bonus Feat, Paragon of Faith III||5||6||6||6||6||6||6||6||6||6||6||5||4||4||3||-||-||-|
|32nd||-||+21/+16/+11||-||+18||-||+12||-||+18||6d6||16d6+86||Divine Favor III||5||6||6||6||6||6||6||6||6||6||6||6||6||4||4||3||-||-|
|34th||-||+22/+17/+12||-||+19||-||+13||-||+19||6d6||17d6+98||Bonus Feat, Paragon of Faith IV||5||6||6||6||6||6||6||6||6||6||6||6||6||6||5||4||3||2|
Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, light armor, medium armor, and light and heavy shields. Clerics are also proficient with the favored weapon of their deity.
Beginning at 1st level 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 her race. The cleric's Intelligence score must be high enough to qualify for bonus languages in order to utilize this class ability.
Natural Talent (Ex)
At 1st level, all characters receive two natural Natural Talent skills: one in their bailiwick skill, and one in any other skill of their choice. Natural talent allows you to re-map a skill to use any ability score you wish, rather than the ability score it normally uses. You may not select a skill for natural talent that you cannot put ranks into (such as a bailiwick skill not available to your class). Natural talent skills never suffer an armor check penalty, even if the chosen ability modifier is STR or DEX.
All characters receive an additional natural talent skill at character (not class) levels 11, 21, and 31. Additional natural talents may also be gained through Self-Improvement.
Clerics derive their power from the divine blessings of a higher power, typically a deity. Gods of one or more pantheons bestow power upon their faithful, and clerics, in particular, gain tremendous benefits from their faith. In addition to granting new spells each morning after a full night's rest, most of the cleric's other class features are granted by the god, goddess, greater spirit, or other powerful entity that the cleric has chosen to follow.
Choosing a deity to follow is a reflection of the cleric's outlook, goals, or even personality. Each god holds dominion over one or more domains, which can be thought of as Ideals (in the Platonistic sense); expressions of reality in their purest form. Domains run the gamut from such things as "War" to "Artistry" to "Seasons".
What gods, goddesses, greater spirits, or other divine beings are present in your campaign world are up to the GM and your party. Once you have selected a deity that your character worships, try to remember the aspects of the world that the deity is most concerned about, and make sure your character strives to advance their cause, whenever possible.
- Beginning at 1st level, a cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to their deity's alignment. Creatures and NPC's can intuitively sense this aura, and become aware of the alignment of the cleric's deity, simply by standing within 15 feet of the cleric. Magic items or abilities which can mask a creature's alignment can also be used to mask or hide this aura, although extensive use of such items or abilities can become offensive to the cleric's deity. Be proud of who you are.
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 defined in each spell.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Class Progression: Cleric. In addition, they receive bonus spells per day if they have a high Wisdom score (see Bonus Spell Slots per Day).
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 they can cast spells of that level, but they must choose which spells to prepare during their daily meditation.
- Beginning at 1st level, Clerics can prepare a number of Orisons, or 0-level spells, each day, as noted on Class Progression: Cleric table under the column "0th". These spells are treated like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting (Sp)
- Beginning at 1st level, Clerics are able to spontaneously cast some of their spells if they wish to.
- A cleric can convert stored spell energy by "losing" a prepared spell that is not an orison in order to cast any "cure" spell or "inflict" spell of the same spell level or lower (a "cure" spell is any spell with "cure" in its name (e.g. Cure Light Wounds (Cleric Spell)), and an "inflict" spell is any spell with "inflict" in the name (e.g. Inflict Light Wounds (Cleric Spell))).
Implement Bonus (Su)
Beginning at 1st level, while wielding a rod, staff, or wand, you gain an implement bonus to all to-hit rolls you make when casting a spell or activating a spell-like ability. This bonus applies to melee touch attacks, ranged touch attacks, standard melee attacks, or standard ranged attacks. Divine casters may also use their holy symbol as an implement.
The implement bonus is equal to +1 at 1st level, and increases by an additional +1 per 4 class levels, dropping fractions, to a maximum of +9 at level 33 (i.e. +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th, +6 at 21st, +7 at 25th, +8 at 29th, and +9 at 33rd). Note that, if you multi-class into another class that also gets this bonus, the class levels stack for purposes of calculating this bonus.
If you are not actively wielding a rod, staff, or wand, you do not get this bonus.
Furthermore, casters can flick, twirl, or swoosh a wielded rod, staff, or wand to complete the somatic gestures of any spells they cast, in place of using their empty hand(s). That is, an implement counts as an empty hand for purposes of completing somatic gestures.
When wielding a magic staff in both hands, a caster need only have material components in a readily available storage location (like a Component Pouch). The staff will draw out and consume the components as part of casting the spell, eliminating the need for the caster to pause in wielding the staff to draw the component themselves. This only works if the component is in an accessible place that could normally be pulled from as part of casting a spell. If the component is tucked away in a (non-magical) backpack, stored in a portable hole, or left in the caster's bedside table back in town, the staff has no power to pull components from there.
Channel Divinity (Su)
Beginning at 1st level, regardless of alignment, any cleric can release a wave of divine energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A cleric can choose to channel positive energy and can choose to deal damage to undead creatures or to heal living creatures. Alternatively,a cleric can choose to channel negative energy and can choose to deal damage to living creatures or to heal undead creatures. Thus, each time the cleric chooses to Channel Divinity, she has four options to choose from:
- 1) Channel positive energy to heal the living. (No effect on undead.)
- 2) Channel positive energy to harm the undead. (No effect on the living.)
- 3) Channel negative energy to harm the living. (No effect on undead.)
- 4) Channel negative energy to heal the undead. (No effect on the living.)
This ability cannot distinguish between ally and enemy without the addition of certain feats (e.g. Selective).
Any time the channel is used to inflict damage (as either positive or negative energy), the dice granted by the cleric's level are multiplied as if they were base weapon damage. This is reflected in the Cleric table and Epic Cleric table under the column "Channel Divinity (Damage)".
Channeling divinity causes a burst effect in a 30-foot radius centered on the cleric. The amount of positive or negative energy produced is equal to the cleric's Wisdom modifier plus 2d6 points of effect at first level, and increases as indicated on the Cleric table and Epic Cleric table. Creatures that take damage from channeled energy receive a Will save for half damage. The DC of this save is equal to 10 + ½ the cleric's level + the cleric's Charisma modifier. Creatures healed by channel divinity cannot exceed their maximum hit point total -- all excess healing is lost.
A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. Channeling is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy (or unholy) symbol to use this ability. A hallowed weapon is also suitable.
Beginning at 2nd level, and at every four levels thereafter (i.e. at 6th, 10th, 14th, 18th, 22nd, 26th, 30th, 34th levels), the cleric may select a bonus feat. The cleric may select any feat for which she meets the prerequisites at the time the feat is chosen. Clerics are advised, however, to consider at least some metamagic feats, in order to make use of their higher level spells slots, especially at epic levels.
Defender of Faith (Ex)
Beginning at 2nd level, when adjacent to an injured ally, clerics add their Wisdom modifier to their attack and damage rolls for melee attacks. "Injured" means "has taken damage from an enemy". For clarity, normal damage, negative levels, or ability damage all count for this ability to function. The cleric cannot be their own adjacent ally.
Beginning at 2nd level, during combat, as a swift action, the cleric may expend a use of their Channel Divinity power to trigger Castigate until the end of the encounter. While castigate is running the cleric adds their CHA modifier to attack and damage rolls for melee attacks, and all successful melee attacks heal a single adjacent ally a number of points equal to the cleric's level + their Wisdom modifier. A cleric who uses the Aid Another action in combat to grant a bonus to an ally counts as attacking for purposes of Castigate's healing ability. The cleric cannot be their own adjacent ally.
- Special: If the cleric casts any healing spells while Castigate is in effect, the cleric may also slide the target ally or allies, if willing, up to 5 feet per die of healing granted. Healing spells or abilities which do not grant one or more dice of healing (e.g. heal a fixed amount, etc.) do not benefit from this effect. Slides can be in any direction and do not provoke attacks of opportunity, as with any forced movement. This bonus effect is only triggered by memorized or spontaneously cast spells from a cleric who is running the Castigate channel ability, and is not triggered by potions or healing from any source other than the cleric. Note that this slide does not require the target ally to be injured to work! The cleric may be their own target with this aspect of castigate, if they wish.
Mana Burning (Sp)
- Note: In the context of mana burning, a 'spell' can refer to any of spells, extracts, or poultices. Any time a 'spell' is referred to in this section, it applies to any or all of these three types. If you are multi-classed, dual-classed, or otherwise have access to spells, extracts, and/or poultices, any of them may be burned to boost any of the others. They are interchangeable with regards to mana burning.
Beginning at 3rd level, when casting a spell, you can expend one or more additional spells as part of the same action as casting the spell, in order to increase that spell's destructive power.
To understand mana burning, you must understand four concepts: spell level, caster level, character level, and Circle.
A spell's level is a measure of how difficult it is to learn, and usually a factor in how powerful its effects are. Paladins and Rangers only have spells that go up to level 4, Bards and Alchemists only have spells that go up to level 6. Clerics, Druids, Sorcerers, and Wizards have spells that go up to level 9. Conventional spells do not go above level 9, though you can apply metamagic feats to a spell to cause its level to go as high as level 17 (assuming your character class grants spell slots that high).
Caster level is how many levels a character possesses in a specific spellcasting class. If you are multi-classed or dual-classed, your caster level only goes up if you level in a class that can cast spells. If you gain levels in a non-spellcasting class, your caster level remains frozen at the sum of the levels you gained in spellcasting classes only. Caster level is usually used to determine how difficult it is to resist the effects of a spell (if it grants a saving throw). Other variables in a spell can also be affected by caster level, such as a spell's range, or even how many targets it can affect at once.
Character level is the character's total level. That is, it is the sum of all class levels from any class the character has taken. If a character doesn't multi-class or dual-class (i.e. they only have one character class), their character level is equal to their class level. If their sole class is a spellcasting class, their character level is also equal to their caster level.
Finally, Circles are a measure of how much base damage a spell does, relative to the caster's character level. If a spell has a Circle listed, it will be highlighted in orange in the spell's description. Every spell has a Level, but not every spell has a Circle. If a spell does not have a Circle, it generally does no damage, or has a custom damage profile. Spells that do not have a Circle listed cannot be mana burned.
Mana Burned spells (or spell slots) are used up for the day, exactly as though they had been cast. For each additional spell you burn in the casting, you increase the spell's Circle by one step, increasing the spell's base damage dealt. You cannot mana burn cantrips (or orisons, or powerful cantrips), but you can mana burn any spell you have either memorized (if you must prepare spells in advance) or have available (if you can spontaneously cast spells).
Aside from certain arcane bloodlines and certain expensive magic items, the only way to increase a spell's Circle is by mana burning one or more additional spells at the same time that the spell is being cast (as part of the same action). This means, for example, that memorizing a spell in a higher level slot than the minimum required does not raise the spell's circle. Similarly, memorizing a spell in a higher level slot because it has one or more Metamagic Feats applied to it does not increase the spell's Circle.
For each extra spell burned (beyond the spell actually being cast), the spell's Circle moves up one step on the damage scale.
Circle Damage for Spells
|Spell Circle||Burn Cost||Min Character Level (CL)||Base Dice||Max Dice|
There is also a maximum spell circle you can raise a given spell, based on your character level. This maximum is: (total character level + 1) ÷ 2, round down. Note that this is NOT based on the character's caster level or class level, but their total character level, making this an attractive option for multi-classed or dual-classed characters. Furthermore, the maximum is unaffected by classes who learn higher level spell slots at a slower pace than full casters. For example, even though a bard cannot cast 3rd level spells at 5th level, they can cast a 2nd level spell and mana burn it to Circle 3 damage, dealing the equivalent of a third level spell.
All benefits of any Metamagic Feats applied to the spell being cast are applied after all Mana Burning has been done. That is, you can memorize a Maximized Fireball (using a sixth level spell slot — 3 for the spell's normal spell level, and 3 for the Maximize metamagic feat), and then burn four additional spell slots of any other spell level to increase the Maximized Fireball's Circle 3 damage to Circle 7 damage (assuming you are high enough level to use Circle 7 damage), and the fireball will inflict maximized Circle 7 damage.
- Example: A 18th level wizard casts the old classic, fireball. Fireball does Circle 3 damage (1d6 per character level, max 10d6). The wizard mana burns it up to Circle 9 damage (1d6+3 per level, max 25d6+75). In order to do this, the wizard must expend the base 3rd level slot for the Fireball spell, and then six spell slots of any spell level to move the Circle up by six steps. Since the wizard is 18th level, Circle 9 is the maximum Circle they could mana burn a spell up to, and by bumping the Fireball spell to Circle nine, they will deal 18d6+54 points of damage with it, far exceeding the normal limits of a fireball.
Hallowed Weapon (Ex)
Beginning at 4th level, the cleric may pray over his weapon, and instead of dealing bonus damage equal to the weapon's enhancement bonus (if any), he gains double the enhancement bonus. This applies to damage rolls only. Attack rolls are still only increased by the weapon's enhancement bonus (if any). A Hallowed weapon also counts as brandishing the cleric's holy symbol. Making a weapon hallowed requires 15 minutes and lasts until the end of the cleric's next full night's rest. For example, a +2 hallowed mace grants a +2 bonus to hit, +4 to damage, and may be used in place of the cleric's holy symbol, when performing a Channel Divinity, casting spells requiring a divine focus (DF) item, etc.
Divine Favor (Su)
At 24th, 28th, and 32nd levels, the Epic Cleric is granted access to another of their god's domains. If their chosen deity does not normally have that many Domains, or the cleric does not follow a particular Deity at all, the GM and the player should chose a domain that fits. All spells and powers are available for immediate use. Note: The Epic Cleric does not gain any extra domain spell slots per day. She may choose from a wider array of domain spells, but she still only gets one per day per spell level.
Note that the Epic Cleric table shows Domain spells above ninth level. These spell slots MUST be used to cast domain spells alone (perhaps bolstered with metamagic feats).
Paragon of Faith (Su)
At 22nd, 26th, 30th, and 34th levels, the cleric is a Paragon of Faith, a towering bastion of their Ethos. Their unshakable devotion to their deific mandate manifests itself in various ways. The cleric may choose these Paragon Powers in the order they wish, but they will choose all of them if they reach a high enough level.
- Intense Channeling
- The cleric may add their cleric level to the die result of their Channel Divinity rolls as a bonus to the effect. The cleric may also choose to reduce the area of effect to a single creature, and if they do, they count all dice rolled as their highest possible result. Furthermore, the cleric now adds a +2 untyped bonus to the saving throw DC of their Channeling.
- The Firm Hand of Forgiveness
- For one round in each encounter, the cleric may Smite their enemies. They add their Wisdom modifier to their to-hits against one creature they designate, and add their cleric level to their damage for all attacks against that foe, bypassing DR. Their Armor Class does not improve, but rather, while using the Firm Hand, if their Castigate is active, the healing they give out on each successful attack is also increased by their cleric level.
- Hearth and Home
- The cleric may now count any creature with the Outsider or Aberration type as undead for all purposes. Their Channel now harms or heals them, feats versus undead now affect them, etc.
- The Confessor
- The cleric may now activate Castigate as an immediate action and it no longer costs a use of her Channel Divinity ability. In addition, all of their Blessings (Bless, Prayer, Protection from Evil/Good/Law/Chaos, Bless Weapon, Shield of Faith, etc) add +1 point to any bonus effects they provide.
At any level, a cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description).