Cleric 1.0

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Even if you do not care about the affairs of the gods, every thinking creature has to admit that they do indeed exist.

There are so many deities, and their influence is so widespread and common, it can be argued that gods are the single most important element in How The World Works. After all, the gods made the world. They certainly have a say in how it runs.

Granted, the presence of the Spark ensures that all civilized creatures have free will. We are not merely puppets before the overwhelming might of our deific betters.

But the gods have a loophole. The gods crave worship, adulation, attention, and obeisance from mortals, both those with the Spark and those without. In order to gain that worship, gods grant power to a select, chosen few, in hopes of enticing more mortals into worship them.

Yes, many philosophers argue that many gods are altruistic, that nearly all gods are constrained by their divine nature to behave as they are wont to do, and that over-simplifying a god is a dangerous bit of hubris indeed.

That does not change the base fact: gods crave worship, and are willing to bestow power to get it.

The creatures the gods most favor are their clerics. Clerics are people, both Civilized and not, who are official members of the church of a given deity. Every cleric has one deity, and trying to change deities, or heavens forbid, worship two at the same time, is fraught with peril.

There are even more sorts of clerics than there are gods to worship, since even a single god might have multiple sects of worshipers. In the big picture, though, Divine Power is power all the same, no matter where it originates and what the temporal trappings of the church may be. Every cleric has the same base spells, for example.

That said, clerics are much, much more than simple casters of spells. They frequently have duties, responsibilities, rights, and powers associated with their god and their church. Most adventuring clerics have been granted leave to spread the ministry of their church, and the choice of their god nearly always weighs heavily on their behavior.

Role: Clerics have the ability to heal. They can do a hundred other amazing things as well, but their ability to cure wounds is so overwhelmingly sought after by adventurers, it can overshadow everything else they bring to the table. A strong cleric can wade right into battle beside the fighters and hold their own just fine. A cleric is almost always expected to heal their companions, but clerics have the ability to reshape the battlefield as they do so, which can often be even more valuable than the healing.

Alignment: Unless their specific chosen diety has more restrictive requirements (and some do!), a cleric's alignment must be within one step of their 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.
Base To-Hit:
A cleric does not receive any bonus ability modifiers to their melee or ranged to-hit rolls under normal circumstances. However, if Defender of Faith is available, they add their Wisdom modifier to their to-hit rolls for melee attacks. Furthermore, if Castigate is running, they also add their Charisma modifier to their to-hit rolls for melee attacks.
  • Melee To-Hit: Base Attack Bonus (BAB) + Strength Modifier + (Wisdom Modifier (if Defender of Faith is available)) + (Charisma Modifier (if Castigate is running))
  • Ranged To-Hit: Base Attack Bonus (BAB) + Dexterity Modifier
Base Weapon Damage:
A cleric does not receive any bonus ability modifiers to their melee or ranged damage rolls under normal circumstances. However, if Defender of Faith is available, they add their Wisdom modifier to their damage calculations for melee attacks. Furthermore, if Castigate is running, they also add their Charisma modifier to their damage calculations for melee attacks.
  • Melee Damage: Base Weapon Damage + Strength Modifier + (Wisdom Modifier (if Defender of Faith is available)) + (Charisma Modifier (if Castigate is running))
  • Thrown Weapon Damage: Base Weapon Damage + Strength Modifier
  • Projectile Weapon Damage: Base Weapon Damage (may add Strength Modifier only if the weapon has the Mighty quality)
Base Armor Class:
A cleric's base armor class is 10.
  • Armor Class: 10 + Armor bonus + Dexterity modifier + Shield bonus + Size Modifier
Maneuver Defense:
A cleric's maneuver defense is calculated normally.
  • Maneuver Defense: 10 + ½ Character Level (round down) + Strength Modifier + Dexterity Modifier + Shield Bonus (if any) + Size Modifier
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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 the Courageous Cleric (Levels 1 - 5) class tier table, below.

Level Full Attack BAB Fort Ref Will Base AC Class Bailiwick Linked Skill
1st Atk 2nd Atk 3rd Atk 4th Atk
Fav   +0   -5   -10   n/a   +2   +0   +2   10 Divinity Knowledge (Religion)

Natural Talent (Ex)

At 1st level, all characters receive two 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.

Channel Divinity Uses Per Day

If cleric is your favored class, the maximum number of times you can use Channel Divinity per day is increased by +3.

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Courageous Cleric (Levels 1 - 5)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
1st   +0   -5   -10   -   +2   +0   +2   10 Level 1 Spells, Implement Bonus, Channel Divinity, Defender of Faith I
2nd   +1 (+1)   -4 (+1)   -9 (+1)   -   +3 (+1)   +0   +3 (+1)   10 Castigate, Bonus Feat
3rd   +2 (+1)   -3 (+1)   -8 (+1)   -   +3   +1 (+1)   +3   10 Level 2 Spells, Hallowed Weapon
4th   +3 (+1)   -2 (+1)   -7 (+1)   -   +4 (+1)   +1   +4 (+1)   10 Invigorating Renewal I
5th   +3   -2   -7   -   +4   +1   +4   10 Level 3 Spells

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.

Divine Faith

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 bestowed upon them 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.

If your campaign doesn't have a designated set of gods, here are several pantheons associated with the Celegia campaign world. GMs should feel free to incorporate some or all of these into their own campaign worlds, if they don't feel like making their own set of gods.

Cleric Spells (Sp)

  • Clerics are Wisdom-Based Divine casters, that must prepare their spells in advance.

Beginning at 1st level, a cleric is able to cast divine spells drawn from the Cleric Spells list. Like wizards, clerics must choose and prepare their spells in advance each day.

Spells Known

Unlike the other spellcasting classes, clerics know every spell from the cleric spell list, provided that they are high enough level to cast spells of that level. This knowledge is granted by their connection to their god (or whatever higher power to which they ascribe), and grants them a great deal of choice and freedom when choosing which spells to prepare each day.

Spells Preparable Per Day

While a cleric may have access to every spell in the cleric spell list, they must select only a few of them to prepare each day, and may only cast those spells that they have prepared. If they want to cast a spell more than once, they must prepare it more than once.

Preparing a spell is a process of communing with their divine benefactor, and allowing that deity to imbue the cleric's aura with the pattern of the spell. Once attached to the cleric's aura, the spell can be cast. The exact actions required to do this vary by spell, but it is typically a standard action to release the spell from their aura and cause its effects to manifest upon the world. As a cleric grows in power and level, their auras become stronger, their connection with their deity improves, and thus the cleric gains access to higher level spells, and the ability to prepare and cast more of them each day.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level.

Once a spell is cast, it is released from the cleric's aura, and is not available to cast again, unless they prepared that same spell more than once. As each spell is cast, the cleric's retinue of spells they have prepared for that day is used up.

Clerics meditate or pray in order to restore their capacity to cast spells each day. Each cleric must choose a time each day during which they spend 1 hour 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. This cannot be performed more than once per 24 hours, and must generally be done at the same time of day, each day. The precise time of day is up to the player, but it is recommended that it occur either just prior to a full night's rest, or just after waking up from one.

The cleric's base number of spells they can prepare and cast each day is given in the table below. In addition, they receive bonus spells per day if they have a high Wisdom score (see Table: Bonus Spell Slots Per Day). When the cleric performs their daily meditation ritual, it resets their available spells back to the number listed for each spell level in the table below, and also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the cleric fails to cast before the next time they pray for spells, or before 24 hours pass (whichever comes first), are lost.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values').

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
1st   3 (+3)   2 (+2)   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
2nd   4 (+1)   3 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
3rd   4   3   2 (+2)   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
4th   4   3   3 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
5th   4   4 (+1)   3   2 (+2)   -   -   -   -   -   -   -   -   -   -   -   -   -   -

Orisons

Zeroth-level cleric spells are called orisons. Orisons are weaker magic spells that are easily cast, often providing useful tricks to make life simpler for the cleric. A cleric knows every available orison on the Cleric Spells list, but can only prepare a limited number of them each day, as shown on the Spells Preparable Per Day table (above).

Despite being limited in how many they can prepare each day, the cleric can cast these spells as frequently as they wish, without limit. Unlike spells of level 1 or higher, orisons do not detach from the cleric's aura when cast. They can be 'swapped out' with a different orison during the cleric's daily meditation ritual, if desired, but otherwise, they remain available for casting by the cleric indefinitely.

Spontaneous Healing

A cleric can sacrifice a prepared spell to cast a "cure" spell or "inflict" spell instead. 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)). In this way, clerics never need to actually prepare cure or inflict spells, and can focus their preparations on other divine powers that might strengthen themselves or their party.

The sacrificed spell must be of the same spell level or higher than the "cure" or "inflict" spell being cast in its place. This cannot be performed with an Orison; only with a spell of spell level 1 or higher.

The cleric may even apply a metamagic feat they know to a cure or inflict spell as part of this spontaneous casting, by sacrificing a spell of the appropriately modified spell level.

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, the cleric can release a wave of divine energy by channeling the power of their faith through their holy symbol. This energy can be used to cause injury or heal damage, depending on the type of energy channeled and the creatures targeted.

Using Channel Divinity requires a standard action that does not provoke an attack of opportunity, and the cleric must present their holy symbol during the standard action to activate the ability.

Channeling divinity affects a 30-foot radius in a burst that is centered on the cleric (i.e., a 13x13 square area centered on the cleric's space). Channel Divinity affects all creatures of the selected type (i.e. living or undead) that are within the area of effect, whether friend or foe (unless you have the Selective Channeling feat). A cleric can choose whether or not to include themselves in the effect.

When the cleric activates Channel Divinity, they declare whether it is dealing Positive Energy (energy, uncommon) or Negative Energy (energy, uncommon), and then the declare whether it is targeting living creatures or undead creatures. No single use of Channel Divinity can ever affect both living creatures and undead creatures at the same time, and neither can it ever inflict both Positive and Negative energy damage at the same time. By selecting these two variables, the cleric chooses from among four options, each time they use Channel Divinity:

  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.)

Channel Divinity Uses Per Day (Courageous Tier)

Clerics can use Channel Divinity a number of times per day equal to 3 + Charisma modifier (plus an additional 3 uses per day if Cleric is your Favored Class).

Channel Divinity Damage Dealt (Courageous Tier)

If Channel Divinity is used to inflict damage (whether on the living, or on the undead), it deals an amount of damage based on your current tier of the Cleric class, regardless of whether you took any previous tiers of the Cleric class. Creatures that take damage from Channel Divinity may attempt a Will save, DC of 10 + ½ your character level + your Wisdom modifier, to suffer only half damage.

Level Channel Divinity Damage
1st 2d8 (+ Wis Mod)
2nd 2d8+2 (+ Wis Mod)
3rd 3d8 (+ Wis Mod)
4th 3d8+2 (+ Wis Mod)
5th 4d8+1 (+ Wis Mod)

Channel Divinity Healing Provided (Courageous Tier)

If Channel Divinity is used to apply healing (whether to the living, or to the undead), it heals 2d8 + your Wisdom modifier at all points during this experience tier of the Cleric class, regardless of whether you took any previous tiers of the Cleric class. Creatures that have Spell Resistance, or must otherwise save against normally harmless effects, must attempt a Will save, DC of 10 + ½ your character level + your Wisdom modifier, or else receive only half the healing provided.

As with any healing, creatures healed by Channel Divinity cannot exceed their maximum hit point total -- all excess healing is lost.

Defender of Faith I (Ex)

Beginning at 1st level, when adjacent to an injured ally, clerics add their Wisdom modifier to their attack and damage rolls for melee attacks. "Injured" means the ally has taken damage, causing their current hit points to be less than their maximum hit points, and that damage was caused by an enemy creature. Note that the damage does not have to have occurred during the current encounter; damage from previous (mis-)adventures that isn't yet healed is perfectly acceptable.

The cleric cannot be their own adjacent ally.

Castigate (Su)

Beginning at 2nd level, during combat as a swift action, the cleric may expend a use of their Channel Divinity power to trigger Castigate, which persists until the end of the current encounter. Castigate allows the cleric to get into the thick of battle without completely abdicating their role as the party's healer. While Castigate is running it provides two major benefits:

  • The cleric adds their Charisma modifier to all of their melee to-hit and damage rolls
  • Each time the cleric hits an enemy creature with a melee, in addition to dealing their normal melee damage to that creature, they also heal either the themselves or a single adjacent ally. The amount of healing provided is equal to the cleric's level + their Wisdom modifier. This is instantaneous healing.

No character can ever receive healing from Castigate more than once per round, even if it comes from two different Clerics.

Tip: Clerics should stick close to their injured allies to make sure they always have a fresh target for the healing Castigate provides. Clerics should also learn to recognize when the healing from Castigate won't be enough, and when it's time to back away from the front lines to make use of their more powerful healing abilities instead.

Bonus Feat (Courageous Tier)

At 2nd level, the cleric may select a bonus feat. The cleric may select any feat for which they meet 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 higher levels.

Hallowed Weapon (Ex)

Beginning at 3rd level, the cleric can choose a weapon they possess and are proficient with, and imbue it with some of the divine essence granted to them by their deity. Doing so causes the weapon to become Hallowed, gaining three new features:

  • Instead of dealing bonus damage equal to the weapon's enhancement bonus (if any), a Hallowed Weapon deals double the enhancement bonus. This applies to damage rolls only. Attack rolls are still only increased by the weapon's enhancement bonus (if any).
  • Wielding a Hallowed Weapon counts as brandishing the cleric's holy symbol.
  • The cleric may imbue the weapon with the effects of any one Magic Rod or Magic Wand. The cleric must still spend the gold to purchase the rod or wand they wish to imbue. The effects of the rod or wand can be used as though the cleric is wielding the rod or wand, any time they are wielding the Hallowed Weapon. Note that the rod or wand is not actually merged into the weapon itself; it remains a separate object, and can even be sold off if the cleric wishes. However, the Hallowed Weapon can only grant the benefits of the rod or wand while it remains somewhere on the cleric's person. If the rod is left back in town, sold off, or stolen, the Hallowed Weapon can no longer provide its effects. Only one rod or wand can be associated with a Hallowed Weapon at a time.

Blessing a weapon to make it Hallowed requires a full day of downtime in a place that is sanctified in the name of the cleric's deity (usually a temple or church). If the cleric spends more than 1 hour doing anything besides praying and blessing their weapon during that day (except meals and short rest breaks), the ritual fails and another day must be dedicated to the effort. Once a weapon is Hallowed, it is permanent unless the cleric performs the ritual on a different weapon, at which time, the Hallowed blessing passes from the first weapon to the new one. No more than one weapon can ever be Hallowed by a cleric at the same time.

Imbuing a magic rod's effects into a Hallowed Weapon can either be performed as part of the initial Hallowing ritual, or by performing the ritual again when the rod is acquired (requiring another full day of downtime). If the cleric wishes to change the rod that is associated with the Hallowed Weapon, even if the rod is just a higher level version of the current rod, the ritual must be performed again.

No one, other than the cleric who blessed the weapon, can gain any benefits from a Hallowed Weapon. It behaves exactly like a normal weapon in the hands of anyone else.

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, or when casting spells requiring a divine focus (DF) item. The mace could also be imbued with the effects of a Novice Wand of Reaching, assuming the cleric owns one, and chooses to imbue its effects into their Hallowed Weapon.

Invigorating Renewal I (Su)

Beginning at 4th level, any time the cleric casts a Cure spell (i.e., a spell with the word "Cure" in the name, such as Cure Light Wounds), the cleric may also slide the target ally or allies up to 5 feet per die of healing granted, if the target is willing. 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 spells by the cleric, and is not triggered by potions, non-Cure spells, or effects caused by anyone other than the cleric. Note that this slide does not require the target ally to be injured to work!

If the cleric is the recipient of their own Cure spell, they can use this ability on themselves.

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Intrepid Cleric (Levels 6 - 10)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
6th   +4 (+1)   -1 (+1)   -6 (+1)   -   +5 (+1)   +2 (+1)   +5 (+1)   10 Cleric Spells, Implement Bonus, Channel Divinity, Castigate, Mana Burning
7th   +5 (+1)   +0 (+1)   -5 (+1)   -   +5   +2   +5   10 Level 4 Spells, , Bonus Feat
8th   +6 (+1)   +1 (+1)   -4 (+1)   -   +6 (+1)   +2   +6 (+1)   10 Divine Visage
9th   +6   +1   -4   -   +6   +3 (+1)   +6   10 Level 5 Spells
10th   +7 (+1)   +2 (+1)   -3 (+1)   -   +7 (+1)   +3   +7 (+1)   10 -

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.

Cleric Spells (Intrepid Tier)

If you do not already have the Cleric Spells class feature, you gain it at 6th level. See Cleric Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Cleric class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Wisdom score.

Spells Known (Intrepid Tier)

Unlike the other spellcasting classes, clerics know every spell from the cleric spell list, provided that they are high enough level to cast spells of that level. This knowledge is granted by their connection to their god (or whatever higher power to which they ascribe), and grants them a great deal of choice and freedom when choosing which spells to prepare each day.

Spells Preparable Per Day (Intrepid Tier)

The following table shows how many spells the cleric can actually prepare and cast each day at this experience tier. As a cleric grows in power and level, their auras become stronger, their connection with their deity improves, and thus the cleric gains access to higher level spells, and the ability to prepare and cast more of them each day.

The cleric's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Wisdom score (see Table: Bonus Spell Slots Per Day). The spells preparable per day are reset to these base values when the cleric performs their daily meditation ritual, and doing so also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the cleric fails to use before they perform their daily meditation ritual, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
6th   4   4   3   3 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -   -
7th   4   4   4 (+1)   3   2 (+2)   -   -   -   -   -   -   -   -   -   -   -   -   -
8th   4   4   4   3   3 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -
9th   4   4   4   4 (+1)   3   2 (+2)   -   -   -   -   -   -   -   -   -   -   -   -
10th   4   4   4   4   3   3 (+1)   -   -   -   -   -   -   -   -   -   -   -   -

Orisons (Intrepid Tier)

A cleric knows every available orison on the Cleric Spells list, but can only prepare a limited number of them each day, as shown on the Spells Preparable Per Day table (above).

Despite being limited in how many they can prepare each day, the cleric can cast these spells as frequently as they wish, without limit. Unlike spells of level 1 or higher, orisons do not detach from the cleric's aura when cast. They can be 'swapped out' with a different orison during the cleric's daily meditation ritual, if desired, but otherwise, they remain available for casting by the cleric indefinitely.

Spontaneous Healing (Intrepid Tier)

A cleric can sacrifice a prepared spell to cast a "cure" spell or "inflict" spell instead. 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)). In this way, clerics never need to actually prepare cure or inflict spells, and can focus their preparations on other divine powers that might strengthen themselves or their party.

The sacrificed spell must be of the same spell level or higher than the "cure" or "inflict" spell being cast in its place. This cannot be performed with an Orison; only with a spell of spell level 1 or higher.

The cleric may even apply a metamagic feat they know to a cure or inflict spell as part of this spontaneous casting, by sacrificing a spell of the appropriately modified spell level.

Implement Bonus (Intrepid Tier)

If you do not already have the Implement Bonus class feature, you gain it at 6th level. See Implement Bonus for details on how this works.

Channel Divinity (Intrepid Tier)

If you do not already have the Channel Divinity class feature, you gain it at 6th level. See Channel Divinity for details on how this works.

Channel Divinity Uses Per Day (Intrepid Tier)

Clerics can use Channel Divinity a number of times per day equal to 3 + Charisma modifier (plus an additional 3 uses per day if Cleric is your Favored Class).

Channel Divinity Damage Dealt (Intrepid Tier)

If Channel Divinity is used to inflict damage (whether on the living, or on the undead), it deals an amount of damage based on your current tier of the Cleric class, regardless of whether you took any previous tiers of the Cleric class. Creatures that take damage from Channel Divinity may attempt a Will save, DC of 10 + ½ your character level + your Wisdom modifier, to suffer only half damage.

Level Channel Divinity Damage
6th 4d8+3 (+ Wis Mod)
7th 5d8+2 (+ Wis Mod)
8th 5d8+4 (+ Wis Mod)
9th 5d8+7 (+ Wis Mod)
10th 6d8+6 (+ Wis Mod)

Channel Divinity Healing Provided (Intrepid Tier)

If Channel Divinity is used to apply healing (whether to the living, or to the undead), it heals 3d8 + your Wisdom modifier at all points during this experience tier of the Cleric class, regardless of whether you took any previous tiers of the Cleric class. Creatures that have Spell Resistance, or must otherwise save against normally harmless effects, must attempt a Will save, DC of 10 + ½ your character level + your Wisdom modifier, or else receive only half the healing provided.

As with any healing, creatures healed by Channel Divinity cannot exceed their maximum hit point total -- all excess healing is lost.

Castigate (Intrepid Tier)

If you do not already have the Castigate class feature, you gain it at 6th level. See Castigate for details on how this works.

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 8th 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
0 N/A N/A 1d4/2CL 4d4
1 N/A 1st 1d4/CL 5d4
2 +1 3rd 1d6/CL 6d6
3 +1 5th 1d6/CL 10d6
4 +1 7th 1d6+1/CL 12d6+12
5 +1 9th 1d6+1/CL 15d6+15
6 +1 11th 1d6+2/CL 16d6+32
7 +1 13th 1d6+2/CL 20d6+40
8 +1 15th 1d6+3/CL 21d6+63
9 +1 17th 1d6+3/CL 25d6+75
10 +1 19th 1d6+4/CL 25d6+100
11 +1 21st 1d6+5/CL 25d6+125
12 +1 23rd 1d6+6/CL 27d6+162
13 +1 25th 1d6+7/CL 27d6+189
14 +1 27th 1d6+8/CL 29d6+232
15 +1 29th 1d6+9/CL 29d6+261
16 +1 31st 1d6+10/CL 30d6+300
17 +1 33rd 1d6+11/CL 30d6+330
18 +1 35th 1d6+12/CL 30d6+360

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.

Bonus Feat (Intrepid Tier)

At 7th level, the cleric may select a bonus feat. The cleric may select any feat for which they meet 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 higher levels.

Divine Visage (Ex)

Of all the adventuring classes, clerics are closest to the divine. They interact with their god or goddess (or greater spirit, or what-have-you) on a daily basis. Perhaps not in the form of full conversations, but they scratch the edges of the Celestial Cascade each time they pray for spells. As a result, clerics inevitably draw some of this divine power into themselves, whether as a gift bestowed by their deity for their loyalty and faith, or by simply grasping the frayed edges of apotheosis well before they are really ready to ascend to such heights. Whatever the case, clerics sprint toward godhood while everyone else merely ambles.

Beginning at 8th level, the cleric may select one of the following Divine Visages. Once selected, the choice is permanent, except through the re-selection process.

Visage of the Philosopher

The cleric permanently increases their Wisdom ability score by +4 (and therefore increases their Wisdom modifier by +2).

Visage of the Raconteur

The cleric permanently increases their Charisma ability score by +4 (and therefore increases their Charisma modifier by +2).

Visage of the Tyrant

The cleric permanently increases their Strength and Dexterity ability scores by +2 each (and therefore increases both modifiers by +1 each).

Visage of the Augur

The cleric permanently increases their Intelligence and Constitution ability scores by +2 each (and therefore increases both modifiers by +1 each).

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Heroic Cleric (Levels 11 - 15)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
11th   +8 (+1)   +3 (+1)   -2 (+1)   -   +7   +3   +7   10 Cleric Spells, Implement Bonus, Channel Divinity, Castigate, Mana Burning, Level 6 Spells, Defender of Faith II
12th   +9 (+1)   +4 (+1)   -1 (+1)   -   +8 (+1)   +4 (+1)   +8 (+1)   10 Bonus Feat
13th   +9   +4   -1   -   +8   +4   +8   10 Level 7 Spells, Divine Shroud
14th   +10 (+1)   +5 (+1)   +0 (+1)   -   +9 (+1)   +4   +9 (+1)   10 -
15th   +11 (+1)   +6 (+1)   +1 (+1)   -   +9   +5 (+1)   +9   10 Level 8 Spells, Repudiate Vermin

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.

Cleric Spells (Heroic Tier)

If you do not already have the Cleric Spells class feature, you gain it at 11th level. See Cleric Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Cleric class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Wisdom score.

Spells Known (Heroic Tier)

Unlike the other spellcasting classes, clerics know every spell from the cleric spell list, provided that they are high enough level to cast spells of that level. This knowledge is granted by their connection to their god (or whatever higher power to which they ascribe), and grants them a great deal of choice and freedom when choosing which spells to prepare each day.

Spells Preparable Per Day (Heroic Tier)

The following table shows how many spells the cleric can actually prepare and cast each day at this experience tier. As a cleric grows in power and level, their auras become stronger, their connection with their deity improves, and thus the cleric gains access to higher level spells, and the ability to prepare and cast more of them each day.

The cleric's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Wisdom score (see Table: Bonus Spell Slots Per Day). The spells preparable per day are reset to these base values when the cleric performs their daily meditation ritual, and doing so also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the cleric fails to use before they perform their daily meditation ritual, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
11th   4   4   4   4   4 (+1)   3   2 (+2)   -   -   -   -   -   -   -   -   -   -   -
12th   4   5 (+1)   4   4   4   3   3 (+1)   -   -   -   -   -   -   -   -   -   -   -
13th   5 (+1)   5   4   4   4   4 (+1)   3   2 (+2)   -   -   -   -   -   -   -   -   -   -
14th   5   5   5 (+1)   4   4   4   3   3 (+1)   -   -   -   -   -   -   -   -   -   -
15th   5   5   5   4   4   4   4 (+1)   3   2 (+2)   -   -   -   -   -   -   -   -   -

Orisons (Heroic Tier)

A cleric knows every available orison on the Cleric Spells list, but can only prepare a limited number of them each day, as shown on the Spells Preparable Per Day table (above).

Despite being limited in how many they can prepare each day, the cleric can cast these spells as frequently as they wish, without limit. Unlike spells of level 1 or higher, orisons do not detach from the cleric's aura when cast. They can be 'swapped out' with a different orison during the cleric's daily meditation ritual, if desired, but otherwise, they remain available for casting by the cleric indefinitely.

Spontaneous Healing (Heroic Tier)

A cleric can sacrifice a prepared spell to cast a "cure" spell or "inflict" spell instead. 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)). In this way, clerics never need to actually prepare cure or inflict spells, and can focus their preparations on other divine powers that might strengthen themselves or their party.

The sacrificed spell must be of the same spell level or higher than the "cure" or "inflict" spell being cast in its place. This cannot be performed with an Orison; only with a spell of spell level 1 or higher.

The cleric may even apply a metamagic feat they know to a cure or inflict spell as part of this spontaneous casting, by sacrificing a spell of the appropriately modified spell level.

Implement Bonus (Heroic Tier)

If you do not already have the Implement Bonus class feature, you gain it at 11th level. See Implement Bonus for details on how this works.

Channel Divinity (Heroic Tier)

If you do not already have the Channel Divinity class feature, you gain it at 11th level. See Channel Divinity for details on how this works.

Channel Divinity Uses Per Day (Heroic Tier)

Clerics can use Channel Divinity a number of times per day equal to 3 + Charisma modifier (plus an additional 3 uses per day if Cleric is your Favored Class).

Channel Divinity Damage Dealt (Heroic Tier)

If Channel Divinity is used to inflict damage (whether on the living, or on the undead), it deals an amount of damage based on your current tier of the Cleric class, regardless of whether you took any previous tiers of the Cleric class. Creatures that take damage from Channel Divinity may attempt a Will save, DC of 10 + ½ your character level + your Wisdom modifier, to suffer only half damage.

Level Channel Divinity Damage
11th 6d8+9 (+ Wis Mod)
12th 7d8+8 (+ Wis Mod)
13th 7d8+11 (+ Wis Mod)
14th 8d8+11 (+ Wis Mod)
15th 8d8+15 (+ Wis Mod)

Channel Divinity Healing Provided (Heroic Tier)

If Channel Divinity is used to apply healing (whether to the living, or to the undead), it heals 4d8 + your Wisdom modifier at all points during this experience tier of the Cleric class, regardless of whether you took any previous tiers of the Cleric class. Creatures that have Spell Resistance, or must otherwise save against normally harmless effects, must attempt a Will save, DC of 10 + ½ your character level + your Wisdom modifier, or else receive only half the healing provided.

As with any healing, creatures healed by Channel Divinity cannot exceed their maximum hit point total -- all excess healing is lost.

Castigate (Heroic Tier)

If you do not already have the Castigate class feature, you gain it at 11th level. See Castigate for details on how this works.

Mana Burning (Heroic Tier)

If you do not already have the Mana Burning class feature, you gain it at 11th level. See Mana Burning for details on how this works.

Defender of Faith II (Ex)

If you do not already have the Defender of Faith I class feature, you gain it at 11th level. See Defender of Faith I for details on how this works.

If you already have Defender of Faith I, it improves at 11th level. In addition to adding your Wisdom modifier to both your to-hit and damage rolls with melee attacks when adjacent to an injured ally, you may now also add ½ your Cleric level (rounding down) to your melee damage while Defender of Faith is active.

Bonus Feat (Heroic Tier)

At 12th level, the cleric may select a bonus feat. The cleric may select any feat for which they meet 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 higher levels.

Divine Shroud (Ex)

Of all the adventuring classes, clerics are closest to the divine. They interact with their god or goddess (or greater spirit, or what-have-you) on a daily basis. Perhaps not in the form of full conversations, but they scratch the edges of the Celestial Cascade each time they pray for spells. As a result, clerics inevitably draw some of this divine power into themselves, whether as a gift bestowed by their deity for their loyalty and faith, or by simply grasping the frayed edges of apotheosis well before they are really ready to ascend to such heights. Whatever the case, clerics sprint toward godhood while everyone else merely ambles.

Beginning at 13th level, the cleric may select one of the following Divine Shrouds. Once selected, the choice is permanent, except through the re-selection process.

Soul Shroud

The cleric may now activate their Channel Divinity to injure or heal targets using an Swift Action instead of a Standard Action.

Heart Shroud

The cleric may now cast Cure spells (i.e., a spell with the word "Cure" in the name, such as Cure Light Wounds) as an Attack Action instead of their normal casting time. This means the cleric can cast a Cure spell using any (or all) of their attacks during a full attack action, instead of only the first attack. Casting the spell still provokes attacks of opportunity from threatening enemies unless a Caster Check is made to Cast Defensively with each spell cast.

Spirit Shroud

Once per encounter, the cleric may move up to their Walk speed as a Swift Action. This movement does not provoke attacks of opportunity.

Aura Shroud

The cleric gains the ability to spontaneously cast more spells than just the Cure or Inflict spells that all clerics can spontaneously cast. For each experience tier of the Cleric class that the cleric possesses (including this one), the cleric may pick one spell from any spell level they are capable of casting at the time, and that spell may now be cast spontaneously (that is, the cleric does not need to prepare it in advance during their daily meditation ritual). If a cleric takes all seven of the Cleric experience tiers, they can choose seven spells from the Cleric Spells list to make spontaneous.

A cleric can sacrifice a prepared spell to cast any one of the chosen spells instead. In this way, clerics never need to actually prepare the chosen spells during their daily meditation rituals, and can focus their preparations on other spells that might strengthen themselves or their party.

The sacrificed spell must be of the same spell level or higher than the chosen spell being cast in its place. This cannot be performed with an Orison; only with a spell of spell level 1 or higher.

The cleric may even apply a metamagic feat they know to a chosen spell as part of this spontaneous casting, by sacrificing a spell of the appropriately modified spell level.

If the cleric wishes to change which spells they have selected to be able to cast spontaneously with Aura Shroud, they can swap out one chosen spell for a different spell each time they gain a level for free, or they can use the re-selection process if they don't want to wait.

Repudiate Vermin (Su)

Beginning at 15th level, the cleric can treat creatures with the type (or subtype) of "Vermin" as though they were Undead, for purposes of affecting them with Channel Divinity. That is, they can inflict damage upon vermin with Channel Divinity by channeling Positive Energy (energy, uncommon), or they can heal vermin with Channel Divinity by channeling Negative Energy (energy, uncommon).

Any feat or ability the cleric may have that improves their Channel Divinity versus undead also improves their Channel Divinity versus vermin.

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Undaunted Cleric (Levels 16 - 20)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
16th   +12 (+1)   +7 (+1)   +2 (+1)   -   +10 (+1)   +5   +10 (+1)   10 Cleric Spells, Implement Bonus, Channel Divinity, Castigate, Mana Burning, Invigorating Renewal II
17th   +12   +7   +2   -   +10   +5   +10   10 Level 9 Spells, Bonus Feat
18th   +13 (+1)   +8 (+1)   +3 (+1)   -   +11 (+1)   +6 (+1)   +11 (+1)   10 Divine Aegis
19th   +14 (+1)   +9 (+1)   +4 (+1)   -   +11   +6   +11   10 Level 10 Spells
20th   +15 (+1)   +10 (+1)   +5 (+1)   -   +12 (+1)   +6   +12 (+1)   10 -

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.

Cleric Spells (Undaunted Tier)

If you do not already have the Cleric Spells class feature, you gain it at 16th level. See Cleric Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Cleric class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Wisdom score.

Spells Known (Undaunted Tier)

Unlike the other spellcasting classes, clerics know every spell from the cleric spell list, provided that they are high enough level to cast spells of that level. This knowledge is granted by their connection to their god (or whatever higher power to which they ascribe), and grants them a great deal of choice and freedom when choosing which spells to prepare each day.

Spells Preparable Per Day (Undaunted Tier)

The following table shows how many spells the cleric can actually prepare and cast each day at this experience tier. As a cleric grows in power and level, their auras become stronger, their connection with their deity improves, and thus the cleric gains access to higher level spells, and the ability to prepare and cast more of them each day.

The cleric's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Wisdom score (see Table: Bonus Spell Slots Per Day). The spells preparable per day are reset to these base values when the cleric performs their daily meditation ritual, and doing so also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the cleric fails to use before they perform their daily meditation ritual, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
16th   5   5   5   5 (+1)   4   4   4   3   3 (+1)   -   -   -   -   -   -   -   -   -
17th   5   5   5   5   4   4   4   4 (+1)   3   2 (+2)   -   -   -   -   -   -   -   -
18th   5   5   5   5   5 (+1)   4   4   4   3   3 (+1)   -   -   -   -   -   -   -   -
19th   5   5   5   5   5   4   4   4   4 (+1)   3   2 (+2)   -   -   -   -   -   -   -
20th   5   5   5   5   5   5 (+1)   4   4   4   3   3 (+1)   -   -   -   -   -   -   -

Orisons (Undaunted Tier)

A cleric knows every available orison on the Cleric Spells list, but can only prepare a limited number of them each day, as shown on the Spells Preparable Per Day table (above).

Despite being limited in how many they can prepare each day, the cleric can cast these spells as frequently as they wish, without limit. Unlike spells of level 1 or higher, orisons do not detach from the cleric's aura when cast. They can be 'swapped out' with a different orison during the cleric's daily meditation ritual, if desired, but otherwise, they remain available for casting by the cleric indefinitely.

Spontaneous Healing (Undaunted Tier)

A cleric can sacrifice a prepared spell to cast a "cure" spell or "inflict" spell instead. 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)). In this way, clerics never need to actually prepare cure or inflict spells, and can focus their preparations on other divine powers that might strengthen themselves or their party.

The sacrificed spell must be of the same spell level or higher than the "cure" or "inflict" spell being cast in its place. This cannot be performed with an Orison; only with a spell of spell level 1 or higher.

The cleric may even apply a metamagic feat they know to a cure or inflict spell as part of this spontaneous casting, by sacrificing a spell of the appropriately modified spell level.

Implement Bonus (Undaunted Tier)

If you do not already have the Implement Bonus class feature, you gain it at 16th level. See Implement Bonus for details on how this works.

Channel Divinity (Undaunted Tier)

If you do not already have the Channel Divinity class feature, you gain it at 16th level. See Channel Divinity for details on how this works.

Channel Divinity Uses Per Day (Undaunted Tier)

Clerics can use Channel Divinity a number of times per day equal to 3 + Charisma modifier (plus an additional 3 uses per day if Cleric is your Favored Class).

Channel Divinity Damage Dealt (Undaunted Tier)

If Channel Divinity is used to inflict damage (whether on the living, or on the undead), it deals an amount of damage based on your current tier of the Cleric class, regardless of whether you took any previous tiers of the Cleric class. Creatures that take damage from Channel Divinity may attempt a Will save, DC of 10 + ½ your character level + your Wisdom modifier, to suffer only half damage.

Level Channel Divinity Damage
16th 9d8+15 (+ Wis Mod)
17th 9d8+19 (+ Wis Mod)
18th 9d8+23 (+ Wis Mod)
19th 10d8+24 (+ Wis Mod)
20th 10d8+29 (+ Wis Mod)

Channel Divinity Healing Provided (Undaunted Tier)

If Channel Divinity is used to apply healing (whether to the living, or to the undead), it heals 5d8 + your Wisdom modifier at all points during this experience tier of the Cleric class, regardless of whether you took any previous tiers of the Cleric class. Creatures that have Spell Resistance, or must otherwise save against normally harmless effects, must attempt a Will save, DC of 10 + ½ your character level + your Wisdom modifier, or else receive only half the healing provided.

As with any healing, creatures healed by Channel Divinity cannot exceed their maximum hit point total -- all excess healing is lost.

Castigate (Undaunted Tier)

If you do not already have the Castigate class feature, you gain it at 16th level. See Castigate for details on how this works.

Mana Burning (Undaunted Tier)

If you do not already have the Mana Burning class feature, you gain it at 16th level. See Mana Burning for details on how this works.

Invigorating Renewal II (Su)

Beginning at 16th level, any time the cleric casts a Cure spell (i.e., a spell with the word "Cure" in the name, such as Cure Light Wounds), the cleric may also help the target ally (or allies) stand up from a Quelled or Prone state, if the target is willing. If the target is Splayed, this ability reduces that condition to Quelled. This bonus effect is only triggered by spells by the cleric, and is not triggered by potions, non-Cure spells, or effects caused by anyone other than the cleric. Note that Invigorating Renewal II does not require the target ally to be injured to work!

If the cleric is the recipient of their own Cure spell, they can use this ability on themselves.

Note that if you do not already have the Invigorating Renewal I class feature, you do not gain it when you gain this class feature. However, if you do have any other versions of Invigorating Renewal from previous tiers of the Cleric class, their effects can be stacked. That is, you could both stand a Cured ally up from prone and slide them a number of squares equal to the number of dice rolled for the Cure spell.

Bonus Feat (Undaunted Tier)

At 17th level, the cleric may select a bonus feat. The cleric may select any feat for which they meet 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 higher levels.

Divine Aegis (Ex)

Of all the adventuring classes, clerics are closest to the divine. They interact with their god or goddess (or greater spirit, or what-have-you) on a daily basis. Perhaps not in the form of full conversations, but they scratch the edges of the Celestial Cascade each time they pray for spells. As a result, clerics inevitably draw some of this divine power into themselves, whether as a gift bestowed by their deity for their loyalty and faith, or by simply grasping the frayed edges of apotheosis well before they are really ready to ascend to such heights. Whatever the case, clerics sprint toward godhood while everyone else merely ambles.

Beginning at 18th level, the cleric may select one of the following Divine Aegises. Once selected, the choice is permanent, except through the re-selection process.

Aegis of the Mender

Any time the cleric casts a Cure spell (i.e., a spell with the word "Cure" in the name, such as Cure Light Wounds) on one of their allies, they heal themselves an equal amount. If they target (or include) themselves with a Cure spell, this class feature provides no additional benefit. The cleric is treated as being one of the targets of their Cure spell in all cases, and any abilities or class features that are triggered by the use of Cure spells (such as Invigorating Renewal I) are triggered on the target(s) and the cleric.

Aegis of the Guardian

Any time the cleric uses Channel Divinity to inflict injury (whether on undead or on the living), the Channel Divinity also heals the cleric for an amount equal to 1d8 + 1d8 for each experience tier of the Cleric class they possess + their Wisdom modifier. (This is the same amount of healing that Channel Divinity normally provides, when it is used for healing.)

In addition, any time the cleric heals an ally through the use of their Castigate class feature, they also heal themselves by the same amount of healing that Castigate provides their ally.

Aegis of the Aesthete

The cleric gains a permanent bonus to their Fortitude, Reflex, and Will saves equal to 1 + 1 per two experience tiers of the Cleric class they possess (rounding down). That is, if they have at least 2 tiers of the Cleric class (i.e., 6 or more class levels of Cleric), they add +2. If they have at least four tiers of the Cleric class (i.e., 16 or more class levels of Cleric), they add +3. If they have at least six tiers of the Cleric class (i.e., 26 or more class levels of Cleric), they add +4.

This bonus stacks with any other bonuses to their saving throws they acquire, whether through magic items, feats, racial traits, etc.

Aegis of the Pugilist

The cleric can perform any Combat Maneuver without provoking an attack of opportunity for doing so.

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Valorous Cleric (Levels 21 - 25)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
21st   +16 (+1)   +11 (+1)   +6 (+1)   -   +13 (+1)   +7 (+1)   +13 (+1)   10 Cleric Spells, Implement Bonus, Channel Divinity, Castigate, Mana Burning, Defender of Faith III
22nd   +16   +11   +6   -   +13   +7   +13   10 Bonus Feat
23rd   +17 (+1)   +12 (+1)   +7 (+1)   -   +14 (+1)   +8 (+1)   +14 (+1)   10 Level 12 Spells, Divine Mantle
24th   +17   +12   +7   -   +14   +8   +14   10 -
25th   +18 (+1)   +13 (+1)   +8 (+1)   -   +15 (+1)   +9 (+1)   +15 (+1)   10 Level 13 Spells, Repudiate Outsiders

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.

Cleric Spells (Valorous Tier)

If you do not already have the Cleric Spells class feature, you gain it at 21st level. See Cleric Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Cleric class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Wisdom score.

Spells Known (Valorous Tier)

Unlike the other spellcasting classes, clerics know every spell from the cleric spell list, provided that they are high enough level to cast spells of that level. This knowledge is granted by their connection to their god (or whatever higher power to which they ascribe), and grants them a great deal of choice and freedom when choosing which spells to prepare each day.

Spells Preparable Per Day (Valorous Tier)

The following table shows how many spells the cleric can actually prepare and cast each day at this experience tier. As a cleric grows in power and level, their auras become stronger, their connection with their deity improves, and thus the cleric gains access to higher level spells, and the ability to prepare and cast more of them each day.

The cleric's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Wisdom score (see Table: Bonus Spell Slots Per Day). The spells preparable per day are reset to these base values when the cleric performs their daily meditation ritual, and doing so also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the cleric fails to use before they perform their daily meditation ritual, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
21st   5   5   5   5   5   5   4   4   4   4 (+1)   3   2 (+2)   -   -   -   -   -   -
22nd   6 (+1)   5   5   5   5   5   5 (+1)   4   4   4   3   3 (+1)   -   -   -   -   -   -
23rd   6   6 (+1)   5   5   5   5   5   4   4   4   4 (+1)   3   2 (+2)   -   -   -   -   -
24th   6   6   6 (+1)   5   5   5   5   5 (+1)   4   4   4   3   3 (+1)   -   -   -   -   -
25th   6   6   6   6 (+1)   5   5   5   5   4   4   4   4 (+1)   3   2 (+2)   -   -   -   -

Orisons (Valorous Tier)

A cleric knows every available orison on the Cleric Spells list, but can only prepare a limited number of them each day, as shown on the Spells Preparable Per Day table (above).

Despite being limited in how many they can prepare each day, the cleric can cast these spells as frequently as they wish, without limit. Unlike spells of level 1 or higher, orisons do not detach from the cleric's aura when cast. They can be 'swapped out' with a different orison during the cleric's daily meditation ritual, if desired, but otherwise, they remain available for casting by the cleric indefinitely.

Spontaneous Healing (Valorous Tier)

A cleric can sacrifice a prepared spell to cast a "cure" spell or "inflict" spell instead. 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)). In this way, clerics never need to actually prepare cure or inflict spells, and can focus their preparations on other divine powers that might strengthen themselves or their party.

The sacrificed spell must be of the same spell level or higher than the "cure" or "inflict" spell being cast in its place. This cannot be performed with an Orison; only with a spell of spell level 1 or higher.

The cleric may even apply a metamagic feat they know to a cure or inflict spell as part of this spontaneous casting, by sacrificing a spell of the appropriately modified spell level.

Implement Bonus (Valorous Tier)

If you do not already have the Implement Bonus class feature, you gain it at 21st level. See Implement Bonus for details on how this works.

Channel Divinity (Valorous Tier)

If you do not already have the Channel Divinity class feature, you gain it at 21st level. See Channel Divinity for details on how this works.

Channel Divinity Uses Per Day (Valorous Tier)

Clerics can use Channel Divinity a number of times per day equal to 3 + Charisma modifier (plus an additional 3 uses per day if Cleric is your Favored Class).

Channel Divinity Damage Dealt (Valorous Tier)

If Channel Divinity is used to inflict damage (whether on the living, or on the undead), it deals an amount of damage based on your current tier of the Cleric class, regardless of whether you took any previous tiers of the Cleric class. Creatures that take damage from Channel Divinity may attempt a Will save, DC of 10 + ½ your character level + your Wisdom modifier, to suffer only half damage.

Level Channel Divinity Damage
21st 11d8+31 (+ Wis Mod)
22nd 11d8+37 (+ Wis Mod)
23rd 12d8+40 (+ Wis Mod)
24th 12d8+46 (+ Wis Mod)
25th 13d8+49 (+ Wis Mod)

Channel Divinity Healing Provided (Valorous Tier)

If Channel Divinity is used to apply healing (whether to the living, or to the undead), it heals 6d8 + your Wisdom modifier at all points during this experience tier of the Cleric class, regardless of whether you took any previous tiers of the Cleric class. Creatures that have Spell Resistance, or must otherwise save against normally harmless effects, must attempt a Will save, DC of 10 + ½ your character level + your Wisdom modifier, or else receive only half the healing provided.

As with any healing, creatures healed by Channel Divinity cannot exceed their maximum hit point total -- all excess healing is lost.

Castigate (Valorous Tier)

If you do not already have the Castigate class feature, you gain it at 21st level. See Castigate for details on how this works.

Mana Burning (Valorous Tier)

If you do not already have the Mana Burning class feature, you gain it at 21st level. See Mana Burning for details on how this works.

Defender of Faith III (Ex)

If you do not already have the Defender of Faith I class feature, you gain it at 21st level. See Defender of Faith I for details on how this works.

If you already have Defender of Faith I, but do not already have the Defender of Faith II class feature, you gain it at 21st level. See Defender of Faith II for details on how this works.

If you already have both the Defender of Faith I and Defender of Faith II class features, your ability with Defender of Faith improves again at 21st level. You can now make use of Defender of Faith simply by being adjacent to an ally who is threatened by an enemy creature. You can still activate Defender of Faith by being adjacent to an injured ally, as well, if that scenario is easier to achieve.

The cleric cannot be their own adjacent ally.

Bonus Feat (Valorous Tier)

At 22nd level, the cleric may select a bonus feat. The cleric may select any feat for which they meet 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 higher levels.

Divine Mantle (Ex)

Of all the adventuring classes, clerics are closest to the divine. They interact with their god or goddess (or greater spirit, or what-have-you) on a daily basis. Perhaps not in the form of full conversations, but they scratch the edges of the Celestial Cascade each time they pray for spells. As a result, clerics inevitably draw some of this divine power into themselves, whether as a gift bestowed by their deity for their loyalty and faith, or by simply grasping the frayed edges of apotheosis well before they are really ready to ascend to such heights. Whatever the case, clerics sprint toward godhood while everyone else merely ambles.

Beginning at 23rd level, the cleric may select one of the following Divine Mantles. Once selected, the choice is permanent, except through the re-selection process.

Mantle of the Traveler

The cleric gains a Lesser Teleport speed of 10 feet per experience tier of the Cleric class they possess, to a maximum speed of 70 feet if they have all seven tiers of the Cleric class (i.e. at least 31 levels of Cleric).

Mantle of the Drifter

The cleric gains a Hover speed of 30 feet, plus 10 feet per two experience tiers of the Cleric class they possess (rounding down). That is, if they have at least two experience tiers of the Cleric class (i.e. at least 6 Cleric class levels), they have a speed of 40 feet. If they have at least four experience tiers of the Cleric class (i.e. at least 16 Cleric class levels), they have a speed of 50 feet. If they have six or more experience tiers of the Cleric class (i.e. at least 26 Cleric class levels), they have a speed of 60 feet.

Mantle of the Wayfarer

The cleric gains a Greater Swim and Greater Climb speed equal to their Walk speed.

Mantle of the Navigator

The cleric gains a Greater Flight speed equal to half their Walk speed (dropping fractions to the nearest 5 feet), plus 10 feet per two tiers of the Cleric Class they possess (rounding down). That is, if they have at least two experience tiers of the Cleric class (i.e. at least 6 Cleric class levels), they have a speed of 10 + half their Walk speed. If they have at least four experience tiers of the Cleric class (i.e. at least 16 Cleric class levels), they have a speed of 20 + half their Walk speed. If they have six or more experience tiers of the Cleric class (i.e. at least 26 Cleric class levels), they have a speed of 30 + half their Walk speed.

Repudiate Outsiders (Su)

Beginning at 15th level, the cleric can treat creatures with the type (or subtype) of "Outsider" as though they were Undead, for purposes of affecting them with Channel Divinity. That is, they can inflict damage upon outsiders with Channel Divinity by channeling Positive Energy (energy, uncommon), or they can heal outsiders with Channel Divinity by channeling Negative Energy (energy, uncommon).

Any feat or ability the cleric may have that improves their Channel Divinity versus undead also improves their Channel Divinity versus outsiders.

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Mythic Cleric (Levels 26 - 30)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
26th   +18   +13   +8   -   +15   +9   +15   10 Cleric Spells, Implement Bonus, Channel Divinity, Castigate, Mana Burning, Invigorating Renewal III
27th   +19 (+1)   +14 (+1)   +9 (+1)   -   +16 (+1)   +10 (+1)   +16 (+1)   10 Level 14 Spells, Bonus Feat
28th   +19   +14   +9   -   +16   +10   +16   10 Divine Aspect
29th   +20 (+1)   +15 (+1)   +10 (+1)   -   +17 (+1)   +11 (+1)   +17 (+1)   10 Level 15 Spells
30th   +20   +15   +10   -   +17   +11   +17   10 -

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.

Cleric Spells (Mythic Tier)

If you do not already have the Cleric Spells class feature, you gain it at 26th level. See Cleric Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Cleric class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Wisdom score.

Spells Known (Mythic Tier)

Unlike the other spellcasting classes, clerics know every spell from the cleric spell list, provided that they are high enough level to cast spells of that level. This knowledge is granted by their connection to their god (or whatever higher power to which they ascribe), and grants them a great deal of choice and freedom when choosing which spells to prepare each day.

Spells Preparable Per Day (Mythic Tier)

The following table shows how many spells the cleric can actually prepare and cast each day at this experience tier. As a cleric grows in power and level, their auras become stronger, their connection with their deity improves, and thus the cleric gains access to higher level spells, and the ability to prepare and cast more of them each day.

The cleric's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Wisdom score (see Table: Bonus Spell Slots Per Day). The spells preparable per day are reset to these base values when the cleric performs their daily meditation ritual, and doing so also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the cleric fails to use before they perform their daily meditation ritual, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
26th   6   6   6   6   6 (+1)   5   5   5   5 (+1)   4   4   4   3   3 (+1)   -   -   -   -
27th   6   6   6   6   6   6 (+1)   5   5   5   4   4   4   4 (+1)   3   2 (+2)   -   -   -
28th   6   6   6   6   6   6   6 (+1)   5   5   5 (+1)   4   4   4   3   3 (+1)   -   -   -
29th   6   6   6   6   6   6   6   6 (+1)   5   5   4   4   4   4 (+1)   3   2 (+2)   -   -
30th   6   6   6   6   6   6   6   6   6 (+1)   5   5 (+1)   4   4   4   3   3 (+1)   -   -

Orisons (Mythic Tier)

A cleric knows every available orison on the Cleric Spells list, but can only prepare a limited number of them each day, as shown on the Spells Preparable Per Day table (above).

Despite being limited in how many they can prepare each day, the cleric can cast these spells as frequently as they wish, without limit. Unlike spells of level 1 or higher, orisons do not detach from the cleric's aura when cast. They can be 'swapped out' with a different orison during the cleric's daily meditation ritual, if desired, but otherwise, they remain available for casting by the cleric indefinitely.

Spontaneous Healing (Mythic Tier)

A cleric can sacrifice a prepared spell to cast a "cure" spell or "inflict" spell instead. 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)). In this way, clerics never need to actually prepare cure or inflict spells, and can focus their preparations on other divine powers that might strengthen themselves or their party.

The sacrificed spell must be of the same spell level or higher than the "cure" or "inflict" spell being cast in its place. This cannot be performed with an Orison; only with a spell of spell level 1 or higher.

The cleric may even apply a metamagic feat they know to a cure or inflict spell as part of this spontaneous casting, by sacrificing a spell of the appropriately modified spell level.

Implement Bonus (Mythic Tier)

If you do not already have the Implement Bonus class feature, you gain it at 26th level. See Implement Bonus for details on how this works.

Channel Divinity (Mythic Tier)

If you do not already have the Channel Divinity class feature, you gain it at 26th level. See Channel Divinity for details on how this works.

Channel Divinity Uses Per Day (Mythic Tier)

Clerics can use Channel Divinity a number of times per day equal to 3 + Charisma modifier (plus an additional 3 uses per day if Cleric is your Favored Class).

Channel Divinity Damage Dealt (Mythic Tier)

If Channel Divinity is used to inflict damage (whether on the living, or on the undead), it deals an amount of damage based on your current tier of the Cleric class, regardless of whether you took any previous tiers of the Cleric class. Creatures that take damage from Channel Divinity may attempt a Will save, DC of 10 + ½ your character level + your Wisdom modifier, to suffer only half damage.

Level Channel Divinity Damage
26th 13d8+55 (+ Wis Mod)
27th 14d8+58 (+ Wis Mod)
28th 14d8+65 (+ Wis Mod)
29th 15d8+68 (+ Wis Mod)
30th 15d8+75 (+ Wis Mod)

Channel Divinity Healing Provided (Mythic Tier)

If Channel Divinity is used to apply healing (whether to the living, or to the undead), it heals 7d8 + your Wisdom modifier at all points during this experience tier of the Cleric class, regardless of whether you took any previous tiers of the Cleric class. Creatures that have Spell Resistance, or must otherwise save against normally harmless effects, must attempt a Will save, DC of 10 + ½ your character level + your Wisdom modifier, or else receive only half the healing provided.

As with any healing, creatures healed by Channel Divinity cannot exceed their maximum hit point total -- all excess healing is lost.

Castigate (Mythic Tier)

If you do not already have the Castigate class feature, you gain it at 26th level. See Castigate for details on how this works.

Mana Burning (Mythic Tier)

If you do not already have the Mana Burning class feature, you gain it at 26th level. See Mana Burning for details on how this works.

Invigorating Renewal III (Su)

Beginning at 26th level, any time the cleric uses their Channel Divinity class feature to heal one or more of their allies, they can Slide each affected ally a number of squares equal to half the dice rolled for the Channel Divinity (rounding down), in addition to the healing that is provided. Furthermore, any ally that is healed by the cleric's Castigate class feature may be slid up to 1 square each time that healing is applied (since Castigate is a function of Channel Divinity, but it doesn't heal via dice rolled). 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 the cleric's Channel Divinity, and is not triggered by spells, potions, healing from wands or other sources, or effects caused by anyone other than the cleric. Note that this slide does not require the target ally to be injured to work!

If the cleric is the recipient of their own Channel Divinity healing, they can use this ability on themselves.

Note that if you do not already have the Invigorating Renewal I or Invigorating Renewal II class features, you do not gain them when you gain this class feature. However, if you do have those class features, their effects stack where applicable (that is, Invigorating Renewal II's ability to stand affected allies up from a Quelled, or Prone state would also now apply to allies healed with your Channel Divinity, assuming you already have Invigorating Renewal II).

Bonus Feat (Mythic Tier)

At 27th level, the cleric may select a bonus feat. The cleric may select any feat for which they meet 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 higher levels.

Divine Aspect (Ex)

Of all the adventuring classes, clerics are closest to the divine. They interact with their god or goddess (or greater spirit, or what-have-you) on a daily basis. Perhaps not in the form of full conversations, but they scratch the edges of the Celestial Cascade each time they pray for spells. As a result, clerics inevitably draw some of this divine power into themselves, whether as a gift bestowed by their deity for their loyalty and faith, or by simply grasping the frayed edges of apotheosis well before they are really ready to ascend to such heights. Whatever the case, clerics sprint toward godhood while everyone else merely ambles.

Beginning at 28th level, the cleric may select one of the following Divine Aspects. Once selected, the choice is permanent, except through the re-selection process.

Aspect of the Summoner

When the cleric casts any of the Summon Monster spells (e.g. Summon Monster I), they summon one additional creature. This stacks with any feats or abilities that also increase the number of creatures summoned.

Aspect of the Philanthropist

When the cleric casts any of the Resist Energy spells (e.g. Resist Energy, Resist Uncommon Energy, etc.), they may select a second energy type of the same or lesser rarity than the types permitted by the spell. For example, with Resist Energy, the cleric can choose two Common energy types, and the recipient(s) of the spell gain ER versus both of those energy types. If the cleric casts Resist Uncommon Energy, the cleric can choose two energy types that are either Uncommon or Common, and provide ER against both. If the cleric casts Resist Rare Energy, they can choose any two energy types, and provide ER against both. The amount of ER provided is unchanged.

Aspect of the Psychopomp

Any time the cleric casts a spell that restores a creature back to life from death (e.g. Raise Dead, Breath of Life, Resurrection, etc.), the spell no longer requires any material components to cast.

Aspect of the Vindicator

Any time the cleric casts any of the Inflict spells (i.e. any spell with Inflict in the name, such as Inflict Serious Wounds), they may choose one additional target of the spell within 30 feet of the original target. If the spell is a "Mass" version of an Inflict spell (e.g. Mass Inflict Critical Wounds), they choose one additional target that is within 30 feet of any target of the spell (even if that puts the new target outside the normal affectable area of the spell).

In addition, the cleric may add their Cleric level to the damage dealt by any Inflict spell they cast. This additional damage applies to all affected targets of the spell.

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Legendary Cleric (Levels 31 - 35)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
31st   +21 (+1)   +16 (+1)   +11 (+1)   -   +18 (+1)   +12 (+1)   +18 (+1)   10 Cleric Spells, Implement Bonus, Channel Divinity, Castigate, Mana Burning, Level 16 Spells, Defender of Faith IV
32nd   +21   +16   +11   -   +18   +12   +18   10 Bonus Feat
33rd   +22 (+1)   +17 (+1)   +12 (+1)   -   +19 (+1)   +13 (+1)   +19 (+1)   10 Level 17 Spells, Divine Form
34th   +22   +17   +12   -   +19   +13   +19   10 -
35th   +23 (+1)   +18 (+1)   +13 (+1)   -   +20 (+1)   +14 (+1)   +20 (+1)   10 Repudiate Aberrations

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.

Cleric Spells (Legendary Tier)

If you do not already have the Cleric Spells class feature, you gain it at 31st level. See Cleric Spells for details on how this works. You do not gain the 'Spells Preparable Per Day' amounts listed in previous tiers of the Cleric class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Wisdom score.

Spells Known (Legendary Tier)

Unlike the other spellcasting classes, clerics know every spell from the cleric spell list, provided that they are high enough level to cast spells of that level. This knowledge is granted by their connection to their god (or whatever higher power to which they ascribe), and grants them a great deal of choice and freedom when choosing which spells to prepare each day.

Spells Preparable Per Day (Legendary Tier)

The following table shows how many spells the cleric can actually prepare and cast each day at this experience tier. As a cleric grows in power and level, their auras become stronger, their connection with their deity improves, and thus the cleric gains access to higher level spells, and the ability to prepare and cast more of them each day.

The cleric's base daily allotment of preparable spells is given in the table below. In addition, they receive bonus spells per day if they have a high Wisdom score (see Table: Bonus Spell Slots Per Day). The spells preparable per day are reset to these base values when the cleric performs their daily meditation ritual, and doing so also restores any bonus slots provided by having a high caster ability score. Unused prepared spells from previous days cannot be saved up and used later. Any prepared spells that the cleric fails to use before they perform their daily meditation ritual, or before 24 hours pass (whichever comes first), are lost.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
31st   6   6   6   6   6   6   6   6   6   6 (+1)   5   4   4   4   4 (+1)   3   2 (+2)   -
32nd   6   6   6   6   6   6   6   6   6   6   6 (+1)   5 (+1)   4   4   4   3   3 (+1)   -
33rd   6   6   6   6   6   6   6   6   6   6   6   5   4   4   4   4 (+1)   3   2 (+2)
34th   6   6   6   6   6   6   6   6   6   6   6   6 (+1)   5 (+1)   4   4   4   3   3 (+1)
35th   6   6   6   6   6   6   6   6   6   6   6   6   5   4   4   4   4 (+1)   4 (+1)

Orisons (Legendary Tier)

A cleric knows every available orison on the Cleric Spells list, but can only prepare a limited number of them each day, as shown on the Spells Preparable Per Day table (above).

Despite being limited in how many they can prepare each day, the cleric can cast these spells as frequently as they wish, without limit. Unlike spells of level 1 or higher, orisons do not detach from the cleric's aura when cast. They can be 'swapped out' with a different orison during the cleric's daily meditation ritual, if desired, but otherwise, they remain available for casting by the cleric indefinitely.

Spontaneous Healing (Legendary Tier)

A cleric can sacrifice a prepared spell to cast a "cure" spell or "inflict" spell instead. 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)). In this way, clerics never need to actually prepare cure or inflict spells, and can focus their preparations on other divine powers that might strengthen themselves or their party.

The sacrificed spell must be of the same spell level or higher than the "cure" or "inflict" spell being cast in its place. This cannot be performed with an Orison; only with a spell of spell level 1 or higher.

The cleric may even apply a metamagic feat they know to a cure or inflict spell as part of this spontaneous casting, by sacrificing a spell of the appropriately modified spell level.

Implement Bonus (Legendary Tier)

If you do not already have the Implement Bonus class feature, you gain it at 31st level. See Implement Bonus for details on how this works.

Channel Divinity (Legendary Tier)

If you do not already have the Channel Divinity class feature, you gain it at 31st level. See Channel Divinity for details on how this works.

Channel Divinity Uses Per Day (Legendary Tier)

Clerics can use Channel Divinity a number of times per day equal to 3 + Charisma modifier (plus an additional 3 uses per day if Cleric is your Favored Class).

Channel Divinity Damage Dealt (Legendary Tier)

If Channel Divinity is used to inflict damage (whether on the living, or on the undead), it deals an amount of damage based on your current tier of the Cleric class, regardless of whether you took any previous tiers of the Cleric class. Creatures that take damage from Channel Divinity may attempt a Will save, DC of 10 + ½ your character level + your Wisdom modifier, to suffer only half damage.

Level Channel Divinity Damage
31st 16d8+79 (+ Wis Mod)
32nd 16d8+86 (+ Wis Mod)
33rd 17d8+90 (+ Wis Mod)
34th 17d8+98 (+ Wis Mod)
35th 18d8+103 (+ Wis Mod)

Channel Divinity Healing Provided (Legendary Tier)

If Channel Divinity is used to apply healing (whether to the living, or to the undead), it heals 8d8 + your Wisdom modifier at all points during this experience tier of the Cleric class, regardless of whether you took any previous tiers of the Cleric class. Creatures that have Spell Resistance, or must otherwise save against normally harmless effects, must attempt a Will save, DC of 10 + ½ your character level + your Wisdom modifier, or else receive only half the healing provided.

As with any healing, creatures healed by Channel Divinity cannot exceed their maximum hit point total -- all excess healing is lost.

Castigate (Legendary Tier)

If you do not already have the Castigate class feature, you gain it at 31st level. See Castigate for details on how this works.

Mana Burning (Legendary Tier)

If you do not already have the Mana Burning class feature, you gain it at 31st level. See Mana Burning for details on how this works.

Defender of Faith IV (Ex)

If you do not already have the Defender of Faith I class feature, you gain it at 31st level. See Defender of Faith I for details on how this works.

If you already have Defender of Faith I, but do not already have the Defender of Faith II class feature, you gain it at 31st level. See Defender of Faith II for details on how this works.

If you already have both the Defender of Faith I and Defender of Faith II class features, but do not have the Defender of Faith III class feature, you gain it at 31st level. See Defender of Faith III for details on how this works.

If you already have all three of the Defender of Faith I, Defender of Faith II, and Defender of Faith III class features, they improve a final time at 31st level. Defender of Faith is now always active. The cleric no longer needs to be adjacent to an injured or threatened ally.

Bonus Feat (Legendary Tier)

At 32nd level, the cleric may select a bonus feat. The cleric may select any feat for which they meet 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 higher levels.

Divine Form (Ex)

Of all the adventuring classes, clerics are closest to the divine. They interact with their god or goddess (or greater spirit, or what-have-you) on a daily basis. Perhaps not in the form of full conversations, but they scratch the edges of the Celestial Cascade each time they pray for spells. As a result, clerics inevitably draw some of this divine power into themselves, whether as a gift bestowed by their deity for their loyalty and faith, or by simply grasping the frayed edges of apotheosis well before they are really ready to ascend to such heights. Whatever the case, clerics sprint toward godhood while everyone else merely ambles.

Beginning at 33rd level, the cleric may select one of the following Divine Forms. Once selected, the choice is permanent, except through the re-selection process.

Righteous Form

Once per round, the cleric may add their Cleric level to the damage of one of their melee attacks.

Inescapable Form

The cleric gains an additional 5 feet of Inclusive Reach. In most cases, this will allow the cleric to attack and threaten creatures up to 10 feet away, while still threatening (and being able to attack) creatures that are adjacent to them. This stacks with any other sources of reach the cleric may have from other sources.

Capering Form

Once per encounter as a swift action, the cleric can Slide a number of creatures equal to the number of experience tiers of the Cleric class they possess (maximum of 7 creatures) up to 4 spaces each. The cleric must have line of sight and line of effect to any creature they wish to slide. This is forced movement, does not provoke attacks of opportunity, and any creature may fall voluntarily prone to halt the movement at any point (including before it even happens).

Warping Form

As a swift action during combat, the cleric can temporarily alter the material state of a single 5-foot square on the battlefield. If the space is Blocked, the cleric can force it to become Impeded until the end of the encounter. If the space is Impeded, the cleric can force it to become Difficult Terrain until the end of the encounter. If the space is Difficult Terrain, the cleric can force it to become normal terrain until the end of the encounter. There is no limit to the number of times the cleric can perform this action, as long as they have swift actions to spend, but the class feature can only be used during combat. Once combat ends, all changes to the environment snap back to their original state.

It is possible for the cleric to affect the same space multiple times with this power, reducing a stone wall to a clear path, but it takes quite a few actions to do so.

Repudiate Aberrations (Su)

Beginning at 15th level, the cleric can treat creatures with the type (or subtype) of "Aberration" as though they were Undead, for purposes of affecting them with Channel Divinity. That is, they can inflict damage upon aberrations with Channel Divinity by channeling Positive Energy (energy, uncommon), or they can heal aberrations with Channel Divinity by channeling Negative Energy (energy, uncommon).

Any feat or ability the cleric may have that improves their Channel Divinity versus undead also improves their Channel Divinity versus aberrations.

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Apotheotic Cleric (Levels 36+)

Level Class Features
36+ Apotheosis!

Apotheosis!

Upon reaching level 36, and at every level above that, the character begins to gather their mantle of divinity around themselves. This can take many forms, but it is the first step to the ascension to godhood.

Reaching apotheosis is usually signified by a paradigm shift in the campaign. Traditional adventuring, such as fighting monsters and looting treasure, is largely beneath the dignity and power of such advanced creatures. Instead, they compete within the powers and intrigues of the Celestial Bureaucracy itself, gathering power, followers, allies, and potens machenvar to seize their places of power. Apotheotic creatures usually choose a theme around which their powers are centered, and use this theme as a common belief to gather their followers (or worshipers).

GMs are encouraged to completely break the rules, remove limitations and restrictions, and generally experiment with the extreme limits of power that this level of play offers. Characters are of a power level comparable to the most extreme super-heroes of comics and film, and can perform feats well beyond anything a mortal could ever dream. GMs are cautioned that games at this level can be very difficult to run, and presenting challenges for apotheotic characters can be a very daunting task, to put it mildly. However, if you can pull it off, it's likely that your players will talk about how insane and awesome your campaign was for years after it ends.