Cleric
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Description
Ah, Clerics, the good old band-aid dispensers! Everybody loves the Cleric, but not many folks love being the Cleric, if you know what we mean.
Well, that's all changed. Heck, early on the Cleric's best healing is when she wades into a fight right alongside the hard boys in armor and starts busting heads. And that's just the beginning of the Clerical awesome, you better believe it! Channeling, Castigation, Hallowing, Defender of the Faith, Righteous Rebuke, the list of great stuff just goes on and on. Oh, and remember how Clerics always cast some buffs when the fight starts, and then heal after? Not any more! Even the lowliest healing spell is useful in even the biggest fight now. How, you ask?
Play one! Find out! They're awesome!
Alignment: A cleric's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis.
Hit Die: d8
Starting Wealth: 4d6 × 10 gp (average: 140 gp)
Class Skills: The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 4 + Int modifier.
Table: Cleric
Level | BAB | Fort | Ref | Will | Special | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +0 | +2 | +0 | +2 | Aura, Channel Divinity 1d6, domains, orisons, spontaneous casting | 3 | 1+1 | — | — | — | — | — | — | — | — |
2nd | +1 | +3 | +0 | +3 | Bonus Cleric Feat, Defender of faith, Castigate | 4 | 2+1 | — | — | — | — | — | — | — | — |
3rd | +2 | +3 | +1 | +3 | Channel Divinity 2d6 | 4 | 2+1 | 1+1 | — | — | — | — | — | — | — |
4th | +3 | +4 | +1 | +4 | Hallowed Weapon | 4 | 3+1 | 2+1 | — | — | — | — | — | — | — |
5th | +3 | +4 | +1 | +4 | Channel Divinity 3d6 | 4 | 3+1 | 2+1 | 1+1 | — | — | — | — | — | — |
6th | +4 | +5 | +2 | +5 | Bonus Cleric Feat | 4 | 3+1 | 3+1 | 2+1 | — | — | — | — | — | — |
7th | +5 | +5 | +2 | +5 | Channel Divinity 4d6 | 4 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | — | — | — |
8th | +6/+1 | +6 | +2 | +6 | - | 4 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | — | — | — |
9th | +6/+1 | +6 | +3 | +6 | Channel Divinity 5d6 | 4 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | — | — |
10th | +7/+2 | +7 | +3 | +7 | Bonus Cleric Feat | 4 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | — | — |
11th | +8/+3 | +7 | +3 | +7 | Channel Divinity 6d6 | 4 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | — |
12th | +9/+4 | +8 | +4 | +8 | - | 4 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | — |
13th | +9/+4 | +8 | +4 | +8 | Channel Divinity 7d6 | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — |
14th | +10/+5 | +9 | +4 | +9 | Bonus Cleric Feat | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — |
15th | +11/+6/+1 | +9 | +5 | +9 | Channel Divinity 8d6 | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — |
16th | +12/+7/+2 | +10 | +5 | +10 | - | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — |
17th | +12/+7/+2 | +10 | +5 | +10 | Channel Divinity 9d6 | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 |
18th | +13/+8/+3 | +11 | +6 | +11 | Bonus Cleric Feat | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 |
19th | +14/+9/+4 | +11 | +6 | +11 | Channel Divinity 10d6 | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 |
20th | +15/+10/+5 | +12 | +6 | +12 | - | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 |
Class Features
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 deities.
Aura (Ex)
Beginning at 1st level, a cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Orisons
Beginning at 1st level, Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Spells
Beginning at 1st level, a cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting
Beginning at 1st level, Clerics are able to spontaneously cast some of their spells if they wish to.
A good cleric (or a neutral cleric of a good deity) can convert stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice does not affect the Cleric's Channel Divinity ability.
Domains
Beginning at 1st level, and even before, during character creation, a cleric's deity influences her alignment, what magic she can perform, her values, and how others see her.
During character creation a cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
- d20pfsrd list of Cleric Domains
Chaotic, Evil, Good, and Lawful Spells
Beginning at 1st level a cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Channel Divinity (Su)
Beginning at 1st level, regardless of alignment, any cleric can release a wave of divine energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A cleric can choose to channel positive energy and can choose to deal damage to undead creatures or to heal living creatures. Alternatively,a cleric can choose to channel negative energy and can choose to deal damage to living creatures or to heal undead creatures. Thus, each time the Cleric chooses to Channel Divinity, she has four options to choose from:
- 1) Channel positive energy to heal the living. (No effect on undead.)
- 2) Channel positive energy to harm the undead. (No effect on the living.)
- 3) Channel negative energy to harm the living. (No effect on undead.)
- 4) Channel negative energy to heal the undead. (No effect on the living.)
This ability cannot distinguish between ally and enemy without the addition of certain feats (e.g. Selective Channel).
Channeling divinity causes a burst effect in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to the Cleric's Wisdom modifier plus 1d6 points of effect at first level plus 1d6 points of effect for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save for half damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel divinity cannot exceed their maximum hit point total —- all excess healing is lost.
A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. Channeling is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy (or unholy) symbol to use this ability. A hallowed weapon is also suitable.
Bonus Cleric Feat
Beginning at 2nd level, and every four levels thereafter, the Cleric may choose a bonus feat. This feat must be chosen from Channeling, Item Creation, or Metamagic feats.
Defender of Faith (Ex)
Beginning at 2nd level, when adjacent to an injured ally, Clerics add their WIS modifier to their attack and damage rolls for melee attacks. "Injured" means "has taken damage from an enemy". For clarity, normal damage, subdual damage, negative levels, or ability damage all count for this ability to function.
Castigate (Su)
Beginning at 2nd level, during combat, as a swift action, the cleric may expend a use of his Channel Divinity power to trigger Castigate until the end of the encounter. While castigate is running the cleric adds their CHA modifier to attack and damage rolls for melee attacks, and all successful melee attacks heal a single adjacent ally a number of points equal to the Cleric's level + her WIS modifier. A Cleric who uses the 'aid another' action in combat to grant a bonus to an ally counts as attacking for purposes of Castigate's healing ability.
- Special: If the cleric casts any healing spells while Castigate is in effect, the Cleric may also slide the target ally or allies, if willing, up to 5 feet per die of healing granted. Healing spells or abilities which do not grant one or more dice of healing (e.g. heal a fixed amount, etc.) do not benefit from this effect. Slides can be in any direction and do not provoke attacks of opportunity, as with any forced movement. This bonus effect is only triggered by memorized or spontaneously cast spells from a cleric who is running the Castigate channel ability, and is not triggered by potions or healing from any source other than the cleric.
Hallowed Weapon (Ex)
Beginning at 4th level, the Cleric may pray over his weapon, and instead of dealing bonus damage equal to the weapon's enhancement bonus (if any), he gains double the enhancement bonus(round down). This applies to damage rolls only. To hit rolls are still increased by the straight enhancement bonus (if any). A Hallowed weapon also counts as brandishing the Cleric's holy symbol. Making a weapon hallowed requires 15 minutes and lasts until midnight. For example, a +2 hallowed mace grants a +2 bonus to hit, +4 to damage, and may be used in place of the Clerics symbol for Channel Divinity and other purposes.
Bonus Languages
Beginning at 1st level a cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Ex-Clerics
At any level, a cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description).
New Cleric Feats
- Righteous Rebuke (Req. Cleric lvl 3)
While Castigate is in effect, a cleric may slide a foe 1 square after he successfully hits them with a melee attack. Slides can be in any direction and do not provoke attacks of opportunity, as with any forced movement.
Cleric Example Build
For those who are non-expert in this class, or who are busy, or who simply don't want to spend hours digging around feats, here's an example build. Note: This is not a suggested build. Heck, it's probably even not very good. But what it WILL do is let you play without hours of investment, and it will perform more than adequately. If you want to tweak, feel free!
Human, base stats: Str 14, Dex 14, Con 14, int 8, Wis 18, Chr 14.
Example Feats
1st Level: Dodge, Mobility. You want to be in the fight and keep up with the hard-shell folks. You'll need these. A lot.
2nd Level: Still Spell. This is always useful. Always.
3rd Level: Righteous Rebuke. This is incredibly useful. Holy moly, is this useful.
5th Level: Defensive Combat Training. Because getting eaten sucks.
6th Level: Piercing Spell. Poke a hole right through that SR.
7th Level: Spell penetration. Damn caster level checks are HARD.
9th Level: Spell focus. Let's see them make THIS saving throw.
10th Level: Ectoplasmic spell. You ain't afraid of no ghosts!
11th Level: Selective Channel. Get the kill-o-zap power running in a crowd!
13th Level: Sidestep. This will help a lot to stay adjacent to your allies in a zesty melee.
14th Level: Quicken Spell. When you really, REALLY, need to get that Cure Light off RIGHT NOW.
15th Level: Greater Spell Penetration. Punch it through, baby.
17th Level: Greater Spell Focus. Even harder saves.
18th Level: Alignment Channel: Evil. Now, the kill-o-zap power works on Demons, Devils, and Daemons, oh my!
19th Level: Spell Perfection. What? Double the effects of four feats on my favorite kill-o-zap spell? YES, PLEASE.
Epic Cleric
Table: Epic Cleric
Level | BAB | Fort | Ref | Will | Special | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th | 11th | 12th | 13th | 14th | 15th | 16th | 17th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21st | +15/+10/+5 | +13 | +7 | +13 | Channel Divinity 11d6 | 5 | 5+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 1+1 | — | — | — | — | — | — | — |
22nd | +16/+11/+6 | +13 | +7 | +13 | Bonus Cleric Feat, Paragon of Faith I | 5 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 2+1 | — | — | — | — | — | — | — |
23rd | +16/+11/+6 | +14 | +8 | +14 | Channel Divinity 12d6 | 5 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 2+1 | 1+1 | — | — | — | — | — | — |
24th | +17/+12/+7 | +14 | +8 | +14 | Divine Favor 1 | 5 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | — | — | — | — | — | — |
25th | +17/+12/+7 | +15 | +9 | +15 | Channel Divinity 13d6 | 5 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | — | — | — |
26th | +18/+13/+8 | +15 | +9 | +15 | Bonus Cleric feat, Paragon of Faith II | 5 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | — | — | — |
27th | +18/+13/+8 | +16 | +10 | +16 | Channel Divinity 14d6 | 5 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | — | — |
28th | +19/+14/+9 | +16 | +10 | +16 | Divine Favor 2 | 5 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | — | — |
29th | +19/+14/+9 | +17 | +11 | +17 | Channel Divinity 15d6 | 5 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | — |
30th | +20/+15/+10 | +17 | +11 | +17 | Bonus Cleric Feat, Paragon of Faith III | 5 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | — |
31st | +20/+15/+10 | +18 | +12 | +18 | Channel Divinity 16d6 | 5 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — |
32nd | +21/+16/+11 | +18 | +12 | +18 | Divine Favor 3 | 5 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 3+1 | 3+1 | 2+1 | — | — |
33rd | +21/+16/+11 | +19 | +13 | +19 | Channel Divinity 17d6 | 5 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 3+1 | 2+1 | 1+1 | — |
34th | +22/+17/+12 | +19 | +13 | +19 | Bonus Cleric Feat, Paragon of Faith IV | 5 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 3+1 | 2+1 | 1+1 |
35th | +22/+17/+12 | +20 | +14 | +20 | Channel Divinity 18d6 | 5 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 3+1 | 2+1 |
36th | Apotheosis! |
Epic Class Abilities
Channel Energy (Su)
The Epic Cleric's ability to channel divine energy continues to grow in potency as shown in the Epic Cleric table.
Bonus Cleric Feat (Ex)
At 22nd, 26th, 30th and 34th levels, the Epic Cleric may choose a bonus feat. This feat must be chosen from Channeling, Item Creation, Magic, or Metamagic feats.
Divine Favor (Su)
At 24th, 28th, and 32nd levels, the Epic Cleric is granted access to another of their God's domains. If their chosen Deity does not normally have that many Domains, or the Cleric does not follow a particular Deity at all, the GM and the player should chose a domain that fits. All spells and powers are available for immediate use. Note: The Epic Cleric does not gain any extra domain spell slots per day. She may choose from a wider array of domain spells, but she still only gets one per day per spell level. Note that the Epic Cleric table shows Domain spells above ninth level. These spell slots MUST be used to cast domain spells alone, perhaps bolstered with feats....
Paragon of Faith (Su)
At 22nd, 26th, 30th, and 34th levels, the Cleric is a Paragon of Faith, a towering bastion of their Ethos. Their unshakeable devotion to their Deific mandate manifests itself in various ways. The Cleric may choose these Paragon Powers in the order they wish, but they will choose all of them if they reach a high enough level.
- Intense Channeling
- The Cleric may add their Cleric level to the die result of their Channel Divinity rolls as a bonus to the effect. The Cleric may also choose to reduce the area of effect to a single creature, and if they do, they count all dice rolled as their highest possible result. Furthermore, the Cleric now adds their Wis mod to the saving throw DC of their Channeling.
- The Firm Hand of Forgiveness
- For one round in each encounter, the Cleric may add their Wisdom mod to their to-hits against one creature they designate. While using the Firm Hand, if Castigate is active, the healing they give out on each successful attack is increased by their Cleric level.
- Hearth and Home
- The Cleric may now count any creature with the Outsider or Aberration type as undead for all purposes. Their Channel now harms or heals them, feats versus undead now affect them, etc.
- The Confessor
- The Cleric may now activate Castigate as an immediate action and it no longer costs a use of her Channel Divinity ability. In addition, all of their Blessings (Bless, Prayer, Protection from Evil/Good/Law/Chaos, Bless Weapon, Shield of Faith, etc) add +2 points of effect.