Post by Tabletop Junkie on Feb 14, 2022 23:48:30 GMT -5
In faith and the miracles of the divine, many find a greater purpose. Called to serve power beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as their divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.
Role: More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies’ prowess in battle, to vex their foes with divine magic, or lend healing to companions in need.
As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion, such as a battle, death, justice or knowledge, free of a deific abstraction (Work with your GM if you prefer this path to selecting a specific deity).
Alignment: A cleric’s alignment must be within one step of their deity’s, along either the law/chaos axis or the good/evil axis.
Hit Die: d8
Class Skills
Appraise, Craft, Diplomacy, Heal, Arcana, History, Nobility, Planes, Religion, Linguistics, Profession, Sense Motive, and Spellcraft.
Skill Ranks per Level: 2 + Int modifier.
Note: "+1" represents the domain spell.
Class Features
All of the following are class features of the Cleric.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light and medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
Aura (Ex): A cleric of a chaotic, evil, good or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
Spells: A cleric casts divine spells which are drawn from the cleric spell list. Their alignment however may restrict them from casting certain spells opposed to their moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare their 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 + spell level + Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given above under spells per day. In addition they receive bonus spells per day if they have a high Wisdom score.
Clerics meditate or pray for their spells. Each cleric must choose a time when they must spend 1 hour each day in quiet contemplation or supplication to regain their daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that they can cast spells of that level, but they must choose which spells to prepare during their daily meditation.
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of their faith through their 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 good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether they channel positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30 foot radius centered on the cleric. The amount of damage dealt or healed to 1d6 points of damage plus 1d6 points of damage 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 to halve the damage. The DC of this save is equal to 10 + ½ the cleric’s level + Charisma modifier. Creatures healed by channeled energy 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 + Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include themself in this effect. A cleric must be able to present their holy symbol to use this ability.
Domains: A cleric’s deity influences their alignment, what magic they can perform, their values, and how others see them. A cleric chooses two domains from among those belonging to their deity. A cleric can select an alignment domain (Chaos, Evil, Good or Law) only if their alignment matches that domain. If a cleric is not devoted to a particular deity, they still select two domains to represent their spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain power 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 they can cast, from 1st on up. Each day, a cleric can prepare one of the spells form their two domains in the slot. If a domain spell is not on the cleric’s spell list, a cleric can prepare it only in their domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed power from both of their domains, if they are of a high enough level. Unless otherwise noted, using a domain power is standard action.
Orisons: Clerics can prepare a number of orisons, or 0-level spells each day, as noted under spells per day above. Thee spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that they did not prepare ahead of time. The cleric can “lose” any prepare 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 who worships an evil deity) can’t convert prepare 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 also determines whether the cleric channels positive or negative energy (see Channel Energy).
Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to their own or their deity’s (if they have one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell description.
Bonus Language: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices in addition to the bonus languages available to the character because of their race.
Ex-Clerics
A cleric who grossly violates the code of conduct required by their god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. They cannot thereafter gain levels as a cleric of that god until they atone for their deeds (see atonement spell description).
Role: More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies’ prowess in battle, to vex their foes with divine magic, or lend healing to companions in need.
As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion, such as a battle, death, justice or knowledge, free of a deific abstraction (Work with your GM if you prefer this path to selecting a specific deity).
Alignment: A cleric’s alignment must be within one step of their deity’s, along either the law/chaos axis or the good/evil axis.
Hit Die: d8
Class Skills
Appraise, Craft, Diplomacy, Heal, Arcana, History, Nobility, Planes, Religion, Linguistics, Profession, Sense Motive, and Spellcraft.
Skill Ranks per Level: 2 + Int modifier.
Spells Per Day | |||||||||||||||
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | +0 | +2 | +0 | +2 | Aura, Channel Energy 1d6, Domains, Orisons | 3 | 1+1 | - | - | - | - | - | - | - | - |
2nd | +1 | +3 | +0 | +3 | 4 | 2+1 | - | - | - | - | - | - | - | - | |
3rd | +2 | +3 | +1 | +3 | Channel Energy 2d6 | 4 | 2+1 | 1+1 | - | - | - | - | - | - | - |
4th | +3 | +4 | +1 | +4 | 4 | 3+1 | 2+1 | - | - | - | - | - | - | - | |
5th | +3 | +4 | +1 | +4 | Channel Energy 3d6 | 4 | 3+1 | 2+1 | 1+1 | - | - | - | - | - | - |
6th | +4 | +5 | +2 | +5 | 4 | 3+1 | 3+1 | 2+1 | - | - | - | - | - | - | |
7th | +5 | +5 | +2 | +5 | Channel Energy 4d6 | 4 | 3+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 Energy 5d6 | 4 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | - | - | - | - |
10th | +7/+2 | +7 | +3 | +7 | 4 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | - | - | - | - | |
11th | +8/+3 | +7 | +3 | +7 | Channel Energy 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 Energy 7d6 | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | - | - |
14th | +10/+5 | +9 | +4 | +9 | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | - | - | |
15th | +11/+6/+1 | +9 | +5 | +9 | Channel Energy 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 Energy 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 | 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 Energy 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 |
Note: "+1" represents the domain spell.
Class Features
All of the following are class features of the Cleric.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light and medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
Aura (Ex): A cleric of a chaotic, evil, good or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
Spells: A cleric casts divine spells which are drawn from the cleric spell list. Their alignment however may restrict them from casting certain spells opposed to their moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare their 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 + spell level + Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given above under spells per day. In addition they receive bonus spells per day if they have a high Wisdom score.
Clerics meditate or pray for their spells. Each cleric must choose a time when they must spend 1 hour each day in quiet contemplation or supplication to regain their daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that they can cast spells of that level, but they must choose which spells to prepare during their daily meditation.
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of their faith through their 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 good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether they channel positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30 foot radius centered on the cleric. The amount of damage dealt or healed to 1d6 points of damage plus 1d6 points of damage 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 to halve the damage. The DC of this save is equal to 10 + ½ the cleric’s level + Charisma modifier. Creatures healed by channeled energy 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 + Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include themself in this effect. A cleric must be able to present their holy symbol to use this ability.
Domains: A cleric’s deity influences their alignment, what magic they can perform, their values, and how others see them. A cleric chooses two domains from among those belonging to their deity. A cleric can select an alignment domain (Chaos, Evil, Good or Law) only if their alignment matches that domain. If a cleric is not devoted to a particular deity, they still select two domains to represent their spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain power 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 they can cast, from 1st on up. Each day, a cleric can prepare one of the spells form their two domains in the slot. If a domain spell is not on the cleric’s spell list, a cleric can prepare it only in their domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed power from both of their domains, if they are of a high enough level. Unless otherwise noted, using a domain power is standard action.
Orisons: Clerics can prepare a number of orisons, or 0-level spells each day, as noted under spells per day above. Thee spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that they did not prepare ahead of time. The cleric can “lose” any prepare 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 who worships an evil deity) can’t convert prepare 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 also determines whether the cleric channels positive or negative energy (see Channel Energy).
Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to their own or their deity’s (if they have one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell description.
Bonus Language: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices in addition to the bonus languages available to the character because of their race.
Ex-Clerics
A cleric who grossly violates the code of conduct required by their god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. They cannot thereafter gain levels as a cleric of that god until they atone for their deeds (see atonement spell description).