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Cleric
Cleric icon

Cleric

Divine spell casters and healers, Clerics have a broad range of spells at their command. They excel at curing ailments and healing allies but also have the ability to blast enemies with their divine power.

Solo Ability: Very Good.

FieldValue
HP / Level8
Skill Points / Level2 + Intelligence modifier
Play StyleMagic
Spell DC AbilityWisdom

Class Skills

Proficiencies

More Information

Clerics use divine magic and gain all of their spells as they level up. They don't have to inscribe new spells like wizards or pick a subset like favored souls. Clerics also have a special ability called Turning. They can use this to attack undead or assist allies.

Unlike wizards and sorcerers, clerics have powerful healing spells and can wear armor and use shields, granting them better protection than other casters.

When clerics are at taverns or rest shrines, they can switch to different spells to better address the challenges of their current quest. Favored souls and sorcerers cannot do this.

Past Life

Cleric

You were a cleric in a past life. You occasionally feel the presence of the divine. Each time you acquire this feat you gain +1 to the DC's of your Conjuration spells and +1 Turn Undead attempt per rest. In addition, you Turn Undead as if you were two levels higher. This feat can be stacked up to three times.

Variants

Advancement Table

Level BAB Fort Ref Will Special Spell Points 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +0 +2 +0 +2
  • Cleric: Spontaneous Casting
  • Magical Training
  • Turn Undead: Cleric
  • Deity Selection
50 2
2 +1 +3 +0 +3 75 3
3 +2 +3 +1 +3 100 3 2
4 +3 +4 +1 +4 125 4 3
5 +3 +4 +1 +4 150 4 3 2
6 +4 +5 +2 +5 180 4 4 3
7 +5 +5 +2 +5 215 5 4 3 2
8 +6 +6 +2 +6 255 5 4 4 3
9 +6 +6 +3 +6 300 5 5 4 3 2
10 +7 +7 +3 +7 350 5 5 4 4 3
11 +8 +7 +3 +7 405 5 5 5 4 3 2
12 +9 +8 +4 +8 465 5 5 5 4 4 3
13 +9 +8 +4 +8 530 5 5 5 5 4 3 2
14 +10 +9 +4 +9 600 5 5 5 5 4 4 3
15 +11 +9 +5 +9 675 5 5 5 5 5 4 3 2
16 +12 +10 +5 +10 755 5 5 5 5 5 4 4 3
17 +12 +10 +5 +10 840 5 5 5 5 5 5 4 3 2
18 +13 +11 +6 +11 930 5 5 5 5 5 5 4 4 3
19 +14 +11 +6 +11 1025 5 5 5 5 5 5 5 4 4
20 +15 +12 +6 +12 1125 6 5 5 5 5 5 5 5 5

Abilities Granted at Every Level

Religious Lore

Represents your knowledge of religion.

Level 1

Cleric: Spontaneous Casting

You gain an additional spell preparation slot per spell level to cast a Cure spell of that level.

Increases your maximum spell points by 80, increases your spell critical chance by 5%, and grants Echoes of Power if you drop below 12 spell points.

(Granted automatically by Alchemist, Artificer, Cleric, Druid, Favored Soul, Sorcerer, Warlock, or Wizard level one.)

Turn Undead: Cleric

Channel Divinity: Attempts to drive away nearby undead or force them to cower.

To turn undead you must make a turning check (roll 1 twenty-sided die + your total Charisma modifier) to determine the Hit Dice of the most powerful undead you can affect. Then you roll 2 six-sided dice + your cleric level + your Charisma modifier to determine the total Hit Dice of creatures in the area that you can turn.

Turned undead cower in place or flee. If you have twice as many levels as the undead have Hit Dice, you destroy any that you would normally turn. All Channel Divinity abilities use the same pool of uses per rest.

Deity Selection

See Deity Selection for full details.

Level 2

Domain Selection

See Domain Selection for full details.