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.
| Field | Value |
|---|---|
| HP / Level | 8 |
| Skill Points / Level | 2 + Intelligence modifier |
| Play Style | Magic |
| Spell DC Ability | Wisdom |
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.
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.
| Level | BAB | Fort | Ref | Will | Special | Spell Points | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +0 | +2 | +0 | +2 |
|
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 |
Every Cleric spell, by level ›
Represents your knowledge of religion.
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.)
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.
See Deity Selection for full details.
See Domain Selection for full details.