Cleric
In faith and the miracles of the divine, many find a greater purpose. Clerics are called to serve powers beyond most mortal understanding. These messengers of the divine work the will of the heavens through strength of arms and magic of the gods. All who walk this path travel with the mightiest of allies and bear the arms of the gods themselves.
The true strength of Clerics lie in their ability to draw upon the power of their gods, whether to increase their own and their allies' power, to strike down foes with divine magic, or to lend healing to those in need.
The true strength of Clerics lie in their ability to draw upon the power of their gods, whether to increase their own and their allies' power, to strike down foes with divine magic, or to lend healing to those in need.
Basic Stats
HP @ level 1 = 8 + CON Bonus
HP per level gained = 5 + CON Bonus
Skill Ranks per level = 4 + INT Bonus
HP per level gained = 5 + CON Bonus
Skill Ranks per level = 4 + INT Bonus
Weapon & Armor Proficiency = Simple Weapons, ALL armor, and shields (except tower shield).
Class Skills: (+3 to these skills) Appraise, Craft, Diplomacy, Heal, Knowledge (Arcana, History, Local, Religion), Linguistics, Profession, Sense Motive, Spellcraft. Also gains Celestial, Abyssal, or Infernal as a bonus language (Lawful Good, Chaotic Evil, Lawful Evil).
Combat Abilities: Disarm, Trip, Bull Rush, Grapple, Unarmed Strike, Shield Bash.
Class Skills: (+3 to these skills) Appraise, Craft, Diplomacy, Heal, Knowledge (Arcana, History, Local, Religion), Linguistics, Profession, Sense Motive, Spellcraft. Also gains Celestial, Abyssal, or Infernal as a bonus language (Lawful Good, Chaotic Evil, Lawful Evil).
Combat Abilities: Disarm, Trip, Bull Rush, Grapple, Unarmed Strike, Shield Bash.
Class Abilities
Feats (@ lvl 1): +1 feat at every odd level.
Channel Positive Energy (@ lvl 1): This ability heals all allies within a 30 ft (6 sq) radius for 1d6 HP / 2 Cleric Levels. The Cleric can cast this spell for 3 + WIS Bonus / day. This ability can also be used to hurt the undead (either heal the living or hurt the undead, not both). Creatures that take damage receive a WILL save for ½ damage. The DC = 10 + ½ Cleric Level + WIS Bonus. This ability does NOT provoke an attack of opportunity.
Channel Positive Energy (@ lvl 1): This ability heals all allies within a 30 ft (6 sq) radius for 1d6 HP / 2 Cleric Levels. The Cleric can cast this spell for 3 + WIS Bonus / day. This ability can also be used to hurt the undead (either heal the living or hurt the undead, not both). Creatures that take damage receive a WILL save for ½ damage. The DC = 10 + ½ Cleric Level + WIS Bonus. This ability does NOT provoke an attack of opportunity.
Cleric Domains (@ lvl 1): Pick a domain from the following 3. You may NOT change domains once you have selected the one of your choice.
Charm Domain: You gain the following abilities with this domain choice. Dazing Touch (@ lvl 1): On a successful touch attack, you can daze a creature for 1 round. If they are high level than you, they are unaffected. You can use this ability 3 + WIS bonus times a day. This is done as a standard action. Charming Smile (@ lvl 8): With a very charming smile, you can cast Charm Person as a swift action. The creature must make WILL save. DC = 10 + ½ cleric level + WIS bonus. This effect lasts 1 round. You have a total number of rounds equal to your cleric level. If a creature fails, you can stack rounds one after another. Good Domain: You gain the following abilities with this domain choice. Touch of Good (@ lvl 1): You give a single ally a sacred bonus of ½ cleric level to their attack, skills, ability checks, and saves (FORT, REF, WILL) for 1 round. You can do this 3 + WIS bonus times a day. This is done as a standard action. Holy Lance (@ lvl 8): You can give a weapon you touch the holy enchantment (+2d6 dmg vs evil). This lasts for ½ cleric level of rounds. You can use this ability 1x/day @ lvl 8, 2x/day @ lvl 12, 3x @ lvl 16, 4x @ lvl 20. This is done as a standard action. |
Healing Domain: You gain the following abilities with this domain choice.
Rebuke Death (@ lvl 1): The Cleric can touch a living creature that is below 0 HP to heal it for 1d4 +1 per 2 Cleric levels. This can be used 3 + WIS bonus times a day.
Gift of Life (@ lvl 8): If you touch an ally that has died within 1 minute, you can return it to life for 1rd/lvl, afterwards it dies again. The ally’s HP = ½ your level. You can use this ability 1x @ lvl 8, 2x @ lvl 12, 3x @ lvl 16, 4x @ lvl 20. Usable once per ally per day.
Knowledge Domain: You gain the following abilities with this domain choice.
Lore Keeper (@ lvl 1): On a successful touch attack, you can learn about a creature. You gain a information about the creature as if you made a knowledge check of 15 + cleric level + WIS bonus.
Read Minds (@ lvl 8): You can read the minds of every creature within 30ft as if you had cast Detect Thoughts. This allows you to read the surface thoughts of the creatures you are aware of after 1 round of concentration. Creatures may make a WILL save to resist. DC = 10 + ½ cleric level + WIS bonus. You can use this ability a number of rounds per day equal to your cleric level. The rounds do not need to be in order.
Lawful Domain: You gain the following abilities with this domain choice.
Touch of Law (@ lvl 1): You touch a single willing creature, and infuse it with divine power. For 1 round, all attack rolls, skills, ability checks, and saves roll an automatic 11 on the d20. You can use this ability 3 + WIS bonus times a day. This is done as a standard action.
Staff of order (@ lvl 8): By touching a weapon, you give it the axiomatic enchantment (+2d6 dmg vs chaotic). This lasts for ½ cleric level number of rounds. You can use this ability 1x/day @ lvl 8, 2x/day @ lvl 12, 3x @ lvl 16, 4x @ lvl 20. This is done as a standard action.
Rebuke Death (@ lvl 1): The Cleric can touch a living creature that is below 0 HP to heal it for 1d4 +1 per 2 Cleric levels. This can be used 3 + WIS bonus times a day.
Gift of Life (@ lvl 8): If you touch an ally that has died within 1 minute, you can return it to life for 1rd/lvl, afterwards it dies again. The ally’s HP = ½ your level. You can use this ability 1x @ lvl 8, 2x @ lvl 12, 3x @ lvl 16, 4x @ lvl 20. Usable once per ally per day.
Knowledge Domain: You gain the following abilities with this domain choice.
Lore Keeper (@ lvl 1): On a successful touch attack, you can learn about a creature. You gain a information about the creature as if you made a knowledge check of 15 + cleric level + WIS bonus.
Read Minds (@ lvl 8): You can read the minds of every creature within 30ft as if you had cast Detect Thoughts. This allows you to read the surface thoughts of the creatures you are aware of after 1 round of concentration. Creatures may make a WILL save to resist. DC = 10 + ½ cleric level + WIS bonus. You can use this ability a number of rounds per day equal to your cleric level. The rounds do not need to be in order.
Lawful Domain: You gain the following abilities with this domain choice.
Touch of Law (@ lvl 1): You touch a single willing creature, and infuse it with divine power. For 1 round, all attack rolls, skills, ability checks, and saves roll an automatic 11 on the d20. You can use this ability 3 + WIS bonus times a day. This is done as a standard action.
Staff of order (@ lvl 8): By touching a weapon, you give it the axiomatic enchantment (+2d6 dmg vs chaotic). This lasts for ½ cleric level number of rounds. You can use this ability 1x/day @ lvl 8, 2x/day @ lvl 12, 3x @ lvl 16, 4x @ lvl 20. This is done as a standard action.
For advanced players, click the button below for more resources on the cleric.
"Guys! Stop geting hurt! I'm running out of healing! Its like they want to waste my spells..."
~ Dionne Wong (2017-2018 Legendary Warriors) "Can you guys just stop dying? It's getting a bit tiring always having to save the whole group." ~ Eli Ying (2019-2020 Legends) |
Sub-Classes
For those who want a different style of cleric, two sub classes are available. These modify the basic cleric abilities, giving you some new abilities...but by sacrificing old ones.