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CLERIC |
Alignment: A
cleric's alignment must be within one step of his deity's (that is, it may be
one step away on either the lawfulchaotic axis or the goodevil axis, but not
both). A cleric may not be neutral unless his deity's alignment is also
neutral.
Hit Die: d8.
Class Skills: The cleric's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge
(history) (Int), Knowledge (religion) (Int), Profession (Wis), Scry (Int), and Spellcraft (Int).
Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain
adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel
domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain
adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity,
Domains, and Domain Spells, below, for more information.
Skill Points at
1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Table: The Cleric
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Class Features
All of the following are class features of the
cleric.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
A cleric who chooses the War domain receives
the Weapon Focus feat related to his deity's weapon as a bonus feat. He also
receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the
weapon falls into that category.
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). Clerics
who don't worship a specific deity but choose the Chaotic, Evil, Good, or Lawful
domain have a similarly powerful aura of the corresponding alignment.
Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).
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. His base daily spell allotment is given on
Table: Spells Per Day. In addition, he receives bonus spells per day if he has a
high Wisdom score. A cleric also gets one domain spell of each spell level he
can cast, starting at 1st level. When a cleric prepares a spell in a domain
spell slot, it must come from one of his two domains (see Deities, Domains, and
Domain Spells, below).
Clerics meditate or pray for their spells. Each cleric
must choose a time at which he must spend 1 hour each day in quiet contemplation
or supplication to regain his 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 he can cast spells of that
level, but he must choose which spells to prepare during his daily
meditation.
Table: Spells Per Day
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Ex-Clerics
A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the
atonement spell description).
HTML © Tim Hartin 2004, "Cleric" Image © Larry Elmore.