Difference between revisions of "Cleric"

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(Created page with "Category:Classes Category:Base Classes {{Class | image = 256px|Cleric | name = Cleric | HitDie = d8 | Skills = 2 | Proficiencies = Simple ...")
 
(Spontaneous Casting)
 
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[[Category:Base Classes]]
 
[[Category:Base Classes]]
 
{{Class
 
{{Class
| image = [[Image:Class_Cleric.jpg|256px|Cleric]]
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| Image = [[Image:Class_Cleric.jpg|256px|Cleric]]
| name = Cleric
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| Name = Cleric
 
| HitDie = d8
 
| HitDie = d8
 
| Skills = 2
 
| Skills = 2
 
| Proficiencies = [[Simple Weapons]], [[Light Armor]], [[Medium Armor]], [[Heavy Armor]], [[Shield]]
 
| Proficiencies = [[Simple Weapons]], [[Light Armor]], [[Medium Armor]], [[Heavy Armor]], [[Shield]]
| ClassSkills = [[Concentration]], [[Craft]], [[Diplomacy]], [[Heal]], [[Knowledge]] (Arcana, History, Religion, The Planes), [[Profession]], [[Spellcraft]]
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| ClassSkills = [[Concentration]], [[Craft]], [[Diplomacy]], [[Heal (Skill) | Heal]], [[Knowledge]] (Arcana, History, Religion, The Planes), [[Profession]], [[Spellcraft]]
| Requirements = No
 
| ReqAlignment = {{AlignmentGrid|y|y|y|y|y|y|y|y|y}}
 
 
| Source = [[Player's Handbook]]
 
| Source = [[Player's Handbook]]
 
| SourcePage = 30-3
 
| SourcePage = 30-3
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{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Cleric}}
 
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Cleric}}
 
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Cleric}}
 
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Cleric}}
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: ''"The handiwork of the gods is everywhere--in places of natural beauty, in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, work mostly through intermediaries—their clerics. Good clerics heal, protect, and avenge. Evil clerics pillage, destroy, and sabotage. A cleric uses the power of his god to make his god’s will manifest. And if a cleric uses his god’s power to improve his own lot, that's to be expected, too."'' -- [[Player's Handbook]]
  
A cleric is a divine servant of one or more gods, serving them through combat prowess and divine spells, investing their allies with divine power. They are divine leaders who inspire through their own strength of faith. Clerics gain their powers through training and activate them through prayers and rites in the name of their divine patron.
 
  
= Class Features =
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== Class Features ==
 
{{ClassProgression
 
{{ClassProgression
 
| BAB = Medium
 
| BAB = Medium
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| Reflex = Low
 
| Reflex = Low
 
| Will = High
 
| Will = High
| Special1 = [[#Domains | Domains]], [[#Turn Undead | Turn Undead]]
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| Special1 = [[Domain]]s, [[Turn Undead]]
 
}}
 
}}
  
== Spellcasting ==
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 +
=== Spellcasting ===
 
: ''See also: [[:Category:Cleric Spells | Cleric Spells]].''
 
: ''See also: [[:Category:Cleric Spells | Cleric Spells]].''
 
A Cleric casts divine spells, which are drawn from the Cleric spell list.
 
A Cleric casts divine spells, which are drawn from the Cleric spell list.
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A Cleric can cast only a certain number of spells of each spell level per day. In addition to his base daily spell allotment, he receives bonus spells per day if he has a high Wisdom score.
 
A Cleric can cast only a certain number of spells of each spell level per day. In addition to his base daily spell allotment, he receives bonus spells per day if he has a high Wisdom score.
  
=== Spontaneous Casting ===
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==== Spontaneous Casting ====
 
A Cleric can channel stored spell energy into healing spells that the Cleric did not prepare ahead of time. The Cleric can "lose" any prepared spell in order to cast any cure spell of the same spell level.
 
A Cleric can channel stored spell energy into healing spells that the Cleric did not prepare ahead of time. The Cleric can "lose" any prepared spell in order to cast any cure spell of the same spell level.
 
* Spell slots used to prepare domain spells may not be used for spontaneous casting.
 
* Spell slots used to prepare domain spells may not be used for spontaneous casting.
 
* A good Cleric (or a neutral Cleric of a good deity) can spontaneously cast any cure spell.
 
* A good Cleric (or a neutral Cleric of a good deity) can spontaneously cast any cure spell.
 
* An evil Cleric (or a neutral Cleric of an evil deity) can spontaneously cast any inflict spell.
 
* An evil Cleric (or a neutral Cleric of an evil deity) can spontaneously cast any inflict spell.
* 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 turns or commands undead.  
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* 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 turns or commands undead.
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== Deity Selection ==
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{{Spell Progression
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| Spells per Day = TRUE
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| SL0 = [[:Category:0th Level Cleric Spells|0]]
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| SL1 = [[:Category:1st Level Cleric Spells|1st]]
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| SL2 = [[:Category:2nd Level Cleric Spells|2nd]]
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| SL3 = [[:Category:3rd Level Cleric Spells|3rd]]
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| SL4 = [[:Category:4th Level Cleric Spells|4th]]
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| SL5 = [[:Category:5th Level Cleric Spells|5th]]
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| SL6 = [[:Category:6th Level Cleric Spells|6th]]
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| SL7 = [[:Category:7th Level Cleric Spells|7th]]
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| SL8 = [[:Category:8th Level Cleric Spells|8th]]
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| SL9 = [[:Category:9th Level Cleric Spells|9th]]
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| Level 1 =  {{Spell Progression Level|  1 | 3 | 1 | - | - | - | - | - | - | - | - | - }}
 +
| Level 2 =  {{Spell Progression Level|  2 | 4 | 2 | - | - | - | - | - | - | - | - | - }}
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| Level 3 =  {{Spell Progression Level|  3 | 4 | 2 | 1 | - | - | - | - | - | - | - | - }}
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| Level 4 =  {{Spell Progression Level|  4 | 5 | 3 | 2 | - | - | - | - | - | - | - | - }}
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| Level 5 =  {{Spell Progression Level|  5 | 5 | 3 | 2 | 1 | - | - | - | - | - | - | - }}
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| Level 6 =  {{Spell Progression Level|  6 | 5 | 3 | 3 | 2 | - | - | - | - | - | - | - }}
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| Level 7 =  {{Spell Progression Level|  7 | 6 | 4 | 3 | 2 | 1 | - | - | - | - | - | - }}
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| Level 8 =  {{Spell Progression Level|  8 | 6 | 4 | 3 | 3 | 2 | - | - | - | - | - | - }}
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| Level 9 =  {{Spell Progression Level|  9 | 6 | 4 | 4 | 3 | 2 | 1 | - | - | - | - | - }}
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| Level 10 = {{Spell Progression Level| 10 | 6 | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - }}
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| Level 11 = {{Spell Progression Level| 11 | 6 | 5 | 4 | 4 | 3 | 2 | 1 | - | - | - | - }}
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| Level 12 = {{Spell Progression Level| 12 | 6 | 5 | 4 | 4 | 3 | 3 | 2 | - | - | - | - }}
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| Level 13 = {{Spell Progression Level| 13 | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - | - | - }}
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| Level 14 = {{Spell Progression Level| 14 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - | - }}
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| Level 15 = {{Spell Progression Level| 15 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - }}
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| Level 16 = {{Spell Progression Level| 16 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - }}
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| Level 17 = {{Spell Progression Level| 17 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 }}
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| Level 18 = {{Spell Progression Level| 18 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 }}
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| Level 19 = {{Spell Progression Level| 19 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 }}
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| Level 20 = {{Spell Progression Level| 20 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 }}
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}}
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=== Deity Selection ===
 
: ''See also: [[Deities]]
 
: ''See also: [[Deities]]
 
''A Land Far Away'' is set in [[Forgotten Realms]], and thus all divine spell-casters are required to select a deity during character creation. A cleric's [[Alignment | alignment]] must be within one step of the deity's.
 
''A Land Far Away'' is set in [[Forgotten Realms]], and thus all divine spell-casters are required to select a deity during character creation. A cleric's [[Alignment | alignment]] must be within one step of the deity's.
  
== Domains ==
 
: ''Main article: [[Domains]]''
 
Clerics specialize in two areas of magical expertise called Domains. These domains are selected when first becoming a Cleric and cannot be changed. Domains grant added spells and sometimes a free feat or special ability. A domain must be supported by a Cleric's deity.
 
 
A Cleric gets one bonus domain spell slot at each level they receive a domain spell. When a Cleric prepares a spell in a domain spell slot, it should come from one of his two domains.
 
 
== Turn Undead ==
 
: ''Main article: [[Turn Undead]]''
 
Any Cleric has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of his faith through his holy (or unholy) symbol. A Cleric can turn or destroy undead creatures.
 
  
Some domains change how turn/rebuke works. Be sure to read the domains you choose.
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{{Classes}}

Latest revision as of 13:16, 25 October 2017

Cleric
Cleric
Hit Die d8
Skills 2 + INT
Proficiencies Simple Weapons, Light Armor, Medium Armor, Heavy Armor, Shield
Class Skills Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana, History, Religion, The Planes), Profession, Spellcraft

Source: Player's Handbook, p. 30-3
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"The handiwork of the gods is everywhere--in places of natural beauty, in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, work mostly through intermediaries—their clerics. Good clerics heal, protect, and avenge. Evil clerics pillage, destroy, and sabotage. A cleric uses the power of his god to make his god’s will manifest. And if a cleric uses his god’s power to improve his own lot, that's to be expected, too." -- Player's Handbook


Class Features

Level BAB Fortitude Reflex Will Special
1 +0 +2 +0 +2 Domains, Turn Undead
2 +1 +3 +0 +3
3 +2 +3 +1 +3
4 +3 +4 +1 +4
5 +3 +4 +1 +4
6 +4 +5 +2 +5
7 +5 +5 +2 +5
8 +6/+1 +6 +2 +6
9 +6/+1 +6 +3 +6
10 +7/+2 +7 +3 +7
11 +8/+3 +7 +3 +7
12 +9/+4 +8 +4 +8
13 +9/+4 +8 +4 +8
14 +10/+5 +9 +4 +9
15 +11/+6/+1 +9 +5 +9
16 +12/+7/+2 +10 +5 +10
17 +12/+7/+2 +10 +5 +10
18 +13/+8/+3 +11 +6 +11
19 +14/+9/+4 +11 +6 +11
20 +15/+10/+5 +12 +6 +12


Spellcasting

See also: Cleric Spells.

A Cleric casts divine spells, which are drawn from the Cleric spell list.

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.

A Cleric can cast only a certain number of spells of each spell level per day. In addition to his base daily spell allotment, he receives bonus spells per day if he has a high Wisdom score.


Spontaneous Casting

A Cleric can channel stored spell energy into healing spells that the Cleric did not prepare ahead of time. The Cleric can "lose" any prepared spell in order to cast any cure spell of the same spell level.

  • Spell slots used to prepare domain spells may not be used for spontaneous casting.
  • A good Cleric (or a neutral Cleric of a good deity) can spontaneously cast any cure spell.
  • An evil Cleric (or a neutral Cleric of an evil deity) can spontaneously cast any inflict spell.
  • 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 turns or commands undead.


Level Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 3 1
2 4 2
3 4 2 1
4 5 3 2
5 5 3 2 1
6 5 3 3 2
7 6 4 3 2 1
8 6 4 3 3 2
9 6 4 4 3 2 1
10 6 4 4 3 3 2
11 6 5 4 4 3 2 1
12 6 5 4 4 3 3 2
13 6 5 5 4 4 3 2 1
14 6 5 5 4 4 3 3 2
15 6 5 5 5 4 4 3 2 1
16 6 5 5 5 4 4 3 3 2
17 6 5 5 5 5 4 4 3 2 1
18 6 5 5 5 5 4 4 3 3 2
19 6 5 5 5 5 5 4 4 3 3
20 6 5 5 5 5 5 4 4 4 4

Deity Selection

See also: Deities

A Land Far Away is set in Forgotten Realms, and thus all divine spell-casters are required to select a deity during character creation. A cleric's alignment must be within one step of the deity's.