Difference between revisions of "Cleric"
Foambats4all (talk | contribs) (Created page with "Category:Classes Category:Base Classes {{Class | image = 256px|Cleric | name = Cleric | HitDie = d8 | Skills = 2 | Proficiencies = Simple ...") |
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| 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]] | + | | ClassSkills = [[Concentration]], [[Craft]], [[Diplomacy]], [[Heal (Skill) | Heal]], [[Knowledge]] (Arcana, History, Religion, The Planes), [[Profession]], [[Spellcraft]] |
| Requirements = No | | Requirements = No | ||
| ReqAlignment = {{AlignmentGrid|y|y|y|y|y|y|y|y|y}} | | ReqAlignment = {{AlignmentGrid|y|y|y|y|y|y|y|y|y}} |
Revision as of 08:29, 25 January 2014
{{{Name}}} | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
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 | |||||||||
Alignment |
| |||||||||
Source: Player's Handbook, p. 30-3 |
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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.
Contents
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.
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.
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.