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Cleric

Alignment Restrictions: None Hit Die: d8 
BAB: +3/4 levels
Proficiencies: Armor (Light, Heavy, Medium), Shields, Weapons (Simple)
PST(S): Fortitude, Will
Skill Points: (Int modifier * 4 at 1st level) 2 + Int modifier
Skills: Concentration, Craft armor, Craft trap, Craft weapon, Heal, Lore, Parry, Persuade, Spellcraft 
Selectable Class Feats: Ambidexterity, Brew Potion, Craft Wand, Deflect Arrows, Divine Might, Divine Shield, Extra turning, Quicken Spell, Scribe Scroll, Spell Focus, Two-Weapon Fighting, Weapon Proficiency (Exotic), Weapon Proficiency (Martial)

Special Abilities & Feats

Level 1 Spontaneous Cast, Turn undead
Spells:
Level 0 
Cure minor wounds 
Inflict minor wounds 
Light 
Resistance 
Virtue 
Level 5 
Battletide 
Circle of doom 
Flame strike 
Healing circle 
Monstrous regeneration 
Raise dead 
Slay living 
Spell resistance 
Summon creature V 
True seeing 
Level 1 
Bane 
Bless 
Cure light wounds 
Divine favor 
Doom 
Endure elements 
Entropic shield 
Inflict light wounds 
Magic weapon 
Protection from alignment 
Remove fear 
Sanctuary 
Scare 
Shield of faith 
Summon creature I
Level 6 
Banishment 
Blade barrier 
Control undead 
Create undead 
Greater dispelling 
Greater sanctuary 
Harm 
Heal 
Planar ally 
Summon creature VI 
Undeath to death
Level 2 
Aid 
Bull's strength 
Cure moderate wounds 
Darkness 
Eagle's splendor 
Endurance 
Find Traps 
Fox's cunning 
Hold Person 
Inflict moderate wounds 
Lesser dispel 
Lesser restoration 
Negative energy ray 
Owl's wisdom 
Remove paralysis 
Resist elements 
Silence 
Sound burst 
Stone bones 
Summon creature II 
Ultravision 
Level 7 
Destruction 
Greater restoration 
Regenerate 
Resurrection 
Summon creature VII 
Word of faith 
Level 3 
Animate dead 
Bestow curse 
Blindness/deafness 
Clarity 
Contagion 
Continual flame 
Cure serious wounds 
Darkfire 
Dispel magic 
Glyph of warding 
Inflict serious wounds 
Invisibility purge 
Magic circle against alignment 
Magic vestment 
Negative energy protection 
Prayer 
Protection from elements 
Remove blindness/deafness 
Remove curse 
Remove disease 
Searing light 
Summon creature III 
Level 8 
Aura versus alignment 
Earthquake 
Create greater undead 
Fire storm 
Mass heal 
Summon creature VIII 
Sunbeam 
Level 4 
Cure critical wounds 
Death ward 
Dismissal 
Divine power 
Freedom of movement 
Hammer of the gods 
Inflict critical wounds 
Greater magic weapon 
Neutralize poison 
Poison 
Restoration 
Summon creature IV 
Level 9 
Energy drain 
Gate 
Implosion 
Storm of vengeance 
Summon creature IX 
Undeath's eternal foe
Bonus Feats: The epic cleric gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, 29, 32, 35, and 38.
Epic Bonus Feats: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Greater Spell Focus, Great Wisdom, Improved Combat Casting, Planar Turning 
Epic Selectable Class Feats: Blinding Speed, Epic spell: dragon knight, Epic spell: greater ruin, Epic spell: hellball, Epic spell: mummy dust 

Description:
Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.
Domains:
Each domain gives your cleric access to a special domain power and additional spells. This increases the total number of spells that a cleric may prepare each day by one per spell level. Upon taking her first level of cleric, a character is allowed to select 2 domains from the following list: 

• Air • Animal • Death • Destruction • Earth • Evil • Fire • Good • Healing • Knowledge • Magic • Plant • Protection • Strength • Sun • Travel • Trickery • War • Water
Epic Cleric:
The epic cleric is among the most elite of her deity's servants, spreading the word and acting as emissary for the church. The epic cleric commands great power and respect. 

Hit Die: d8 and Skill Points: 2 + Int modifier
Prestige Class Tips:
Militant clerics should consider becoming a Champion of Torm. 
Evil clerics make powerful Blackguards.
Notes: Animal Domain's summon spell modification applies to summon spells cast by multiclassed cleric's other casting class. (e.g. wizard 10/cleric 1 Summon Creature I spell cast from wizard spellbook summons a boar). 
Healing Domain's Empower Healing ability also empowers healing potions and items that cast the affected spells. 
Clerics with the healing domain will notice that empowered versions of the cure spells will not be twice empowered. 
Outsiders have been improved. They get turn resistance equal to their spell resistance rating (only clerics of the Good or Evil domains may turn them without the new Planar Turning feat). If you have the Planar Turning feat, they are weakened and only have 1/2 their spell resistance as turn resistance. 

Spellcasting: Divine (Wisdom-based, spell failure from armor is ignored). Must have a Wisdom score of 10 + the spell’s level to cast a spell. 

Clerics receive bonus spells based on their Wisdom ability modifier.

Spells per Day

Class Levels
   0 1 2 3 4 5 6 7 8 9
 1 3 2 * * * * * * * * 
 2 4 3 * * * * * * * * 
 3 4 3 2 * * * * * * * 
 4 5 4 3 * * * * * * * 
 5 5 4 3 2 * * * * * * 
 6 5 4 4 3 * * * * * * 
 7 6 5 4 3 2 * * * * * 
 8 6 5 4 4 3 * * * * * 
 9 6 5 5 4 3 2 * * * * 
10 6 5 5 4 4 3 * * * * 
11 6 6 5 5 4 3 2 * * * 
12 6 6 5 5 4 4 3 * * * 
13 6 6 6 5 5 4 3 2 * * 
14 6 6 6 5 5 4 4 3 * * 
15 6 6 6 6 5 5 4 3 2 * 
16 6 6 6 6 5 5 4 3 3 * 
17 6 6 6 6 6 5 5 4 3 2 
18 6 6 6 6 6 5 5 4 4 3 
19 6 6 6 6 6 6 5 5 4 4 
20 6 6 6 6 6 6 5 5 5 5 

Information from NWN books and NWNWiki.org

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