In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.

Role: More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies’ prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need. As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction. (Work with your GM if you prefer this path to selecting a specific deity.)

Alignment: A cleric’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.

Hit Points: 8 per level

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

Clerics receive 1 rank in the following; Awareness, Artisan, Diplomacy, Endurance, Heal, Knowledge (Arcana, History, Nobility, Planes, and Religion), Linguistics, and Spellcraft.

Skill Ranks Per Level: 4 + Int modifier.

Table: Cleric
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Aura, channel energy 1d6, domains, orisons, spontaneous casting, devotion 3 1+1
2nd +1 +3 +0 +3 Infallible religious logic 4 2+1
3rd +2 +3 +1 +3 Channel energy 2d6 4 2+1 1+1
4th +3 +4 +1 +4 Channel resistance 4 3+1 2+1
5th +3 +4 +1 +4 Channel energy 3d6 4 3+1 2+1 1+1
6th +4 +5 +2 +5 Siphon healing 4 3+1 3+1 2+1
7th +5 +5 +2 +5 Channel energy 4d6 4 4+1 3+1 2+1 1+1
8th +6/+1 +6 +2 +6 Rally the faithful 4 4+1 3+1 3+1 2+1
9th +6/+1 +6 +3 +6 Channel energy 5d6 4 4+1 4+1 3+1 2+1 1+1
10th +7/+2 +7 +3 +7 Feather step 4 4+1 4+1 3+1 3+1 2+1
11th +8/+3 +7 +3 +7 Channel energy 6d6 4 4+1 4+1 4+1 3+1 2+1 1+1
12th +9/+4 +8 +4 +8 Cleanse the faithful 4 4+1 4+1 4+1 3+1 3+1 2+1
13th +9/+4 +8 +4 +8 Channel energy 7d6 4 4+1 4+1 4+1 4+1 3+1 2+1 1+1
14th +10/+5 +9 +4 +9 Divine artifact 4 4+1 4+1 4+1 4+1 3+1 3+1 2+1
15th +11/+6/+1 +9 +5 +9 Channel energy 8d6 4 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
16th +12/+7/+2 +10 +5 +10 Divine body 4 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
17th +12/+7/+2 +10 +5 +10 Channel energy 9d6 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
18th +13/+8/+3 +11 +6 +11 Divine retribution 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
19th +14/+9/+4 +11 +6 +11 Channel energy 10d6 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1
20th +15/+10/+5 +12 +6 +12 Mass recall, proxy 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1
Note: “+1” represents the domain spell slot

Class Features

The following are class features of the cleric.

Weapon and Armor Proficiency

Clerics receive proficiency Simple weapons, light armor, medium armor, and shields.

In addition they are treated as being proficient with their deity’s favored weapon.

Aura (Ex)

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).


A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.

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. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her 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 she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Chaotic, Evil, Good, and Lawful Spells A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.


Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Channel Energy (Su)

Clerics are able to channel the power of their divine energy through their body and into their allies or enemies. Which form of energy (positive or negative) is up to the Cleric and chosen through their Devotion.

Positive energy is used to heal the living and harm the undead while negative energy is used to harm the living and heal the undead.

By using channel energy the Cleric can either create a 30 ft. radius centered on themselves, or do a single target touch with their positive/negative energy. When using channel energy they must choose if they are healing or harming upon using it, and cannot do both at the same time. When healing, only allies (and themselves) are affected and while harming, only enemies are affected.

When dealing damage a Will Save (DC 10 + 1/2 Cleric level + Wisdom modifier) must be performed to halve the damage. The amount of damage is based upon the Cleric’s level with channel energy starting as 1d6 and increasing by +1d6 for every odd level.

Clerics can channel a number of times per day equal to 3 + Wisdom modifier.


Clerics have a Devotion marked by both their deity and their choice of energy type they wish to channel. The higher the Cleric’s Devotion Score is, the better off they are at healing/harming with positive/negative energy.

First, they choose positive energy or negative energy. This cannot be changed later. If a character chooses an energy type which conflicts with their alignment (for example, choosing positive energy despite being evil) they take a -1 to their base Devotion Score.

Cleric’s base Devotion Score is equal to 1/2 Cleric level (minimum 1). Their highest Devotion Score they can achieve is equal to 4 + Level + Wisdom.

They receive a bonus to spells or effects using positive/negative energy equal to their current Devotion Score. When using the opposite energy type they take a penalty instead.

Clerics have an aura relating to their alignment. In addition to this; they learn Celestial, Abyssal, and Infernal.


A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

  • A complete listing of cleric domains can be found here: Cleric Domains

Spontaneous Casting

A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

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 channels positive or negative energy (see channel energy).

Bonus Languages

A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Infallible Religious Logic (Ex)

At 2nd level, on Awareness, Bluff, Diplomacy, or Intimidate skill checks relating to their religion, the Cleric receives a bonus equal to half their level (minimum of +1).

Channel Resistance (Su)

At 4th level the Cleric becomes more resistant towards being harmed by energies. For living creatures, they receive a +5 bonus to Will Saves against Negative Energy effects. Undead creatures instead receive a +5 bonus to Will Saves against Positive Energy effects.

Siphon Healing (Su)

At 6th level the Cleric recovers HP when using healing effects equal to half the healing effect’s result. (For example, healing an ally for 14 HP has the Cleric recover 7 HP in turn).

Rally the Faithful (Ex)

At 8th level the Cleric and their allies receive bonuses so long as allies are close. This sacred/profane bonus is a +4 and applies to attack rolls and AC.

This bonus is only present if the Cleric is within 20 ft. of at least one of their allies, the Cleric and any allies within 20 ft. of the Cleric receive this bonus.

Feather Step (Su)

At 10th level the Cleric is able to walk on solid and liquid surfaces without penalty. In addition to this, they can walk through hazardous and difficult terrain without being affected. If the Cleric falls unconscious, this effect ends.

Cleanse the Faithful (Su)

At 12th level when using Channel Energy the Cleric also cures any diseases or poisons of those who they heal, this includes magical diseases or poisons.

Divine Artifact (Su)

At 14th level the Cleric is able to imbue objects and areas with divine power. So long as the Cleric has the item in their possession, they receive a +5 sacred/profane to all skill checks. In addition, those within one step of the Cleric’s alignment or those of the same faith as the Cleric can also benefit from the item while it’s in their possession.

Only one of the Cleric’s Divine Artifacts can exist at one time.

Clerics are also able to bless areas to benefit those within an area. When affecting an area, this effect is permanent and the bonus is reduced instead to a +1.

Area Sizes & Number of Days to Complete

  • Hut, 3 days
  • Small House, 7 days
  • House, 14 days
  • Fort, 22 days
  • Keep, 2 months
  • Castle, 5 months
  • City, 2.5 years

Divine Body (Su)

At 16th level once per day the Cleric can negate the damage from an attack if it would otherwise kill them, so long as the damage doesn’t exceed 150.

Divine Retribution (Su)

At 19th level the Cleric receives DR 5/- against any enemies whose alignment is the opposite of their own, or they worship a deity whose alignment is opposed to the Cleric’s deities’ alignment. (For example; a NG Cleric encountering any kind of Evil).

Allies they heal also receive DR 2/- if they did not already posses it, this DR lasts for 1 round per point of the Cleric’s Wisdom modifier. This DR/- does not stack with other forms of DR/-.

Mass Recall (Su)

At 20th level the Cleric can recover the HP of all allies to maximum so long as their allies are within their line of sight. Allies who are dead who have only been dead for less than a minute are revived and recover to half their total HP. This can only be done once per day.

Proxy (Su)

At 20th level, the cleric forges a direct, personal connection to her deity. She knows instinctively whether her deity would approve or disapprove of a given course of action or idea (though deities rarely bother to form opinions about overly mundane or trivial events). In addition, she can select an additional domain from the list offered by her deity.


A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description).

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