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Cleric

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.

Alignment restrictions: none

Hit die: d8

Proficiencies: armor (light, medium, heavy), shields, weapons (simple)

Skill points: 2 + int modifier ( (2 + int modifier) * 4 at 1st level)

Skills: concentration, craft armor, craft trap, craft weapon, heal, lore, parry, persuade, spellcraft

Unavailable feats: curse song, extra music, lingering song, weapon specialization
These general feats cannot be selected when taking a level of cleric.

primary saving throw(s): fortitude, will

Base attack bonus: +3/4 levels

Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation (except for "cure" and "inflict" spells, which can be spontaneous cast).


Cleric

Special abilities & feats[]

Domains[]

Upon taking her first level of cleric, a character selects 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

Each domain gives a cleric access to a special domain power and additional spells. Some domain powers enhance turning, some modify certain spells (even if cast from an item or from another class' spell book), some are spell-like abilities, and some are just the availability of more domain spells. A table of the specifics for each domain is in the domain article.

Spells[]

Cantrips 1st level spells 2nd level spells 3rd level spells 4th level spells
 
5th level spells 6th level spells 7th level spells 8th level spells 9th level spells

Level progression[]

Lvl BAB Saves Feats HP range   Base spells per day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Turn undead 4-8 3 2
2nd +1 +3 +0 +3 8-16 4 3
3rd +2 +3 +1 +3 12-24 4 3 2
4th +3 +4 +1 +4 16-32 5 4 3
5th +3 +4 +1 +4 20-40 5 4 3 2
6th +4 +5 +2 +5 24-48 5 4 4 3
7th +5 +5 +2 +5 28-56 6 5 4 3 2
8th +6/+1 +6 +2 +6 32-64 6 5 4 4 3
9th +6/+1 +6 +3 +6 36-72 6 5 5 4 3 2
10th +7/+2 +7 +3 +7 40-80 6 5 5 4 4 3
11th +8/+3 +7 +3 +7 44-88 6 6 5 5 4 3 2
12th +9/+4 +8 +4 +8 48-96 6 6 5 5 4 4 3
13th +9/+4 +8 +4 +8 52-104 6 6 6 5 5 4 3 2
14th +10/+5 +9 +4 +9 56-112 6 6 6 5 5 4 4 3
15th +11/+6/+1 +9 +5 +9 60-120 6 6 6 6 5 5 4 3 2
16th +12/+7/+2 +10 +5 +10 64-128 6 6 6 6 5 5 4 4 3
17th +12/+7/+2 +10 +5 +10 68-136 6 6 6 6 6 5 5 4 3 2
18th +13/+8/+3 +11 +6 +11 72-144 6 6 6 6 6 5 5 4 4 3
19th +14/+9/+4 +11 +6 +11 76-152 6 6 6 6 6 6 5 5 4 4
20th +15/+10/+5 +12 +6 +12 80-160 6 6 6 6 6 6 5 5 5 5

Bonus spell slots come from items and high wisdom.

As a rule of thumb, clerics can cast spell levels up to half their class level rounded up.

Epic cleric

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

Skill points: 2 + int modifier

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 cleric bonus feats: armor skin, automatic quicken spell, automatic silent spell, automatic still spell, epic spell focus, epic spell penetration, great wisdom, greater spell focus, improved combat casting, planar turning

Unavailable epic feats: bane of enemies, construct shape, dragon shape, epic spell: epic mage armor, epic spell: epic warding, epic weapon specialization, great smiting, improved ki strike 4, improved ki strike 5, improved sneak attack, improved spell resistance, improved stunning fist, lasting inspiration, mighty rage, outsider shape, terrifying rage, thundering rage, undead shape
These general epic feats cannot be selected when taking a level of cleric.

Epic cleric level progression[]

  Lvl   Feats HP range
21st 84-168
22nd 88-176
23rd bonus feat 92-184
24th 96-192
25th 100-200
26th bonus feat 104-208
27th 108-216
28th 112-224
29th bonus feat 116-232
30th 120-240
31st 124-248
32nd bonus feat 128-256
33rd 132-264
34th 136-272
35th bonus feat 140-280
36th 144-288
37th 148-296
38th bonus feat   152-304
39th 156-312
40th 160-320

Prestige class tips[]

Notes[]

  • 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.

External Links[]

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