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 grants the Cleric special powers, and give him access to spells that he might otherwise never learn (see page 58). A Cleric's Wisdom score should be high, since this determines the maximum spell level that he can cast.
Hit Die: d8.
Proficiencies: All simple weapons, all armor, and shields.
Skill Points (*4 at 1st level): 2 + Int Modifier.
Spellcasting: Divine (Wisdom based, armor related chance of spell failure is ignored).
Bonus Feats: The epic Cleric gains a bonus feat every three levels after 20th
Epic Cleric Bonus Feats: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Greater Wisdom, Improved Combat Casting, Planar Turning
Gained: 1st level.
Bonus: Able to replace any spell and cast a healing variety of the same spell level instead. Whenever the Clerics see an S in the upper left-hand corner of the spell icon, they can cast that spell spontaneously. This will use up another spell of the same level as the spell cast.
With this ability, the character can cause undead to flee.
Gained: 1st level.
Use: Selected. Can be used three times per day, plus the Cleric's Charisma modifier.
Bonuses: The Cleric's level and Charisma are used to determine how many Hit Die of undead are turned. If the Cleric has twice as many levels as the undead have Hit Die, the undead are instantly destroyed.
At character creation, Clerics may choose two domains to follow. You may choose freely from the domain list.
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. Below is a short summary of each domain's major features (see pages 182- 183 for more details).
- Air: Can turn elementals
- Animal: Improved monster summoning
- Death: Negative plane avatar
- Destruction: Turning damages constructs
- Earth: Can turn elementals
- Evil: Can turn outsiders
- Fire: Can turn elementals
- Good: Can turn outsiders
- Healing: All healing spells are empowered
- Knowledge: More domain spells
- Magic: More domain spells
- Plant: Can turn vermin
- Protection: Divine protection
- Strength: Divine strength
- Sun: Improved turn undead
- Travel: More domain spells
- Trickery: Improves skills generally used by rogues
- War: Battle mastery
- Water: Can turn elementals
Call Upon Miracles - Clerics can invoke major miracles (beyond their spells if in the good favor of their god).
Conversion - Clerics can convert others to their religion, an action that can earn a deity's favor.
Deity Granted Power - Clerics gain special powers related to their deity of choice by accessed by means of their using the proper holy symbol.
Detect Magic - Clerics can Detect Magic.
Prayer - A Cleric gains bonuses based on level when engaged in prayer.
Special Access - Clerics have access to special temple stores.
Experience Points - Clerics, in addition to the usual methods, can earn experience points by converting others to their religion, and through some other religious devotions including meditation.