Portals of Midwrathe

 

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Cleric

The Cleric is the pinnacle of divine worship. There are many different deities and saints in Midwrathe that grant divine powers. It is important to note that many of the religions in Midwrathe are intolerant of other religions. Be careful when making this important choice. The default religion in Maldan is the Pendarin Leronist church.

Alignment: Deities in Midwrathe do not have alignments, though the organizations that worship them often do. Check with your gamemaster to see if there are alignment restrictions for your cleric.

Hit Die: d8.

Skill Points: 1st Level: (2 + Int modifier) x 4, Each subsequent level: 2 + Int modifier

Class Skills: The cleric's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Divine Ritual (Int), Heal (Wis), Knowledge (arcana/history/religion/the planes) (Int), Profession (Wis), and Spellcraft (Int).

Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. A cleric who chooses the Weather domain adds Survival (Wis) to the list. See Deity, Domains, and Domain Spells, below, for more information.

Weapon and Armour Proficiency: Clerics are proficient with all simple weapons, with all types of armour (light, medium, and heavy), and with shields (except tower shields). Note that clerics are not automatically given the legal right to wear non-metal armour; they're simply trained in its use.

A cleric who chooses the War domain receives the Weapon Focus feat related to his deity's weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category. As with armour training, this does not automatically bestow the legal right to bear this weapon.

TABLE: The Cleric

Level

Base Attack Bonus

Fort Save Reflex Save Will Save Special
1 +0 +2 +0 +2 Special abilities dependant on church
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  

 

Table: Spells per Day

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 3 1+1 - - - - - - - -
2 4 2+1 - - - - - - - -
3 4 2+1 1+1 - - - - - - -
4 5 3+1 2+1 - - - - - - -
5 5 3+1 2+1 1+1 - - - - - -
6 5 3+1 3+1 2+1 - - - - - -
7 6 4+1 3+1 2+1 1+1 - - - - -
8 6 4+1 3+1 3+1 2+1 - - - - -
9 6 4+1 4+1 3+1 2+1 1+1 - - - -
10 6 4+1 4+1 3+1 3+1 2+1 - - - -
11 6 5+1 4+1 4+1 3+1 2+1 1+1 - - -
12 6 5+1 4+1 4+1 3+1 3+1 2+1 - - -
13 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 - -
14 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 - -
15 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 -
16 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 -
17 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1

Aura (Ex): Clerics who choose the Chaotic, Evil, Good, or Lawful domain have a particularly powerful aura corresponding to the alignment (see the detect evil spell for details).

Special Abilities (Su): The clerics of each church are granted a special ability, such as power over the undead or added power in combat. Players should check with their gamemaster to determine this power.

Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below). Unless otherwise documented, characters trained as clerics have only been trained in the use of orisons and first-level spells.

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. His base daily spell allotment is given on Table: Spells per Day. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).

Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his 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 he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Some churches mandate the time of day during which this meditation takes place.

Deity, Domains, and Domain Spells: A cleric's church affiliation influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his church. A cleric can select an alignment domain (Chaos, Evil, Good, Law, or Holy) only if his alignment matches that domain.

Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

Spontaneous Casting: A good cleric (or a neutral cleric of an appropriate church) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a 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 appropriate church) 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 church does not impose tha decision in this matter 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.

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to his own (if he has one). Similarly, clerics of certain churches are denied access to certain alignment spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

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


The cleric is based on version 3.5 of the System Reference Document, copyright (c) 2003, Wizards of the Coast.

 

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