|Spells per Day 1|
|1st||+0||+2||+0||+2||Faith, Turn or rebuke undead, first domain||3||1+1||—||—||—||—||—||—||—||—|
|1 In addition to the stated number of spells per day for 1st- through 9th-level spells, a cleric gets a domain spell for each spell level, starting at 1st. The "+1" in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the cleric may receive for having a high Wisdom score.|
All of the following are class features of the cleric.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura.
Spells: A cleric casts divine spells (the same type of spells available to the druid, paladin, and ranger), 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). To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). 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 the table. 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.
Clerics do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith or as divine inspiration. 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. Typically, this hour is at dawn or noon for good clerics and at dusk or midnight for evil ones. 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.
Faith (Su): A cleric channels his faith to manifest divine miracles. He can use his faith powers a number of times per day equal to one-half his class level (minimum 1) plus his Charisma bonus (if any).
First Domain: Choose a domain. When you have chosen an alignment for your cleric, choose one domain from among those given on table. You can select an alignment domain (Chaos, Evil, Good, or Law) for your cleric only if his alignment matches that domain.
Each domain gives your cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. Your cleric gets the granted powers of the domain selected. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot. Domain spells and granted powers are given in Domains.
A cleric may receive a devotion feat instead of a domain.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) 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). For example, a good cleric who has prepared command (a 1st-level spell) may lose command in order to cast cure light wounds (also a 1st-level spell). Clerics of good deities can cast cure spells in this way because they are especially proficient at wielding positive energy.
An evil cleric (or a neutral cleric of an evil deity), on the other hand, 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), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).
Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to his own or his deity's (if he has one). For example, a good cleric (or a neutral cleric of a good deity) cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Turn or Rebuke Undead (Su): Starting at 1st level, a cleric, regardless of alignment, has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of his faith through his holy (or unholy) symbol.
A good cleric (or a neutral cleric who worships a good deity) can spend one daily use of her faith to turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures, forcing them to cower in awe of his power. If your character is a neutral cleric of a neutral deity, you must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once you make this choice, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Second Domain: Upon reaching 3rd level, a cleric chooses a second domain. You may not pick a domain that is diametrically opposed to your first domain. This domain also gives access to the domain spells and grants a power to the cleric. If he does not already have a devotion feat, a cleric may receive a devotion feat instead of a domain.
A cleric may receive a devotion feat instead of a domain.
A cleric who grossly violates the code of conduct required by his god (generally by acting in ways opposed to the god's alignment or purposes) 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.
Alternative Class Features
Spontaneous Domain Casting: You can convert stored spell energy into spells of one of your domains. Pick one of your domains. You can "lose" any prepared spell (other than the domain spell) to cast any spell of the same level or lower on that domain list.
In addition, when preparing spells you can choose to fill any or all of your domain spell slots with either cure or inflict spells (depending on whether you would normally convert prepared spells to cure or inflict spells) of the same level.
This replaces Spontaneous Casting.
Divine Magician: You do not gain a domain (including spells and granted power) at 1st level. You add one 1st-level abjuration, divination, or necromancy wizard spell to your cleric list.
Each time you gain the ability to cast a new level of cleric spells, you can add a single wizard spell of the same level from one of those schools to your cleric spell list.
You gain a domain at 3rd level as normal.
Cleric Variant: Cloistered Cleric
The cloistered cleric spends more time than other clerics in study and prayer and less in martial training. He gives up some of the cleric's combat prowess in exchange for greater skill access and a wider range of spells devoted to knowledge (and the protection of knowledge).
Most cloistered clerics are nonchaotic, since they believe that a disciplined lifestyle lends itself better to learning.
The cloistered cleric uses a d6 for his Hit Die (and has hit points at 1st level equal to 6 + Con modifier).
Base Attack Bonus
The cloistered cleric's lack of martial training means that he uses the poor base attack bonus.
The cloistered cleric's class skill list includes Speak Language, and all Knowledge skills (from the Knowledge domain, see below). The cloistered cleric gains skill points per level equal to 4 + Int modifier (and has this number x4 at 1st level).
The cloistered cleric has all the standard cleric class features, except as noted below.
Weapon and Armor Proficiency
Cloistered clerics are proficient with simple weapons and with light armor.
Deity, Domains, and Domain Spells
Most cloistered clerics worship deities associated with knowledge and learning.
In addition to any domains selected from his deity's list, a cloistered cleric automatically gains the Knowledge domain as a bonus domain (even if the Knowledge domain is not normally available to clerics of that deity). He gains the Knowledge domain granted power and may select his bonus domain spell from the Knowledge domain or from one of his two regular domains.
Add the following spells to the cloistered cleric's class spell list: 0—message; 1st—erase, identify, unseen servant; 2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester; 9th—vision.