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 Die: d8
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
In the game, clerics are versatile figures, both capable in combat and skilled in the use of divine magic. Clerics are powerful healers due to the large number of healing and curative magics available to them. With divinely-granted abilities over life or death, they are also able to repel or control undead creatures. Whether the cleric repels or controls undead is dependent on its alignment.
The cleric’s class skills (and the key ability for each skill) are Concentration
(Constitution), Craft (Intelligence), Diplomacy (Charisma), Heal (Wisdom), Knowledge (arcana) (Intelligence), Knowledge (history) (Intelligence), Knowledge (religion) (Intelligence), Knowledge (the planes) (Intelligence), Profession (Wisdom), and Spellcraft (Intelligence).
Domains and Class Skills
See Deity, Domains, and Domain Spells, below, for more information.
Skill Points at 1st Level (2 + Intelligence modifier) x?4.
Skill Points at Each Additional Level 2 + Intelligence modifier.
Spells per Day1 ——–
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
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.
Aura (Ex)A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful
aura corresponding to the deity’s alignment (see the detect
evil spell for details). Clerics who don’t worship a specific deity
but choose the Chaotic, Evil,
Good, or Lawful
domain have a similarly powerful aura of the corresponding alignment.
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).
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
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 onTable:The
Cleric. 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.
A cleric’s deity 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 deity.
A cleric can select an alignment domain (Chaotic,
or Lawful) only if his alignment matches
If a cleric is not
devoted to a particular deity, he still selects two domains to represent
his spiritual inclinations and abilities. The restriction on alignment domains
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.
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).
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 turns or commands undead (see below).
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).
Spells associated with particular alignments are indicated by the chaos,
evil, good, and law descriptors in their spell descriptions.
Rebuke undead (Su)
A good cleric (or a
neutral cleric who worships a good deity) can turn or destroy undead creatures.
An evil cleric (or a neutral cleric who worships an evil deity) instead
rebukes or commands such creatures. A neutral cleric of a neutral deity
must choose whether his turning ability functions as that of a good cleric
or an evil cleric. Once this choice is made, it cannot be reversed. This
decision also determines whether the cleric can cast spontaneous cure or
inflict spells (see above).
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
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
6th c. BC representation of an animal sacrifice scene in Corinth.
Paladins have their
divine bond with a special mount, and rangers and druids can bond with an
animal companion. But many religions in both the real world and in
fantasy have animals that are considered sacred or divine, creatures
that are somehow important to and in many ways a symbol of the deity in
question. A cleric who wishes a divine animal companion must take the optional
class feature as a 1st-level cleric; this option like the standard
cleric class features is not again available later.
Divine Animal Companion
At 1st level, a cleric
can choose to forgo the domain power from one of his two domains in order
to gain a special divine animal companion. This companion is similar to
a druid or rangers animal companion, but not as powerful at higher
levels (though sometimes more powerful at lower levels). A cleric is also
limited in the type of animal that can be selected to the animal or animals
favored by his deity.
If a player takes the
divine animal companion optional class feature at 1st level, this option
replaces the granted power from one of the clerics two domains. For
example, a cleric decides to take the divine animal companion feature and
in turn gives up the acid dart granted power from her Earth domain. She
can never acquire the acid dart ability, but will still gain the acid resistance
ability at 6th level as that is a separate ability.
A clerics divine
animal companions power does increase as the cleric rises in power,
similar to how a druid or rangers companion improves, except the rate
of improvement is much slower for a clerics animal companion. When
first summoned, the divine animal companion has the same stats as per a
normal creature of its type.
Link (Ex): At
1st cleric level, the cleric forms a mental link with her divine animal
companion. This power is similar to a wizards empathic link with his
familiar. Through the link, the cleric can sense her divine animal companion
up to a range of 1 mile. The cleric and the companion are able to communicate
basic information through the link (the amount of information and detail
of the information determined by the animals intelligence).
Natural Armor Bonus
(Ex): At 4th cleric level, the divine animal companion gains a +1 natural
armor bonus. The bonus increases to +2 at 12th cleric level and +3 at 20th
Devotion (Ex): At
6th cleric level, the divine animal companion gains a +4 morale bonus on
Will saves against enchantment spells and effects.
Ability Score Increase
(Ex): At 10th cleric level, the divine animal companion gains a +1 bonus
to any one ability score.
Totem Animal Apotheosis
(Su): At 15th cleric level, the divine animal companions bond
with the cleric and their deity is so strong that the companion becomes
a totem animal, acquiring the Totem Animal simple template.
If a clerics
animal companion dies the cleric can acquire a new one, but must wait 30
days or until advancing one class level, whichever comes first. If the clerics
deity has more than one favored animal, the new companion may be of a different
type than the one which perished.
Favored (Totem) Animals
Every deity has at
least one and sometimes several animals (and in a few cases, vermin, magical
beasts or even tiny dragons) that are favored. You will need to determine
what types of creatures are favored by the deities of your campaign.
Favored animals are
also sometimes called totem animals. Sometimes, these animals will act as
messengers for a deity or a deitys priests. Not every animal of a
deitys favored type is truly a totem animal, however. A true totem
animal has been touched by the deitys power, becoming sentient and
more powerful. True totem animals can usually speak one or two languages,
reason, and make logical decisions.
|Totem Animal (CR
Pathfinder d20pfsrd.comCreatures with the
totem animal template are favored by a deity or higher power and through
a special divine connection have become more powerful and more intelligent.
Senses gains Darkvision
and their Sacred Animals
Boar, Crocodile, Desert Oryx, Hippopotamus
Foxes and Bears
Owl Celestial, Owl Giant
(Anarchic and normal), Panthers (Anarchic and normal),
Giant Cranes, Peacocks,
cretan bulls, dolphins,
(Behemoth, Legendary, Paragon)
Snake, Cow and Wolf.
sow (pig), Toad, Hawk and Crow.
, Dog (Hound)
buzzard, owl and wren.
Seal and Heron.
mares (horses), song birds and doves.
James Jacobs – Paizo Forums
15: Copyright Notice – The Book of Divine Magic
The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert W. Thomson, with Katheryn Bauer and Sean O’Connor.