![]() A cleric chooses two domains from among those belonging to his deity. 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.Ī cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. Time spent resting has no effect on whether a cleric can prepare 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. ![]() 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).Ĭlerics meditate or pray for their spells. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. In addition, he receives bonus spells per day if he has a high Wisdom score. His base daily spell allotment is given on Table: The Cleric. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. A cleric must choose and prepare his spells in advance (see below). 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. Clerics who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment.Ī cleric casts divine spells, which are drawn from the cleric spell list. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.Ī 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). Domain spells are in addition to any bonus spells the cleric may receive for having a high Wisdom score.Īll of the following are class features of the cleric.Ĭlerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).Ī cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. The "+1" in the entries on this table represents that spell. 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. ![]() See Deity, Domains, and Domain Spells, for more information. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).Ī cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A cleric may not be neutral unless his deity’s alignment is also neutral. A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both).
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