Clerics are divine spellcasters who serve a deity, sacred cause, or spiritual tradition. They combine prepared divine magic with martial training and choose two alignment-appropriate domains at character creation.
| Statistic | Value |
|---|---|
| Hit Die | d8 |
| Base attack bonus | Medium progression |
| Good saves | Fortitude, Will |
| Poor save | Reflex |
| Skill ranks per level | 2 + Intelligence modifier (minimum 1) |
| Class skills | Concentration, Heal, Investigation, Lore (History), Lore (Nobility), Lore (Religion), Persuasion, Sense Motive |
| Armor proficiency | Light armor, medium armor, shields |
| Weapon proficiency | Simple weapons |
| Level | BAB | Fort | Ref | Will | Class features |
|---|---|---|---|---|---|
| 1 | +0 | +2 | +0 | +2 | Spellcasting (1st-level spells); Channel Divinity; two Domain powers |
| 2 | +1 | +3 | +0 | +3 | - |
| 3 | +2 | +3 | +1 | +3 | Spellcasting (2nd-level spells) |
| 4 | +3 | +4 | +1 | +4 | - |
| 5 | +3 | +4 | +2 | +4 | Spellcasting (3rd-level spells) |
| 6 | +4 | +5 | +2 | +5 | - |
| 7 | +5 | +5 | +3 | +5 | Spellcasting (4th-level spells) |
| 8 | +6 / +1 | +6 | +3 | +6 | Second power from each Domain |
| 9 | +6 / +1 | +6 | +4 | +6 | Spellcasting (5th-level spells) |
| 10 | +7 / +2 | +7 | +4 | +7 | - |
| 11 | +8 / +3 | +7 | +5 | +7 | Spellcasting (6th-level spells) |
| 12 | +9 / +4 | +8 | +5 | +8 | - |
| 13 | +9 / +4 | +8 | +6 | +8 | Spellcasting (7th-level spells) |
| 14 | +10 / +5 | +9 | +6 | +9 | - |
| 15 | +11 / +6 / +1 | +9 | +7 | +9 | Spellcasting (8th-level spells) |
| 16 | +12 / +7 / +2 | +10 | +7 | +10 | - |
| 17 | +12 / +7 / +2 | +10 | +8 | +10 | Spellcasting (9th-level spells) |
| 18 | +13 / +8 / +3 | +11 | +8 | +11 | - |
| 19 | +14 / +9 / +4 | +11 | +9 | +11 | - |
| 20 | +15 / +10 / +5 | +12 | +9 | +12 | - |
The Cleric prepares divine spells and uses Wisdom for spellcasting. A Cleric’s deity or tradition determines which spells and domains are available. The Cleric uses the shared full-caster spell-level progression in Classes.
See the Cleric spell list for available spells and individual spell rules.
Class: Cleric 1
As a Standard Action, expend one use of Channel Divinity to release a wave of divine energy. You can use Channel Divinity a number of times per Long Rest equal to your Cleric level + your Charisma modifier (minimum 1 use). Creatures of your choice within 30 feet are affected according to their creature type. The effect is 1d6 per two Cleric levels, rounded up (maximum 10d6). When the effect heals a creature, add your Charisma modifier once to the result (minimum 0 HP restored).
The damage type is positive for a Cleric whose alignment is Good, and negative energy for a Cleric whose alignment is Evil. If your alignment is Neutral on the good-evil axis, choose positive or negative energy each time you use Channel Divinity. Positive energy heals living creatures and damages undead; negative energy damages living creatures and heals undead. Creatures damaged by Channel Divinity can attempt a Reflex save (DC = 10 + half your Cleric level, rounded down, + your Wisdom modifier) to take half damage. A save does not reduce healing.
Choose two different domains at level 1. You must meet each domain’s alignment requirement. Each domain grants one power at level 1 and another at level 8. Each activated domain power can be used once per Short Rest, with its uses tracked independently. See Cleric Domains for the domain categories, eligibility, and powers.