Cleric

A mage with an affinity for holy magic and a strong connection with the gods

LevelBase Attack BonusActions Per TurnSavesSpecial
ReflexFortitudeWill
102101Spells, Religious Devotion
202202Smite Undead
312303
412314
512415Dismiss Undead
623516
723627
823628Religious Mastery
923739
10338310Prestige Class: Saint or Elder
11339311
12339412
133310413Bonus Feat
144311514
154412515
164412515
174413615
185414615
195415715Bonus Feat
205415715
Hit Die: 1d8

Skills: 2 + int mod (x4 at first level)
Class Skills: Craft, Athletics, Acrobatics, Burgling, Stealth, Arcana, History, Investigation, Nature, Religion, Animal Handling, Insight, Medicine, Perception, Survival, Intimidation, Performance, and Persuasion

Weapon Proficiencies: Club

Special

Spells: Clerics gain the ability to cast level 0 and level 1 spells at level 1, and may cast an additional level spell every 2 levels after that. See below for details.

Player LevelSpell Levels KnownPlayer LevelSpell Levels Known
10, 18
295
3210
4116
5312
6137
7414
158
Clerics may memorize up to wis mod+level spells to cast from memory, and they may cast the same amount of spells each day. It requires a full rest to change these out with spells you have written down. You may cast other spells, however, you must read off of scrolls or a spellbook. You may not cast spells while wearing Medium or heavy Armor.

Religious Devotion: Clerics Gain passive abilities based on the Deities they worship. You may choose one, but may not switch after choosing. See Below for options:

NameDomainPassive Ability
VitaliosLifeAdvantage on death, bleeding out, and waking up saves. Gain 5 temp HP on waking up.
ObliviarchDeath3 to damage
VexxevMagic1 to intelligence
ShizenjiNature1 to Natural Armor, 2d4 Damage Natural Weapon   
PyrosaFireFire and heat damage immunity
ZaydanWater3 to will saves
MahabhumiEarth3 to fortitude saves
GustavusAir3 to reflex saves
RemediusHealing5 to medicine
ConcordiusPeace1 to all saves
GrindleUndead1 to wisdom
Nathan ABattle1 to AC, 1 to BAB, Remain conscious at -HP
IvanTime5 to initiative, 5 to speed
JadduDragons1 to AC, 2 dmg reduction to fire
Santa AnnaWind & Weather10 to speed
AetorSea & StormsWaterbreathing, Lightning dmg immunity
BulanaiMoon and Space5 to speed, 1 to initiative, gain lowlight vision
SolarusSunadd 1d6 fire damage to melee attacks
ArchaicusCaves & Ruins3 to survival, gain dark vision
Saint BattonCrusades5 to speed, 2 to BAB
Sir CrisfordWar1 damage reduction, 1 to AC
ThaumateraSpellcraftGain int mod spells per day, 1 to arcana
AndromedaThe Hunt3 to ranged attack rolls
FabricorThe ForgeGain Craft: Smithing +5
MareonVoyages5 to piloting, move 1 additional square when piloting
AbundusRiches & Treasure3 to perception, investigation, and burgling
RiclaminVengeance & Justice2 to BAB, 3 to investigation
OdinGod of LuckReroll the first crit miss after each full rest
SpectaculonGod of Art and Performance5 to performance

Smite Undead: Cha Mod times a day, when attacking an undead (Zombies, Vampires Ghost, etc), you gain advantage on the attack roll. Deal additional damage equal to your level +cha mod.

Dismiss Undead: Cha Mod times a day, you may roll a will vs will save vs a necromancer who summoned undead (you only need to target the undead they summoned to start the will save). If you succeed, the undead are dismissed back to the plane of the dead.

Religious Mastery: Gain advantage on religion and history skill checks.

Prestige Class: Saint or Elder

Choose one:

Saint: Gain an upgraded version of your god power. Discuss with the DM for more detail.

Dismiss Undead may be used twice as many times per day.

Gain +5 Medicine

Elder: You may switch between Religious Devotion gods during a full rest.

Smite Undead May be used twice as many times per day.

Gain +5 to religion.

Bonus Feat: Gain a bonus feat.