Ess' Project Class #7: The Cleric

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Essence
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Ess' Project Class #7: The Cleric

Post by Essence »

The Cleric class is largely unmodified, but deserves posting regardless, simply to display the tiny additional powers that I figured needed to be added to bring the Cleric up to the Druid’s level. It’s not much, and it’s all at the end of the class (in order to have something to sacrifice to a PrC). Most of what’s here is all-too familiar.

CLERIC
Alignment: 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).
Hit Die: d8.

Class Skills: (2+Int)
The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (the afterlife, arcana, history, magic, religion, the planes) (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int).

Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Thievery domain adds Disable Device (Int), Move Silently (Dex), and Open Lock (Dex) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. Other domains from other sources may also modify a Cleric’s skill list. See Deity, Domains, and Domain Spells, below, for more information.

BAB: Middle
Saves: Fort and Will high, Ref low

Class Features and Spells by Level:

Code: Select all

[br]							Spell Levels:[br]                                                 0   1   2   3   4   5   6   7   8   9[br] 1 Turn or rebuke undead, 2 domains, [br]         spontaneous casting, aura              3/5 1/2                              [br] 2                                              4/6 2/3                       [br] 3                                              4/6 2/3 1/2                      [br] 4                                              4/7 3/4 2/3                   [br] 5                                              5/7 3/4 2/3 1/2                  [br] 6                                              5/8 3/5 3/4 2/3                   [br] 7                                              5/8 4/5 3/4 2/3 1/2               [br] 8                                              6/9 4/6 3/5 3/4 2/3               [br] 9                                              6/9 4/6 4/5 3/4 2/3 1/2                [br]10                                              6/9 5/7 4/6 3/5 3/4 2/3            [br]11 Domain Shaping                               6/9 5/7 4/6 4/5 3/4 2/3 1/2          [br]12                                              6/9 5/8 5/7 4/6 3/5 3/4 2/3           [br]13                                              6/9 6/8 5/7 4/6 4/5 3/4 2/3 1/2         [br]14 Greater Shaping                              6/9 6/9 5/8 5/7 4/6 3/5 3/4 2/3          [br]15                                              6/9 6/9 6/8 5/7 4/6 4/5 3/4 2/3 1/2         [br]16                                              6/9 6/9 6/9 5/8 5/7 4/6 3/5 3/4 2/3     [br]17 Superior Shaping                             6/9 6/9 6/9 6/8 5/7 4/6 4/5 3/4 2/3 1/2    [br]18                                              6/9 6/9 6/9 6/9 5/8 5/7 4/6 3/5 3/4 2/3  [br]19                                              6/9 6/9 6/9 6/9 6/8 5/7 4/6 4/5 3/4 2/3	[br]20 Spell Shaping                                6/9 6/9 6/9 6/9 6/9 5/8 5/7 4/6 3/5 3/4[br]


Class Features:
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).
A cleric who chooses the War domain receives the appropriate Weapon Proficiency feat as a bonus feat, if necessary.
Spells: A cleric casts normal spells, and any other spells his domains allow him access to. Every cleric spell has a verbal component (incantations and exhortations), a gesture component (emphatic motions), and a focus component (the cleric’s holy symbol). A cleric may choose to ready any spell he has access to. He readies spells ahead of time, any of which he can cast up to the maximum number of spell slots available to him for each given level. To ready or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a cleric’s spell is 10 + 1/2 the cleric’s character level + the cleric’s Wisdom modifier.
Deity, Domains, and Domain Spells: 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 (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
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 still applies.
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.
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 ready ahead of time. The cleric is considered to always have the spells Cure Minor Wounds, Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, Mass Cure Light Wounds, Heal, Mass Cure Moderate Wounds, Mass Cure Serious Wounds, Mass Cure Critical Wounds, and Mass Heal readied.
An evil cleric (or a neutral cleric of an evil deity), doesn’t automatically ready cure spells, but rather the Inflict and Harm spells that match and oppose the cure spells listed above.
A cleric who is neither good nor evil and whose deity is neither good nor evil can auto-ready 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).
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). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
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.
Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
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 may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Domain Shaping (Su): A cleric of 11th level and above gains the ability to instantaneously ready any domain spell by sacrificing a spell slot at least two levels higher than that of the domain spell he or she wishes to ready and selecting one readied spell to unready.
Greater Shaping (Su): As Shaping, but the spell slot sacrificed need be only 1 level higher than the domain spell to be readied.
Superior Shaping (Su): As Shaping, but the spell slot sacrificed need only match the level of the domain spell to be readied.
Spell Shaping (Su): A cleric of 20th level gains the ability to sacrifice a spell slot to spontaneously cast any spell that he has access to – even one not currently readied – that is two levels or more lower than the spell slot sacrificed.


Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, Anarchic, Axiomatic, and Infernal (the languages of good, chaotic evil, chaotic, lawful, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Ex-Clerics
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 description).
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