Cleric

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Class Information

Free
Alignment: Any
Hit Dice: d8
Skills
Creation: (2 + Intelligence Modifier) x 4
Leveling: 2 + Intelligence Modifier

Concentration
Diplomacy
Heal
Spellcraft
Proficiencies
Simple Weapons
Light Armor
Medium Armor
Heavy Armor
Shields (except tower shields)
Overview

Divine spell casters and healers, Clerics have a broad range of spells at their command. They excel at curing ailments and healing allies but also have the ability to blast enemies with their divine power.

Clerics use divine magic and gain all of their spells as they level up. They don't have to inscribe new spells like wizards or pick a subset like favored souls. Clerics also have a special ability called Turning. They can use this to attack undead or assist allies.

Unlike wizards and sorcerers, clerics have powerful healing spells and can wear armor and use shields, granting them better protect than other casters.

When clerics are at taverns or rest shrines, they can switch to different spells to better address the challenges of their current quest. Favored souls and sorcerers cannot do this.

Past Lives
Icon Feat Description
Feat Past Life - Cleric Icon.png Past Life: Cleric You were a Cleric in a past life. You occasionally feel the presence of the divine. Each time you acquire this feat you gain:
  • +1 to the DC's of your Conjuration spells
  • +1 Turn Undead attempt per rest
  • You Turn Undead as if you were 2 levels higher
Feat Past Life - Cleric Icon.png Past Life: Initiate of the Faith You recall more about your past life as a cleric. By taking this feat you gain:
  • +2 to your Heal skill
  • Can produce Healing Word effect five times per rest (Send 1d4 + 1d4 per 2 caster levels positive energy to your target to heal or damage if undead.)
Spells
See Also: Cleric Spells
  • A cleric casts divine spells, which are drawn from the cleric spell list.
  • A cleric must choose and prepare his spells in advance.
  • 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 Wisdom modifier.
  • Like other spellcasters, a cleric can prepare only a certain number of spells of each spell level per day.
  • His base daily spell allotment is given on the advancement table.
Advancement
ClericSpell Information
LevelBase Attack BonusFort SaveReflex SaveWill SaveAutograntedSpell Points1st2nd3rd4th5th6th7th8th9th
1 +0/+0 +2 +0 +2 Turn Undead, Follower of your faith, Magical Training, Spontaneous Casting 1303--------
2 +1/+1/+6 +3 +0 +3 Domain Selection 1554--------
3 +2/+2/+7 +3 +1 +3 18043-------
4 +3/+3/+8 +4 +1 +4 20554-------
5 +3/+3/+8 +4 +1 +4 Domain Ability 230543------
6 +4/+4/+9 +5 +2 +5 Deity Active Ability 260554------
7 +5/+5/+10/+15 +5 +2 +5 2956543-----
8 +6/+6/+11/+16 +6 +2 +6 3356554-----
9 +6/+6/+11/+16 +6 +3 +6 Domain Ability 38066543----
10 +7/+7/+12/+17 +7 +3 +7 43066554----
11 +8/+8/+13/+18 +7 +3 +7 485666543---
12 +9/+9/+14/+19 +8 +4 +8 545666554---
13 +9/+9/+14/+19 +8 +4 +8 6106666543--
14 +10/+10/+15/+20 +9 +4 +9 Domain Ability 6806666554--
15 +11/+11/+16/+21 +9 +5 +9 77566666543-
16 +12/+12/+17/+22 +10 +5 +10 83566666554-
17 +12/+12/+17/+22 +10 +5 +10 920666666542
18 +13/+13/+18/+23 +11 +6 +11 1,010666666553
19 +14/+14/+19/+24 +11 +6 +11 1,105666666654
20 +15/+15/+20/+25 +12 +6 +12 1,205666666665

Class Feats[edit]

Level 1[edit]

  • Turn Undead: This feat allows the character to halt, or at higher levels destroy, undead creatures. The character can do this (3 + their Charisma modifier) times per day.
  • Religious Lore: This feat grants represents your knowledge of religion. This feat is received once for every cleric level.
  • Follower of your faith: Choose one of the Follower feats that are available based on the deities your race follows. This will be used as the bases for subsequent a feat at level 6.
  • Magical Training: Magical training gives the user additional benefits for spell casting.
  • Spontaneous Casting: You gain an additional spell preparation slot per spell level to cast the Cure spell of that level.

Level 2[edit]

  • Domain Selection: Clerics must select one domain at Cleric level 2. They gain additional feats from that domain at levels 5, 9, and 14.

Level 5[edit]

  • Domain Ability: A new domain ability feat is automatically granted based on the domain chosen at level 2.

Level 6[edit]

Level 9[edit]

  • Domain Ability: A new domain ability feat is automatically granted based on the domain chosen at level 2.

Level 14[edit]

  • Domain Ability: A new domain ability feat is automatically granted based on the domain chosen at level 2.