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.css" rel="stylesheet" type="text/css" /> Cleric
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⌂ Home > Basic Classes > 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). A cleric may not be neutral unless his deity’s alignment is also neutral.
Hit Die: d8.
Class Skills: The cleric’s class skills (and the key ability for each skill) are Concentration (CON),
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Craft (Alchemy) (INT), Craft (Armorsmithing) (INT),
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Craft (Herbalism) (INT),
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Craft (Weaponsmithing) (INT), Diplomacy (CHA), Heal (WIS), Knowledge (Arcana) (INT),
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Knowledge (History) (INT),
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Knowledge (Religion) (INT), Knowledge (the Planes) (INT), Profession (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 Trickery domain adds Bluff (CHA), Disguise (CHA), and Hide (DEX) to the list. See Deity, Domains, and Domain Spells, below, for more information.
Skill Points at 1st Level: (2 + INT modifier) x 4.
Skill Points at Each Additional Level: 2 + INT modifier.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpells per Day§
01st2nd3rd4th5th6th7th8th9th
1st+0+2+0+2Turn or rebuke undead31+1--------
2nd+1+3+0+342+1--------
3rd+2+3+1+342+11+1-------
4th+3+4+1+453+12+1-------
5th+3+4+1+453+12+11+1------
6th+4+5+2+553+13+12+1------
7th+5+5+2+564+13+12+11+1-----
8th+6/+1+6+2+664+13+13+12+1-----
9th+6/+1+6+3+664+14+13+12+11+1----
10th+7/+2+7+3+764+14+13+13+12+1----
11th+8/+3+7+3+765+14+14+13+12+11+1---
12th+9/+4+8+4+865+14+14+13+13+12+1---
13th+9/+4+8+4+865+15+14+14+13+12+11+1--
14th+10/+5+9+4+965+15+14+14+13+13+12+1--
15th+11/+6/+1+9+5+965+15+15+14+14+13+12+11+1-
16th+12/+7/+2+10+5+1065+15+15+14+14+13+13+12+1-
17th+12/+7/+2+10+5+1065+15+15+15+14+14+13+12+11+1
18th+13/+8/+3+11+6+1165+15+15+15+14+14+13+13+12+1
19th+14/+9/+4+11+6+1165+15+15+15+15+14+14+13+13+1
20th+15/+10/+5+12+6+1265+15+15+15+15+14+14+14+14+1

§ 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.
The +1 in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the cleric may receive for having a high Wisdom score.

Class Features: All of the following are class features of the cleric.

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).