Class:Cleric
From DDO Compendium

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Class: Cleric
Clerics are masters of divine spell-casting and healing, able to bestow buffs and cure maladies. The ultimate foe of the undead, the clerics can destroy them or cause them to flee with but a gesture. Clerics make up for their limited weapons training with their proficiency at casting spells while wearing heavy armor. - Healing magic enables the cleric to adventure alone or with a well-armed group
- Can summon creatures to fight for
- At 9th level, can resurrect slain allies
- Can turn undead, heal allies, curse enemies and cast buffs
- Proficient with all simple weapons
- Can wear all armor and shields, except tower shields
- No alignment restriction
Recommended Attributes: Wisdom, Charisma The handiwork of the gods is everywhere: in places of natural beauty, in mighty crusades, in soaring temples, and in the hearts and minds of their clerics. A cleric channels her god's power perform miraculous deeds, including raising the dead, healing the sick and blasting undead foes with powerful spells.
| Hit Die: | D8 |
| Caster Type: | Divine |
| Spell Casting: | Wisdom determines how powerful a spell a Cleric can cast, how many spells they can cast, and how hard those spells are to resist. |
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| 1 |  | Bane | Enemies are filled with fear and doubt, giving a -1 penalty on attack rolls and saves against fear on all affected targets. A successful Will save negates this effect. Bane counters and dispels Bless. |
| 1 |  | Bless | You and any allies near you are filled with courage and gain +1 morale bonuses to attack rolls and saves against fear. Bless counters and dispels Bane. |
| 1 |  | Cause Fear | An enemy becomes frightened. A successful Will save causes the target to become shaken instead. Creatures with 6 or more HD are immune to this effect. |
| 1 |  | Command | An enemy is commanded to fall to the ground and lie prone. A successful Will save negates this effect. |
| 1 |  | Cure Light Wounds | Positive energy is channeled to heal light wounds of your target or damage undead for 1d8 hit points +1 per caster level (max +5). Undead who make a successful Will save reduce the damage by half. |
| 1 |  | Divine Favor | The strength and wisdom of a deity are called upon to grant a +1 luck bonus on weapon attack and damage. This bonus is increased by +1 for every 3 caster levels beyond level 3. |
| 1 |  | Doom | A single enemy is filled with a feeling of horrible dread that causes it to become shaken, penalizing all saves, attack rolls, and skill rolls by -2. A successful Will save negates this effect. This is a fear effect. |
| 1 |  | Inflict Light Wounds | Negative energy is channeled through your touch to inflict 1d8 +1 per caster level (max +5) damage on your target enemy or heal undead a like amount. A successful Will save reduces the damage by half. |
| 1 |  | Nightshield | Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th) and protection from magic missiles. |
| 1 |  | Nimbus of Light | A glittering corona of light coalesces around your outstretched arm, dealing 1d8 points of light damage +1 per caster level. |
| 1 |  | Obscuring Mist | A misty vapor arises around the caster, obscuring all sight, giving all creatures in the fog concealment (attackers have 20% miss chance). Obscuring mist can be burned away with fire spells that hit the area of the mist. |
| 1 |  | Protection from Evil | At your touch, a magical barrier is created that wards a target from attacks by evil creatures, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from evil creatures. The target is also warded from magical mental control and compulsions. |
| 1 |  | Remove Fear | Instills courage in an ally, granting a +4 morale bonus against Fear effects. Counters and dispels Cause Fear. |
| 1 |  | Shield of Faith | Creates a shimmering, magical field around an ally that averts attacks, giving a +2 deflection bonus to AC. This bonus is increased by 1 for every 6 caster levels. |
| 1 |  | Summon Monster I | Summons a celestial dog to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 1 minute. |
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| 2 |  | Aid | Adds 8 + 1 per caster level (max level 10) temporary hit points and +1 morale bonuses on attack rolls and saves against fear are granted to an ally. |
| 2 |  | Bear's Endurance | An ally gains greater vitality and stamina, giving a +4 enhancement bonus to Constitution. |
| 2 |  | Bull's Strength | The affected ally gains strength and power, giving a +4 enhancement bonus to Strength. |
| 2 |  | Close Wounds | Positive energy is quickly channeled to heal light wounds of your target or damage undead for 1d4 hit points +1 per caster level (max +5). This spell has faster than normal casting speed and minimal cooldown. |
| 2 |  | Cure Moderate Wounds | Positive energy is channeled to heal moderate wounds of your target or damage undead for 2d8 hit points +1 per caster level (max +10). Undead who make a successful Will save reduce the damage by half. |
| 2 |  | Deific Vengeance | The divine power of an angry deity imposes a punishment in the form of a sharp, spiritual blow to the target, dealing 1d6 points of good damage per two caster levels (maximum 5d6) or 1d6 points per caster level (max 10d6) if the target is undead. A successful Will save reduces this damage by half. |
| 2 |  | Eagle's Splendor | An ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma. |
| 2 |  | Find Traps | Grants the caster the ability to find traps much like a skilled rogue. The caster gains an insight bonus of caster level / 2 to the search skill. |
| 2 |  | Hold Person | The target enemy humanoid becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more. |
| 2 |  | Inflict Moderate Wounds | Negative energy is channeled through your touch to inflict 2d8 +1 per caster level damage (max +10) on your target enemy or heal undead for a like amount. A successful Will save reduces the damage by half. |
| 2 |  | Lesser Restoration | Dispels magical effects reducing one of an ally's ability scores, eliminates fatigue, and improves exhaustion to fatigue. |
| 2 |  | Owl's Wisdom | Grants an ally a +4 enhancement bonus to wisdom. |
| 2 |  | Remove Paralysis | Frees ally from paralysis and effects of a slow spell. |
| 2 |  | Resist Energy | Gives an ally limited protection from an elemental damage type, reducing that type of damage taken by 10. The damage reduction increases to 20 at caster level 7 and 30 at caster level 11. |
| 2 |  | Seek Eternal Rest | Grants the caster a +4 sacred bonus to level for the purposes of turning undead. |
| 2 |  | Soundburst | Blasts an area with a tremendous cacophony, doing 1d8 of sonic damage and stunning enemies for 6 seconds. A successful Fortitude or Spell Resistance save negates the stun. |
| 2 |  | Spawn Screen | Prevents one ally per caster level from rising as undead. Certain rare, extremely powerful undead can circumvent this protection. |
| 2 |  | Summon Monster II | Summons a fiendish scorpion to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 2 minutes. |
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| 3 |  | Aid, Mass | This spell functions like Aid, except that it affects multiple targets and each target gains temporary hit points equal to 8 + 1 per caster level (max 8+15). |
| 3 |  | Bestow Curse | The target is cursed, giving a -4 penalty to attack rolls, skill rolls and saves. A successful Will save negates this effect. |
| 3 |  | Blindness | The power of unlife renders an enemy permanently blinded. A successful Fortitude save negates this effect. |
| 3 |  | Contagion | Infects a living enemy with the chosen disease, which strikes immediately and deals damage every minute to one or more attributes. A successful Fortitude save negates the damage. Affected creatures can only recover if they make two consecutive Fortitude saves. |
| 3 |  | Cure Serious Wounds | Positive energy is channeled to heal serious wounds of your target or damage undead for 3d8 hit points +1 per caster level (max +15). Undead who make a successful Will save reduce the damage by half. |
| 3 |  | Dispel Magic | Removes ongoing spells that have been cast on a target. You must make a caster level check of 1d20 + your caster level (maximum +10) versus 11 + the spell's caster level to remove an effect. |
| 3 |  | Glyph of Warding | A powerful inscription that explodes when entered, doing 1d8 per two caster levels (max 5d8) to the intruder and all nearby targets. A successful Reflex save reduces the damage by half. |
| 3 |  | Inflict Serious Wounds | Negative energy is channeled through your touch to inflict 3d8 +1 per caster level damage (max +15) on your target enemy or heal undead for a like amount. A successful Will save reduces the damage by half. |
| 3 |  | Magic Circle Against Evil | Casts Protection From Evil on multiple targets, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from evil creatures. Targets are also warded from magical mental control and compulsions. |
| 3 |  | Prayer | Gives special favor to you and any allies near you, giving a +1 luck bonus to allies and a -1 penalty to enemies attack rolls, weapon damage, saves, and skill checks. |
| 3 |  | Protection from Energy | Grants temporary immunity to a form of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) have been absorbed. |
| 3 |  | Remove Blindness | Cures blindness in an ally. |
| 3 |  | Remove Curse | Removes all curses on an ally. Counters and dispels Bestow Curse. |
| 3 |  | Remove Disease | Cures all diseases on an ally. Does not prevent re-infection after a new exposure. |
| 3 |  | Searing Light | Focuses divine power like a ray of the sun, causing a blast of light to do 1d8 per 2 caster levels (max 5d8) light damage to enemies. Undead creatures take 1d6 per caster level (max 10d6) damage. |
| 3 |  | Summon Monster III | Summons a hellhound to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 3 minutes. |
| 3 |  | Water Breathing | Grants the ability to breathe water to you and your allies. |
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| 4 |  | Chaos Hammer | Chaotic power smites your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell. The spell deals 1d8 points of damage per two caster levels (max 5d8) to a lawful creature (or 1d6 per caster level, maximum 10d6, to a lawful outsider) and causes it to be slowed for 6d6 seconds. A successful Will save reduces damage to half and negates the slow effect. The spell deals only half damage to creatures who are neither lawful or chaotic, and they are not slowed. This spell can only be cast by chaotic or neutral casters - it has no effect when cast by a lawful caster. |
| 4 |  | Cure Critical Wounds | Positive energy is channeled to heal critical wounds of your target or damage undead for 4d8 +1 per caster level (max +20). Undead who make a successful Will save reduce the damage by half. |
| 4 |  | Death Ward | Grants an ally immunity to death spells and effects, energy drain, and negative energy effects. |
| 4 |  | Dismissal | Instantly forces an extra planar enemy back to its proper plane. A successful Will save negates this effect. (DC = spell's save DC - creature's HD + your caster level). |
| 4 |  | Divine Power | The divine power of a god imbues the caster with power and skill in combat, granting a +6 enhancement bonus to Strength, 1 temporary hit point per cast level, and a base attack bonus equal to a fighter of the same level. |
| 4 |  | Freedom of Movement | This spell enables an ally to move and attack normally for the duration of the spell, even under the influence of magic that normally impedes movement, such as paralysis, entanglement, or solid fog. |
| 4 |  | Holy Smite | Smites targets with holy power, evil targets take 1d8 holy damage per 2 caster levels and are blinded for 6 seconds. Does not affect good targets. Neutral targets take half damage. Evil Outsiders take instead 1d6 holy damage per caster level. A successful Will save halves the damage and negates the blind effect. This spell can only be cast by good or neutral casters - it has no effect when cast by an evil caster. |
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