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Class:Cleric

From DDO Compendium


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.

Solo Ability: Very Good.

Important stats:

Wisdom is the most important stat for clerics. High wisdom makes a cleric's spells more difficult for enemies to resist and gives him or her more spell points.

Charisma is important for clerics who want to be able to use divine abilities like turning more often.

Notable abilities: Turn Undead.

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 protection 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.

Hit Die:D8
Base Skill Points Each Level:2
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.
Path(s):Warpriest of Siberys, The Font of Healing, Scourge of the Undead
1 +0 2 0 2
2 +1 3 0 3
3 +2 3 1 3
4 +3 4 1 4
5 +3 4 1 4
6 +4 5 2 5
7 +5 5 2 5
8 +6 / +1 6 2 6
9 +6 / +1 6 3 6
10 +7 / +2 7 3 7
11 +8 / +3 7 3 7
12 +9 / +4 8 4 8
13 +9 / +4 8 4 8
14 +10 / +5 9 4 9
15 +11 / +6 / +1 9 5 9
16 +12 / +7 / +2 10 5 10
17 +12 / +7 / +2 10 5 10
18 +13 / +8 / +3 11 6 11
19 +14 / +9 / +4 11 6 11
20 +15 / +10 / +5 12 6 12

Concentration Allows you a chance to continue casting a spell when you would normally be interrupted. For characters with ki, concentration allows you to retain more base ki and slows the rate at which your ki dissipates.
Diplomacy Allows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself.
Heal Allows you to revive unconscious and bleeding companions to 1 hit point. Also grants additional hit points for yourself and your companions when resting in a dungeon. Doesn't affect warforged characters.

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1BaneEnemies 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.
1BlessYou 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.
1Cause FearAn 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.
1CommandAn enemy is commanded to fall to the ground and lie prone. A successful Will save negates this effect.
1Cure Light WoundsPositive 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.
1Divine FavorThe 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.
1DoomA 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.
1Inflict Light WoundsNegative 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.
1NightshieldGrants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th) and protection from magic missiles.
1Nimbus of LightA glittering corona of light coalesces around your outstretched arm, dealing 1d8 points of light damage +1 per caster level.
1Obscuring MistA 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.
1Protection from EvilAt 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.
1Remove FearInstills courage in an ally, granting a +4 morale bonus against Fear effects for 10 minutes. Counters and dispels Cause Fear.
1Shield of FaithCreates 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.
1Summon Monster ISummons a celestial dog to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
2AidAdds 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.
2Bear's EnduranceAn ally gains greater vitality and stamina, giving a +4 enhancement bonus to Constitution.
2Bull's StrengthThe affected ally gains strength and power, giving a +4 enhancement bonus to Strength.
2Close WoundsPositive 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.
2Cure Moderate WoundsPositive 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.
2Deific VengeanceThe 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.
2Eagle's SplendorAn ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma.
2Find TrapsGrants 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.
2Hold PersonThe 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.
2Inflict Moderate WoundsNegative 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.
2Lesser RestorationDispels magical effects reducing one of an ally's ability scores, eliminates fatigue, and improves exhaustion to fatigue.
2Owl's WisdomGrants an ally a +4 enhancement bonus to wisdom.
2Remove ParalysisFrees ally from paralysis and effects of a slow spell.
2Resist EnergyGives 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.
2Seek Eternal RestGrants the caster a +4 sacred bonus to level for the purposes of turning undead.
2SoundburstBlasts 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.
2Spawn ScreenPrevents one ally per caster level from rising as undead. Certain rare, extremely powerful undead can circumvent this protection.
2Summon Monster IISummons a fiendish scorpion to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
3Aid, MassThis 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).
3Bestow CurseThe target is cursed, giving a -4 penalty to attack rolls, skill rolls and saves. A successful Will save negates this effect.
3BlindnessThe power of unlife renders an enemy permanently blinded. A successful Fortitude save negates this effect.
3ContagionInfects 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.
3Cure Serious WoundsPositive 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.
3Dispel MagicRemoves 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.
3Glyph of WardingA 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.
3Inflict Serious WoundsNegative 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.
3Magic Circle Against EvilCasts 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.
3PrayerGives 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.
3Protection from EnergyGrants 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.
3Remove BlindnessCures blindness in an ally.
3Remove CurseRemoves all curses on an ally. Counters and dispels Bestow Curse.
3Remove DiseaseCures all diseases on an ally. Does not prevent re-infection after a new exposure.
3Searing LightFocuses 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.
3Summon Monster IIISummons a hellhound to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
3Water BreathingGrants the ability to breathe water to you and your allies.
4Chaos HammerChaotic 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.
4Cure Critical WoundsPositive 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.
4Death WardGrants an ally immunity to death spells and effects, energy drain, and negative energy effects.
4DismissalInstantly 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).
4Divine PowerThe 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.
4Freedom of MovementThis 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.
4Holy SmiteSmites 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.
4Inflict Critical WoundsNegative energy is channeled through your touch to inflict 4d8 +1 per caster level (max +20) damage on your target enemy or heal undead a like amount. A successful Will save reduces the damage by half.
4Neutralize PoisonDetoxifies any sort of venom in an ally, causing him to suffer no additional effects from the poison. Additionally, it immunizes the ally from any poison he is exposed to during the duration of the spell.
4Order's WrathLawful power smites your targets. Only chaotic and neutral (not lawful) creatures are harmed by the spell. The spell deals 1d8 points of damage per two caster levels (max 5d8) to a chaotic creature (or 1d6 per caster level, maximum 10d6, to a chaotic outsider) and causes it to be dazed for 6 seconds. A successful Will save reduces damage to half and negates the daze. The spell deals only half damage to creatures who are neither lawful nor chaotic, and they are not dazed. This spell can only be cast by lawful or neutral casters - it has no effect when cast by a chaotic caster.
4PanaceaChannels powerful positive energy into a target to wipe away afflictions, restores 1d8 hit points +1 per caster level (max +20), and removes temporary ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell will damage 1d8 hit points +1 per caster level (max +20) Undead who make a successful Will save reduce the damage by half.
4PoisonCalls upon the venomous powers of natural predators to infect the enemy with a horrible poison. This poison does 1d10 Constitution damage immediately and 1d10 Constitution damage after 1 minute. A successful Fortitude save negates this effect.
4RecitationGives special favor to you and any allies near you, granting a +2 luck bonus to attack rolls, Armor Class, and saves.
4RestorationCures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue or exhaustion suffered by the ally.
4Shield of Faith, MassCasts Shield of Faith on multiple targets, creating a shimmering, magical field around allies that averts attacks, giving a +2 deflection bonus to AC. This bonus is increased by 1 for every 6 caster levels.
4Summon Monster IVSummons a fiendish spider to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
4Symbol of FlameYou scribe a potent rune of power in the air. When a target comes within range, the symbol activates and does 5d6 fire damage to that target. A successful Reflex save reduces damage by half. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered.
4Unholy BlightUnholy power smites your targets. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell. The spell deals 1d8 points of damage per two caster levels (max 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 6d4 seconds. A successful Will save reduces damage to half and negates the sickened effect. The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. This spell can only be cast by evil or neutral casters - it has no effect when cast by a good caster.
5Break EnchantmentAffected allies in an area are freed from harmful enchantments, transmutations, and curses. You must make a caster level check of 1d20 + your caster level (maximum +15) versus 11 + the spell's caster level to remove an effect.
5Cure Light Wounds, MassCasts Cure Light Wounds on multiple targets. Positive energy is channeled to heal light wounds of allies or damage undead for 1d8 hit points +1 per caster level (max +25). Undead who make a successful Will save reduce the damage by half.
5Flame StrikeProduces a vertical column of divine fire roaring downward, dealing 1d6 per caster level (max 15d6) damage to a target. Half the damage is fire. Half is from pure divine power. A successful Reflex save reduces the damage by half.
5Greater CommandEnemies are commanded to fall to the ground and lie prone. A successful Will save negates this effect.
5Inflict Light Wounds, MassCasts Inflict Light Wounds on multiple targets at range inflicting 1d8 +1 per caster level (max +5) damage or healing undead a like amount. A successful Will save reduces the damage by half.
5Protection from ElementsGrants temporary immunity to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each energy type has been absorbed.
5Raise DeadResurrects the target, restores 10% of the target's hit points, and preserves current spell points.
5Slay LivingSlays any living enemy you touch or deals 3d6 damage on a successful Fortitude save.
5Spell ResistanceWards an ally with a Spell Resistance of 12 plus 1 per caster level.
5Stalwart PactGrants the target 5 hit points for every 2 caster levels, a +2 luck bonus to saving throws, and damage reduction 5/Magic, if the target of the spell falls below 50% hit points.
5Summon Monster VSummons an earth elemental to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
5Symbol of PainYou scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets suffer wracking pain that imposes a -4 penalty on attack rolls, skill checks, and ability checks for a duration of 30 seconds plus 12 seconds per caster level. A successful Fortitude save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered.
5True SeeingYou confer on the subject the ability to see things as they actually are. This allows the target to notice secret doors hidden by magic, see the exact location of creatures hidden by blur or displacement effects, and see invisible creatures or objects normally.
6BanishmentA more powerful version of the dismissal spell. It enables you to force several extraplanar creatures out of your home plane. A successful Will save negates this effect. (DC = spell's save DC - creature's HD + your caster level).
6Bear's Endurance, MassCasts Bear's Endurance on multiple targets giving a +4 enhancement bonus to Constitution to each of them.
6Blade BarrierCreates a circular wall of blades. Any enemy passing through the blade barrier takes 1d6 points of damage per caster level (max 15d6). A successful Reflex save reduces the damage by half.
6Bull's Strength, MassCasts Bull's Strength on multiple targets giving +4 enhancement bonus to Strength to each.
6CometfallYou conjure a bright, glowing comet, which appears in midair above your target, then strikes the ground with tremendous force. This spell does 2d6 points of bludgeon damage for every 2 caster levels. A successful Reflex save reduces the damage by half. The force of this comet can knock some creatures prone.
6Create UndeadThis evil spell allows you to create several powerful sorts of undead: ghouls, ghasts, or mummies. Created undead are automatically under the control of their creator, but have a chance to resist every 3d12+12 seconds.
6Cure Moderate Wounds, MassCasts Cure Moderate Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies or damage undead for 2d8 hit points +1 per caster level (max +30). Undead who make a successful Will save reduce the damage by half.
6Eagle's Splendor, MassCasts Eagle's Splendor on multiple targets.
6Greater Dispel MagicRemoves ongoing spells that have been cast on a target. You must make a caster level check of 1d20 + your caster level (maximum +20) versus 11 + the spell's caster level to remove an effect.
6Greater Glyph of WardingA powerful inscription that explodes when entered, doing 1d8 per two caster levels (max10d8) to the intruder and all nearby targets. A successful Reflex save reduces the damage by half.
6HarmCharges the target with a massive amount of negative energy, dealing 10 points of damage per caster level (max 150hp). Harm cannot reduce the target's hit points to less than 1. A successful Will save reduces the damage by half. Against undead targets this spell acts as Heal.
6HealChannels powerful positive energy into a target to wipe away injury and afflictions, restore 10 hit points per caster level (max 150hp), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.
6Heroes FeastBrings forth a great feast for all nearby allies. While this spell is active on someone, the next time they use a rest shrine they consume the feast. The nectarlike beverage which is part of the feast cures them of all diseases, sickness, and nausea, makes them immune to poison for 1 minute per caster level, and grants 1d8 temporary hit points +1 per two caster levels (maximum 10). The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear for 1 minute per caster level.
6Inflict Moderate Wounds, MassCasts Inflict Moderate Wounds on multiple targets at range inflicting 2d8 +1 per caster level damage (max +10) or healing undead for a like amount. A successful Will save reduces the damage by half.
6Owl's Wisdom, MassCasts Owl's Wisdom on multiple targets.
6Summon Monster VISummons a fiendish troll to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
6Symbol of FearYou scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are panicked for 6 seconds per caster level or until the symbol expires. A successful Will save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered.
6Symbol of PersuasionYou scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are charmed for 6 seconds per caster level or until the Symbol expires. A successful Will save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered.
6Undeath to DeathDestroys undead creatures in the area. This spell will kill one target of up to 9 Hit Dice per every 4 caster levels (max 4). A successful Will save negates this effect.
6Word of RecallTeleports you to the Temple of the Sovereign Host in House Deneith.
7Cure Serious Wounds, MassCasts Cure Serious Wounds on multiple targets. Positive energy is channeled to heal serious wounds of allies or damage undead for 3d8 hit points +1 per caster level (max +35). Undead who make a successful Will save reduce the damage by half.
7DestructionRaw destructive power is channeled to utterly annihilate an enemy, killing them instantly or causing 10d6 damage with a successful Fortitude save.
7Greater RestorationCures all temporary ability damage, restores all negative levels suffered from energy drain, and eliminates fatigue, exhaustion, confusion, and insanity suffered by the ally.
7Inflict Serious Wounds, MassCasts Inflict Serious Wounds on multiple targets at range inflicting 3d8 +1 per caster level damage (max +15) or healing undead for a like amount. A successful Will save reduces the damage by half.
7Protection from Elements, MassGrants temporary immunity to multiple targets to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each energy type has been absorbed.
7Restoration, MassCasts Restoration on multiple targets, curing all temporary ability damage, restoring a single negative level suffered from energy drain, and eliminating fatigue or exhaustion suffered by allies.
7ResurrectionResurrects the target, restores half of the target's hit points, and preserves current spell points.
7Spell Resistance, MassCasts Spell Resistance on multiple targets, warding allies with a Spell Resistance of 12 plus 1 per caster level.
7Summon Monster VIISummons an efreeti to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
7Symbol of StunningYou scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are stunned for 6d6 seconds or until the Symbol expires. A successful Will save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered.
7Symbol of WeaknessYou scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets take 3d6 points of Strength damage. A successful Fortitude save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered.
8Cure Critical Wounds, MassCasts Cure Critical Wounds on multiple targets. Positive energy is channeled to heal critical wounds of allies or damage undead for 4d8 hit points +1 per caster level (max +40). Undead who make a successful Will save reduce the damage by half.
8Death PactThe spell allows you to enter a pact with your diety that brings you back to life after you are slain. While under the effects of this spell, your constitution is decreased by two, and cannot be restored until you rest.
8Death Ward, MassGrants multiple allies immunity to death spells and effects, energy drain, and negative energy effects.
8Fire StormA storm causes an area to become shot through with sheets of roaring flame, causing 1d6 per caster level fire damage to targets in its area.
8Holy AuraWards allies with +4 deflection bonuses to AC, +4 resistance bonuses to saves, and immunity to enchantment and charm spells.
8Inflict Critical Wounds, MassCasts Inflict Critical Wounds on multiple targets at range inflicting 4d8 +1 per caster level (max +20) damage or healing undead a like amount. A successful Will save reduces the damage by half.
8Summon Monster VIIISummons a bezikira to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
8Symbol of DeathYou scribe a potent rune of power in the air. When the symbol is activated by a target approaching, one or more nearby targets are whose combined hit point totals do not exceed 150 hp are killed. A successful Fortitude save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered.
9Energy DrainA black ray of crackling negative energy suppresses the life force of any living creature it strikes, granting an enemy 2d4 negative levels. If the target has as many negative levels as its hit dice or levels, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stack.
9Heal, MassCasts Heal on multiple targets. Channels powerful positive energy into allies to wipe away injury and afflictions, restore 10 hit points per caster level (max 150hp), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.
9ImplosionYou create a destructive resonance field around yourself, causing nearby corporeal enemies to collapse in upon themselves and die instantly. This effect must first bypass a target's spell resistance to take effect, and a successful Fortitude save negates the effect. Every few seconds, an enemy within your aura will be affected by this spell, but you are free to perform other actions while it is active.
9Summon Monster IXSummons a hezrou to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
9True ResurrectionResurrects the target, restores all of the target's hit points, and preserves current spell points.

1 Attack Your basic attack. When activated, you will continue attacking until your target is defeated.
1 Heavy Armor Proficiency You are proficient with heavy armor, and do not suffer armor penalties to your attack rolls when wearing heavy armor.
1 Heroic Durability Increases your maximum hit points by 20.
1 Light Armor Proficiency You are proficient with light armor, and do not suffer armor penalties to your attack rolls when wearing light armor.
1 Magical Training Increases your maximum spell points, representing the training you received as a level 1 character in the arcane or divine arts.
1 Medium Armor Proficiency You are proficient with medium armor, and do not suffer armor penalties to your attack rolls when wearing medium armor.
1 Shield Proficiency (General) You are proficient with bucklers, small, and large shields.
1 Simple Weapon Proficiency You do not suffer an attack penalty for simple weapons.
1 Sneak Uses your Move Silently and Hide in Shadows skills to stealth through dungeons.
1 Turn Undead Activate this cleric ability to drive away undead. To turn undead you must make a turning check (1d20 + your total Charisma modifier) to determine the Hit Dice of the most powerful undead you can effect. Then you roll 2d6 + your cleric level + your Charisma modifier to determine the total Hit Dice of creatures in the area that you can turn. Turned undead flee. If you have twice as many levels as the undead have Hit Dice, you destroy any that you would normally turn.
2 Defensive Fighting While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
2 Sunder Using this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)
2 Trip Using this attack, you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 10 + Str mod)

1 Cleric Concentration I
Grants a +1 bonus to your Concentration skill.
Cost: 1 action point
1 Cleric Diplomacy I
Grants a +1 bonus to your Diplomacy skill.
Cost: 1 action point
1 Cleric Divine Vitality I
Activate this ability to restore 3d4+10 spellpoints to another character. Consumes a use of your turn undead ability.
Cost: 1 action point
1 Cleric Energy of the Zealot I
Grants a 20 point increase to spell points.
Cost: 1 action point
1 Cleric Extra Turning I
You gain 1 additional turn undead attempt per rest.
Cost: 1 action point
1 Cleric Heal I
Grants a +1 bonus to your Heal skill.
Cost: 1 action point
1 Cleric Life Magic I
Grants a 10% increase to the effectiveness of your healing and negative energy spells.
Cost: 1 action point
1 Cleric Smiting I
Grants a 10% increase to the effectiveness of your light and alignment based (good, evil, lawful, and chaotic) spells.
Cost: 1 action point
1 Follower of the Lord of Blades
Warforged only. You are a Blade, a true believer in the cult of the Lord of Blades. Warforged were made to rule Eberron, the other races are weak. Grants a +1 bonus to hit with greatswords, the favored weapon of the cultists of the Lord of Blades.
Cost: 2 action points
Races: Warforged Only
Grants: Champion of the Lord of Blades
1 Follower of the Silver Flame
You are one of the Purified, a true believer in the Silver Flame. Burn the corruption and taint of evil from all Eberron. Grants a +1 bonus to hit with longbows, the favored weapon of the clergy of the Silver Flame.
Cost: 2 action points
Grants: Tira's Champion
1 Follower of the Sovereign Host
You are a Vassal of the Sovereign Host, a true believer in the Doctrine of Universal Sovereignty. As is the world, so are the gods. As are the gods, so is the world. Grants a +1 bonus to hit with longswords, the favored weapon of the clergy of the Sovereign Host.
Cost: 2 action points
Grants: Dol Dorn's Champion
1 Follower of the Undying Court
High Elf only. You are guided by the wisdom of the deathless of Aerenal, and are a true believer in the ways of the Undying Court. Existence is a spiritual journey requiring far longer than a single lifetime. Only the Undying can ever truly learn what great wonders lie at its end. Grants a +1 bonus to hit with scimitars, the favored weapon of the clergy of the Undying Court.
Cost: 2 action points
Races: Elf Only
Grants: Champion of the Deathless
1 Follower of Vulkoor
Drow Elf only. You are one of Vulkoor's chosen, a worshiper of the scorpion god of Xen'drik. Followers of Vulkoor the Hunter pay homage by their actions, as well as through lengthy recitations of the deeds of the god and the heroes who follow him. Grants a +1 bonus to hit with shortswords.
Cost: 2 action points
Races: Drow Elf Only
Grants: Vulkoor's Champion
2 Cleric Divine Cleansing I
Activate this ability to grant another character a +4 morale bonus to Fortitude saves for a short time and remove any poison or disease effects. Consumes a use of your turn undead ability.
Cost: 1 action point
Spent: 3 action points
2 Cleric Improved Empower Healing I
Using the Empower Healing Spell feat costs you 1 less spell point.
Cost: 2 action points
Spent: 2 action points
Requires All of: Empower Healing Spell
2 Cleric Wand and Scroll Mastery I
Grants a 25% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
Cost: 1 action point
Spent: 3 action points
2 Cleric Wisdom I
Grants a +1 increase to your Wisdom score.
Cost: 2 action points
Spent: 2 action points
3 Cleric Divine Healing I
Activate this ability to give another character 1d3 healing every 2 seconds for 30 seconds. Consumes a use of your turn undead ability.
Cost: 1 action point
Spent: 7 action points
3 Cleric Prayer of Life I
Grants a 3% chance for your healing and negative energy spells to generate a critical result for 1.5 times the normal healing or damage amount. (Base spell critical chance is 0% and base critical damage multiplier is 1.5.)
Cost: 1 action point
Spent: 7 action points
3 Cleric Prayer of Smiting I
Grants a 3% chance for your light and alignment based (good, evil, lawful, and chaotic) spells to generate a critical hit for 1.5 times normal damage. (Base spell critical chance is 0% and base critical damage multiplier is 1.5.)
Cost: 1 action point
Spent: 7 action points
4 Cleric Charisma I
Grants a +1 increase to your Charisma score.
Cost: 2 action points
Spent: 10 action points
4 Cleric Concentration II
Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Cleric Concentration I
4 Cleric Diplomacy II
Grants an additional +1 bonus to your Diplomacy skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Cleric Diplomacy I
4 Cleric Divine Light I
Activate this ability to deal 6d6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of your turn undead ability. (A successful DC 10 + Cleric Level + Charisma Mod Will save reduces the damage by half.)
Cost: 1 action point
Spent: 11 action points
4 Cleric Extra Turning II
You gain 1 additional turn undead attempt per rest, bringing your total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Cleric Extra Turning I
4 Cleric Heal II
Grants an additional +1 bonus to your Heal skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Cleric Heal I
4 Cleric Life Magic II
Grants an additional 10% increase to the effectiveness of your healing and negative energy spells, bringing the total increase to 20%.
Cost: 2 action points
Spent: 10 action points
Requires All of: Cleric Life Magic I
4 Cleric Smiting II
Grants an additional 10% increase to the effectiveness of your light and alignment based (good, evil, lawful, and chaotic) spells, bringing the total increase to 20%.
Cost: 2 action points
Spent: 10 action points
Requires All of: Cleric Smiting I
5 Cleric Divine Might I
Activate this ability to gain a +2 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability. Requires a 14 base Charisma.
Cost: 1 action point
Spent: 15 action points
5 Cleric Divine Vitality II
Activate this ability to restore 5d4+10 spellpoints to another character. Consumes a use of your turn undead ability.
Cost: 2 action points
Spent: 14 action points
Requires All of: Cleric Divine Vitality I
5 Cleric Energy of the Zealot II
Grants an additional 30 spell points, bringing your total increase to 50 points.
Cost: 2 action points
Spent: 14 action points
5 Cleric Improved Spell Penetration I
You add +1 to your level when attempting to overcome an enemy's spell resistance.
Cost: 2 action points
Spent: 14 action points
5 Cleric Improved Turning I
You add +1 to your cleric level when attempting to turn undead.
Cost: 1 action point
Spent: 15 action points
5 Cleric Prayer of Incredible Life I
Your healing and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 1.75.
Cost: 1 action point
Spent: 15 action points
Requires All of: Cleric Prayer of Life I
5 Cleric Prayer of Incredible Smiting I
Your light and alignment based (good, evil, lawful, and chaotic) spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 1.75.
Cost: 1 action point
Spent: 15 action points
5 Cleric Wand and Scroll Mastery II
Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 35%.
Cost: 2 action points
Spent: 14 action points
6 Bladesworn Transformation
You are a devoted follower of the Lord of Blades, and your faith has been rewarded. Activate this ability to become a juggernaut of destruction for 24 seconds plus 6 seconds per cleric level.\n\nWhile transformed, you have a +4 profane bonus to Strength, a +4 natural armor bonus to AC, a +4 profane bonus on damage rolls, a +10 enhancement bonus to Will saves against mind-affecting magic, and proficiency in all simple and martial weapons. Your base attack bonus is equal to your character level. You lose your spellcasting ability. You have immunity to critical hits and sneak attacks, but cannot be healed by healing spells.
Cost: 4 action points
Spent: 16 action points
Races: Warforged Only
6 Cleric Divine Cleansing II
Activate this ability to grant another character a +6 morale bonus to Fortitude saves for a short time and remove any poison, disease, curse, or blindness effects. Consumes a use of your turn undead ability.
Cost: 2 action points
Spent: 18 action points
Requires All of: Cleric Divine Cleansing I
6 Cleric Improved Empower Healing II
Using the Empower Healing Spell feat costs you 2 fewer spell points.
Cost: 4 action points
Spent: 16 action points
6 Cleric Wisdom II
Grants an additional +1 to your Wisdom score.
Cost: 4 action points
Spent: 16 action points
Requires All of: Cleric Wisdom I
6 Silver Flame Exorcism
You are a devoted follower of the Silver Flame, and your faith has been rewarded. Activate this ability to attempt to exorcise an extraplanar creature, which is entirely consumed in holy fire on a failed Will save or savagely burned by the light of the Silver Flame. A successful Fortitude save reduces the damage to half. The Save DC for this ability is 10 + Cleric Level + Charisma Modifier.
Cost: 4 action points
Spent: 16 action points
6 Undying Call
You are a devoted follower of the Undying Court, and your faith has been rewarded. Activate this ability to lead a dead ally's spirit back to this world, acting as a True Resurrection on high elven spirits or a Raise Dead for others.
Cost: 4 action points
Spent: 16 action points
Races: Elf Only
6 Unyielding Sovereignty
You are a devoted follower of the Sovereign Host, and your faith has been rewarded. Activate this ability to fully heal hit point damage done to a targetted ally, remove ability damage, death penalty effects, negative levels, and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned.
Cost: 4 action points
Spent: 16 action points
6 Vulkoor's Avatar
You are a devoted follower of Vulkoor the Hunter, and your faith has been rewarded. Activate this ability to ask Vulkoor to send one of his servants to destroy your enemies.
Cost: 4 action points
Spent: 16 action points
Requires All of: Follower of Vulkoor
Races: Drow Elf Only
7 Cleric Divine Healing II
Activate this ability to give another character 2d3 healing every 2 seconds for 30 seconds. Consumes a use of your turn undead ability.
Cost: 2 action points
Spent: 22 action points
Requires All of: Cleric Divine Healing I
7 Cleric Extra Turning III
You gain 1 additional turn undead attempt per rest, bringing your total increase to 3.
Cost: 3 action points
Spent: 21 action points
Requires All of: Cleric Extra Turning II
7 Cleric Life Magic III
Grants an additional 10% increase to the effectiveness of your healing and negative energy spells, bringing the total increase to 30%.
Cost: 3 action points
Spent: 21 action points
Requires All of: Cleric Life Magic II
7 Cleric Prayer of Life II
Grants a 6% chance for your healing and negative energy spells to generate a critical result for 1.5 times the normal healing or damage amount.
Cost: 2 action points
Spent: 22 action points
Requires All of: Cleric Prayer of Life I
7 Cleric Prayer of Smiting II
Grants a 6% chance for your light and alignment based (good, evil, lawful, and chaotic) spells to generate a critical hit for 1.5 times normal damage.
Cost: 2 action points
Spent: 22 action points
7 Cleric Smiting III
Grants an additional 10% increase to the effectiveness of your light and alignment based (good, evil, lawful, and chaotic) spells, bringing the total increase to 30%.
Cost: 3 action points
Spent: 21 action points
Requires All of: Cleric Smiting II
8 Cleric Charisma II
Grants an additional +1 to your Charisma score.
Cost: 4 action points
Spent: 24 action points
Requires All of: Cleric Charisma I
8 Cleric Concentration III
Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Cleric Concentration II
8 Cleric Diplomacy III
Grants an additional +1 bonus to your Diplomacy skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Cleric Diplomacy II
8 Cleric Divine Light II
Activate this ability to deal 12d6 points of light damage to all nearby undead creatures. Consumes a use of your turn undead ability. (A successful DC 10 + Cleric Level + Charisma Mod Will save reduces the damage by half.)
Cost: 2 action points
Spent: 26 action points
Requires All of: Cleric Divine Light I
8 Cleric Heal III
Grants an additional +1 bonus to your Heal skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Cleric Heal II
8 Cleric Wand and Scroll Mastery III
Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 45%.
Cost: 3 action points
Spent: 25 action points
9 Cleric Divine Vitality III
Activate this ability to restore 7d4+10 spellpoints to another character. Consumes a use of your turn undead ability.
Cost: 3 action points
Spent: 29 action points
Requires All of: Cleric Divine Vitality II
9 Cleric Energy of the Zealot III
Grants an additional 30 spell points, bringing your total increase to 80 points.
Cost: 3 action points
Spent: 29 action points
9 Cleric Improved Spell Penetration II
You add +2 to your level when attempting to overcome an enemy's SR.
Cost: 4 action points
Spent: 28 action points
9 Cleric Improved Turning II
You add +2 to your cleric level when attempting to turn undead.
Cost: 2 action points
Spent: 30 action points
Requires All of: Cleric Improved Turning I
9 Cleric Prayer of Incredible Life II
Your healing and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.00.
Cost: 2 action points
Spent: 30 action points
9 Cleric Prayer of Incredible Smiting II
Your light and alignment based (good, evil, lawful, and chaotic) spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.00.
Cost: 2 action points
Spent: 30 action points
10 Cleric Divine Cleansing III
Activate this ability to grant another character a +8 morale bonus to Fortitude saves for a short time and remove any poison, disease, curse, blindness, paralysis, or petrification effects. Consumes a use of your turn undead ability.
Cost: 3 action points
Spent: 33 action points
10 Cleric Divine Might II
Activate this ability to gain a +4 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability. Requires a 16 base Charisma.
Cost: 2 action points
Spent: 34 action points
Requires All of: Cleric Divine Might I
10 Cleric Extra Turning IV
You gain 1 additional turn undead attempt per rest, bringing your total increase to 4.
Cost: 4 action points
Spent: 32 action points
Requires All of: Cleric Extra Turning III
10 Cleric Improved Empower Healing III
Using the Empower Healing Spell feat costs you 4 fewer spell points.
Cost: 6 action points
Spent: 30 action points
10 Cleric Life Magic IV
Grants an additional 10% increase to the effectiveness of your healing and negative energy spells, bringing the total increase to 40%.
Cost: 4 action points
Spent: 32 action points
Requires All of: Cleric Life Magic III
10 Cleric Smiting IV
Grants an additional 10% increase to the effectiveness of your light and alignment based (good, evil, lawful, and chaotic) spells, bringing the total increase to 40%.
Cost: 4 action points
Spent: 32 action points
Requires All of: Cleric Smiting III
10 Cleric Wisdom III
Grants an additional +1 to your Wisdom score.
Cost: 6 action points
Spent: 30 action points
Requires All of: Cleric Wisdom II
11 Cleric Divine Healing III
Activate this ability to give another character 3d3 healing every 2 seconds for 30 seconds. Consumes a use of your turn undead ability.
Cost: 3 action points
Spent: 37 action points
Requires All of: Cleric Divine Healing II
11 Cleric Prayer of Life III
Grants a 9% chance for your healing and negative energy spells to generate a critical result for 1.5 times the normal healing or damage amount.
Cost: 3 action points
Spent: 37 action points
Requires All of: Cleric Prayer of Life II
11 Cleric Prayer of Smiting III
Grants a 9% chance for your light and alignment based (good, evil, lawful, and chaotic) spells to generate a critical hit for 1.5 times normal damage.
Cost: 3 action points
Spent: 37 action points
11 Cleric Wand and Scroll Mastery IV
Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 55%.
Cost: 4 action points
Spent: 36 action points
12 Cleric Concentration IV
Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Cleric Concentration III
12 Cleric Diplomacy IV
Grants an additional +1 bonus to your Diplomacy skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Cleric Diplomacy III
12 Cleric Divine Light III
Activate this ability to deal 18d6 points of light damage to all nearby undead creatures. Consumes a use of your turn undead ability. (A successful DC 10 + Cleric Level + Charisma Mod Will save reduces the damage by half.)
Cost: 3 action points
Spent: 41 action points
Requires All of: Cleric Divine Light II
12 Cleric Heal IV
Grants an additional +1 bonus to your Heal skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Cleric Heal III
13 Cleric Energy of the Zealot IV
Grants an additional 30 spell points, bringing your total increase to 110 points.
Cost: 4 action points
Spent: 44 action points
13 Cleric Improved Spell Penetration III
You add +3 to your level when attempting to overcome an enemy's SR.
Cost: 6 action points
Spent: 42 action points
13 Cleric Improved Turning III
You add +3 to your cleric level when attempting to turn undead.
Cost: 3 action points
Spent: 45 action points
13 Cleric Prayer of Incredible Life III
Your healing and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.
Cost: 3 action points
Spent: 45 action points
13 Cleric Prayer of Incredible Smiting III
Your light and alignment based (good, evil, lawful, and chaotic) spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.
Cost: 3 action points
Spent: 45 action points
15 Cleric Divine Might III
Activate this ability to gain a +6 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability. Requires a 18 base Charisma.
Cost: 3 action points
Spent: 53 action points
Requires All of: Cleric Divine Might II
20 Cleric Divine Intervention
You are a strong conduit of positive energy and can expend a turn attempt to ward your target against mortal damage. When an ally is warded, incoming hit point damage cannot lower their hit point total below -9. When a warded ally is incapacitated, this effect will heal the target after a few seconds for 10 to 39 hit points and then fade.
Cost: 2 action points
Spent: 74 action points
20 Cleric Divine Might IV
Activate this ability to gain a +8 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability. Requires a 20 base Charisma.
Cost: 4 action points
Spent: 72 action points
Requires All of: Cleric Divine Might III