Class:Cleric

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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.
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

ConcentrationAllows you a chance to continue casting a spell when you would normally be interrupted.
DiplomacyAllows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself.
HealAllows 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.

1 3----------------
2 4----------------
3 43--------------
4 54--------------
5 543------------
6 554------------
7 6543----------
8 6554----------
9 66543--------
10 66554--------
11 666543------
12 666554------
13 6666543----
14 6666554----
15 66666543--
16 66666554--

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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. 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 for a brief time. Casting this spell locks out casting any other Summon Monster spell for 1 minute.