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Class:Cleric

From DDO Compendium

Click here for our Cleric 101 Guide!

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, Scourge of the Undead, The Font of Healing, Warpriest of Siberys, Scourge of the Undead, The Font of Healing
True Reincarnation Feat(s):Past Life: Cleric
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 by taking damage. For characters with ki, concentration allows you to retain more base ki and slows the rate at which your ki dissipates.\n\nDetails: To maintain concentration when you take damage, you roll 1d20 and add your concentration skill. The result must equal or exceed 10 + the level of spell you are trying to cast + the incoming damage amount.
Diplomacy Allows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself. Any accumulated threat you have with enemies that you successfully diplomacize is reduced.
Heal Allows you to use a healing kit 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.\n\nDetails: To boost allies' healing from resting, the character with the heal skill must be close to the resting characters (within a few meters). The amount of extra healing granted after a rest is equal to your heal skill + character level + 10.

Base Spell Points
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5075100125150180215255300350
11121314151617181920
40546553060067575584093010251125

You receive an additional 80 spell points for having the Magical Training feat

Spell Point Calculator
Cleric Level:     Wisdom:   
Total Spell Points:

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. Necrotic energy slows the target slightly.
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 3 to 8 hit points plus an additional 1 for every caster level up to caster level 5. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 1d6+2 hp plus an additional 1 per caster level (max 5).
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 3 to 8 damage plus an additional 1 for every caster level up to caster level 5 on your target enemy, or heal undead a like amount. A successful Will save reduces the damage by half.\n\nD&D Dice: Deals 1d6+2 negative energy damage plus 1 additional for every caster level (max 5).
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 5 to 8 points of light damage plus an additional 1 for every caster level This ray has double spell range.\n\nD&D Dice: Deals 1d4+4 light damage plus 1 additional damage for every 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 IThis spell allows you to summon one of three different creatures: a celestial dog, a giant rat, or a brown spider. It will fight for you for a brief time, but 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 2 to 4 hit points plus an additional 1 for every caster level up to caster level 5. This spell has faster than normal casting speed and minimal cooldown.\n\nD&D Dice: Heals 1d3+1 per caster level (max 5).
2Cure Moderate WoundsPositive energy is channeled to heal moderate wounds of your target or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 10. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 2d6+4 hp plus 1 point per caster level (max 10).
2Deific VengeanceThe divine power of an angry deity imposes a punishment in the form of a sharp, spiritual blow to the target, dealing 4 to 6 good damage for every two caster levels (up to a maximum of 30 damage at caster level 10) or 4 to 6 good damage per caster level (up to a max of 60 damage) if the target is undead. A successful Will save reduces this damage by half.\n\nD&D Dice: Deals 1d3+3 good damage per 2 caster level (max 5d3+15) or 1d3+3 good damage per caster level to undead (max 10d3+30).
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, but do not include Monstrous Humanoids.
2Inflict Moderate WoundsNegative energy is channeled through your touch to inflict 6 to 16 damage plus an additional 1 for every caster level up to caster level 10 on your target enemy, or heal undead for a like amount. A successful Will save reduces the damage by half.\n\nD&D Dice: Deals 2d6+4 negative energy damage plus 1 additional for every caster level (max 10).
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 1 to 8 of sonic damage and stunning enemies for 6 seconds. A successful Fortitude or Spell Resistance save negates the stun.\n\nD&D Dice: Deals 1d8 sonic damage and stuns enemies for 6 seconds.
2Spawn ScreenPrevents one ally per caster level from rising as undead. Certain rare, extremely powerful undead can circumvent this protection.
2Summon Monster IIThis spell allows you to summon one of three different creatures: a fiendish monstrous scorpion, a fiendish bat, or a black widow. It will fight for you for a brief time, but 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 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 9 to 24 hit points plus an additional 1 for every caster level up to caster level 15. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 3d6+6 hp plus 1 point per caster level (max 15).
3Dispel MagicRemoves ongoing spells that have been cast on a target. You must make a caster level check (roll a 20 sided die and add your caster level (maximum +10)) versus 11 + the spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner.
3Glyph of WardingA powerful inscription that explodes when entered, doing 5 to 8 damage per two caster levels (up to a max of 25 to 40 at caster level 10) to the intruder and all nearby targets. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d4+4 damage per two caster levels (max 5d4+20).
3Inflict Serious WoundsNegative energy is channeled through your touch to inflict 9 to 24 damage plus an additional 1 for every caster level up to caster level 15 on your target enemy, or heal undead for a like amount. A successful Will save reduces the damage by half.\n\nD&D Dice: Deals 3d6+6 negative energy damage plus 1 additional for every caster level (max 15).
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 5 to 8 light damage per 2 caster levels (up to a max of 25 to 40 at caster level 10). Undead creatures take 4 to 6 damage per caster level (up to a max of 40 to 60 damage). Ray spells have double range.\n\nD&D Dice: Deals 1d4+4 per two caster levels (max 5d8) or deals 1d3+3 per caster level to undead (max 10d3+30).
3Summon Monster IIIThis spell allows you to summon one of three different creatures: a hellhound, a winter wolf, or an air mephit. It will fight for you for a brief time, but 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 5 to 8 points of damage per two caster levels (up to a max of 25 to 40 damage at caster level 10) to a lawful creature (or 4 to 6 per caster level, maximum 40 to 60, to a lawful outsider) and causes it to be slowed for 6 to 36 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.\n\nD&D Dice: Deals 1d4+4 damage per two caster levels to lawful creatures (max 5d4+20) or deals 1d3+3 damage per caster level to lawful outsiders (max 10d3+30).
4Cure Critical WoundsPositive energy is channeled to heal critical wounds of your target or damage undead for 12 to 32 hit points plus an additional 1 for every caster level up to caster level 20. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 4d6+8 hp plus 1 point per caster level (max 20).
4Death WardGrants an ally immunity to death spells and effects, energy drain, and negative energy effects.
4DismissalInstantly forces an extraplanar enemy back to its proper plane. A successful Will save negates this effect. (DC = spell's save DC - creature's Hit Dice or Level + your caster level). Even on a successful save the target still suffers 4 to 6 damage per caster level in damage. \n\nD&D Dice: Deals 1d3+3 per caster level on successful save.
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 5 to 8 holy damage per 2 caster levels (up to a max of 25 to 40 damage at caster level 10) and are blinded for 6 seconds. Does not affect good targets. Neutral targets take half damage. Evil Outsiders take instead 4 to 6 holy damage per caster level (up to a max of 40 to 60 damage). 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.\n\nD&D Dice: Deals 1d4+4 holy damage per two caster levels to evil creatures (max 5d4+20) or deals 1d3+3 damage per caster level to evil outsiders (max 10d3+30). Neutral targets take half damage (1d2+2 per two caster levels).
4Inflict Critical WoundsNegative energy is channeled through your touch to inflict 12 to 32 damage plus an additional 1 for every caster level up to caster level 20 on your target enemy, or heal undead a like amount. A successful Will save reduces the damage by half.\n\nD&D Dice: Deals 4d6+8 negative energy damage plus 1 additional for every caster level (max 20).
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 5 to 8 points of damage per two caster levels (up to a max of 25 to 40 at caster level 10) to a chaotic creature (or 4 to 6 per caster level, maximum 40 to 60, 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.\n\nD&D Dice: Deals 1d4+4 damage per two caster levels to chaotic creatures (max 5d4+20) or deals 1d3+3 damage per caster level to chaotic outsiders (max 10d3+30).
4PanaceaChannels powerful positive energy into a target to wipe away afflictions, restores 3 to 8 hit points plus an additional 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 3 to 8 hit points +1 per caster level (max +20) Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 1d6+2 hp + 1 point per caster level (max +20) and removes temp ability damage and many afflictions.
4PoisonCalls upon the venomous powers of natural predators to afflict the enemy with a horrible poison. This poison does 1 to 10 Constitution damage immediately and 1 to 10 Constitution damage after 1 minute. A successful Fortitude save negates this effect.\n\nD&D Dice: Does 1d10 Con damage immediately, followed by 1d10 additional Con damage after 1 minute (on failed saves).
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 IVThis spell allows you to summon one of three different creatures: a fiendish monstrous spider, a greater ice mephit, or a lantern archon. It will fight for you for a brief time, but 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 20 to 30 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. Symbols are volatile when placed together.\n\nD&D Dice: Deals 5d3+15 fire damage to any that come in range.
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 5 to 8 points of damage per two caster levels (up to a max of 25 to 40 damage at caster level 10) to a good creature (or 4 to 6 per caster level, maximum 60, to a good outsider) and causes it to be sickened for 6 to 24 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.\n\nD&D Dice: Deals 1d4+4 damage per two caster levels to good creatures (max 5d4+20) or deals 1d3+3 damage per caster level to good outsiders (max 10d3+30). Neutral targets take half damage (1d2+2 per two caster levels).
5Break EnchantmentAffected allies in an area are freed from harmful enchantments, transmutations, and curses. You must make a caster level check of 1 to 20 + 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 3 to 8 hit points plus an additional 1 for every caster level up to caster level 25. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 1d6+2 hp plus 1 point per caster level (max 25).
5Divine PunishmentFocuses the power of the gods upon the target, inflicting 1 to 6 +1 light damage per caster level every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 3 times, increasing the damage with each stack.
5Flame StrikeProduces a vertical column of divine fire roaring downward, dealing 2 to 6 damage per caster level (up to a max of 30 to 90 damage at caster level 15) to the target area. Half the damage is fire. Half is from pure divine power. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3 fire damage and 1d3 divine damage per caster level (max 30d3).
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 3 to 8 damage plus an additional 1 for every caster level up to caster level 25, or healing undead a like amount. A successful Will save reduces the damage by half.\n\nD&D Dice: Deals 1d6+2 negative energy damage plus 1 additional for every caster level (max 25).
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 4 to 6 negative energy damage per caster level on a successful Fortitude save.\n\nD&D Dice: Slay a living enemy or deals 1d3+3 damage per caster level on a successful Fort 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 saves, and damage reduction 5/Magic, if the target of the spell falls below 50% hit points.
5Summon Monster VThis spell allows you to summon one of three different creatures: a medium earth elemental, a bearded devil, or an umbral worg. It will fight for you for a brief time, but 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. Symbols are volatile when placed together.
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 but cause the targets take 4 to 6 points of damage per caster level. (DC = spell's save DC - creature's Hit Dice or Level + your caster level).\n\nD&D Dice: Successful save still causes 1d3+3 bane damage per 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 1 to 6 points of damage per caster level (max 90). A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d6 damage per caster level to enemies passing through the barrier (max 15d6).
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 8 to 12 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.\n\nD&D Dice: Deals 2d3+6 bludgeon damage per 2 caster levels.
6Create UndeadThis evil spell allows you to create one of three types of undead: a wight priest, a dread wraith, or a mummy lord. Created undead are automatically under the control of their creator.
6Cure Moderate Wounds, MassCasts Cure Moderate Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 30. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 2d6+4 hp plus 1 point per caster level (max 30).
6Eagle's Splendor, MassCasts Eagle's Splendor on multiple targets, giving a +4 enhancement bonus to Charisma to each.
6Greater Dispel MagicRemoves ongoing spells that have been cast on a target. You must make a caster level check (roll a 20 sided die and add your caster level (maximum +20)) versus 11 + the spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner.
6Greater Glyph of WardingA powerful inscription that explodes when entered, doing 5 to 8 damage per two caster levels (up to a max of 50 to 80 at caster level 20) to the intruder and all nearby targets. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d4+4 damage per two caster levels (max 10d4+40).
6HarmCharges the target with a massive amount of negative energy, dealing 10 points of damage per caster level (up to a max of 150 damage at caster level 15). 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.\n\nD&D Dice: Deals 10 damage per caster level (max 150) but cannot reduce target to less than 1 hp.
6HealChannels powerful positive energy into a target to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 150 hit points at caster level 15), 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.\n\nD&D Dice: Heals 10 hp per caster level (max 150).
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 1 to 8 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 6 to 16 damage plus an additional 1 for every caster level up to caster level 30, or healing undead for a like amount. A successful Will save reduces the damage by half.\n\nD&D Dice: Deals 2d6+4 negative energy damage plus 1 additional for every caster level (max 30).
6Owl's Wisdom, MassCasts Owl's Wisdom on multiple targets, giving each of them a +4 enhancement bonus to Wisdom.
6Summon Monster VIThis spell allows you to summon one of three different creatures: a fiendish troll, a large water elemental, or an eladrin bralani. It will fight for you for a brief time, but 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. Symbols are volatile when placed together.
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. Symbols are volatile when placed together.
6Undeath to DeathDestroys undead creatures in the area. 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 9 to 24 hit points plus an additional 1 for every caster level up to caster level 35. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 3d6+6 hp plus 1 point per caster level (max 35).
7DestructionRaw destructive power is channeled to utterly annihilate an enemy, dealing 4 to 6 per caster level damage. Target is also subject to a death effect and will die without a successful Fortitude save. .\n\nD&D Dice: Kills one enemy or deals 4 to 6 per caster level damage. on a successful 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 9 to 24 damage plus an additional 1 for every caster level up to caster level 35, or healing undead for a like amount. A successful Will save reduces the damage by half.\n\nD&D Dice: Deals 3d6+6 negative energy damage plus 1 additional for every caster level (max 35).
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 VIIThis spell allows you to summon one of three different creatures: an efreeti, a djinni, or a huge earth elemental. It will fight for you for a brief time, but 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 6 to 36 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. Symbols are volatile when placed together.
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 3 to 18 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. Symbols are volatile when placed together.
8Cure Critical Wounds, MassCasts Cure Critical Wounds on multiple targets. Positive energy is channeled to heal critical wounds of allies or damage undead for 12 to 32 hit points plus an additional 1 for every caster level up to caster level 40. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 4d6+8 hp plus 1 point per caster level (max 40).
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 StormAn enormous column of fire roars downward, blasting an area with searing flame, causing 4 to 6 fire damage per caster level to targets in its area.\n\nD&D Dice: Deals 1d3+3 fire damage per caster level.
8Holy AuraWards allies and blinds nearby enemies. Allies gain a +4 deflection bonus to AC, a +4 resistance bonus to saves, and immunity to enchantment and charm spells. A successful fortitude save by enemies negates the blindness effect.
8Inflict Critical Wounds, MassCasts Inflict Critical Wounds on multiple targets at range inflicting 12 to 32 damage plus an additional 1 for every caster level up to caster level 40, or healing undead a like amount. A successful Will save reduces the damage by half.\n\nD&D Dice: Deals 4d6+8 negative energy damage plus 1 additional for every caster level (max 40).
8Summon Monster VIIIThis spell allows you to summon one of three different creatures: a bezekira, a greater air elemental, or an orthon. It will fight for you for a brief time, but 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 subject to having a level drained. 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. Symbols are volatile when placed together.
9Energy DrainA black ray of crackling negative energy suppresses the life force of any living creature it strikes, giving an enemy 2 to 8 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 -2 penalty on attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stack. As a ray this spell has double range.\n\nD&D Dice: Gives enemies 2d4 negative levels.
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 (up to a max of 150 at caster level 15), 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.\n\nD&D Dice: Heals 10 hp per caster level (max 150).
9ImplosionYou create a destructive resonance field around yourself that lasts 10 seconds. Every 2 seconds, the aura causes one nearby corporeal enemy to collapse in upon itself and die or causes 4 to 6 damage per caster level. A successful Fortitude save negates the death effect. You are free to perform other actions while the aura is active.\n\nD&D Dice: Kills one corporeal enemy every 2 seconds for 10 seconds or deals 2d3+6 damage per caster level.
9Summon Monster IXThis spell allows you to summon one of three different creatures: a hezrou, an elder fire elemental, or an eladrin ghaele. It will fight for you for a brief time, but 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.\n\nWizards, sorcerers, and bards should avoid wearing medium and heavier armor and shouldn't take this feat because wearing armor can cause arcane spells to fail to cast (known as Arcane Spell Failure). In general, the heavier the armor, the greater the chance of failure.
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.\n\nWizards and sorcerers should avoid wearing armor and shouldn't take this feat because wearing armor can cause arcane spells to fail to cast (known as Arcane Spell Failure). In general, the heavier the armor, the greater the chance of failure.
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.\n\nWizards, sorcerers, and bards should avoid wearing medium and heavier armor and shouldn't take this feat because wearing armor can cause arcane spells to fail to cast (known as Arcane Spell Failure). In general, the heavier the armor, the greater the chance of failure.
1 Shield Proficiency (General) You are proficient with bucklers, and small and large shields.\n\nWizards, sorcerers, and bards should generally avoid using shields and shouldn't take this feat because using a shield can cause arcane spells to fail to cast (known as Arcane Spell Failure). In general, the bigger the shield, the greater the chance of failure.
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 (roll 1 twenty-sided die + your total Charisma modifier) to determine the Hit Dice of the most powerful undead you can effect. Then you roll 2 six-sided dice + 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 Divine Vitality I
Activate this ability to restore 13 to 22 spellpoints to another character. Consumes a use of your turn undead ability.\n\nD&D Dice: Restores 3d4+10 sp to an ally.
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 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 or Half-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[v] Only
Half-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 1 to 3 healing every 2 seconds for 30 seconds. Consumes a use of your turn undead ability.\n\nD&D Dice: Heals 1d3 hp per 2 seconds for 30 seconds.
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 Divine Light I
Activate this ability to deal 6 to 36 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.)\n\nD&D Dice: Deals 6d6 light damage to undead.
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 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 15 to 30 spellpoints to another character. Consumes a use of your turn undead ability.\n\nD&D Dice: Restores 5d4+10 sp to an ally.
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 Radiant Servant I
You are a beacon of light against the darkness. You count as 1 level higher when casting Positive Energy or Light based spells and gain the ability to expend a Turn Undead attempt to create a burst of positive energy that heals you and nearby allies, removes some negative levels and ability damage, and damages nearby undead. Any undead that you successfully turn with your Turn Undead ability are destroyed instead of frightened, and your Turns regenerate over time (1 every 2 minutes).
Cost: 4 action points
Spent: 16 action points
Grants: Radiant Servant: Positive Energy Burst
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[v] Only
Half-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 2 to 6 healing every 2 seconds for 30 seconds. Consumes a use of your turn undead ability.\n\nD&D Dice: Heals 2d3 hp per 2 seconds for 30 seconds.
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 Divine Light II
Activate this ability to deal 12 to 72 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.)\n\nD&D Dice: Deals 12d6 light damage to undead.
Cost: 2 action points
Spent: 26 action points
Requires All of: Cleric Divine Light I
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 17 to 38 spellpoints to another character. Consumes a use of your turn undead ability.\n\nD&D Dice: Restores 7d4+10 sp to an ally.
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 3 to 9 healing every 2 seconds for 30 seconds. Consumes a use of your turn undead ability.\n\nD&D Dice: Heals 3d3 hp per 2 seconds for 30 seconds.
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 Divine Light III
Activate this ability to deal 18 to 108 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.)\n\nD&D Dice: Deals 18d6 light damage to undead.
Cost: 3 action points
Spent: 41 action points
Requires All of: Cleric Divine Light II
12 Cleric Radiant Servant II
You are a beacon of light against the darkness. The Empower Healing metamagic now grants you a 75% bonus to healing spells instead of 50%. You count as an additional 1 level higher when casting Positive Energy or Light based spells, and gain the ability to expend a Turn Undead attempt to create an aura of positive energy that heals you and nearby allies over time and damages nearby undead.
Cost: 2 action points
Spent: 42 action points
Grants: Radiant Servant: Positive Energy Aura
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




 


Number of spell slots of each spell level (per levels)

Cleric 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Level 1 3                
Level 2 4                
Level 3 4 3              
Level 4 5 4              
Level 5 5 4 3            
Level 6 5 5 4            
Level 7 6 5 4 3          
Level 8 6 5 5 4          
Level 9 6 6 5 4 3        
Level 10 6 6 5 5 4        
Level 11 6 6 6 5 4 3      
Level 12 6 6 6 5 5 4      
Level 13 6 6 6 6 5 4 3    
Level 14 6 6 6 6 5 5 4    
Level 15 6 6 6 6 6 5 4 3  
Level 16 6 6 6 6 6 5 5 4  
Level 17 6 6 6 6 6 6 5 4 2
Level 18 6 6 6 6 6 6 5 5 3
Level 19 6 6 6 6 6 6 6 5 4
Level 20 6 6 6 6 6 6 6 6 5
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