A cleric’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good evil axis.

Hit Die


Class Skills

The cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Knowledge (planes) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks Per Level

2 + Int modifier.

Table 4–5: Cleric

Spells Per Day
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Channel energy, domain powers, orisons 3 1
2nd +1 +3 +0 +3 Domain powers 4 2
3rd +2 +3 +1 +3 4 2 1
4th +3 +4 +1 +4 Domain powers 4 3 2
5th +3 +4 +1 +4 4 3 2 1
6th +4 +5 +2 +5 4 3 3 2
7th +5 +5 +2 +5 4 4 3 2 1
8th +6/+1 +6 +2 +6 Domain powers 4 4 3 3 2
9th +6/+1 +6 +3 +6 4 4 4 3 2 1
10th +7/+2 +7 +3 +7 4 4 4 3 3 2
11th +8/+3 +7 +3 +7 4 4 4 4 3 2 1
12th +9/+4 +8 +4 +8 Domain powers 4 4 4 4 3 3 2
13th +9/+4 +8 +4 +8 4 4 4 4 4 3 2 1
14th +10/+5 +9 +4 +9 4 4 4 4 4 3 3 2
15th +11/+6/+1 +9 +5 +9 4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +10 +5 +10 Domain powers 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +10 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Domain powers 4 4 4 4 4 4 4 4 4 4

Class Features

The following are class features of the cleric.

Weapon and Armor Proficiency

Clerics are proficient with all simple weapons, with all types of armor, and with shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.

Aura (Ex)

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).


A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 4–5. In addition, she receives bonus spells per day if she has a high Wisdom score.

Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su)

Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of her faith through her holy (or unholy) symbol (see Channel Energy in the Combat Chapter). This power also heals or harms living creatures in the radius.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy, damaging undead creatures and causing them to f lee. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy, healing undead and bending them to her will. A neutral cleric of a neutral deity must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inf lict spells (see spontaneous casting).

A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier.

Domain Powers (Su)

Each cleric must choose a deity. Each deity has a number of domains associated with its faith, and its clerics must choose two of these domains to focus on. Each domain grants a number of domain powers dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains both of the listed powers and bonus spells granted by her domains at each of the listed levels. See the Spells Chapter for more information.

If your cleric is not devoted to a particular deity, you still select two domains to represent her spiritual inclinations.

Orisons (Sp)

Clerics can prepare a number of orisons, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. The number of orisons a cleric can prepare each day is noted in Table 4–5 under “Spells per day.” Orisons are treated like any other spell cast by the cleric in terms of duration and other variables based on level. Orisons cannot be channeled through spontaneous casting.

Spontaneous Casting

A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inf lict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see channel energy).

Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to her own or her deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Bonus Languages

A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.


A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description).