From Arelith Wiki
Jump to: navigation, search
Character Creation

Characters on Arelith:
Race - Alignment
Deity - Class
Gifts - Backgrounds
Mark of Destiny
Epic Sacrifice
Head List

Cleric is a default base class with Arelith specific changes.


Arelith Clerics enjoy many changes that benefit their spellcasting and summons. The #Path: Healer is focused on protection and healing. Mechanical changes are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. Base mechanics can be found on NWNWiki. The #Roleplay Tips section provides suggestions for character development.

Class Mechanics


Alignment restrictions: None

Spellcasting: Requires a Deity, alignment within the deity's worshipers, and Piety to cast spells greater than circle 6. Selection of Domains is not mechanically enforced, but is encouraged. Domains are quite customized on Arelith and it is worth reviewing them prior to in game domain selection

Class Features

Hit die: d8

Proficiencies: armor (light, medium, heavy), shields, weapons (simple)

Skill points: 2 + int modifier ((2 + int modifier) * 4 at 1st level)

Class Skills: concentration, craft mastery, heal, intimidate, leadership, lore, ride, spellcraft

Unavailable feats: weapon specialization

Primary saving throw(s): fortitude, will

Base attack bonus: +3/4 level

Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation

Level Progression

Hit points rolls on Arelith are always maximum.

Base spells per day
Level BAB Fort Ref Will Feats HP 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 turn undead 8 3 2
2nd +1 +3 +0 +3 16 4 3
3rd +2 +3 +1 +3 24 4 3 2
4th +3 +4 +1 +4 32 5 4 3
5th +3 +4 +1 +4 40 5 4 3 2
6th +4 +5 +2 +5 48 5 4 4 3
7th +5 +5 +2 +5 56 6 5 4 3 2
8th +6/+1 +6 +2 +6 64 6 5 4 4 3
9th +6/+1 +6 +3 +6 72 6 5 5 4 3 2
10th +7/+2 +7 +3 +7 80 6 5 5 4 4 3
11th +8/+3 +7 +3 +7 88 6 6 5 5 4 3 2
12th +9/+4 +8 +4 +8 96 6 6 5 5 4 4 3
13th +9/+4 +8 +4 +8 104 6 6 6 5 5 4 3 2
14th +10/+5 +9 +4 +9 112 6 6 6 5 5 4 4 3
15th +11/+6/+1 +9 +5 +9 120 6 6 6 6 5 5 4 3 2
16th +12/+7/+2 +10 +5 +10 128 6 6 6 6 5 5 4 4 3
17th +12/+7/+2 +10 +5 +10 136 6 6 6 6 6 5 5 4 3 2
18th +13/+8/+3 +11 +6 +11 144 6 6 6 6 6 5 5 4 4 3
19th +14/+9/+4 +11 +6 +11 152 6 6 6 6 6 6 5 5 4 4
20th +15/+10/+5 +12 +6 +12 160 6 6 6 6 6 6 5 5 5 5


Cantrips 1st level spells 2nd level spells 3rd level spells 4th level spells
Cure minor wounds Bane Aid Animate dead Cure critical wounds
Inflict minor wounds Bless Bull's strength Bestow curse Death ward
Light Cure light wounds Cure moderate wounds Blindness/deafness Dismissal
Resistance Divine favor Darkness Clarity Divine power
Virtue Doom Eagle's splendor Contagion Freedom of movement
Endure elements Endurance Continual flame Hammer of the gods
Entropic shield Find Traps Cure serious wounds Inflict critical wounds
Inflict light wounds Fox's cunning Darkfire Greater magic weapon
Magic weapon Hold Person Dispel magic Neutralize poison
Protection from alignment Inflict moderate wounds Glyph of warding Restoration
Remove fear Lesser dispel Inflict serious wounds Summon creature IV
Sanctuary Lesser restoration Invisibility purge Poison
Scare Negative energy ray Magic circle against alignment Sound Lance
Shield of faith Owl's wisdom Magic vestment
Summon creature I Remove paralysis Negative energy protection
Detect Poison Resist elements Prayer
Silence Protection from elements
Sound burst Remove blindness/deafness
Stone bones Remove curse
Summon creature II Remove disease
Ultravision Searing light
Cat's grace Summon creature III
Halt undead

5th level spells 6th level spells 7th level spells 8th level spells 9th level spells
Battletide Banishment Destruction Aura versus alignment Energy drain
Circle of doom Blade barrier Greater restoration Earthquake Gate
Flame strike Control undead Regenerate Create greater undead Implosion
Healing circle Create undead Resurrection Fire storm Storm of vengeance
Monstrous regeneration Greater dispelling Summon creature VII Mass heal Summon creature IX
Raise dead Greater sanctuary Word of faith Summon creature VIII Undeath's eternal foe
Slay living Harm Blasphemy Sunbeam
Spell resistance Heal Planar binding Wrathful castigation
Summon creature V Planar ally Greater planar binding
True seeing Summon creature VI
Haste Undeath to death
Lesser planar binding

Epic Cleric

Bonus feats: The epic cleric gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, and 29.

Epic bonus feats: armor skin, automatic quicken spell, automatic silent spell, automatic still spell, epic spell focus, epic spell penetration, great wisdom, greater spell focus, improved combat casting, planar turning

Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape

Additional epic feats: epic spell: planar conduit

Level Feats HP
21st 168
22nd 176
23rd bonus feat 184
24th 192
25th 200
26th bonus feat 208
27th 216
28th 224
29th bonus feat 232
30th 240

Arelith Changes

Change Level Description
Bonus Language - Celestial if Good. Infernal if Lawful Evil. Abyssal if Chaotic Evil or Neutral Evil.
Summoning Changes - For specifics, read Summoning Changes which details how summons are changed on Arelith and Summons which details each specific summon stream and what is summoned at each tier of the stream.
Spell changes - For specifics, see Spell changes.
New spells - Blasphemy (7), Darkbolt (Darkness Domain) (6), Detect Poison (1), Halt Undead (3), Poison (4), Sound Lance (4), Wrathful Castigation(8)
Spellbook - Can save and load Spellbooks through the Crafting Skills menu. Right-click menu: Special Abilities > Crafting Skills > Choose "Spellbooks" from the menu.
Spellcasting Costs - Requires Piety to cast spells greater than level 6. Level 7 spells cost -1%. Level 8 spells cost -2%. Level 9 spells cost -4%. Epic spells cost -5%
Raise Dead & Resurrection - Casting them (even from scrolls) usually costs 50% and 75% of Piety, respectively, but is reduced by a flat 25% for Clerics. This becomes 25% for Raise Dead and 50% for Resurrection.
Chosen Deity - All Divine Classes (Clerics, Paladins, Druids, Divine Champions, and Blackguards) must be one of the cleric alignments of that deity. See Chosen Deity to read more.
Piety - Clerics gain total piety per tick, based on cleric level: 1-8 = 0.1%; 9-27 = 0.2%; 28-30 = 0.3%. Other classes do not have this innate piety gain. The default piety tick is -0.1% so the net total from levels 1-8 Clerics will not lose piety, then gain 0.1% 9-27, and 0.2% from 28-30.
Class skills - Clerics on Arelith gain access to Intimidate and Ride as class skills.
Clerics on Arelith lose access to Parry as a class skill.
Turn Undead - This feat has been heavily modified on Arelith, read more about it here.
Domains - Domains on Arelith are very customized, more information can be found here.
Divine Protection - Has a 240 second cooldown that's shared with Greater Sanctuary. Duration changed to 5+ Cha mod rounds.

Path: Healer

The Healer is an alternate path for clerics that can only be taken at character creation. Forgoing most of their gear options, these individuals excel at defying death at every turn, ensuring the safety and survival of their allies against all odds.

  • Healers lose all weapon and armor proficiencies, including racial proficiencies, but with the exception of Simple weapons. They cannot regain these lost proficiencies.
  • Spontaneous Healing: A Healer can cast Healing Circle, Heal, and Mass Heal spontaneously as if they were an innate caster (sorcerer, bard). Consumes 5th level, 6th level, and 8th level spell slots respectively. These spells will appear under special abilities on the radial menu.
  • Overhealing: Healers convert excess healing into temporary hit points. The hit point bonus is limited to 5/ Healer level (Harper Priest levels count, too), and lasts for a period of three rounds. A Healer level 13 can overheal for up to 65 points. The duration is refreshed on further applications of Overhealing.
  • Regenerate refreshes and stacks the overheal hit point bonus, while Monstrous Regeneration doesn't.
  • Lifeline: Healers can cast Raise Dead or Resurrection on a living target to apply a Lifeline to that target for the duration of 1 turn. If the affected creature reaches -10 hitpoints during the effect, they fall to the ground unconscious instead of dying, and are raised or resurrected a round later.
    • Other creatures can only benefit from Lifeline once per rest. Note that this is the creature's rest, not the cleric's.
    • Bear in mind that the Healers cannot use Lifeline on themselves.
    • This ability only works with other PCs; not summons, companions, mobs or NPCs of any sort.
  • Expanded Healing: The Healer's radius of area healing spells (Healing Circle, Mass Healing) grows slightly with their levels. A level 30 Healer will have the spell's area effectively doubled.
  • Respite: At level 28, a pure healers gains access to the epic -respite spell. Respite creates a 4.0m area of effect on the ground that lasts for 9 seconds. All creatures (including enemies) within the area of effect become immune to all forms of crowd control (except Timestop) and cannot be reduced to less than one hit point. On expiration of the zone, all allies within the area of effect are healed for 150 hit points.

Note that these abilities will only work through casted spells; not spells from items.

Roleplay Tips

It is desirable to select domains that are close to dogma of worshiped Deity.

External Links

Information about default NWN class are available on NWNWiki.
Seekers of wisdom - article on CoA forum comparing roleplay of 3 classes: clerics, druids and monks.