Cleric
![]() Character Creation | |
Characters on Arelith: | |
---|---|
Race - Alignment | |
Deity - Class | |
Gifts - Backgrounds | |
Mark of Destiny | |
Epic Sacrifice | |
Customization | |
Head List |
Cleric is a default base class with Arelith specific changes.
Introduction
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
Requirements
Alignment restrictions: None
Spellcasting: Requires a Deity, alignment within the deity's worshipers' alignments and Piety to cast spells greater than circle 6. While selection of Domains is not mechanically enforced, it is encouraged that your selections domains are close to the dogma of the worshiped Deity. Domains are quite customized on Arelith and it is worth reviewing them prior to in game domain selection as they offer a range of extended powers and abilities.
Class Features
Hit die: d8
Proficiencies: armor (light, medium, heavy), shields, weapons (simple)
Skill points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)
Class Skills: concentration, craft mastery, heal, intimidate, leadership, lore, ride, sail, 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 | Path Feat | 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 |
Spells
See Category:Cleric_Spells for a list of all spells by category.
Cantrips | 1st level spells | 2nd level spells |
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3rd level spells | 4th level spells | 5th level spells |
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6th level spells | 7th level spells | 8th level spells |
9th level spells | Epic Spells | |
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: dragon knight, epic spell: greater ruin, epic spell: hell ball, epic spell: planar conduit, epic spell: mummy dust, epic spell focus, epic spell penetration, epic weapon foci, great wisdom, great smiting, greater spell focus, improved combat casting, planar turning
Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape
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 | - | Clerics, Paladins and Druids 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, Ride and Sail 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. |
Path Feat | 3rd | A Cleric must select a Path (see below) which includes Cleric Path (conventional Cleric) at this level. |
Cleric Path Feats
- Paths are chosen at level 3 Cleric
- Cleric gains a bonus feat at level 3 specifically just for paths alone and nothing else.
- Favored Soul levels count towards Cleric path progression
- 2/3 Cleric levels count towards Favored Soul CL (not vice versa)
- All Cleric paths can gain more weapon, armor, and shield proficiencies via feats or multiclass.
- Note: The exception to this rule is the #Healer Path with weapon proficiencies where they can not gain weapon proficiencies beyond simple.
- Spell Refunds
- Refund chances from the paths will apply to applicable spells from both the Favored Soul and the Cleric spellbooks.
- Chance based on Spell Level is 10% less for every spell level starting at 90%:
- Level 1: 80%
- Level 2: 70%
- Level 3: 60%
- Level 4: 50%
- Level 5: 40%
- Level 6: 30%
- Level 7: 20%
- Level 8: 10%
- Level 9: 0%
- Note: Meta magic will lower the refund chances proportional to the spell level increase.
Path of the Cleric
- These are the clerics that travel among the people and carry their faith with them to spread their deities' wills through their actions and sharing their divine magics. This is the default cleric path.
- Weapon Proficiency: Simple Weapon
- Armor Proficiency: Light, Medium, Heavy, Shield
- Special: None
Path of the Cloistered
- Cloistered clerics spend more time than other clerics in study and prayer and less in martial training. They give up a cleric's usual combat prowess for a better understanding of the divines and their powers. The time spent in reflection also allows them to take up many crafts as hobbies and ways to fund their missions.
- Weapon Proficiency: Simple
- Armor Proficiency: Light
- Special:
- Wearing armor heavier than Light Armor or wielding shield larger than Small Shield will incur a Spell Failure chance penalty
- Can spontaneously cast domain spells up to 4th level.
- For the duration of Divine Power (1 turn per caster level), instead of increasing BAB and gaining extra APR, all Domain spells cast from the spellbook have a chance to refund upon being cast. Also raises Intelligence to 18 if it isn't higher already.
- For Favored Soul to refund their spells, the spells in the Favored Soul spellbook must match the domain spells.
- For the duration of Divine Favor (1 hour), instead of increasing AB and Damage, gains one tier of Spell Penetration higher and a bonus 20% refund chance.
- No Spell Pen: gains Spell Pen
- Has Spell Pen: gains Greater Spell Pen
- Has Greater Spell Pen: gains Epic Spell Pen
- Has Epic Spell Pen: does nothing
- +1 DC to all Domain Spells
- Scribe Scroll feat
- Brew Potion feat if Cleric has Magic, Knowledge, OR Forge domain
- Craft Wand feat if 2 of the 3 aforementioned domains
- Spell Penetration at 6th Level
- Greater Spell Penetration at 18th Level
- Auto-Silent Spell 2 & 3 gained at 23rd+ level if the Cloistered Cleric has Auto-Silent Spell I
- Monk wisdom to AC reduced to 1/2
Path of the Evangelist
- Hellbent on converting people to their faith, the Evangelists are the ones you see preaching from the city streets to the open roads, from the small village chapels to the grand cathedrals, or even on the fields of battle to justify the (un)holy crusades of their faith.
- Weapon Proficiency: Simple
- Armor Proficiency: Light, Medium, Shield
- Special:
- Wearing armor heavier than Medium Armor or wielding a shield larger than Large Shield will incur a Spell Failure chance penalty
- Can spontaneously cast Bless, Aid, Prayer, Word of Faith, and Blasphemy
- Bard and Curse Song at 6th level (no scaling beyond 6 until bard levels are present)
- 6 + 1/3 of Cleric levels count towards Bard Song / Curse Song progression and song charges.
- For the duration of Divine Favor (1 turn per caster level), instead of increasing AB and Damage, they gain +4 song levels (instead of AB). While Divine Favor is active, if they have no Bard Levels, their Bard Song will be a minimum of 10 levels; and if they do have Bard Levels, it will be a minimum of 15.
- For the duration of Divine Power (1 hour), instead of gaining APR, all enchantment and mind-affecting spells cast from the character's spellbook have a % refund chance. Also raises Charisma to 18 if it isn't higher already.
- Note: The spell still offers the AB bonus
- Mind-Affecting spells: Daze, Aid, Bless, Command, Bane, Doom, Confusion, Sleep, Color Spray, Feeblemind, Nightmare, Charm/Dominate/Hold Monster/Person/Animal, Mass Charm/Dominate, Battletide, Blasphemy, Crushing Despair, Good Hope, Undeath's Eternal Foe, Mind Fog, Power Word: Stun, Aura of Glory, Mass Camouflage, Stonehold, Scintillating Pattern, Irresistible Dance
- +2 DC on Enchantment and Mind-Affecting spells
- Bless, Aid, and Prayer receive the following bonuses:
- Auto-extended (doesn't stack with Extend Spell or Unremitting Cadence)
- Area of Effect radius increased up to twice the size at 30 cleric levels
- Monk wisdom to AC reduced to 2/3
Path of the Healer
- Trained to the exclusion of combative skills, the healers are a powerful conduit for the restorative arts. While one may assume such clerics are kept well away from harm, quite a few of them march to the frontlines and invoke the divine powers over life and death as granted by their faith.
- Weapon Proficiency: Simple
- Armor Proficiency: None
- Special:
- Divine Favor now grants an extra 20% chance to refund
- Weapon proficiencies are limited to simple even if multi-classed into other classes.
- Wearing armor heavier than Light Armor or wielding a shield larger than Small Shield will incur a Spell Failure chance penalty
- Healers with the Healing domain OR the Suffering domain overheal to 60hp if above 18 levels
- A healer can still overheal to 30hp without the Healing domain or the Suffering domain or if the healer is below 18 levels and has one of the domains.
- Respite at 23rd Cleric level
- Spontaneously cast Healing Circle, Mass Heal, and Heal (does not trigger refund)
- Bigger AoE healing spell radius that scales with Caster Levels
- For the duration of Divine Favor (1 hour), instead of increasing AB and Damage, all healing spells are maximized.
- Cure Wounds
- Healing Circle
- Heal/Mass Heal
- For the duration of Divine Power (1 turn per caster level), instead of increasing BAB and gaining APR, all slotted Positive spells have a % refund chance. Also raises Constitution to 18 if it isn't higher already.
- Positive Spells: Cure Wounds, Sustenance, Healing Circle, Heal, Mass Heal, Regenerate, Monstrous Regeneration, Undeath to Death
- Raise Dead and Resurrection piety cost reduced
- Monk wisdom to AC reduced to 1/2
Path of the Warpriest
- Warpriests take up the causes and dogmas of their deity as an act of war to wage. They slay the infidels and blasphemers, bringing (un)holy justice and vengeance to those who would oppose their faith. Warpriests are fierce, earthy clerics who pray for peace but prepare for war. Their focus upon battle usually leaves them stumbling when it comes to matters of ritual and spell.
- Weapon Proficiency: Simple
- Armor Proficiency: Light, Medium, Heavy, Shield
- Special:
- Divine Power, Divine Favor, and War Cry are now double duration and can be extended again for a total of 4 times the original duration
- Divine Power grants 5 times the caster level as temporary hp instead of 1 times caster level
- Divine Smite feat (requires Good/Evil domain for scaling)
- Spontaneously cast Aura of Vitality as a 7th level spell
- Combat Casting feat at 6th level
- Weapon Specialization of any Weapon Focus feats taken at 12th level
- Only gains 1H Concussion Weapon Specialization if Forge Domain
- War Domain supersedes Forge Domain and allows all types of Weapon Specialization again if both are taken
- Improved Combat Casting feat at 18th Level
- Divine Might and Divine Shield are simultaneously cast at 21st level or beyond
- The following spells, cast from the character's spellbook, have a % refund chance (Divine Power is not required for refund):
- Bull's Strength
- Cat's Grace
- Bear's Endurance
- For the duration of Divine Power the following spells, cast from the character's spellbook, have a % refund chance:
- Deafening Clang
- Bless Weapon
- Greater Magic Weapon
- Elemental Weapon
- Keen Edge
- Darkfire
- +3 CL vs Dispel at 21+ effective cleric levels
- -2 DC on all spells
- Can not take Epic Spells (forced relevel if any epic spells are taken on level up)
- Can not summon in general.
- No access to Epic Spell Foci commands such as -yoink or -ward_teleport
- Special:
Path of the Defiler
- Clerics who crave power through corruption and enslavement often embrace the path of the Defiler, making it their purpose to bring ruin and suffering to the realms at the behest of their dark patrons.
- Weapon Proficiency: Simple
- Armor Proficiency: None
- Special:
- Divine Favor now grants an extra 20% chance to refund, max overheal now goes up to 60 hp with Suffering or Healing domain, or 30hp without either
- Weapon proficiencies are limited to simple even if multi-classed into other classes.
- Wearing armor heavier than Light Armor or wielding a shield larger than Small Shield will incur a Spell Failure chance penalty
- Spontaneously cast Circle of Doom, Harm, and Destruction (does not trigger refund)
- Bigger AoE Circle of Doom and Circle of Death spell radius that scales with Caster Levels
- For the duration of Divine Favor (1 hour), instead of increasing AB and Damage, all inflict spells are maximized and Harm kills an NPC target outright instead of placing it at 1 hp.
- Inflict Wounds
- Healing Sting
- Circle of Doom
- Harm (Outright kills an NPC target if it dealt damage)
- For the duration of Divine Power (1 turn per caster level), instead of increasing BAB and gaining APR, all slotted Negative and Death spells have a % refund chance. Also raises Constitution to 18 if it isn't higher already.
- Negative Spells: Inflict Wounds, Healing Sting, Circle of Doom, Slay Living, Harm, Vampiric Touch, Enervation, Energy Drain, Negative Energy Burst, Negative Energy Ray
- Death Spells: Circle of Death, Finger of Death, Power Word: Kill, Disintegrate, Wrathful Castigation, Avascular Mass
- Monk wisdom to AC reduced to 1/2
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.