Cleric

Human clericClerics are the knights of the churches of Khorvaire, trained in warfare and blessed with divine power. They fight for the causes of their religions, serving at the command of a higher authority. Most temples are staffed by acolytes who can wield divine magic but do not have the fighting prowess of clerics. Clerics are the champions and defenders of the faith.

Other clerics across Eberron serve no church and claim no allegiance to any deity. They recognize the power of the deities, but not their authority over mortal life. They hold principles of alignment or other abstract ideals higher than the deities who claim these ideals in their portfolios, and they draw divine power from the pervasive spiritual force in the world instead of channeling it through deities. These clerics are usually outcasts and loners, but the reality of their power is impossible to deny, and it lends credence to their unorthodox theology.

Level Base Attack Bonus Fort Ref Will Special 0 1 2 3 4 5 6 7 8 9
1st + 0 + 2 + 0 + 2 Aura, Channel Energy 1d6, Domains, Orisons, Spontaneous Casting 3 1 + 1
2nd + 1 + 3 + 0 + 3 4 2 + 1
3rd + 2 + 3 + 1 + 3 Channel Energy 2d6 4 2 + 1 1 + 1
4th + 3 + 4 + 1 + 4 4 3 + 1 2 + 1
5th + 3 + 4 + 1 + 4 Channel Energy 3d6 4 3 + 1 2 + 1 1 + 1
6th + 4 + 5 + 2 + 5 4 3 + 1 3 + 1 2 + 1
7th + 5 + 5 + 2 + 5 Channel Energy 4d6 4 4 + 1 3 + 1 2 + 1 1 + 1
8th + 6/+ 1 + 6 + 2 + 6 4 4 + 1 3 + 1 3 + 1 2 + 1
9th + 6/+ 1 + 6 + 3 + 6 Channel Energy 5d6 4 4 + 1 4 + 1 3 + 1 2 + 1 1 + 1
10th + 7/+ 2 + 7 + 3 + 7 4 4 + 1 4 + 1 3 + 1 3 + 1 2 + 1
11th + 8/+ 3 + 7 + 3 + 7 Channel Energy 6d6 4 4 + 1 4 + 1 4 + 1 3 + 1 2 + 1 1 + 1
12th + 9/+ 4 + 8 + 4 + 8 4 4 + 1 4 + 1 4 + 1 3 + 1 3 + 1 2 + 1
13th + 9/+ 4 + 8 + 4 + 8 Channel Energy 7d6 4 4 + 1 4 + 1 4 + 1 4 + 1 3 + 1 2 + 1 1 + 1
14th + 10/+ 5 + 9 + 4 + 9 4 4 + 1 4 + 1 4 + 1 4 + 1 3 + 1 3 + 1 2 + 1
15th + 11/+ 6/+ 1 + 9 + 5 + 9 Channel Energy 8d6 4 4 + 1 4 + 1 4 + 1 4 + 1 4 + 1 3 + 1 2 + 1 1 + 1
16th + 12/+ 7/+ 2 + 10 + 5 + 10 4 4 + 1 4 + 1 4 + 1 4 + 1 4 + 1 3 + 1 3 + 1 2 + 1
17th + 12/+ 7/+ 2 + 10 + 5 + 10 Channel Energy 9d6 4 4 + 1 4 + 1 4 + 1 4 + 1 4 + 1 4 + 1 3 + 1 2 + 1 1 + 1
18th + 13/+ 8/+ 3 + 11 + 6 + 11 4 4 + 1 4 + 1 4 + 1 4 + 1 4 + 1 4 + 1 3 + 1 3 + 1 2 + 1
19th + 14/+ 9/+ 4 + 11 + 6 + 11 Channel Energy 10d6 4 4 + 1 4 + 1 4 + 1 4 + 1 4 + 1 4 + 1 4 + 1 3 + 1 3 + 1
20th + 15/+ 10/+ 5 + 12 + 6 + 12 4 4 + 1 4 + 1 4 + 1 4 + 1 4 + 1 4 + 1 4 + 1 4 + 1 4 + 1

Alignment: Any
Hit Dice: d8
Class Skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nobility) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points per Level: 2 + Int modifier.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Starting Gold: 4d6 × 10 gp (average 140 gp).
Spells: A cleric casts divine spells which are drawn from the cleric spell list. 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 above. 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.
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.

Cleric Options

The most important new options for clerics are the selection of churches and deities, with an array of new domains.

Feats

Ecclesiarch, Spontaneous Casting.

Archetypes

Sovereign Speaker
Undying Emissary

Cleric

Eberron inferno813