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Cleric


Hit Points

At first level and every level thereafter, you increase your maximum hit points by 8 plus your constitution modifier.

Key Ability

At first level, you increase one of these ability scores by 2. Some of these options might be tied to subclasses (such as the rogue’s rackets).
Key Ability: Wisdom

Initial Proficiencies


Saves

Trained in Perception
Trained in Reflex Saves
Expert in Will Saves
Trained in Fortitude Saves

Weapons

Trained in unarmed attacks
Trained in simple weapons
Trained in Deity's favored weapon

Armor

Trained in unarmored
Untrained in all armor

Skills

Trained in Religion
Trained in one skill determined by your choice of deity
Trained in a number of skills equal to 2 plus your intelligence modifier

Class Features


LevelFeatures
1Ancestry Feat, Deity, Anathema, Divine Font, Doctrine, Divine Spellcasting, First Doctrine
2Class Feat, Skill Feat
3General Feat, Skill Increase, Second Doctrine
4Class Feat, Skill Feat
5Ability Boost, Ancestry Feat, Skill Increase, Alertness
6Class Feat, Skill Feat
7General Feat, Skill Increase, Third Doctrine
8Class Feat, Skill Feat
9Ancestry Feat, Skill Increase, Resolve
10Ability Boost, Class Feat, Skill Feat
11General Feat, Skill Increase, Lightning Reflexes, Fourth Doctrine
12Class Feat, Skill Feat
13Ancestry Feat, Skill Increase, Divine Defense, Weapon Specialization
14Class Feat, Skill Feat
15Ability Boost, General Feat, Skill Increase, Fifth Doctrine
16Class Feat, Skill Feat
17Ancestry Feat, Skill Increase
18Class Feat, Skill Feat
19General Feat, Skill Increase, Final Doctrine, Miraculous Spell
20Ability Boost, Class Feat, Skill Feat

Deity Feature 1


Cleric​

As a cleric, you are a mortal servitor of a deity you revere above all others. Information on deities can be found in the deities compendium, along with their alignments, areas of concern, and the benefits you get for being a cleric of that deity. Your alignment must be one allowed by your deity, as listed in their entry. Your deity grants you the trained proficiency rank in one skill and with the deity's favored weapon. If the favored weapon is uncommon, you also get access to that weapon.

Your deity also adds spells to your spell list. You can prepare these just like you can any spell on the divine spell list, once you can prepare spells of their level as a cleric. Some of these spells aren't normally on the divine list, but they're divine spells if you prepare them this way.


Anathema (Cleric) Feature 1


Cleric​

Acts fundamentally opposed to your deity's alignment or ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your deity remove you from your deity's good graces.

Casting spells with the evil trait is almost always anathema to good deities, and casting good spells is likewise anathema to evil deities; similarly, casting chaotic spells is anathema to lawful deities, and casting lawful spells is anathema to chaotic deities. A neutral cleric who worships a neutral deity isn't limited this way, but their alignment might change over time if they frequently cast spells or use abilities with a certain alignment. Similarly, casting spells that are anathema to the tenets or goals of your faith could interfere with your connection to your deity. For example, casting a spell to create undead would be anathema to Pharasma, the goddess of death. For borderline cases, you and your GM determine which acts are anathema.

If you perform enough acts that are anathema to your deity, or if your alignment changes to one not allowed by your deity, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include your divine font and all divine spellcasting. These abilities can be regained only if you demonstrate your repentance by conducting an Atone ritual.


Divine Font Feature 1


Cleric​

Through your deity's blessing, you gain additional spells that channel either the life force called positive energy or its counterforce, negative energy. When you prepare your spells each day, you can prepare additional Heal or Harm spells, depending on your deity. Once you choose, you can't change your choice short of an ethical shift or divine intervention.

Healing Font You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only heal spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.

Harmful Font You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only harm spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.


Doctrine Feature 1


Cleric​

Even among followers of the same deity, there are numerous doctrines and beliefs, which sometimes vary wildly between clerics. At 1st level, you select a doctrine and gain the benefits of its first doctrine. Each doctrine grants you initial benefits at 1st level. At 3rd, 7th, 11th, 15th, and 19th levels, you gain the benefits granted by your doctrine's second, third, fourth, fifth, and final doctrines respectively.


Divine Spellcasting (Cleric) Feature 1


Cleric​

Your deity bestows on you the power to cast divine spells. You can cast divine spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a cleric, you can usually hold a divine focus (such as a religious symbol) for spells requiring material components instead of needing to use a spell component pouch.

At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the divine spell list in this book or from other divine spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a cleric, the number of spells you can prepare each day increases, as does the highest level of spell you can cast.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier.


First Doctrine Feature 1


Cleric​

You gain the first benefit of your doctrine:


Second Doctrine Feature 3


Cleric​

You gain the second benefit of your doctrine:


Alertness Feature 3


Experience has made you increasingly aware of threats around you, and you react more quickly to danger. Your proficiency rank for Perception increases to expert.


Third Doctrine Feature 7


Cleric​

You gain the third benefit of your doctrine:


Resolve Feature 7


You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.


Lightning Reflexes Feature 3


Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.


Fourth Doctrine Feature 11


Cleric​

You gain the fourth benefit of your doctrine:


Divine Defense Feature 13


Cleric​

Your training and your deity protect you from harm. Your proficiency rank in unarmored defense increases to expert.


Weapon Specialization Feature 7


Champion, Fighter, Gunslinger, Inventor, Investigator, Magus, Monk, Ranger, Rogue, Swashbuckler: You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.

Alchemist, Bard, Cleric, Druid, Oracle, Psychic, Sorcerer, Summoner, Witch, Wizard You've learned how to inflict grave wounds with your most practiced weapons. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.

Barbarian: Your rage helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you're a master, and 4 if you're legendary.

You gain your instinct's specialization ability. See specific instincts for more information.


Fifth Doctrine Feature 15


Cleric​

You gain the fifth benefit of your doctrine:


Final Doctrine Feature 19


Cleric​

You gain the final benefit of your doctrine:


Miraculous Spell Feature 19


Cleric​

You're exalted by your deity and gain truly incredible spells. You gain a single 10th-level spell slot and can prepare a spell in that slot using divine spellcasting. You can't use this spell slot for abilities that let you cast spells without expending spell slots or that give you more spell slots. You don't gain more 10th-level spells as you level up, though you can take the Maker of Miracles feat to gain a second slot.