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Cleric
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| Starting a... |
Class Summary[edit]
Class Skills
- Skill points at 1st level: (2 + Intelligence modifier) x4
- Skill points at each additional level: 2 + Intelligence modifier
Weapon and Armor Proficiencies[edit]
Past Lives[edit]
| Past Life: Cleric | You were a Cleric in a past life. You occasionally feel the presence of the divine. Each time you acquire this feat you gain +1 to the DC's of your Conjuration spells, +1 Turn Undead attempt per rest, and you Turn Undead as if you were two levels higher. This feat can be stacked up to three times.
Past Life: Cleric is a Free Feat, which means it is permanently added to the character that unlocks it and you won't need to choose it, neither at new life nor at level up. | |
| Past Life: Initiate of the Faith | You recall more about your past life as a cleric. You have +2 to your Heal skill, and can produce a Healing Word effect five times per rest. Positive energy is channeled to heal light wounds of your target or damage undead for 1d2+2 hit points plus an additional 1d2+2 per two caster levels. Undead who make a successful Will save reduce the damage by half. |
Paths[edit]
Prestige Enhancements[edit]
Advancement table[edit]
Clerics gain additional spell points when they increase level or by having high wisdom, check the tables here. Note that the bonus spell slot granted for spontaneous casting is included in the following table: one spell slot of each level is always reserved for the healing spell of that level (except for the L9 slots).
| Table: The Cleric | Preparable Spells | ||||||||||||||
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spell points* | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
| 1st | +0/+0 | +2 | +0 | +2 | Turn Undead, Follower of (your faith), Cleric: Spontaneous Casting | 130 | 3 | - | - | - | - | - | - | - | - |
| 2nd | +1/+1/+6 | +3 | +0 | +3 | Select a Domain | 155 | 4 | - | - | - | - | - | - | - | - |
| 3rd | +2/+2/+7 | +3 | +1 | +3 | - | 180 | 4 | 3 | - | - | - | - | - | - | - |
| 4th | +3/+3/+8 | +4 | +1 | +4 | - | 205 | 5 | 4 | - | - | - | - | - | - | - |
| 5th | +3/+3/+8 | +4 | +1 | +4 | Domain ability | 230 | 5 | 4 | 3 | - | - | - | - | - | - |
| 6th | +4/+4/+9 | +5 | +2 | +5 | Deity-based feat | 260 | 5 | 5 | 4 | - | - | - | - | - | - |
| 7th | +5/+5/+10/+15 | +5 | +2 | +5 | - | 295 | 6 | 5 | 4 | 3 | - | - | - | - | - |
| 8th | +6/+6/+11/+16 | +6 | +2 | +6 | - | 335 | 6 | 5 | 5 | 4 | - | - | - | - | - |
| 9th | +6/+6/+11/+16 | +6 | +3 | +6 | Domain ability | 380 | 6 | 6 | 5 | 4 | 3 | - | - | - | - |
| 10th | +7/+7/+12/+17 | +7 | +3 | +7 | - | 430 | 6 | 6 | 5 | 5 | 4 | - | - | - | - |
| 11th | +8/+8/+13/+18 | +7 | +3 | +7 | - | 485 | 6 | 6 | 6 | 5 | 4 | 3 | - | - | - |
| 12th | +9/+9/+14/+19 | +8 | +4 | +8 | - | 545 | 6 | 6 | 6 | 5 | 5 | 4 | - | - | - |
| 13th | +9/+9/+14/+19 | +8 | +4 | +8 | - | 610 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | - | - |
| 14th | +10/+10/+15/+20 | +9 | +4 | +9 | Domain ability | 680 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | - | - |
| 15th | +11/+11/+16/+21 | +9 | +5 | +9 | - | 755 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | - |
| 16th | +12/+12/+17/+22 | +10 | +5 | +10 | - | 835 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | - |
| 17th | +12/+12/+17/+22 | +10 | +5 | +10 | - | 920 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 2 |
| 18th | +13/+13/+18/+23 | +11 | +6 | +11 | - | 1010 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 3 |
| 19th | +14/+14/+19/+24 | +11 | +6 | +11 | - | 1105 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 |
| 20th | +15/+15/+20/+25 | +12 | +6 | +12 | - | 1205 | 7 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 |
- Includes Base SP from Spell point table plus 80 SP from Magical Training free feat.
Class feats[edit]
Level 1[edit]
- Turn Undead (active and passive): This feat allows the character to halt, or at higher levels destroy, undead creatures. The character can do this (3 + their charisma modifier) times per day. While turning undead is an active skill, this feat is passive as it adds to the total amount of turns per day. While enhancements from both Cleric and Paladin stack, as far as number and power of turns, the base number of turns do not stack with each other.
- Cleric: Spontaneous Casting: A Cleric automatically prepares Cure spells at their normal levels in addition to spells prepared normally. This does not take up a spell slot.
- Religious Lore (passive): This feat grants represents your knowledge of religion. This feat is received once for every Cleric level.
Deity Based Feats[edit]
°At level 1, Favored Souls, Clerics, Dark Apostates and Paladins may choose a Deity to worship from the list below.
- A character may only worship one Deity at a time. Multiclassing as a different Divine Class will not allow you to choose another.
- Sacred Fists automatically receive Follower of the Path of Light at level 1, a Deity-like feat that replaces their starting Deity feat. Although following a similar framework, it is different than and can exist alongside another Deity feat. They may choose to worship a regular Deity by spending a standard Feat slot.
At level 3, Clerics, Dark Apostates and Paladins and Sacred Fists may take Child of Faith using a standard Feat Slot.
- Favored Souls receive Child of Faith for free.
Child of Faith provides a bonus to Hit and Damage based to all Favored Weapons based on the proficiency type of the weapon:
- Simple and Martial favored weapons receive a +2 to Hit and Damage.
- Exotic favored weapons receive a +1 to Hit and Damage.
*At level 6, Favored Souls, Clerics, Dark Apostates and Paladins automatically receive a Deity ability. The ability they receive matches their chosen Deity.
- Sacred Fists do not receive a level 6 Deity ability, even if they have taken an additional Deity through a feat or multiclass. Instead, they receive Divine Dream.
At level 12, Clerics, Dark Apostates and Paladins and Sacred Fists may take Beloved of the Divine using a standard Feat Slot.
- Favored Souls receive Beloved of the Divine for free.
- You do not need to have taken Child of Faith to take Beloved of the Divine.
Beloved of the Divine provides a bonus to Hit and Damage based to all Favored Weapons based on the proficiency type of the weapon:
- Simple favored weapons receive a +3 to Hit and Damage.
- Martial favored weapons receive a +2 to Hit and Damage.
- Exotic favored weapons receive a +1 to Hit and Damage.
†At level 20, Favored Souls receive bonus Damage Reduction, bypassed by a damage type determined by their worshiped Deity.
Starting World Religion Favored weapon Level 1 feat° Level 6 feat* Level 20 feat† Fav Weapon: Proficiency & +1 To Hit Unique Ability Damage Reduction 10, bypassed by named material Eberron Aureon
(excluding Bladeforged)Quarterstaff Follower of Aureon
You follow Aureon, member of the Sovereign Host, and use his favored weapon. You are proficient with Quarterstaves and gain +1 to hit with them.
Aureon's Instruction
You are a devoted follower of Aureon, and your faith has been rewarded. Activate this ability to channel the power of Aureon's wisdom for 24 seconds plus 6 seconds per Religious Lore feat you have.
In this state, you gain +4 Wisdom, +3 to Spell Penetration, +2 to your effective level for Turn Undead, +4 to maximum Hit Dice affected when using Turn Undead, and +4 to the total Hit Dice affected by Turn Undead.
Damage Reduction: Cold Iron Blood of Vol
(excluding Bladeforged)Dagger Follower of the Blood of Vol
You follow the Blood of Vol. You are proficient with Daggers and gain +1 to hit with them.
The Blood is The Life
You are a devoted follower of The Blood of Vol, and your zeal has been rewarded. Activate this ability to draw upon the power within your own blood for 24 seconds plus 6 seconds per Religious Lore feat you have. In this state, you gain +4 Constitution, 100% Fortification, +10 to Fortitude Saves, and PRR and MRR equal to the number of Religious Lore feats you have. While in this state and have a Dagger in your main hand, you also gain Vampirism, stacking with other sources of Vampirism.
Damage Reduction: Good Lord of Blades
(Bladeforged, Warforged only)Greatsword Follower of the Lord of Blades
You follow the Lord of Blades. You are proficient with Greatswords and they are considered a Favored Weapon for you. You gain +1 to hit with Favored Weapons.
Bladesworn Transformation
You are a devoted follower of the Lord of Blades, and your faith has been rewarded. Activate this ability to attempt to become a juggernaut of destruction for 24 seconds plus 6 seconds per Religious Lore feat you have.
While transformed, you have a +4 Profane bonus to Strength, +4 natural armor bonus to AC, a +4 profane bonus on damage rolls, +10 enhancement bonus to Will saves against mind affecting magic, and proficiency in all simple and martial weapons. Your base attack bonus equals your level. You lose your spellcasting ability. You have immunity to critical hits and sneak attacks, but cannot be healed by healing spells.
-
Testing: Using the ability does not actually seem to prohibit spellcasting. It is possible that this was removing during testing and the description has not been updated.
Damage Reduction: Adamantine Olladra
(excluding Bladeforged)Sickle Follower of Olladra
You follow Olladra, member of the Sovereign Host, and use his favorite weapon. You are proficient with Sickles and gain +1 to hit with them.
Luck of Olladra
Luck of Olladra: You are a devoted follower of Olladra, and your faith has been rewarded. Activate this ability to heal yourself or an ally to full health and bestow +1d6 Luck bonus to each Ability Score, lasting 24 seconds plus 6 seconds per Religious Lore feat you have.
Damage Reduction: Cold Iron Onatar
(excluding Bladeforged)Warhammer Follower of Onatar
You follow Onatar, member of the Sovereign Host, and use his favorite weapon. You are proficient with Warhammers and gain +1 to hit with them.
Onatar's Forge
You are a devoted follower of Onatar, and your faith has been rewarded. Activate this ability to channel the power of Onatar's mighty forge for 24 seconds plus 6 seconds per Religious Lore feat you have.
In this state, you gain +3 to tactical feat DCs, +10 Melee Power, +10 Repair Spell Power, +10 Rust Spell Power, and +10 Fire Spell Power. If you are a Warforged or otherwise already benefit from Repair, you gain +30 Repair Amplification.
Damage Reduction: Cold Iron Silver Flame
(excluding Bladeforged)Longbow Follower of the Silver Flame
You follow the Silver Flame. You are proficient with Longbows and gain +1 to hit with them.
Silver Flame Exorcism
You are a devoted follower of the Silver Flame, and your faith has been rewarded. Activate this ability to attempt to exorcise an extraplanar creature, which is entirely consumed in holy fire on a failed Will save or savagely burned by the light of the Silver Flame. A successful Fortitude save reduces the damage to half. The Save DC for this ability is 10 + Cleric Level + Charisma Modifier. Cooldown: 10 minutes.
Damage Reduction: Silver Sovereign Host
(excluding Bladeforged)Longsword Follower of the Sovereign Host
You follow the Sovereign Host. You are proficient with Longswords and gain +1 to hit with them.
Unyielding Sovereignty
You are a devoted follower of the Sovereign Host, and your faith has been rewarded. Activate this ability to fully heal hit point damage done to a targeted ally, remove ability damage, death penalty effects, negative levels, and the conditions bleeding, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned.
Damage Reduction: Cold Iron, Silver Undying Court
(Elf, Half-Elf, Wood Elf, Eladrin only)Scimitar Follower of the Undying Court
You follow the Undying Court. You are proficient with Scimitars and gain +1 to hit with them.
Undying Call
You are a devoted follower of the Undying Court, and your faith has been rewarded. Activate this ability to lead a dead ally's spirit back to this world, acting as a True Resurrection on high elven spirits or a Raise Dead for others.
Damage Reduction: Cold Iron Vulkoor
(Drow only)Shortsword Follower of Vulkoor
You follow Vulkoor.You are proficient with Shortswords and gain +1 to hit with them.
Vulkoor's Avatar
Duration: 10 minutes
You are a devoted follower of Vulkoor, and your faith has been rewarded. Activate this ability to to ask Vulkoor to send one of his servants to destroy your enemies.
Damage Reduction: Good Forgotten Realms Amaunator Heavy Mace Favored by Amaunator
You follow Amaunator. You are proficient with heavy maces and gain +1 to hit with them.
Amaunator's Flames
You are a devoted follower of Amaunator, and your faith has been rewarded. Toggling this on gives you Amaunator's Flames: You are wreathed in flames that deal 1d8 fire damage enemies who hit you, and provide a Sacred bonus that reduces 25% cold damage.
Damage Reduction: Silver Helm
(excluding Morninglord)Bastard Sword Favored by Helm
You follow Helm. You are proficient with bastard swords and gain +1 to hit with them.
Ever Watchful
You are a devoted follower of Helm, and your faith has been rewarded. Activate this ability to draw upon the vigilance of Helm for 24 seconds plus 6 seconds per Religious Lore feat you have.
In this state, you gain True Seeing, +5 Sacred bonus to Spot and Search, +4 Wisdom, +5 to Fortitude saves, and PRR equal to the number of Religious Lore feats you have.
Damage Reduction: Adamantine Silvanus
(excluding Morninglord)Maul Favored by Silvanus
You follow Silvanus. You are proficient with mauls and gain +1 to hit with them.
Blessing of Silvanus
You are a devoted follower of Silvanus, and your faith has been rewarded. Toggling this on gives you Blessing of Silvanus: You permanently gain a +4 natural armor bonus to AC, and Mauls you wield gain +2 to their Critical Threat Range.
Damage Reduction: Silver Special Path of Light
(Sacred Fist only)Handwraps Follower of the Path of Light
You follow The Path of Light. You are proficient with Handwraps and they are considered a Favored Weapon for you. You gain +1 to hit with Favored Weapons.
Divine Dream
While centered, you are considered to be wearing Heavy Armor for the purpose of the Sacred Defender tree, and may use your Charisma score for Attack and Damage with Ki weapons.
—
As worshiping the Path of Light requires at least one level of Sacred Fist and does not count as a standard Deity, it does not have a level 20 Deity feat.
Level 2[edit]
Clerics must select one domain at Cleric level 2. They gain additional feats from that domain at levels 5, 9, and 14.
| Domain Name | Level 2 | Turn Extra | Turn Undead Bonus Effect(s) | Level 5 | Level 9 | Level 14 |
|---|---|---|---|---|---|---|
| Air Domain | +1 Evocation DC at 2/6/12/18 Cleric. Light and Lightning Spell Power now use highest1. |
Turn now works on Elementals.2. | Turn now gives you and nearby allies Reflex equal to 1/2 Cleric Level, and Electric Resistance equal to 2x Cleric Level for 20 seconds. | SLA: Shocking Grasp.3 4 SP cost, 4 second CD. |
SLA: Lightning Bolt.3 8 SP cost, 6 second CD. |
SLA: Chain Lightning. 12 SP cost, 12 second CD. |
| Animal Domain | +1 Spot, Listen, Reflex Save every 2 Cleric levels. | Turn now works on Animals and Magical Beasts. | Turn now gives you and nearby allies Constitution equal to 1/2 Cleric Level for 20 seconds. | Effect: +4 Hit Points per Cleric Level. +4 Hit Points per Epic Level. | Effect: +15% Fortification Bypass. | SLA: Feral Charge. No Cost, 15 second CD. Requires Melee Weapon. |
| Chaos Domain Restriction: Cannot be Lawful |
+1 Will Save every 2 Cleric levels. | - | Turn now gives you and nearby allies 1d20 Universal Spell Power and 1d10 Melee Power, Ranged Power, PRR and MRR for 20 seconds. | SLA: Chaos Hammer. 6 SP cost, 6 second CD. |
Effect: +3% Spell Critical Chance | SLA: Prismatic Spray. 25 SP cost, 15 second CD. |
| Death Domain | +1 Necromancy DC at 2/6/12/18 Cleric. +2 Effective level for Turn Undead, +2 Total level of Turn Undead |
- | - | SLA: Necrotic Ray. 8 SP cost, 6 second CD. |
Effect: Immunity to Energy Drain | SLA: Destruction. 20 SP cost, 12 second CD. |
| Destruction Domain | +1 Melee/Ranged Power at 2/4/8/12/16/20 Cleric. You may now cast Divine spells while Raging. |
- | Turn now gives you and nearby allies Melee and Ranged Power equal to 1/2 Cleric Level for 20 seconds. This is a Divine typed bonus. | Effect: Equipment durability loss -75%. | Effect: +3% Doublestrike, +5% Strikethrough | Effect: Your equipped weapon(s) and/or shield gain Improved Destruction. |
| Earth Domain | +2 Acid Spell Power per Cleric Level. Light and Acid Spell Power now use highest1. |
Turn now works on Elementals.2 | Turn now gives you and nearby allies Fortitude equal to 1/2 Cleric Level, and Electric Resistance equal to 2x Cleric Level for 20 seconds. | SLA: Melf's Acid Arrow.3 4 SP cost, 4 second CD. |
SLA: Stoneskin. 6 SP cost, 4 second CD. |
SLA: Earthquake. 25 SP cost, 30 second CD. |
| Fire Domain | +2 Fire Spell Power per Cleric Level. Light and Fire Spell Power now use highest1. |
Turn now works on Elementals.2 | Turn now gives you and nearby allies Fire Resistance equal to 2x Cleric Level for 20 seconds. | SLA: Scorching Ray. 4 SP cost, 6 second CD. |
SLA: Wall of Fire. 15 SP cost, 30 second CD. |
SLA: Firestorm. 8 SP cost, 8 second CD. |
| Good Domain | +2 Light Spell Power per Cleric Level. +1 Heal every 2 Cleric levels. |
- | Turn now gives you and nearby allies Temporary Hit Points equal to 5x Cleric Level for 20 seconds. | SLA: Deific Vengeance. 2 SP cost, 4 second CD. |
SLA: Blade Barrier. 20 SP cost, 30 second CD. |
Effect: +3 Hit and Damage vs Evil Creatures. +3 Saving Throws and AC vs Evil Creatures. |
| Healing Domain | +2 Positive Spell Power per Cleric Level. | - | Turn now gives you and nearby allies 20 Healing Amplification for 20 seconds. | SLA: Cure Moderate Wounds. 4 SP cost, 6 second CD. |
SLA: Panacea. 8 SP cost, 6 second CD. |
Effect: Permanent Empower Healing (+75 Spell Power for healing spells). Does not stack with Empower Healing feat, costs no SP. |
| Knowledge Domain | +2 All Skills. | - | Turn now gives you and nearby allies Intelligence equal to 1/2 Cleric Level for 20 seconds. | SLA: Suggestion.3 10 SP cost, 6 second CD. |
SLA: Feeblemind. 10 SP cost, 6 second CD. |
Effect: +4 Spell Penetration, +2 to all spell DCs. |
| Law Domain Restriction: Cannot be Chaotic |
+1 Enchantment DC at 2/6/12/18 Cleric. | - | Turn now gives you and nearby allies Saving Throws equal to 1/2 Cleric Level for 20 seconds. This is a Sacred typed bonus. | SLA: Order's Wrath. 6 SP cost, 6 second CD. |
SLA: Greater Command. 15 SP cost, 12 second CD |
Effect: +3 Hit and Damage vs Chaotic Creatures. +3 Saving Throws and AC vs Chaotic Creatures. |
| Luck Domain | +1 to all Saving Throws at 2/6/12/18 Cleric. | - | Turn now gives you and nearby allies Saving Throws equal to 1/2 Cleric Level for 20 seconds. This is a Divine typed bonus. | SLA: Displacement. 10 SP cost, 6 second CD. |
Effect: +2 to all Spell DCs. | Effect: No longer autofail saving throws on a 1. |
| Magic Domain | +1 Evocation DC at 2/6/12/18 Cleric. | - | Turn now gives you and nearby allies Universal Spell Power equal to 2x Cleric Level for 20 seconds. This is a Divine typed bonus. | SLA: Chain Missiles.3 8 SP cost, 10 second CD. |
Effect: +10 Spell Points per Character Level. | Effect: +2 Universal Spell Power per Cleric Level. |
| Protection Domain | +1 AC, PRR, and MRR at 2/5/10/15/20 Cleric. | - | Turn now gives you and nearby allies PRR and MRR equal to 2x Cleric Level for 20 seconds. This is a Divine typed bonus. | Effect: Permanent Shield (spell). Immunity to Magic Missiles, +4 Shield bonus to AC. | SLA: Radiant Forcefield. 10 SP cost, 180 second CD. |
Effect: +2 AC and PRR per Cleric Level. |
| Strength Domain | +2 Strength. Restore all Strength damage every 6 seconds. | - | Turn now gives you and nearby allies Strength equal to 1/2 Cleric Level for 20 seconds. | Effect: Use Strength for Reflex Saves, if higher than your Dexterity. Incompatible with Insightful Reflexes. |
Effect: Immunity to most Knockdown effects. | Effect: Immunity to most Stun effects. |
| Sun Domain | +2 Fire and Light Spell Power per Cleric Level. | - | Turn now gives you and nearby allies True Seeing for 20 seconds. Turn now gives nearby enemies a 10% Vulnerability to Light damage and negates Incorporeality for 20 seconds. |
SLA: Searing Light.3 4 SP cost, 4 second CD. |
SLA: Sunbeam. 8 SP cost, 6 second CD. |
SLA: Sunburst. 20 SP cost, 8 second CD. |
| Trickery Domain | +1 Enchantment DC at 2/6/12/18 Cleric. | - | Turn now gives you and nearby allies Charisma equal to 1/2 Cleric Level for 20 seconds. | SLA: Invisibility. 4 SP cost, 4 second CD. |
SLA: Mind Fog. 15 SP cost, 10 second CD. |
SLA: Charm Monster, Mass. 40 SP cost, 20 second CD. |
| War Domain | +1 Hit and Damage at 2/4/8/12/16/20 Cleric. | - | Turn now gives you and nearby allies Melee and Ranged Power equal to 1/2 Cleric Level for 20 seconds. This is a Divine typed bonus. | Effect: Gain Proficiency with all Martial and Exotic weapons, as well as Tower Shields. | Effect: +1 Tactics DCs every 2 Cleric Levels. | SLA: Holy Sword. 10 SP cost, 6 second CD. |
| Water Domain | +2 Cold Spell Power and +1 Swim per Cleric Level. Positive and Cold Spell Power now use highest1. You gain Water Breathing. |
Turn now works on Elementals.2 | Turn now gives you and nearby allies Will equal to 1/2 Cleric Level, and Electric Resistance equal to 2x Cleric Level for 20 seconds. | SLA: Solid Fog. 10 SP cost, 12 second CD. |
SLA: Cone of Cold. 10 SP cost, 8 second CD. |
SLA: Greater Creeping Cold. 10 SP cost, 8 second CD. |
Spells[edit]
- A Cleric casts divine spells, which are drawn from the cleric spell list.
- A cleric must choose and prepare his spells in advance (see below).
- A Cleric automatically prepare Cure spells at their normal levels in addition to spells prepared normally. This does not take up a spell slot.
- 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 prepare only a certain number of spells of each spell level per day.
- His base daily spell allotment is given on Table: The Cleric.
- The efficiency of the different healing spells is discussed at Healing Spells.
- See also spell usefulness.