Deities work their will upon the world in infinite ways, and you serve as one of their most stalwart mortal servants. Blessed with divine magic, you live the ideals of your faith, adorn yourself with the symbols of your church, and train diligently to wield your deity’s favored weapon. Your spells might protect and heal your allies, or they might punish foes and enemies of your faith, as your deity wills. Yours is a life of devotion, spreading the teachings of your faith through both word and deed.
Roleplaying the Cleric
During Combat Encounters...
If you’re a warpriest, you balance between casting spells and attacking with weapons— typically the favored weapon of your deity. If you’re a cloistered cleric, you primarily cast spells. Most of your spells can boost, protect, or heal your allies. Depending on your deity, you get extra spells to heal your allies or harm your enemies.
During Social Encounters...
You might make diplomatic overtures or deliver impressive speeches. Because you’re wise, you also pick up on falsehoods others tell.
While Exploring...
You detect nearby magic and interpret any religious writing you come across. You might also concentrate on a protective spell for your allies in case of attack. After a battle or hazard, you might heal anyone who was hurt.
In Downtime...
You might perform services at a temple, travel to spread the word of your deity, research scripture, celebrate holy days, or even found a new temple.
Key Ability: WISDOM
At 1st level, your class gives you an ability boost to Wisdom.
Hit Points: 8 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.
Initial Proficiencies
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Perception
Trained in Perception
Saving Throws
Trained in Fortitude & Reflex
Expert in Will
Skills
Trained in Religion, a skill determined by your choice of deity, and a number of additional skills equal to 2 plus your Intelligence modifier
Attacks
Trained in unarmed attacks, simple weapons, and the favored weapon of your deity. If your deity's favored weapon is uncommon, you also gain access to that weapon.
Defenses
Trained in unarmored defense (though your doctrine might alter this)
Spells
Trained in divine spell attacks and divine spell DCs
Starting Gear
Class Features
You gain these features as a Cleric. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
Your Level | Class Feature |
1 | Initial proficiencies, deadly simplicity, deity, divine spellcasting, divine font, doctrine |
2 | Cleric feat, skill feat |
3 | 2nd-level spells, general feat, second doctrine, skill increase |
4 | Cleric feat, devastating attacks (two dice), skill feat |
5 | 3rd-level spells, ability boosts, alertness, ancestry feat, skill increase |
6 | Cleric feat, skill feat |
7 | 4th-level spells, general feat, skill increase, third doctrine |
8 | Cleric feat, saving throw potency +1, skill feat |
9 | 5th-level spells, ancestry feat, resolve, skill increase |
10 | Ability boosts, cleric feat, skill feat |
11 | 6th-level spells, fourth doctrine, general feat, lightning reflexes, skill increase |
12 | Cleric feat, devastating attacks (three dice), skill feat |
13 | 7th-level spells, ancestry feat, divine defense, skill increase, weapon specialization |
14 | Cleric feat, saving throw potency +2, skill feat |
15 | 8th-level spells, ability boosts, fifth doctrine, general feat, skill increase |
16 | Cleric feat, skill feat |
17 | 9th-level spells, ancestry feat, skill increase |
18 | Cleric feat, skill feat |
19 | Devastating attacks (four dice), final doctrine, general feat, miraculous spell, skill increase |
20 | Ability boosts, cleric feat, saving throw potency +3, skill feat |
Deadly Simplicity
Your deity’s weapon is especially powerful in your hands. If your deity's favored weapon is a simple or unarmed attack, increase the damage die size of that weapon by one step when you are wielding it. If your deity’s favored weapon is an unarmed attack (such as a fist, if you worship Irori) and its damage die is smaller than d6, instead increase its damage die size to d6.
Deity
As a cleric, you are a mortal servitor of a deity you revere above all others. The most common deities in Pathfinder are found here, along with their alignments, areas of concern, and the benefits you get for being a cleric of that deity. 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.
A list of all deities can be found here.
Anathema
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 could cause problems 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 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
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. The divine font spell your deity provides is listed in the Divine Font entry for your deity; if both are listed, you can choose between heal or harm. 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.
Divine Spellcasting
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 material 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, as shown in Cleric Spells per Day table below.
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.
Cleric Spells per Day
Your Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
1 | 5 | 2* | -- | -- | -- | -- | -- | -- | -- | -- | -- |
2 | 5 | 3* | -- | -- | -- | -- | -- | -- | -- | -- | -- |
3 | 5 | 3 | 2* | -- | -- | -- | -- | -- | -- | -- | -- |
4 | 5 | 3 | 3* | -- | -- | -- | -- | -- | -- | -- | -- |
5 | 5 | 3 | 3 | 2* | -- | -- | -- | -- | -- | -- | -- |
6 | 5 | 3 | 3 | 3* | -- | -- | -- | -- | -- | -- | -- |
7 | 5 | 3 | 3 | 3 | 2* | -- | -- | -- | -- | -- | -- |
8 | 5 | 3 | 3 | 3 | 3* | -- | -- | -- | -- | -- | -- |
9 | 5 | 3 | 3 | 3 | 3 | 2* | -- | -- | -- | -- | -- |
10 | 5 | 3 | 3 | 3 | 3 | 3* | -- | -- | -- | -- | -- |
11 | 5 | 3 | 3 | 3 | 3 | 3 | 2* | -- | -- | -- | -- |
12 | 5 | 3 | 3 | 3 | 3 | 3 | 3* | -- | -- | -- | -- |
13 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 2* | -- | -- | -- |
14 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3* | -- | -- | -- |
15 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2* | -- | -- |
16 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3* | -- | -- |
17 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2* | -- |
18 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3* | -- |
19 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 1** |
20 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 1** |
Heightening Spells
When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.
Cantrips
A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest level of cleric spell slot you have. For example, as a 1st-level cleric, your cantrips are 1st-level spells, and as a 5th-level cleric, your cantrips are 3rd-level spells.
Doctrine
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. The doctrines presented in this book are cloistered cleric and warpriest. 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.
Cloistered Cleric
You are a cleric of the cloth, focusing on divine magic and your connection to your deity’s domains.
First Doctrine (1st): You gain the Domain Initiate cleric feat.
Second Doctrine (3rd): Your proficiency rank for Fortitude saves increases to expert.
Third Doctrine (7th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.
Fourth Doctrine (11th): You gain expert proficiency with your deity’s favored weapon. When you critically succeed at an attack roll using that weapon, you apply the weapon’s critical specialization effect; use your divine spell DC if necessary.
Fifth Doctrine (15th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.
Final Doctrine (19th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.
Warpriest
You have trained in the more militant doctrine of your church, focusing on both spells and battle.
First Doctrine (1st): You’re trained in all martial weapons, in light and medium armor, and you have expert proficiency in Fortitude saves. At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor.
Second Doctrine (3rd): You gain your choice between Shield Block or Toughness general feats as bonus feats.
Third Doctrine (7th): You gain expert proficiency with all simple and martial weapons. When you critically succeed at an attack roll using your deity's favored weapon, you apply the weapon’s critical specialization effect; use your divine spell DC if necessary.
Fourth Doctrine (11th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.
Fifth Doctrine (15th): Your proficiency rank for Fortitude saves increases to master. When you roll a success at a Fortitude save, you get a critical success instead.
Final Doctrine (19th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.
Initial Proficiencies
At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.
Cleric Feats (Level 2)
At 2nd level and every 2 levels thereafter, you gain a cleric class feat.
Skill Feats (Level 2)
At 2nd level and every 2 levels thereafter, you gain a skill feat (skill feats have the skill trait). You must be trained or better in the corresponding skill to select a skill feat.
General Feats (Level 3)
At 3rd level and every 4 levels thereafter, you gain a general feat.
Skill Increases (Level 3)
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or become an expert in one skill in which you’re already trained.
You can use any of these skill increases you gain at 7th level or higher to become a master in a skill in which you’re already an expert, and any of these skill increases you gain at 15th level or higher to become legendary in a skill in which you’re already a master.
Devastating Attacks (Level 4)
At 4th level, your weapon and unarmed Strikes deal two damage dice instead of one. This increases to three at 12th level and to four at 19th level.
Ability Boosts (Level 5)
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Alertness (Level 5)
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
Ancestry Feats (Level 5)
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
Saving Throw Potency (Level 8)
At 8th level, you gain a +1 potency bonus to saves, increasing to +2 at level 14 and +3 at level 20.
Resolve (Level 9)
You’ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.
Lightning Reflexes (Level 11)
Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.
Divine Defense (Level 13)
Your training and your deity protect you from harm. Your proficiency rank in unarmored defense increases to expert.
Weapon Specialization (Level 13)
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 damage if you’re a master, and 4 damage if you’re legendary.
Miraculous Spell (Level 19)
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.
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