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Classes of DDO:Stormreach - THE CLERIC

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Everything you need to know about The Cleric in Dungeons & Dragons Online:

Description & Details | The Cleric Forum | Attack & Save Chart | Spell Charts | Turning Undead


GENERAL DESCRIPTION
"The handiwork of the gods is everywhere, in places of natural beauty and in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, work mostly through intermediaries - their Clerics. Good clerics heal, protect, and avenge. Evil clerics pillage, destroy, and sabotage. A cleric uses the power of his god to make his god's will manifest. And if a cleric uses his god's power to improve his own lot, that's to be expected too." - D&D Player's Handbook


Original Art by Eric Polak, Heroes of Battle

ADVENTURES
"Ideally, a cleric's adventures support his god's causes, at least in a general way. A good cleric, for example, helps those in need. If, through noble acts, he can bring a good reputation to his god or temple, that's even better. An evil cleric seeks to increase the power of himself and his deity, so that others will respect and fear him. Clerics sometimes receive orders, or at least suggestions, from their ecclesiastical superiors, directing them to undertake missions for the church. They and their companions are compensated fairly for their missions, and the church may be especially generous with casting of spells or divine magic items as payment. Of course, clerics are people too and they may have all the more common motivations for adventuring." - D&D Player's Handbook

CHARACTERISTICS
"Clerics are masters of divine magic. Divine magic is especially good at healing. Even an inexperienced cleric can bring people back from the brink of death, and an experienced cleric can even bring back people who have crossed over that brink. As channelers of divine energy, clerics can turn away or even destroy undead creatures. An evil cleric, on the other hand, can bring undead under his control. Clerics have some combat training. They can use simple weapons, and they are trained in the use of armor, since armor does not interfere with divine spells as it does with arcane spells." - D&D Player's Handbook

ABILITIES
Primary: Wisdom (allows Cleric to cast spells & improves Spellcasting Abilities)
Secondary: Constitution (more hit points), Charisma (improves Undead Turning Ability)

ALIGNMENT
Clerics can be any alignment. Keep in mind that in DDO there are no Evil Alignments, but you can still be Lawful, Chaotic, Neutral, and Good (and all combinations).

RACES
All Races of DDO can be Clerics - Human, Dwarf, Warforged, Elf, or Halfling

HIT DIE: d8

WEAPON & ARMOR PROFICIENCIES: All Simple Weapons, All Shields, and All Armor Types (Light, Medium, and Heavy),

CLASS SKILLS:
Skill Points @ 1st Level: (2 + INT Mod) x 4
Skill Points @ Each New Level: 2 + INT Mod
Automatic Skills: Concentration, Diplomacy, Heal, Scry, Spellcraft, and Profession (note that not all of these skills may be available in DDO, and some new ones may be added)

CLERICS OF EBERRON:
"Clerics 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 commmand 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." - Eberron Campaign Setting Book
Additional Feats of Eberron: Attune Magic Weapon, Ecclesiarch, Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Spontaneous Casting (not all feats may be available in DDO at release)


ATTACK & SAVE CHART:
THE CLERIC
LevelBase
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1+0+2+0+2Turn or Rebuke Undead
2+1+3+0+3
3+2+3+1+3
4+3+4+1+4
5+3+4+1+4
6+4+5+2+5
7+5+5+2+5
8+6/+1+6+2+6
9+6/+1+6+3+6
10+7/+2+7+3+7
CHART NOTES:
1) Attack Bonus numbers after a Slash Mark are for additional Per Round Attacks gained by the class, but at a reduced bonus to that received by the first attack.


SPELLS PER DAY (by spell level):
THE CLERIC
Class
Level
12345
11+1--------
22+1--------
32+11+1------
43+12+1------
53+12+11+1----
63+13+12+1----
74+13+12+11+1--
84+13+13+12+1--
94+14+13+12+11+1
104+14+13+13+12+1
CHART NOTES:
1) "In addition to the stated number of spells per day for 1st through 9th Level Spells, a cleric gets a Domain spell for each spell level, starting at 1st. The "+1" on this chart represents that spell. These spells are in addition to any bonus spells for having a high Wisdom." - D&D Player's Handbook

WISDOM MODIFIER:
ADDITIONAL CLERICAL SPELL BONUS BY SPELL LEVEL
Wisdom
Score
12345
1Cannot Cast Clerical Spells
2-3Cannot Cast Clerical Spells
4-5Cannot Cast Clerical Spells
6-7Cannot Cast Clerical Spells
8-9Cannot Cast Clerical Spells
10-11----------
12-131--------
14-1511------
16-17111----
18-191111--
20-2121111


TURNING UNDEAD:
UNIQUE CLERIC SKILL
Turning Check
Result
Most Powerful Undead
Affected (Maximum Hit Dice)
Up to 0Cleric's Level - 4
1-3Cleric's Level - 3
4-6Cleric's Level - 2
7-9Cleric's Level - 1
10-12Cleric's Level
13-15Cleric's Level + 1
16-18Cleric's Level + 2
19-21Cleric's Level + 3
22+Cleric's Level + 4
CHART NOTES:
1) TURNING CHECK: "The first thing you do is roll a turning check to see how powerful an undead creature you can turn. This is a Charisma Check (1d20 + your Charisma modifier). The chart above gives the Hit Dice of the most powerful undead you can affect, relative to your level." - D&D Player's Handbook

2) TOTAL TURNING DAMAGE CHECK: "If your roll is high enough to let you turn at least some of the undead within 60 feet, roll 2d6 + cleric level + Charisma modifier for turning damage. That's how many total Hit Dice of undead you can turn." - D&D Player's Handbook

3) EFFECT & DURATION OF TURNING: "Turned undead flee you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally." - D&D Player's Handbook

4) DESTROYING UNDEAD: "If you have twice as many levels (or more) as the undead have Hit Dice, you destroy any that you would normally turn." - D&D Player's Handbook

5) EXAMPLES OF UNDEAD:

  • SKELETON - 1 Hit Dice (HD)
  • ZOMBIE - 2 HD
  • GHOUL - 2 HD
  • SHADOW - 3 HD
  • GHAST - 4 HD
  • WIGHT - 4 HD
  • MUMMY - 6 HD
  • GHOST - 10 HD
Written by: Joshua RowanLast updated: September 18, 2005



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