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 Classes

Cleric

Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn. A cleric's Wisdom score should be high, since this determines the maximum spell level that he can cast.

What is not emphasized in the above description is that fact that a Cleric is the only class that is the closest to being a Fighter/Magic-User without multiclassing. They have a huge range of spells, all of which are not effected by armor and so they can protect them selves in battle far better than other magic users. In addition they have very good hit points (1d8 for the Cleric compared to the Sorcerer or Wizard's 1d4 per level), the use of shields and some weapons. These special considerations shatter the stereotype of a Cleric as a priestly type in a long robe handing out alms for the poor. Players must also include the crusader in full plate as an archetype of a Cleric.

  • Hit Die: d8
  • Proficiencies: All simple weapons, all armor, and shields
  • Skill Points (x4 at 1st level): 2 + Int Modifier
  • Spellcasting: Divine (Wisdom based, armor-related chance of spell failure is ignored)

The Cleric's skills (and the key ability for each skill) are:

  • Concentration (Con)
  • Heal (Wis)
  • Hide (Dex)
  • Lore (Int)
  • Parry (Dex)
  • Persuade (Cha)
  • Spell Craft (Int)

Cleric Spell List

Cleric Domains

The cleric can select two Domains, each which grant a variety of powers and spells. Some Domains grant extra domain spells and a weaker or no domain power.

AIR
(3) Call_Lightning
(6) Chain_Lightning
Power: Elemental Turning: Able to turn elementals as if they were undead.

ANIMAL
(2) Cat's_Grace
(3) True_Seeing
(5) Polymorph_Self
Power: Clerics who take the Animal domain are able summon more powerful allies.

DEATH
(4) Phantasmal_Killer
(5) Enervation
Power: Negative Plane Avatar: Able to summon a shadow that scales according to the cleric's level.

DESTRUCTION
(3) Stinking_Cloud
(6) Acid_Fog
Power: Weaken Constructs: Able to damage constructs while using the turn ability.

EARTH
(4) Stoneskin
(5) Energy_Buffer
Power: Turn Elementals: Able to turn elementals as if they were undead.

EVIL
(1) Negative_Energy_Ray
(3) Negative_Energy_Burst
(5) Enervation
Power: Turn Outsiders: Able to turn outsiders as if they were undead.

FIRE
(4) Wall_of_Fire
(5) Energy_Buffer
Power: Turn Elementals: Able to turn elementals as if they were undead.

GOOD
(4) Stoneskin
(5) Lesser_Planar_Binding
Power: Turn Outsiders: Able to turn outsiders as if they were undead.

HEALING
(2) Cure_Serious_Wounds
(5) Heal
Power: Empower Healing: The following healing spells are cast as if Empowered by the feat: Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds.

KNOWLEDGE
(1) Identify
(2) Knock
(3) Clairaudience_and_Clairvoyance
(4) True_Seeing
(5) Legend_Lore

MAGIC
(1) Mage_Armor
(2) Melf's_Acid_Arrow
(3) Negative_Energy_Burst
(4) Stoneskin
(5) Ice_Storm

PLANT
(2) Barkskin
(7) Creeping_Doom
Power: Turn Vermin: Able to turn vermin as if they were undead.

PROTECTION
(4) Minor_Globe_of_Invulnerability
(5) Energy_Buffer
Power: Divine Protection: Available to Clerics of the Protection Domain. The cleric is able to cast an improved form of Sanctuary that sets the save DC at 10 + Chr Modifier + Clerical Level.The effect has a duration of 1 round per caster level + Charisma modifier.

STRENGTH
(3) Divine_Power
(5) Stoneskin
Power: Divine Strength: The cleric gains a bonus to Strength equal to 2 +1 per 3 cleric levels. The effect lasts for 5 rounds + Charisma modifier.

SUN
(2) Searing_Light
(7) Sunbeam
Power: Exceptional Turning: Add 1d6 to all turning checks to determine the maximum HD of undead turned. Also add 1d4 to the number of undead Hit Dice turned.

TRAVEL
(1) Entangle
(2) Web
(3) Freedom_of_Movement
(4) Slow
(5) Haste

TRICKERY
(2) Invisibility
(3) Invisibility_Sphere
(5) Improved_Invisibility
Power: Divine Trickery: Bonus to Hide, Persuade, Search, Disable Trap, Move Silently, Open Lock, and Pick Pockets checks equal to 1 per 2 levels. This effect lasts for 5 turns + the cleric's Charisma modifier.

WAR
(2) Cat's_Grace
(7) Aura_of_Vitality
Power: Battle Master: The clerics gains a bonus of 1 + 1 per 5 levels to Dexterity, Constitution, Attack Rolls and Damage. As well this bonus modifier is used to grant the cleric damage reduction in the same amount. The effect will last for 5 rounds + charisma modifer.

WATER
(3) Poison
(5) Ice_Storm
Power: Turn Elementals: Able to turn elementals as if they were undead.

Class Packages

Default Cleric:
The generalist cleric package plays to the strengths of the class, focusing on potent healing spells and the destruction of undead monsters. It includes the Sun and Healing domains.

Shaman Cleric:
The shaman is at one with the natural world and receives divine power from the Animal and Plant domains.

Dead Walker Cleric:
This cleric is very persuasive, able to talk friends and enemies into almost anything, When words fail him, his weapon training more than backs him up. Death and trickery are the domains of choice for this cleric package.

Elementalist Cleric
The creatures of the elemental planes fear the Elementalist's mastery over the Fire and Earth domains.

Battle Priest:
War and Strength are the two main tenants of this cleric's philosophy, and the two domains that give him power.

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