Cleric

Below is a WIP of the DDO cleric

=Cleric=

Alignment
There are no alignment constraints similar to those for a PnP cleric. However, the usual DDO constraints on alignment apply.

Skills
The cleric's class skills (and the key ability for each skill) are:
 * Concentration (Con)
 * Diplomacy (Cha)
 * Heal (Wis)

Skill Points at 1st Level: (2 + Int modifier) x4.

Skill Points at Each Additional Level: 2 + Int modifier.

Advancement Table
Cleric gain additional spell points when they increase level, check the table here.

TODO: what about turn undead?

Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

Aura
TODO (are they in the game?)

Spells

 * Spells:
 * A cleric casts divine spells, which are drawn from the cleric spell list.

TODO: is this sentence true: However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; (see Chaotic, Evil, Good, and Lawful Spells, below).


 * A cleric must choose and prepare his spells in advance (see below).


 * 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 (TODO).


 * TODO: is this true: A cleric can't cast spells of an alignment opposed to his own or his deity's (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.


 * Spontaneous Casting:

TODO: How does this translate to DDO?


 * A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).
 * A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).

Turn or Rebuke Undead

 * Turn/Rebuke and Alignment:


 * Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).


 * A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures.
 * TODO: is this true: A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).


 * Tuning/Rebuking the Undead:

TODO: How does this translate to DDO?


 * A cleric may attempt to turn/rebuke undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning/rebuking checks against undead.

Bonus Languages
TODO: How does this translate to DDO?

A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Cleric Builds
Describe your cleric build and it's strength and weaknesses:


 * Healer
 * Buffer
 * Damage
 * Allround