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 + Intelligence modifier) x4.

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

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

TODO: what about turn undead? TODO: What about experience point?

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 Spell List=

1st level
Bane: Enemies take –1 on attack rolls and saves against fear. Bless: Allies gain +1 on attack rolls and saves against fear.

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

Command: One subject obeys selected command for 1 round.

Cure Light Wounds: Cures 1d8 damage +1/level (max +5).

Divine Favor: You gain +1 per three levels on attack and damage rolls.

Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.

Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).

Magic Weapon: Weapon gains +1 bonus.

Obscuring Mist: Fog surrounds you.

Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.

Shield of Faith: Aura grants +2 or higher deflection bonus.

Summon Monster I: Calls extraplanar creature to fight for you.

2nd level
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). Bear’s Endurance: Subject gains +4 to Con for 1 min./level. Bull’s Strength: Subject gains +4 to Str for 1 min./level.

Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.

Find Traps: Notice traps as a rogue does.

Hold Person: Paralyzes one humanoid for 1 round/level.

Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).

Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.

Remove Paralysis: Frees one or more creatures from paralysis or slow effect.

Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. Shatter: Sonic vibration damages objects or crystalline creatures. Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.

Summon Monster II: Calls extraplanar creature to fight for you.

3rd level
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.

Blindness: Makes subject blinded.

Contagion: Infects subject with chosen disease.

Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).

Dispel Magic: Cancels spells and magical effects.

Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).

Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.

Magic Vestment: Armor or shield gains +1 enhancement per four levels.

Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.

Protection from Energy: Absorb 12 points/level of damage from one kind of energy.

Remove Blindness/Deafness: Cures normal or magical conditions.

Remove Curse: Frees object or person from curse.

Remove Disease: Cures all diseases affecting subject.

Searing Light: Ray deals 1d8/two levels damage, more against undead.

Summon Monster III: Calls extraplanar creature to fight for you.

Water Breathing: Subjects can breathe underwater.

4-10rd Level
TODO - INSERT LEVEL 4-10

=Playing a Cleric= PLEASE ADD MORE!

Clerics should bless the party (or other group buffs) before any major encounter. In the beginning, the cleric can join in the melee, but he should be attentive to his party members’ health. As the situation warrants, he should be prepared to drop back and start healing where necessary.

Please be aware that some cleric players don’t want to play healer and wish to concentrate on being melee combatants and buffs themselves (protection from evil, aid, and several more). When they do this, their spell buffs are generally only good for one or two melee encounters before their buff timers run out. In some dungeons, the rest spots are rare and few. So there will be periods where the cleric will run out of spell points and still have to melee, so it’s a good idea for him and everyone else to carry healing spell wands and potions.

=Cleric Builds= TODO - Examples of cleric builds and their strengths and weaknesses:

Allround
RACE: Human

STATS:

STR 14 DEX 12 CON 12 INT 8

WIS 15

CHA 14


 * FEATS:

Mental Toughness

Improved Turning


 * STATS:

STR at 14 makes you actually usefull in melee with +2 to hit / damage. A nice perk is getting +2 to strength based skills like swimming. With a 1d8 Morningstar or Heavy Mace you can add some decent damage output for your party (Even better with Bane Weapons). I find myself with opportunities for battle quite a bit, and it's nice to be able to "off-tank" something for your fighter or be able to draw something off your Wizard / Sorcerer without too much worry. I've been complimented often by Fighters who are pleasantly suprised with my melee ability.

DEX at 12 gives the +1 AC bonus in Full Plate.

CON at 12 gives +1 hp/turn (an extra +10 HP at lvl 10 vs. a CON of 10) and reasonable fortitude saves. Of course a CON of 14 would be nice, since it gives +2 hp/turn and +20 HP at lvl 10 vs. CON of 10, but I feel it's too much too sacrifice something else for 2 more points here.

INT at 8 gives -1 skill pt for 1/lvl... One of the main reasons I went human, as the +1 Skill/lvl cancels this out. It also frees up 2 more skill points which, I used to start STR at 14.

WIS at 15. I use the Ceric's Wisdom Action Point at lvl 2 to bump this up to 16. I'll also be putting my extra points into WIS to bring it up to a base of 18 (I think that's right). While this is a Clerics most important stat, I'm still a little confused how WIS effects the cleric build. As far as I understand, at 15, I'm able to maximize my spell's power(?), use as many high level spells as possible (?). As I said, I'm still confused how WIS works, but this seems to be a respectable amount of points, while keeping other stats high too.

CHA at 14 gives +2 turning attempts (5 total), and as previously stated, is 33% more effective than a CHA 12. You also get a +2 on diplomacy and haggle, among other CHA based skills). I'm a little confused also if this is the skill that makes it more difficult for your spells to be resisted(?). Some clerification would be appreciated.


 * RACE:

I went Human for the extra feat at lvl 1 and +4 skill points at lvl 1 and +1 each additional lvl (which helps to counter the -1 per lvl the INT 8 gives). I really wanted to play another race, like Elf, but the lack of the extra feat and skill points is a noticable drawback.


 * FEATS:

As far as feats go, I've chosen to go with Mental Toughness (+10 Spell points at lvl 1, +5 spell points each additional lvl), and Improved Turning. I noticed a significant difference in my turning ability verses not having this feat in my build.

I'm not really sure what to take for additional feats. Some that look really interesting are: Weapon Focus: Bludgeoning Weapons (+1 Base Attack Bonus w/ Bledgeoning Weapons) Extra Turning (+4 Turns per day) Improved Mental Toughness (but this requries you be able to cast lvl 3 spells)

I'm also confused if the metamagical feats are worth it. It seems like they take a lot of extra spells points, when the standard spells are just fine and efficient enough.


 * ACTION POINTS:

Cleric's Wisdom (+1 WIS at lvl 2)

Devotion (+% to Heal Spells, +20% at lvl 2, +30% at lvl 3, etc)

Energy of the Zealot (+ to spell points, +20 at lvl 2, +30 at lvl 3, etc)

Divine Vitality (able to recharge a little bit of spell points to a friendly. Uses a Turn Undead. I'm not quite sure, but I think the recharge is a 1d8 at lvl 2)

I felt this was has been a great all-around melee / casting cleric build so far. I tried some of the Ranged Cleric builds, but always found myself wanting to jump in and beat on monsters. There's also something about the way ranged combat works that doesn't sit well with me. The DEX 16 was nice, and gives +3 AC bonus, but you can only wear medium armor to not lose the bonus. With DEX of 12, you get the +1 AC in Full Plate and I think you end up having 1 more AC then you would with the DEX 16 bonuses.

I've only played a cleric to lvl 5 so far, so I have no idea how this build will look beyond lvl 5ish.
 * DISCLAIMER: