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.

Level 1 Feats

 * Turn Undead (active and passive): This feat allows the character to turn or at higher levels destroy undead creatures. The character can do this (3 + their charisma modifier) times per day. While turning undead is an active skill, this feat is passive as it adds to the total amount of turns per day.

Advancement Table
Cleric gain additional spell points when they increase level or by having high wisdom, check the tables 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: 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.

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.

4th Level
WARNING! THESE SPELLS PRESENCE HAVE NOT BEEN VERIFIED IN GAME!!

Air Walk: Subject treads on air as if solid (climb at 45-degree angle). Control Water: Raises or lowers bodies of water.

Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).

Death Ward: Grants immunity to death spells and negative energy effects.

Dimensional Anchor: Bars extradimensional movement.

Discern Lies: Reveals deliberate falsehoods.

Dismissal: Forces a creature to return to native plane.

Divination: Provides useful advice for specific proposed actions.

Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.

Freedom of Movement: Subject moves normally despite impediments.

Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.

Imbue with Spell Ability: Transfer spells to subject.

Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).

Magic Weapon, Greater: +1 bonus/four levels (max +5).

Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.

Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.

Poison: Touch deals 1d10 Con damage, repeats in 1 min.

Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.

Restoration: Restores level and ability score drains.

Sending: Delivers short message anywhere, instantly.

Spell Immunity: Subject is immune to one spell per four levels.

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

Tongues: Speak any language.

5th Level
WARNING! THESE SPELLS PRESENCE HAVE NOT BEEN VERIFIED IN GAME!!

Atonement: Removes burden of misdeeds from subject. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. Command, Greater: As command, but affects one subject/level.

Commune: Deity answers one yes-or-no question/level.

Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.

Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.

Disrupting Weapon: Melee weapon destroys undead.

Flame Strike: Smite foes with divine fire (1d6/level damage).

Hallow: Designates location as holy.

Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.

Insect Plague: Locust swarms attack creatures.

Mark of Justice: Designates action that will trigger curse on subject.

Plane Shift: As many as eight subjects travel to another plane.

Raise Dead: Restores life to subject who died as long as one day/level ago. Righteous Might: Your size increases, and you gain combat bonuses.

Scrying: Spies on subject from a distance.

Slay Living: Touch attack kills subject.

Spell Resistance: Subject gains SR 12 + level.

Summon Monster: Calls extraplanar creature to fight for you.

Symbol of Pain: Triggered rune wracks nearby creatures with pain.

Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.

True Seeing: Lets you see all things as they really are.

Unhallow: Designates location as unholy.

Wall of Stone: Creates a stone wall that can be shaped.

=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.

Most people will put their Cleric in Heavy Armour. This is because they can, and Clerics tend to be up front, so they can heal. However in DDO, you do not need to be upfront, as "touch" spells have a good range on them. Wisdom powers your spells, and Charisma your Turns, so you are free to mix the rest as you see fit. A Cleric in light armour using a Ranged weapon is perfectly feasible in DDO.

Self Buffs are generally not SP efficent. If a spell costs X sp, then it should make up for a cure that costs X sp. For example, if you cast resist fire, and it saves more damage than an equal amount of cures then, it was sp efficent. If you cast a buff, then you should do enough damage to mobs, that they die quickly enough to have saved you from casting some cures. Here is an example of why self buffs, generally, are not sp efficent. Divine Favor gives you a +1 to attacks and damage, it is a self buff. Bless is an AoE that gives a +1 to attacks only. They cost the same to cast. But the Bless will give 6 people a +1 to hit totaling +6, whereas the Divine Favour will only give 1 person any bonus, for a +2. Ask yourself which spell is going to bring down mobs quicker. This thought process should be employed on every non cure spell you cast. Rest points are not re-usable or in every quest!

Make the party you are playing with aware of your scheme for conditions. What I mean is, if someone is posioned in battle, what should they type? pppppppppp? It is not practicable for them to type: "I am posioned" in the middle of a fight.

The need for you to watch other people's health bars, and chat makes you less than ideal for the main tank. However, you do possess the class abilities to do so, so will take on that role from time to time.

Even though you have cure spells, keep enough cure scrolls or wands to fill yourself full. I would carry even more than that, but going from 1 to max hp off of items is a requirement for all characters.

I would start off with a 15 or 16 Wisdom. Charisma depends on how much you like Turn Undead. 12 is about the industry standard. Decide if you want to go Ranged or Melee then figure out the rest.

=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:

Melee
=Additional Information= [|The Definitive Cleric Thread]