Cleric



The cleric is a combination of fighter / healer. No group is complete without a good cleric to heal and defend.

Read here - for information on starting a 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 or by having high wisdom, check the tables here. Note that the bonus spell slot granted for spontaneous casting is not counted in following table (see below).

Class Features
A cleric gets an additional spell preparation slot per spell level reserved for that spell level's healing spell to represent Spontaneous Casting. Note that this additional spell slot is not counted in the advancement table above.
 * Spontaneous Casting

Starting Proficiencies

 * Simple weapons
 * Light armor
 * Medium armor
 * Heavy armor
 * Shields (except tower shields)

Level 1 Feats

 * Turn Undead (active and passive): This feat allows the character to halt, 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.

Spells

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

Enhancements
See Cleric Enhancements

Suggested Feats
The following feats are strong for clerics, and might be considered in any build:
 * Combat Casting (more likely to successfully cast spells while in combat/getting hit)
 * Mental Toughness (more spell points)
 * Extra Turning (more turning / divine vitality per day)
 * Improved Turning (more effective turning)
 * Empower Healing Spell (for more effective healing)
 * Extend Spell (for clerics' many buff spells)

Race
There is a lot of debate over what races make the best cleric. To endorse one is to enter a religious debate (pun intended). That being said, following are the pros and cons of each of the various races:
 * Dwarf:
 * Pros: additional spell points through racial enhancements.
 * Cons: -2 charisma can be harmful to turning
 * Elf:
 * Pros:Free longbow and longsword proficiency.
 * Cons:
 * Halfling:
 * Pros: all around good saves, bonus to armor class, bonus to hit with thrown weapons, better starting stats if you don't care about strength.
 * Cons:
 * Human:
 * Pros: Bonus feat at 1st level, +4 skill points for 1st level and +1 per level afterwards. Improved Recovery enhancement allows for better self-healing.
 * Cons:
 * Warforged:
 * Pros: Racial abilities provide more melee durability
 * Cons: -2 wisdom, -2 charisma, both of which are primary statistics for a cleric. Diminished self-healing ability as divine healing spells only work at half effectiveness on warforged.

=Cleric Spells= A list of cleric spells can be found here

=Playing a Cleric=

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 Armor. 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 (and remember that there are enhancements that allow you to exchange turns for additional healing power, or more spell points for members of your party). Decide if you want to go Ranged or Melee then figure out the rest.

=Additional Information=


 * Starting a Cleric