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Cleric

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Cleric
Starting a...

Enhancements
Tactics
Equipment
Spells

Class Summary[edit]

Alignment: Any Hit dice: d8

Class Skills

Skill points at 1st level: (2 + Intelligence modifier) x4
Skill points at each additional level: 2 + Intelligence modifier
Skill concentration.png Concentration (Constitution)
Diplomacy icon.png Diplomacy (Charisma)
Skill spellcraft.png Spellcraft (Intelligence)
Skill heal (skill).png Heal (Wisdom)

Weapon and Armor Proficiencies[edit]

Feat simpleweaponproficiency.png Simple weapons
Feat armorproficiency light.png Light armor
Feat armorproficiency medium.png Medium armor
Feat armorproficiency heavy.png Heavy armor
Feat shieldproficiency general.png Shields (except tower shields).

Past Lives[edit]

Paths[edit]

Prestige Enhancements[edit]

Advancement table[edit]

Clerics 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 included in the following table: one spell slot of each level is always reserved for the healing spell of that level (except for the L9 slots).

Table: The Cleric Preparable Spells
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spell points* 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0/+0 +2 +0 +2 Turn Undead, Follower of (your faith) 130 3 - - - - - - - -
2nd +1/+1/+6 +3 +0 +3 Select a Domain 155 4 - - - - - - - -
3rd +2/+2/+7 +3 +1 +3 - 180 4 3 - - - - - - -
4th +3/+3/+8 +4 +1 +4 - 205 5 4 - - - - - - -
5th +3/+3/+8 +4 +1 +4 Domain ability 230 5 4 3 - - - - - -
6th +4/+4/+9 +5 +2 +5 Deity-based feat 260 5 5 4 - - - - - -
7th +5/+5/+10/+15 +5 +2 +5 - 295 6 5 4 3 - - - - -
8th +6/+6/+11/+16 +6 +2 +6 - 335 6 5 5 4 - - - - -
9th +6/+6/+11/+16 +6 +3 +6 Domain ability 380 6 6 5 4 3 - - - -
10th +7/+7/+12/+17 +7 +3 +7 - 430 6 6 5 5 4 - - - -
11th +8/+8/+13/+18 +7 +3 +7 - 485 6 6 6 5 4 3 - - -
12th +9/+9/+14/+19 +8 +4 +8 - 545 6 6 6 5 5 4 - - -
13th +9/+9/+14/+19 +8 +4 +8 - 610 6 6 6 6 5 4 3 - -
14th +10/+10/+15/+20 +9 +4 +9 Domain ability 680 6 6 6 6 5 5 4 - -
15th +11/+11/+16/+21 +9 +5 +9 - 755 6 6 6 6 6 5 4 3 -
16th +12/+12/+17/+22 +10 +5 +10 - 835 6 6 6 6 6 5 5 4 -
17th +12/+12/+17/+22 +10 +5 +10 - 920 6 6 6 6 6 6 5 4 2
18th +13/+13/+18/+23 +11 +6 +11 - 1010 6 6 6 6 6 6 5 5 3
19th +14/+14/+19/+24 +11 +6 +11 - 1105 6 6 6 6 6 6 6 5 4
20th +15/+15/+20/+25 +12 +6 +12 - 1205 7 6 6 6 6 6 6 6 5
  • Includes Base SP from Spell point table plus 80 SP from Magical Training free feat.

Class feats[edit]

Level 1[edit]

  • 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. While enhancements from both Cleric and Paladin stack, as far as number and power of turns, the base number of turns do not stack with each other.
  • Religious Lore (passive): This feat grants represents your knowledge of religion. This feat is received once for every Cleric level.

Deity Based Feats[edit]

  • °Favored Soul at levels 1, 3, 6, 12 and 20 select one additional Deity-based feat from the list below.
  • * Clerics and Paladins at levels 1 and 6 select one additional Deity-based feat from the list below. Clerics and Paladins can also use their standard feat slot for Deity-based feats.
  • Your choice at level 1 determines your favored weapon, and type of Damage Reduction. Damage Reduction applies only to Favored Soul.
Starting World Religion Favored weapon Level 1 feat°* Level 3 feat° Level 6 feat°* Level 12 feat° Level 20 feat°†
Fav Weapon: Proficiency & +1 To Hit Fav Weapon:
+1 Attack & Damage (exotic);
+2 Attack & Damage (simple/martial)
Unique Active Ability Fav Weapon:
+1 Attack & Damage (exotic);
+2 Attack & Damage (martial);
+3 Attack & Damage (simple)
Damage Reduction 10, bypassed by named material
Eberron Aureon
(excluding Bladeforged)
Quarterstaff Follower of Aureon Child of Aureon Aureon's Instruction Beloved of Aureon Damage Reduction: Cold Iron
Blood of Vol
(excluding Bladeforged)
Dagger Follower of the Blood of Vol Child of the Blood of Vol The Blood is The Life Beloved of the Blood of Vol Damage Reduction: Good
Lord of Blades
(Bladeforged, Warforged only)
Greatsword Follower of the Lord of Blades Child of the Lord of Blades Bladesworn Transformation Beloved of the Lord of Blades Damage Reduction: Adamantine
Olladra
(excluding Bladeforged)
Sickle Follower of Olladra Child of Olladra Luck of Olladra Beloved of Olladra Damage Reduction: Cold Iron
Onatar
(excluding Bladeforged)
Warhammer Follower of Onatar Child of Onatar Onatar's Forge Beloved of Onatar Damage Reduction: Cold Iron
Silver Flame
(excluding Bladeforged)
Longbow Follower of the Silver Flame Child of the Silver Flame Silver Flame Exorcism Beloved of the Silver Flame Damage Reduction: Silver
Sovereign Host
(excluding Bladeforged)
Longsword Follower of the Sovereign Host Child of the Sovereign Host Unyielding Sovereignty Beloved of the Sovereign Host Damage Reduction: Cold Iron, Silver
Undying Court
(Elf, Half-Elf, Wood Elf only)
Scimitar Follower of the Undying Court Child of the Undying Court Undying Call Beloved of the Undying Court Damage Reduction: Cold Iron
Vulkoor
(Drow only)
Shortsword Follower of Vulkoor Child of Vulkoor Vulkoor's Avatar Beloved of Vulkoor Damage Reduction: Good
Forgotten Realms Amaunator Heavy Mace Favored by Amaunator Child of Amaunator Amaunator's Brilliance Beloved of Amaunator Damage Reduction: Silver
Helm
(excluding Morninglord)
Bastard Sword Favored by Helm Child of Helm Ever Watchful Beloved of Helm Damage Reduction: Adamantine
Silvanus
(excluding Morninglord)
Maul Favored by Silvanus Child of Silvanus Blessing of Silvanus Beloved of Silvanus Damage Reduction: Silver

Level 2[edit]

Clerics must select one domain at Cleric level 2. They gain additional feats from that domain at levels 5, 9, and 14.

Spells[edit]

See also: Cleric 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).
  • A Cleric automatically prepare Cure spells at their normal levels in addition to spells prepared normally. This does not take up a spell slot.
  • 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.
  • The efficiency of the different healing spells is discussed at Healing Spells.
  • See also spell usefulness.

External links[edit]