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Cleric enhancements (history)
History | ||
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This page is about an enhancement tree that no longer exists in-game. It has been replaced by Divine Disciple enhancements, Radiant Servant enhancements, and Warpriest enhancements. | ||
If you can verify that the enhancement tree still exists, please edit this page and remove this template. |
Alchemist‡ | Artificer† — Dog | Barbarian | Bard | Cleric |
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Apo — Bom — VCh | AT — BE — RM | FB — OS — Rav | SB2 — SS — St1 — WC | DA1 — DD — RS2 — War |
Druid — Wolf | Fighter | Favored Soul† | Monk | Paladin |
BC1 — NW — NP2 — SH | Dra1 — Ken2 — Rav1 — StD — Van2 | AoV — BoH — War | HeM — NiS — Shi | |
Ranger | Rogue | Sorcerer | Wizard | Warlock |
AA2 — DH1 — DWS — Tem | Ass — Mec — TA | AS – ES – FS – WS – EK2 – WM1 | AM — EK — PM | AotS1 — ES2 — SE — TS |
Falconry† ~ Feydark Illusionist† ~ Harper Agent† ~ Horizon Walker† ~ Inquisitive† ~ Vistani Knife Fighter† |
Reaper | |||
†: Class/tree can be earned via favor. ‡: Class/tree free to VIP or found in DDO Store. 1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype. |
Aasimar 1,395 DDO Points | Dragonborn | Drow | Dwarf | Eladrin *Requires any version of Magic of Myth Drannor, or free to VIP | Elf / Wood Elf (& AA) | Gnome |
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Half-Elf (& AA) | Half-Orc | Halfling | Human | Shifter 1,595 DDO Points | Tabaxi 1,595 DDO Points | Tiefling | Warforged †Free by turning in 400 Total favor per server 995 DDO Points |
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Bladeforged 1,295 DDO Points | Chaosmancer *Requires ultimate edition of Magic of Myth Drannor | Deep Gnome 1,295 DDO Points | Morninglord 1,295 DDO Points (& AA) | PDK 1,295 DDO Points | Razorclaw 1,395 DDO Points | Scoundrel 1,395 DDO Points | Scourge 1,295 DDO Points | Shadar-kai 1,295 DDO Points | Trailblazer 1,395 DDO Points |
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Cleric |
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Starting a... |
Clerics have three enhancement lines available as of Update 19: Divine Disciple, Warpriest and Radiant Servant.
Cleric Enhancements
Everything beyond this point is for Update 18, and is no longer relevant to the current game!
Update 18 Information:
Note that enhancements do not stack with other enhancements from the same series. Each element of a series requires everything previous in that series before it can be taken.
Level Progression[edit]
LV | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
Cleric Charisma | I | II | ||||||||||||||||||
Cleric Divine Cleansing | I | II | III | |||||||||||||||||
Cleric Divine Healing | I | II | III | |||||||||||||||||
Cleric Divine Light | I | II | III | |||||||||||||||||
Cleric Divine Might | I | II | III | IV | ||||||||||||||||
Cleric Divine Vitality | I | II | III | |||||||||||||||||
Cleric Extra Turning | I | II | III | IV | ||||||||||||||||
Cleric Improved Turning | I | II | III | |||||||||||||||||
Cleric Wisdom | I | II | III | |||||||||||||||||
Follower of the Lord of Blades | I | II | ||||||||||||||||||
Silver Flame | I | II | ||||||||||||||||||
Sovereign Host | I | II | ||||||||||||||||||
Undying Court | I | II | ||||||||||||||||||
Vulkoor | I | II | ||||||||||||||||||
Cleric Energy of the Zealot | I | II | III | IV | ||||||||||||||||
Cleric Improved Spell Penetration | I | II | III | |||||||||||||||||
Cleric Prayer of Incredible Smiting | I | II | III | |||||||||||||||||
Cleric Prayer of Smiting | I | II | III | |||||||||||||||||
Cleric Smiting | I | II | III | IV | ||||||||||||||||
Cleric Wand and Scroll Mastery | I | II | III | IV | ||||||||||||||||
Cleric Improved Empower Healing | I | II | III | |||||||||||||||||
Cleric Life Magic | I | II | III | IV | ||||||||||||||||
Cleric Prayer of Incredible Life | I | II | III | |||||||||||||||||
Cleric Prayer of Life | I | II | III | |||||||||||||||||
Cleric Radiant Servant | I | II | ||||||||||||||||||
Cleric Divine Intervention | I | |||||||||||||||||||
LV | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
Class Enhancements[edit]
Cleric Charisma I: Grants a +1 increase to your Charisma score.
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AP Cost: 2 | Level: 4 | Progression: 10 | No requirements | |
Cleric Charisma II: Grants an additional +1 increase to your Charisma score.
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AP Cost: 4 | Level: 8 | Progression: 24 | Requires: Cleric Charisma I |
Cleric Divine Cleansing I: Grants another character a +4 morale bonus to their Fortitude save for a 1 minute. Also removes the effects Disease, or Poison. Consumes one use of your Turn Undead ability. Cannot target self.
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AP Cost: 1 | Level: 2 | Progression: 3 | No requirements | |
Cleric Divine Cleansing II: Grants another character a +6 morale bonus to their Fortitude save for a 1 minute. Also removes the effects Blinded, Curse, Disease, or Poison. Consumes one use of your Turn Undead ability. Cannot target self.
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AP Cost: 2 | Level: 6 | Progression: 18 | Requires: Cleric Divine Cleansing I | |
Cleric Divine Cleansing III: Grants another character a +8 morale bonus to their Fortitude save for a 1 minute. Also removes the effects Blinded, Curse, Disease, Paralyzed, Petrified, or Poison. Consumes one use of your Turn Undead ability. Cannot target self.
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AP Cost: 3 | Level: 10 | Progression: 33 | Requires: Cleric Divine Cleansing II |
Cleric Divine Healing I: Heal over Time ability. Heals another character for 1d3 hit points every 2 seconds for 30 seconds. Consumes one use of your Turn Undead ability. Cannot target self.
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AP Cost: 1 | Level: 3 | Progression: 7 | No requirements | |
Cleric Divine Healing II: Heal over Time ability. Heals another character for 2d3 hit points every 2 seconds for 30 seconds. Consumes one use of your Turn Undead ability. Cannot target self.
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AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Cleric Divine Healing I | |
Cleric Divine Healing III: Heal over Time ability. Heals another character for 3d3 hit points every 2 seconds for 30 seconds. Consumes one use of your Turn Undead ability. Cannot target self.
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AP Cost: 3 | Level: 11 | Progression: 37 | Requires: Cleric Divine Healing II |
Cleric Divine Light I: Deals 6d6 light damage to all nearby undead creatures. They can make a Will save against a DC of (10 + Cleric Level + Charisma Modifier) to take half damage. This consumes one use of your Turn Undead ability.
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AP Cost: 1 | Level: 4 | Progression: 11 | No requirements | |
Cleric Divine Light II: Deals 12d6 light damage to all nearby undead creatures. They can make a Will save against a DC of (10 + Cleric Level + Charisma Modifier) to take half damage. This consumes one use of your Turn Undead ability.
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AP Cost: 2 | Level: 8 | Progression: 26 | Requires: Cleric Divine Light I | |
Cleric Divine Light III: Deals 18d6 light damage to all nearby undead creatures. They can make a Will save against a DC of (10 + Cleric Level + Charisma Modifier) to take half damage. This consumes one use of your Turn Undead ability
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AP Cost: 3 | Level: 12 | Progression: 41 | Requires: Cleric Divine Light II |
Cleric Divine Might I: Activate this ability to gain a +2 Sacred bonus to damage for one minute. Consumes a use of your Turn Undead ability.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: 14 Base Charisma | |
Cleric Divine Might II: Activate this ability to gain a +4 Sacred bonus to damage for one minute. Consumes a use of your Turn Undead ability.
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AP Cost: 2 | Level: 10 | Progression: 34 | Requires: 16 Base Charisma, Cleric Divine Might I | |
Cleric Divine Might III: Activate this ability to gain a +6 Sacred bonus to damage for one minute. Consumes a use of your Turn Undead ability.
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AP Cost: 3 | Level: 15 | Progression: 53 | Requires: 18 Base Charisma, Cleric Divine Might II | |
Cleric Divine Might IV: Activate this ability to gain a +8 Sacred bonus to damage for one minute. Consumes a use of your Turn Undead ability.
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AP Cost: 4 | Level: 20 | Progression: 72 | Requires: 20 Base Charisma, Cleric Divine Might III |
Cleric Divine Vitality I: Restores 3d4+10 spell points to another character. Consumes a use of your Turn Undead ability. Cannot target self.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Cleric Divine Vitality II: Restores 5d4+10 spell points to another character. Consumes a use of your Turn Undead ability. Cannot target self.
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AP Cost: 2 | Level: 5 | Progression: 15 | Requires: Cleric Divine Vitality I | |
Cleric Divine Vitality III: Restores 7d4+10 spell points to another character. Consumes a use of your Turn Undead ability. Cannot target self.
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AP Cost: 3 | Level: 9 | Progression: 29 | Requires: Cleric Divine Vitality II |
Cleric Extra Turning I: Gives you one extra Turn Undead use per rest.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Cleric Extra Turning II: Gives you one extra Turn Undead use per rest, bringing the total increase to 2.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Cleric Extra Turning I | |
Cleric Extra Turning III: Gives you one extra Turn Undead use per rest, bringing the total increase to 3.
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AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Cleric Extra Turning II | |
Cleric Extra Turning IV: Gives you one extra Turn Undead use per rest, bringing the total increase to 4.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Cleric Extra Turning III |
Cleric Improved Turning I: Grants a +1 to your Cleric level when attempting to Turn Undead.
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AP Cost: 1 | Level: 5 | Progression: 15 | No requirements | |
Cleric Improved Turning II: Grants a +2 to your Cleric level when attempting to Turn Undead.
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Cleric Improved Turning I | |
Cleric Improved Turning III: Grants a +3 to your Cleric level when attempting to Turn Undead.
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AP Cost: 3 | Level: 13 | Progression: 45 | Requires: Cleric Improved Turning II |
Cleric Wisdom I: Grants a +1 increase to your Wisdom score.
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AP Cost: 2 | Level: 2 | Progression: 2 | No requirements | |
Cleric Wisdom II: Grants an additional +1 increase to your Wisdom score.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Cleric Wisdom I | |
Cleric Wisdom III: Grants an additional +1 increase to your Wisdom score.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Cleric Wisdom II |
Follower of the Lord of Blades: Passive Benefit: +1 To-Hit bonus with Greatsword. Active Benefit: expend 1 Turn Undead to gain Champion of the Lord of Blades that grants proficiency in Greatswords to yourself or a friend.
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AP Cost: 2 | Level: 1 | Progression: 0 | Requires: Warforged | |
Bladesworn Transformation: +4 Profane bonus to Strength, +4 natural armor to AC, +4 profane bonus to damage, +10 enhancement bonus to Will saves against mind affecting magic, Simple Weapon Proficiency feat, Martial Weapon Proficiency feat, your base attack bonus equals your level, immunity to critical hits, and immunity to sneak attacks. However you are unable to cast spells and cannot be healed by healing spells. You can however be repaired by others, drink repair potions, use Turn Undead and turn alternatives such as divine healing. Lasts for 24 seconds plus 6 seconds per Cleric level, and 10 minutes cooldown.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Follower of the Lord of the Blades |
Follower of the Silver Flame: Passive Benefit: +1 To-Hit bonus with Longbows. Active Benefit: expend 1 Turn Undead to gain Tira's Champion that grants proficiency in Longbows to yourself or a friend.
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AP Cost: 2 | Level: 1 | Progression: 0 | No requirements | |
Silver Flame Exorcism: Use this ability to banish extraplanar creatures. Creatures must succeed a will save against a DC of (10 + Cleric Level + Charisma modifier) or be removed from this plane. If the creature succeeds their Will Save, they take holy/light damage. The creature gets a Fortitude Save against this damage (same DC as previously), and if successful they only take half damage. 10 minutes cooldown.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Follower of the Silver Flame |
Follower of the Sovereign Host: Passive Benefit: +1 To-Hit bonus with Longswords. Active Benefit: expend 1 Turn Undead to gain Dol Dorn's Champion that grants proficiency in Longswords to yourself or a friend.
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AP Cost: 2 | Level: 1 | Progression: 0 | No requirements | |
Unyielding Sovereignty: Use of this ability fully heals all hit point damage done to a targeted ally, removes ability damage, death penalty effects, negative levels, the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned. 10 minutes cooldown.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Follower of the Sovereign Host |
Follower of the Undying Court: Passive Benefit: +1 To-Hit bonus with Scimitars. Active Benefit: expend 1 Turn Undead to gain Champion of the Deathless that grants proficiency in Scimitars to yourself or a friend.
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AP Cost: 2 | Level: 1 | Progression: 0 | Requires: Elf | |
Undying Call: Use this ability to raise a dead companion. This ability acts like a True Resurrection spell if used on an elf, or a Raise Dead spell if used on other races. 10 minutes cooldown.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Follower of the Undying Court |
Follower of the Vulkoor: Passive Benefit: +1 To-Hit bonus with Shortswords. Active Benefit: expend 1 Turn Undead to gain Champion of the Vulkoor that grants proficiency in Shortswords to yourself or a friend.
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AP Cost: 2 | Level: 1 | Progression: 0 | Requires: Drow | |
Vulkoor's Avatar: Summons a Drow Scorpion ally.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Follower of Vulkoor |
Spell Enhancements[edit]
Cleric Energy of the Zealot I: Gives you an extra 20 spell points.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Cleric Energy of the Zealot II: Gives you an extra 30 spell points, bringing the total increase to 50.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Cleric Energy of the Zealot I | |
Cleric Energy of the Zealot III: Gives you an extra 30 spell points, bringing the total increase to 80.
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AP Cost: 3 | Level: 9 | Progression: 29 | Requires: Cleric Energy of the Zealot II | |
Cleric Energy of the Zealot IV: Gives you an extra 30 spell points, bringing the total increase to 110.
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AP Cost: 4 | Level: 13 | Progression: 44 | Requires: Cleric Energy of the Zealot III |
Cleric Improved Spell Penetration I: You add +1 to your level to overcome an enemy's SR.
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AP Cost: 2 | Level: 5 | Progression: 14 | No requirements | |
Cleric Improved Spell Penetration II: You add +2 to your level to overcome an enemy's SR.
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AP Cost: 4 | Level: 9 | Progression: 28 | Requires: Cleric Improved Spell Penetration I | |
Cleric Improved Spell Penetration III: You add +3 to your level to overcome an enemy's SR.
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AP Cost: 6 | Level: 13 | Progression: 42 | Requires: Cleric Improved Spell Penetration II |
Cleric Prayer of Incredible Smiting I: Gives your light and aligned based (Good, Evil, Lawful, and Chaotic.) spells crit for an extra 0.25. (Total of 1.75 times.)
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Cleric Prayer of Smiting I | |
Cleric Prayer of Incredible Smiting II: Gives your light and aligned based (Good, Evil, Lawful, and Chaotic.) spells crit for an extra 0.25. (Total of 2.00 times.)
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Cleric Prayer of Incredible Smiting I | |
Cleric Prayer of Incredible Smiting III: Gives your light and aligned based (Good, Evil, Lawful, and Chaotic.) spells crit for an extra 0.25 (total of 2.25 times).
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AP Cost: 3 | Level: 13 | Progression: 45 | Requires: Cleric Prayer of Incredible Smiting II |
Cleric Prayer of Smiting I: Gives your light and aligned based spells (Good, Evil, Lawful, and Chaotic.) spells a 3% chance to crit for 1.5 times normal amount.
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AP Cost: 1 | Level: 3 | Progression: 7 | No requirements | |
Cleric Prayer of Smiting II: Gives your light and aligned based spells (Good, Evil, Lawful, and Chaotic.) spells a 6% chance to crit for 1.5 times normal amount.
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AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Cleric Prayer of Smiting I | |
Cleric Prayer of Smiting III: Gives your light and aligned based (Good, Evil, Lawful, and Chaotic.) spells a 9% chance to crit for 1.5 times normal amount.
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AP Cost: 3 | Level: 11 | Progression: 37 | Requires: Cleric Prayer of Smiting II |
Cleric Smiting I: Gives a bonus of 20 spell power to both light and aligned based (Good, Evil, Lawful, and Chaotic.) spells.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Cleric Smiting II: Gives an additional bonus of 20 spell power to both light and aligned based (Good, Evil, Lawful, and Chaotic.) spells, bringing the total increase to 40.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Cleric Smiting I | |
Cleric Smiting III: Gives an additional bonus of 20 spell power to both light and aligned based (Good, Evil, Lawful, and Chaotic.) spells, bringing the total increase to 60.
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AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Cleric Smiting II | |
Cleric Smiting IV: Gives an additional bonus of 20 spell power to both light and aligned based (Good, Evil, Lawful, and Chaotic.) spells, bringing the total increase to 80.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Cleric Smiting III |
Cleric Wand and Scroll Mastery I: Grants a 25% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
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AP Cost: 1 | Level: 2 | Progression: 3 | No requirements | |
Cleric Wand and Scroll Mastery II: Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 35%.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Cleric Wand and Scroll Mastery I | |
Cleric Wand and Scroll Mastery III: Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 45%.
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AP Cost: 3 | Level: 8 | Progression: 25 | Requires: Cleric Wand and Scroll Mastery II | |
Cleric Wand and Scroll Mastery IV: Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 55%.
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AP Cost: 4 | Level: 11 | Progression: 36 | Requires: Cleric Wand and Scroll Mastery III |
Healing and Negative Enhancements[edit]
Cleric Improved Empower Healing I: Healing spells cast while the Empower Healing Spell feat is activated cost 1 less spell point.
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AP Cost: 2 | Level: 2 | Progression: 2 | Requires: Empower Healing Spell | |
Cleric Improved Empower Healing II: Healing spells cast while the Empower Healing Spell feat is activated cost 2 less spell points.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Cleric Improved Empower Healing I | |
Cleric Improved Empower Healing III: Healing spells cast while the Empower Healing Spell feat is activated cost 4 less spell points.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Cleric Improved Empower Healing II |
Cleric Life Magic I: Gives a bonus of 20 spell power to both healing and negative (inflict) spells.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Cleric Life Magic II: Gives an additional bonus of 20 spell power to both healing and negative (inflict) spells, bringing the total increase to 40.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Cleric Life Magic I | |
Cleric Life Magic III: Gives an additional bonus of 20 spell power to both healing and negative (inflict) spells, bringing the total increase to 60.
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AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Cleric Life Magic II | |
Cleric Life Magic IV: Gives an additional bonus of 20 spell power to both healing and negative (inflict) spells, bringing the total increase to 80.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Cleric Life Magic III |
Cleric Prayer of Incredible Life I: Your Healing and Negative Energy spells crit for an extra 0.25. (Total of 1.75 times.)
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Cleric Prayer of Life I | |
Cleric Prayer of Incredible Life II: Your Healing and Negative Energy spells crit for an extra 0.25. (Total of 2.00 times.)
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Cleric Prayer of Incredible Life I | |
Cleric Prayer of Incredible Life III: Your Healing and Negative Energy spells crit for an extra 0.25. (Total of 2.25 times.)
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AP Cost: 3 | Level: 13 | Progression: 45 | Requires: Cleric Prayer of Incredible Life II |
Cleric Prayer of Life I: Gives your healing or negative spells a 3% chance to crit for 1.5 times normal amount.
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AP Cost: 1 | Level: 3 | Progression: 7 | No requirements | |
Cleric Prayer of Life II: Gives your healing or negative spells a 6% chance to crit for 1.5 times normal amount.
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AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Cleric Prayer of Life I | |
Cleric Prayer of Life III: Gives your healing or negative spells a 9% chance to crit for 1.5 times normal amount.
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AP Cost: 3 | Level: 11 | Progression: 37 | Requires: Cleric Prayer of Life II |
Prestige Enhancements[edit]
A character can train only in one Cleric Prestige path at a time. Each has both passive benefits and active benefits, which expends one Cleric Turn Undead to get that specialty. All requirements must be taken from Cleric class enhancements.
Cleric Radiant Servant I: Passive Benefit: you count as 1 Level higher when channeling Positive Energy or Light based spells, any Undead that you successfully turn with your turn ability are destroyed instead of frightened, and your turns regenerate over time (1 every 2 minutes), even if you get feebleminded, or your maximum number of Turn Undeads change by other "indirect" means. Active Benefit: produce positive energy that expands from the caster, healing 1 to 8 plus 1 per caster Level to all nearby Allies, as well as removing 1 to 4 negative Levels and 1 to 6 points of ability damage. Undead are instead damaged by the energy, taking 1 to 8 points of damage per caster Level, a successful Will save reduces the damage by a half. Expends a use of Cleric Turn Undead.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Empower Healing Spell, Cleric Improved Turning I, Improved Heal II, Cleric Life Magic II, and one of Cleric Divine Cleansing I, Cleric Divine Healing I, Cleric Divine Light I, Cleric Divine Might I, Cleric Divine Vitality I | |
Cleric Radiant Servant II: Passive Benefit: the Empower Healing metamagic now grants you a +100 bonus to healing spell power instead of the base amount of +75, and you count as an additional 1 Level higher when channeling Positive Energy or Light based spells. Active Benefit: create a Positive Energy Aura effect on yourself, which envelops the caster in an aura of healing, positive energy, and affects a number of targets equal to caster level. Allies within the aura are healed 1 hit point per 3 caster Levels as long as they remain within it and Undead enemies are damaged for the same amount. Expends a use of Cleric Turn Undead.
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AP Cost: 2 | Level: 12 | Progression: 42 | Requires: Cleric Prayer of Incredible Life I, Cleric Prayer of Life I, Cleric Radiant Servant I, and one of Bladesworn Transformation, Silver Flame Exorcism, Undying Call, Unyielding Sovereignty, Vulkoor’s Avatar, Cleric Charisma II |
Capstone[edit]
A character can train only in one Cleric Capstone at a time.
Cleric Divine Intervention: You can expend a turn attempt to ward your target for five minutes against mortal damage, hit point damage will not lower target hit point total below -9. If the target is knocked unconscious, this effect will heal the target after a few seconds for 10 to 39 hit points and then fade.
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AP Cost: 2 | Level: 20 | Progression: 74 | No requirements |