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The Cleric: A Divine Vanguard

In the tapestry of life, the Cleric stands as a beacon of divine purpose and unwavering faith. Born from the confluence of medieval chivalry and sacred devotion, the Cleric embodies the harmonious blend of martial prowess and spiritual enlightenment. They are not mere healers but champions of their deities, wielding divine magic to mend wounds, dispel darkness, and confront the malevolent forces that threaten the realms.​


Origins in Myth and History

The archetype of the Cleric is deeply rooted in both mythological narratives and historical figures. In the annals of legend, figures like Friar Tuck from the Robin Hood tales and the biblical prophet Elisha exemplify the fusion of spiritual guidance and martial action. These individuals were not only spiritual leaders but also active participants in the defense of their communities, often confronting evil with both faith and force.​

Historically, the concept of warrior-priests is exemplified by the Knights Templar, medieval Christian military orders who combined martial discipline with monastic devotion. Their role in the Crusades and their commitment to protecting sacred sites mirror the Cleric’s dual commitment to combat and divine service. Additionally, the imagery of Bishop Odo of Bayeux, depicted wielding a club in the Bayeux Tapestry during the Battle of Hastings, underscores the Cleric’s association with blunt weapons and their role in both spiritual and physical realms.​


The Cleric in Dungeons & Dragons

The Cleric class was introduced as a response to the need for a character who could embody both the martial and divine aspects of adventuring. Drawing inspiration from historical and mythological sources, the Cleric was designed to be a versatile character capable of wielding divine magic while also engaging in physical combat. This duality is reflected in their ability to cast powerful spells and turn or destroy undead, abilities that have their roots in folklore and religious traditions.​


Real-World Inspirations

The Cleric class in Dungeons & Dragons draws from a rich tapestry of real-world inspirations:

  • Knights Templar and Monastic Orders: Medieval warrior-priests who combined martial prowess with religious devotion, serving as protectors of sacred sites and leaders in battle.​
  • Bishop Odo of Bayeux: A historical figure depicted wielding a club during the Battle of Hastings, symbolizing the Cleric’s association with blunt weapons and their role in both spiritual and physical realms.​
  • Friar Tuck: A character from the Robin Hood legends who exemplifies the fusion of spiritual guidance and martial action, embodying the Cleric’s role as both a healer and a fighter.​
  • Elisha: A biblical prophet who performed miracles and guided his people, reflecting the Cleric’s role as a conduit for divine power and guidance.​

Conclusion

The Cleric is a class that transcends the boundaries of mere adventuring. They are the embodiment of divine will, wielding the power of the gods to protect, heal, and smite. Whether standing as a beacon of hope in the darkest times or leading the charge against the forces of evil, the Cleric remains a steadfast guardian of the divine and a testament to the enduring power of faith and conviction.


  • Cleric 5e
  • Cleric, Pathfinder

Overview

Clerics are versatile divine spellcasters who draw power from deities or cosmic forces to heal allies, smite foes, and wield battlefield‑shaping magic. They combine medium durability with potent spellcasting, making them effective as support casters, front‑line warriors, or tactical controllers depending on their chosen Divine Domain.


Basic Information

  • Hit Dice: 1d8 per Cleric level
  • Primary Ability: Wisdom (spellcasting) Roll20
  • Saving Throws: Wisdom, Charisma Open5e

Proficiencies

  • Armor: Light armor, medium armor, shields Roll20
  • Weapons: Simple weapons Open5e
  • Tools: None Open5e
  • Skills: Choose two from History, Insight, Medicine, Persuasion, Religion Roll20

Equipment

You start with the following, plus equipment from your background:

  • (a) a mace or (b) a warhammer (if proficient) D&D Beyond
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) D&D Beyond
  • (a) a light crossbow and 20 bolts or (b) any simple weapon D&D Beyond
  • (a) a priest’s pack or (b) an explorer’s pack D&D Beyond
  • A shield and a holy symbol (can serve as a spellcasting focus) D&D Beyond

Spellcasting

Spellcasting Ability: Wisdom is your spellcasting ability for Cleric spells Roll20.
Spell Save DC: 8 + your proficiency bonus + your Wisdom modifier Roll20.
Spell Attack Modifier: your proficiency bonus + your Wisdom modifier Roll20.
Cantrips: You know three Cleric cantrips at 1st level, gaining a fourth at 4th level and a fifth at 10th level Roll20.
Preparing and Casting Spells: Each dawn, you prepare a number of Cleric spells equal to your Wisdom modifier + your Cleric level (minimum of one). Casting a spell expends a slot of that level or higher Roll20.
Spell Slots: You regain all expended slots when you finish a long rest. Refer to the Cleric table below for slot progression Roll20.
Ritual Casting: You can cast a prepared Cleric spell with the ritual tag as a ritual without expending a slot; it takes 10 minutes longer to cast Roll20.
Spellcasting Focus: You can use a holy symbol as a spellcasting focus for your Cleric spells Roll20.


The Cleric Table

LevelProf. BonusFeaturesCantripsSpells Prep.1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Divine Domain3Wis mod + lvl2
2nd+2Channel Divinity (1/rest), Domain feature3Wis mod + lvl3
3rd+23Wis mod + lvl42
4th+2Ability Score Improvement, Cantrip Versatility4Wis mod + lvl43
5th+3Destroy Undead (CR ½)4Wis mod + lvl432
6th+3Channel Divinity (2/rest), Domain feature4Wis mod + lvl433
7th+3Divine Domain feature4Wis mod + lvl4331
8th+3Ability Score Improvement4Wis mod + lvl4332
9th+45Wis mod + lvl43331
10th+4Divine Intervention5Wis mod + lvl43332
11th+45Wis mod + lvl43332
12th+4Ability Score Improvement5Wis mod + lvl43332
13th+55Wis mod + lvl43332
14th+5Destroy Undead (CR 1)5Wis mod + lvl43332
15th+55Wis mod + lvl43332
16th+5Ability Score Improvement5Wis mod + lvl43332
17th+6Divine Domain feature5Wis mod + lvl43332
18th+6Channel Divinity (3/rest)5Wis mod + lvl43332
19th+6Ability Score Improvement5Wis mod + lvl43332
20th+6Divine Intervention Improvement5Wis mod + lvl43332

(Slot progression extends to 9th‑level spells per the SRD) d20 SRD


Divine Domain

At 1st level, you choose one Divine Domain tied to your deity. This grants:

  1. Domain Spells: Always prepared and don’t count against your normal prepared spells.
  2. 1st‑Level Feature: Often a bonus proficiency or cantrip.
  3. 2nd‑Level Feature: A unique Channel Divinity option.
  4. 6th, 8th, and 17th‑Level Features: Additional thematic abilities Roll20.

Channel Divinity

Beginning at 2nd level, you can channel divine energy to fuel special effects (1 use; 2 uses at 6th; 3 uses at 18th level):

  • Turn Undead: Present your holy symbol; undead within 30 ft. that fail a Wisdom save are turned Roll20.
  • Domain Feature: Each domain grants a second Channel Divinity option (e.g., Preserve Life, Radiance of the Dawn) Roll20.

Destroy Undead

At 5th level, undead of CR ½ or lower that fail their save against your Turn Undead are instantly destroyed (threshold increases to CR 1 at 14th level) Roll20.


Ability Score Improvement

At levels 4, 8, 12, 16, and 19, you can increase one ability score by 2 or two scores by 1, to a maximum of 20 Roll20.


Divine Intervention

At 10th level, you can call on your deity for a miracle. Roll percentile dice; if you roll equal to or less than your Cleric level, your deity intervenes (DM’s choice of effect). On a failure, you can’t use it again for 7 days; at 20th level, you succeed automatically once per week.

Cleric
Karl Friedrich Lessing (1808-1880) : Hussite Sermon Date 1836

In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.

Role: More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies’ prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need. As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction. (Work with your GM if you prefer this path to selecting a specific deity.)

Alignment: A cleric’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.

Hit Die: d8

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

In the game, clerics are versatile figures, both capable in combat and skilled in the use of divine magic. Clerics are powerful healers due to the large number of healing and curative magics available to them. With divinely-granted abilities over life or death, they are also able to repel or control undead creatures. Whether the cleric repels or controls undead is dependent on its alignment.

Class Skills

The cleric’s class skills (and the key ability for each skill) are Concentration
(
Constitution), Craft (Intelligence), Diplomacy (Charisma), Heal (Wisdom), Knowledge (arcana) (Intelligence), Knowledge (history) (Intelligence), Knowledge (religion) (Intelligence), Knowledge (the planes) (Intelligence), Profession (Wisdom), and Spellcraft (Intelligence).

Domains and Class Skills

A sacrifice to en:Thor.Painting by the Danish artist en:J.L. Lund (en:1777-en:1867).
A sacrifice to Thor. Painting by the Danish artist J.L. Lund (1777-1867).

A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Intelligence) to the cleric class skills listed above.

A cleric who chooses the Knowledge domain adds all Knowledge (Intelligence) skills to the list.

A cleric who chooses the Travel domain adds Survival (Wisdom) to the list.

A cleric who chooses the Trickery domain adds Bluff (Charisma), Disguise (Charisma), and Hide (Dexterity) to the list.

See Deity, Domains, and Domain Spells, below, for more information.

Skill Points at 1st Level (2 + Intelligence modifier) x?4.

Skill Points at Each Additional Level 2 + Intelligence modifier.

The Cleric
 ——–
Spells per Day1 ——–
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st +0 +2 +0 +2 Turn or
rebuke undead
3 1+1
2nd +1 +3 +0 +3  4 2+1
3rd +2 +3 +1 +3  4 2+1 1+1
4th
+3
+4
+1
+4 
5
3+1
2+1




5th +3 +4 +1 +4  5 3+1 2+1 1+1
6th +4 +5 +2 +5  5 3+1 3+1 2+1
7th +5 +5 +2 +5  6 4+1 3+1 2+1 1+1
8th +6/+1 +6 +2 +6  6 4+1 3+1 3+1 2+1
9th +6/+1
+6 +3 +6  6 4+1 4+1 3+1 2+1 1+1
10th +7/+2
+7 +3 +7  6 4+1 4+1 3+1 3+1 2+1
11th +8/+3 +7 +3 +7  6 5+1 4+1 4+1 3+1 2+1 1+1
12th +9/+4 +8 +4 +8  6 5+1 4+1 4+1 3+1 3+1 2+1
13th +9/+4
+8 +4 +8  6 5+1 5+1 4+1 4+1 3+1 2+1 1+1
14th +10/+5 +9 +4 +9  6 5+1 5+1 4+1 4+1 3+1 3+1 2+1
15th +11/+6/+1
+9 +5 +9  6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
16th +12/+7/+2 +10 +5 +10  6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
17th +12/+7/+2 +10 +5 +10  6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+11
18th +13/+8/+3 +11 +6 +11  6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19th +14/+9/+4 +11 +6 +11  6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20th +15/+10/+5 +12 +6 +12  6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+


1
In addition to the stated number of spells per day for 1st- through 9th-level spells, a cleric gets a domain spell for each spell level, starting at 1st.The “+1” in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the cleric may receive for having a high Wisdom score.

Class Features

All of the following are class features of the cleric.

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).

A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

Aura (Ex)

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Cleric Spells

A cleric casts divine spells, which are drawn from the cleric spell list. 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 cast only a certain number of spells of each spell level per day. His base daily spell allotment is given onTable:The
Cleric. In addition, he receives bonus spells per day if he has a high Wisdom
score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).

Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Deity, Domains, and Domain Spells

A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaotic, Evil, Good, or Lawful) only if his alignment matches that domain.

If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.

With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

Spontaneous Casting

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).

An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” 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).

Chaotic, Evil, Good, and Lawful Spells

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.

Turn or Rebuke undead (Su)

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. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. 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).

A cleric may attempt to turn 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 checks against undead.

Bonus Languages

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.

Ex-Clerics

A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the Atonement spell description).


1. Knight Templar

  • Region & Origin: Europe; inspired by medieval Christian military orders (e.g., Knights Templar, Knights Hospitaller)
  • Background Options: Acolyte, Soldier, Noble
  • Primary Arms: Longsword, Warhammer, Mace
  • Secondary Arms: Heavy Crossbow, Dagger
  • Armor Options: Chain Mail, Splint, Plate; Shield
  • Special Equipment: Holy symbol emblazoned on shield or worn as an amulet; religious texts; prayer beads
  • Domains: War, Light
  • Deity Choices: Mars (Roman god of war), Tyr (Norse god of justice), Athena (Greek goddess of wisdom and warfare)​

2. Sōhei (Japanese Warrior Monk)

  • Region & Origin: Japan; inspired by Buddhist warrior monks of feudal Japan
  • Background Options: Acolyte, Hermit, Soldier
  • Primary Arms: Naginata (use glaive stats), Katana (use longsword stats)
  • Secondary Arms: Shortbow, Handaxe
  • Armor Options: Padded or Leather Armor; often no armor to allow for mobility
  • Special Equipment: Prayer beads, temple robes, incense
  • Domains: Tempest, Peace
  • Deity Choices: Hachiman (Shinto god of war), Bishamonten (Buddhist god of warriors)​

3. Oracle (Ancient Greek Seer)

  • Region & Origin: Greece; inspired by the Pythia and other Delphic prophets
  • Background Options: Sage, Hermit, Acolyte
  • Primary Arms: Quarterstaff, Dagger
  • Secondary Arms: Sling
  • Armor Options: None; ceremonial robes and sandals
  • Special Equipment: Laurel wreath, incense burner, divination tools
  • Domains: Knowledge, Light
  • Deity Choices: Apollo (Greek god of prophecy), Themis (Greek goddess of divine law)​

4. Babalawo (Yoruba Diviner)

  • Region & Origin: West Africa (Nigeria, Benin, Togo); inspired by Ifá priests of Yoruba culture
  • Background Options: Sage, Hermit, Acolyte
  • Primary Arms: Staff, Javelin
  • Secondary Arms: Dagger
  • Armor Options: None; ceremonial robes
  • Special Equipment: Divination tray (opon Ifá), cowrie shells, sacred texts
  • Domains: Grave, Knowledge
  • Deity Choices: Orunmila (Yoruba deity of wisdom and divination), Esu (Yoruba trickster deity and messenger)​

5. Bhikkhu (Buddhist Monk)

  • Region & Origin: South and Southeast Asia; inspired by Theravāda Buddhist monastics
  • Background Options: Hermit, Acolyte, Sage
  • Primary Arms: Quarterstaff
  • Secondary Arms: Sling
  • Armor Options: None; traditional monastic robes
  • Special Equipment: Dharma wheel pendant, alms bowl, meditation beads
  • Domains: Peace, Twilight
  • Deity Choices: Brahma (Hindu god of creation), Avalokiteśvara (Bodhisattva of compassion)​

6. Sangoma (Southern African Healer)

  • Region & Origin: Southern Africa; inspired by Zulu and Xhosa traditional healers
  • Background Options: Folk Hero, Hermit, Acolyte
  • Primary Arms: Spear, Club
  • Secondary Arms: Dagger
  • Armor Options: Hide Armor; traditional garments
  • Special Equipment: Ancestral totem (bone necklace), herbalism kit, drums
  • Domains: Life, Grave
  • Deity Choices: Unkulunkulu (Zulu creator deity), Nomkhubulwane (Zulu goddess of rain and fertility)​

7. Völva (Norse Seeress)

  • Region & Origin: Scandinavia; inspired by seeresses practicing seiðr in Viking Age
  • Background Options: Hermit, Sage, Acolyte
  • Primary Arms: Spear, Staff
  • Secondary Arms: Handaxe
  • Armor Options: Padded or Leather Armor; fur-lined cloaks
  • Special Equipment: Runestone, seiðr staff, ritual garments
  • Domains: Twilight, Nature
  • Deity Choices: Freyja (Norse goddess associated with seiðr), Odin (Norse god of wisdom and magic)​

8. Māori Tohunga

  • Region & Origin: New Zealand; inspired by Māori spiritual experts
  • Background Options: Sage, Hermit, Acolyte
  • Primary Arms: Taiaha (use quarterstaff stats), Mere (club)
  • Secondary Arms: Sling
  • Armor Options: None; traditional flax garments (tīrau)
  • Special Equipment: Carved hei‑tiki pendant (holy symbol), woodcarving tools, herbal remedies
  • Domains: Nature, Life
  • Deity Choices: Ranginui (Sky Father), Papatūānuku (Earth Mother), Tāne Mahuta (god of forests and birds)

9. Aztec Warrior Priest

  • Region & Origin: Central Mexico; inspired by priests leading rituals and war parties in the Aztec Empire
  • Background Options: Acolyte, Soldier, Sage
  • Primary Arms: Macuahuitl (use longsword stats), Spear
  • Secondary Arms: Dagger
  • Armor Options: Scale Mail (māhuiztli), Leather Armor
  • Special Equipment: Feathered headdress badge (holy symbol), obsidian sacrificial knife, ceremonial incense
  • Domains: War, Light
  • Deity Choices: Huitzilopochtli (god of sun and war), Tezcatlipoca (god of the night sky and memory), Quetzalcoatl (god of wind and learning)

10. Sant Sipahi (Sikh “Saint‑Soldier”)

  • Region & Origin: Punjab region of India; inspired by Khalsa warriors established by Guru Gobind Singh
  • Background Options: Soldier, Acolyte, Folk Hero
  • Primary Arms: Talwar (scimitar), Kirpan (dagger)
  • Secondary Arms: Spear, Sling
  • Armor Options: Chain Shirt, Half Plate; Turban (counts as padded helmet)
  • Special Equipment: Kara (steel bracelet, holy symbol), calligrapher’s supplies, scripture scrolls
  • Domains: Order, War
  • Deity Choices: Waheguru (the supreme being in Sikhism)

11. Shinto Kannushi

  • Region & Origin: Japan; inspired by Shinto priests serving at shrines
  • Background Options: Acolyte, Sage, Hermit
  • Primary Arms: Gohei (ritual wand; use club stats), Naginata (use glaive stats)
  • Secondary Arms: Shortbow
  • Armor Options: None; traditional robes (hakama and haori)
  • Special Equipment: Shimenawa (sacred rope), ofuda (paper talismans), ritual bells
  • Class Subclasses: Light Domain, Nature Domain
  • Deity Choices: Amaterasu (sun goddess), Inari Ōkami (god of prosperity and agriculture), Hachiman (god of war and archery)​

12. Zulu Sangoma

  • Region & Origin: Southern Africa; inspired by Zulu traditional healers
  • Background Options: Hermit, Folk Hero, Acolyte
  • Primary Arms: Knobkerrie (club), Spear
  • Secondary Arms: Throwing knives
  • Armor Options: Hide Armor; traditional garments adorned with beads and feathers
  • Special Equipment: Ancestral bones (divination tools), herbal mixtures, drum
  • Class Subclasses: Grave Domain, Life Domain
  • Deity Choices: Unkulunkulu (creator god), Nomkhubulwane (goddess of rain and fertility), ancestors revered in Zulu culture

1. Dwarf Cleric

  • Region & Origin: Scandinavia (Denmark, Norway, Sweden); Norse mythology (master smiths & mountain guardians)
  • Background Options: Guild Artisan, Acolyte, Hermit
  • Primary Arms: Warhammer, Battleaxe
  • Secondary Arms: Light Hammer, Handaxe
  • Armor Options: Chain Mail, Scale Mail (runic-etched), Plate; Shield
  • Special Equipment: Holy symbol (hammer or anvil) on shield or helm; Smith’s tools; Miner’s pick; Lantern & torches
  • Class Subclasses: Forge Domain, War Domain
  • Deity Choices: Völundr (Norse master smith), Thor (Norse god of thunder)
  • Lore: These clerics embody the enduring spirit of ancient mountain forges, keeping alive the traditions of craftsmanship and divine protection. They serve as living relics of a time when gods shaped the world with tools of iron and fire, dedicating their divine powers to both creation and defense.

2. Elf Cleric

  • Region & Origin: British Isles (Great Britain & Ireland); Celtic & Germanic folklore (forest spirits & healers)
  • Background Options: Outlander, Sage, Acolyte
  • Primary Arms: Longbow, Longsword
  • Secondary Arms: Quarterstaff, Shortbow
  • Armor Options: Elven Chain (chain shirt), Studded Leather
  • Special Equipment: Wooden holy symbol (oak leaf or antler); Herbalism kit; Harp or flute
  • Class Subclasses: Nature Domain, Light Domain
  • Deity Choices: Cernunnos (Celtic horned god), Brigid (Celtic goddess of healing)
  • Lore: Elf clerics blend nature’s vitality with divine grace. Often emerging from deep forest sanctuaries, they uphold the balance of the wild and wield healing magic as old as the groves. Their faith intertwines with the seasons and the secret rhythms of life.

3. Halfling Cleric

  • Region & Origin: West Midlands, England; English rural folklore (hearth-centered village life)
  • Background Options: Folk Hero, Acolyte, Guild Artisan
  • Primary Arms: Sling, Shortsword
  • Secondary Arms: Light Hammer, Dagger
  • Armor Options: Padded Armor, Leather Armor
  • Special Equipment: Hearth-emblem pendant; Cooking kit; Lucky charm; Gardening toolkit
  • Class Subclasses: Life Domain, Trickery Domain
  • Deity Choices: Hestia (Greek hearth goddess), Ēostre (Germanic spring goddess)
  • Lore: These gentle-hearted yet fiercely devoted clerics are defenders of home and hearth. Their magic preserves family, tradition, and the joys of simple living. Though small in stature, they carry immense compassion and cunning.

4. Gnome Cleric

  • Region & Origin: Germany; Renaissance & Enlightenment folklore (craftsmen & alchemists)
  • Background Options: Sage, Guild Artisan, Hermit
  • Primary Arms: Dagger, Light Crossbow
  • Secondary Arms: Club
  • Armor Options: Studded Leather, Chain Shirt (decorated)
  • Special Equipment: Holy symbol integrated into Tinker’s tools; Tinker’s tools; Alchemist’s supplies; Journal
  • Class Subclasses: Knowledge Domain, Trickery Domain
  • Deity Choices: Hermes (Greek messenger & crafts), Mercury (Roman god of merchants & craftsmen)
  • Lore: Gnome clerics are eccentric seekers of knowledge and magical innovation. Their prayers are whispered through gears and beakers, and they often balance curiosity with reverence. They turn divine inspiration into clever invention.

5. Half-Orc Cleric

  • Region & Origin: Mongolia; Fantasy literature amalgam (influenced by steppe warrior traditions)
  • Background Options: Soldier, Outlander, Acolyte
  • Primary Arms: Greataxe, Morningstar
  • Secondary Arms: Heavy Mace, Javelin
  • Armor Options: Chain Mail, Scale Mail; Shield
  • Special Equipment: Armor-etched holy symbol; Climbing gear; Hunting trap; Warhorn
  • Class Subclasses: War Domain, Tempest Domain
  • Deity Choices: Ares (Greek god of war), Tyr (Norse god of heroic glory)
  • Lore: These clerics channel the divine rage and honor of ancient warlords. They bring divine fury to the battlefield, often as champions of justice or vengeance. Torn between discipline and impulse, they are the iron fists of their deities.

6. Dragonborn Cleric

  • Region & Origin: Himalayas; Modern fantasy (dragon-blooded emissaries inspired by mountain lore)
  • Background Options: Sage, Hermit, Acolyte
  • Primary Arms: Spear, Warhammer
  • Secondary Arms: Halberd
  • Armor Options: Scale Mail (dragon-scale motif), Breastplate
  • Special Equipment: Dragon-claw holy symbol; Incense & censer; Ceremonial robes; Scroll case
  • Class Subclasses: War Domain, Light Domain
  • Deity Choices: Shenlong (Chinese dragon deity), Tlaloc (Aztec rain god)
  • Lore: These clerics are emissaries of ancient draconic wisdom, often seen as heralds of celestial will. Their divine power is awe-inspiring, combining breath, battle, and radiant light in service to mighty dragon-gods.

7. Tiefling Cleric

  • Region & Origin: Middle East; Medieval demonology & folklore (ancient mythic tricksters)
  • Background Options: Charlatan, Sage, Acolyte
  • Primary Arms: Dagger, Rapier
  • Secondary Arms: Whip
  • Armor Options: Studded Leather, Chain Shirt (dark-toned)
  • Special Equipment: Infernal-styled holy symbol; Disguise kit; Poisoner’s kit; Manacles
  • Class Subclasses: Trickery Domain, Knowledge Domain
  • Deity Choices: Set (Egyptian god of chaos), Loki (Norse trickster god)
  • Lore: Tiefling clerics walk the razor’s edge between redemption and temptation. They wield deception as divinity and uncover secrets with uncanny insight. Their faith is subversive, challenging the status quo with sly elegance.

8. Aasimar Cleric

  • Region & Origin: Italy; Christian angelic lore (and Greco-Roman solar deities)
  • Background Options: Acolyte, Sage, Noble
  • Primary Arms: Mace, Longsword
  • Secondary Arms: Light Crossbow
  • Armor Options: Chain Mail, Splint Armor with radiant filigree; Shield
  • Special Equipment: Celestial holy symbol; Healer’s kit; Prayer book; Vial of holy water
  • Class Subclasses: Life Domain, Light Domain
  • Deity Choices: Ra (Egyptian sun god), Apollo (Greek god of light & healing)
  • Lore: These divine beings radiate benevolence and purpose. They are beacons of healing and truth, upholding celestial decrees with grace. Whether defending the innocent or cleansing corruption, their presence is luminous and reassuring.

9. Genasi Cleric

  • Region & Origin: Amazon Rainforest; Elemental mythologies worldwide
  • Background Options: Hermit, Outlander, Acolyte
  • Primary Arms: Elemental staff, Trident
  • Secondary Arms: Dagger
  • Armor Options: Fire: Scale Mail; Air: Leather; Water: Breastplate; Earth: Hide
  • Special Equipment: Elemental-symbol token; Vial of elemental essence; Traveler’s kit; Map of elemental nodes
  • Class Subclasses: Tempest Domain, Nature Domain
  • Deity Choices: Poseidon (Greek sea god), Geb (Egyptian earth god), Shu (Egyptian air god), Sekhmet (Egyptian fire goddess)
  • Lore: Genasi clerics are the living embodiment of nature’s primal forces. Their power flows from the heart of the world, channeled through elemental devotion. As avatars of their domains, they often travel between sacred sites preserving balance.

10. Kenku Cleric

  • Region & Origin: Japan; Japanese folklore (Tengu crow-spirits)
  • Background Options: Urchin, Sage, Acolyte
  • Primary Arms: Shortsword, Dagger
  • Secondary Arms: Sling
  • Armor Options: Leather Armor, Padded Armor
  • Special Equipment: Feather-carved holy symbol; Thieves’ tools; Mimicry script; Disguise kit
  • Class Subclasses: Trickery Domain, Knowledge Domain
  • Deity Choices: Raijin (Shinto storm god), Ame-no-Uzume (Shinto dawn goddess)
  • Lore: Trickster-priests of forgotten shrines, Kenku clerics are masters of mimicry and stealth. They speak with borrowed voices and move in shadows, dispensing divine insight in riddles and echoes. Their rituals are performances that invoke ancient winds.

11. Firbolg Cleric

  • Region & Origin: Ireland; Celtic mythology (forest giants & guardians)
  • Background Options: Hermit, Acolyte, Outlander
  • Primary Arms: Quarterstaff, Greatclub
  • Secondary Arms: Sling
  • Armor Options: Hide Armor, Chain Shirt
  • Special Equipment: Wooden holy symbol; Herbalism kit; Animal-call whistle; Druidic focus
  • Class Subclasses: Nature Domain, Life Domain
  • Deity Choices: Brigid (Celtic goddess of fire & life), Nodens (Celtic god of healing)
  • Lore: Firbolg clerics are quiet stewards of ancient groves. Towering yet tender, they offer healing, wisdom, and protection. Their prayers are whispered on the wind and carried by wildlife, strengthening the harmony of the natural world.

12. Lizardfolk Cleric

  • Region & Origin: Australia; Mesoamerican & Amazonian reptilian folklore blended with Aboriginal river spirits
  • Background Options: Outlander, Hermit, Acolyte
  • Primary Arms: Spear, Javelin
  • Secondary Arms: Club, Blowgun
  • Armor Options: Scale Mail (lamellar), Hide Armor
  • Special Equipment: Reptilian-scale holy symbol; Hunting trap; Tribal drum; Explorer’s Pack
  • Class Subclasses: Nature Domain, Grave Domain
  • Deity Choices: Quetzalcoatl (Aztec feathered serpent), Chalchiuhtlicue (Aztec water goddess)
  • Lore: These primal clerics venerate the cycles of life, death, and transformation. Their rituals are soaked in symbolism and often guided by river spirits and serpentine ancestors. They preserve knowledge in song, scale, and sacred tattoo.

Cleric Domains

Divine Animal Companion

Paladins have their divine bond with a special mount, and rangers and druids can bond with an animal companion. But many religions – in both the real world and in fantasy – have animals that are considered sacred or divine, creatures that are somehow important to and in many ways a symbol of the deity in question. A cleric who wishes a divine animal companion must take the optional class feature as a 1st-level cleric; this option – like the standard cleric class features – is not again available later.

Divine Animal Companion (Ex)

At 1st level, a cleric can choose to forgo the domain power from one of his two domains in order to gain a special divine animal companion. This companion is similar to a druid or ranger’s animal companion, but not as powerful at higher levels (though sometimes more powerful at lower levels). A cleric is also limited in the type of animal that can be selected to the animal or animals favored by his deity.

If a player takes the divine animal companion optional class feature at 1st level, this option replaces the granted power from one of the cleric’s two domains. For example, a cleric decides to take the divine animal companion feature and in turn gives up the acid dart granted power from her Earth domain. She can never acquire the acid dart ability, but will still gain the acid resistance ability at 6th level as that is a separate ability.

A cleric’s divine animal companion’s power does increase as the cleric rises in power, similar to how a druid or ranger’s companion improves, except the rate of improvement is much slower for a cleric’s animal companion. When first summoned, the divine animal companion has the same stats as per a normal creature of its type.

Link (Ex): At 1st cleric level, the cleric forms a mental link with her divine animal companion. This power is similar to a wizard’s empathic link with his familiar. Through the link, the cleric can sense her divine animal companion up to a range of 1 mile. The cleric and the companion are able to communicate basic information through the link (the amount of information and detail of the information determined by the animal’s intelligence).

Natural Armor Bonus (Ex): At 4th cleric level, the divine animal companion gains a +1 natural armor bonus. The bonus increases to +2 at 12th cleric level and +3 at 20th cleric level.

Devotion (Ex): At 6th cleric level, the divine animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Ability Score Increase (Ex): At 10th cleric level, the divine animal companion gains a +1 bonus to any one ability score.

Totem Animal Apotheosis (Su): At 15th cleric level, the divine animal companion’s bond with the cleric and their deity is so strong that the companion becomes a totem animal, acquiring the Totem Animal simple template.

If a cleric’s animal companion dies the cleric can acquire a new one, but must wait 30 days or until advancing one class level, whichever comes first. If the cleric’s deity has more than one favored animal, the new companion may be of a different type than the one which perished.

Favored (Totem) Animals

Every deity has at least one and sometimes several animals (and in a few cases, vermin, magical beasts or even tiny dragons) that are favored. You will need to determine what types of creatures are favored by the deities of your campaign.

Favored animals are also sometimes called totem animals. Sometimes, these animals will act as messengers for a deity or a deity’s priests. Not every animal of a deity’s favored type is truly a totem animal, however. A true totem animal has been touched by the deity’s power, becoming sentient and more powerful. True totem animals can usually speak one or two languages, reason, and make logical decisions.

Totem Animal (CR +1)

Source: Pathfinder d20pfsrd.com

Creatures with the totem animal template are favored by a deity or higher power. Through a special divine connection, they have become more powerful and more intelligent.

Rebuild Rules

  • Senses: Gains Darkvision 60 ft.
  • Defensive Abilities: Gains damage reduction and energy resistance as noted in the table below.
  • Spell Resistance (SR): Gains Spell Resistance equal to new CR +5.
  • Special Abilities – Speech: The totem animal gains the ability to speak Common plus one other language (usually Elven or Sylvan). If the totem animal can already speak, it gains one extra language.
  • Ability Scores: +4 Intelligence, +4 Charisma.

Totem Animal Defenses

HDResist Cold & FireDamage Reduction (DR)
1–45
5–10105/cold iron
11+1510/cold iron

Section 15: Copyright Notice – The Book of Divine Magic

The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert W. Thomson, with Katheryn Bauer and Sean O’Connor.

Deities and their Sacred Animals

Babylonian
DeitySacred Animal
AnuBull
AstarteCamel
BeelzebubFly
Ebis/DruagaSnake
EnlilHawk
EreskigalJackal
InannaLion
Lahamu and LahmuBull
LaharThe peacock, a symbol of beauty and flamboyance
Devil
Leviathan
None
MolochBull
Egyptian
DeitySacred Animal
Amun-RaThe ram
AnubisDog, Jackal
ApepSnakes
ApshaiThe scarab beetle.
BastAll Felines
BesThrush (songbird)
GebGoose
HathorHippopotamus
HorusFalcon
ImhotepDove
IsisVulture, Kite (bird)
KhonsuDesert Tortoise, Falcon
MutVulture
NephthysKite (bird)
NutCow
OsirisBull or Cow
PtahBull
RaFalcon
SerketScorpion
SetAsp, Boar, Crocodile, Desert Oryx, Hippopotamus
ShuOstrich
SobekCrocodile
TefnutLion
ThothBaboon, Ibis
WepwawetJackal, Wolf
Greek
DeitySacred Animal
ApolloSongbirds
AreionDolphin
AresDog, Vultures.
ArtemisStags, Foxes and Bears
AsclepiusSerpent
AthenaOwls, Owl Celestial, Owl Giant
DionysusLions (Anarchic and normal), Panthers (Anarchic and normal),
HecateDogs, Hell Hounds
HeraFiendish Giant Cranes, Peacocks,
PanGoat
Poseidoncretan bulls, dolphins, hippocampi, pegasus’s, porpoises,
ZeusEagles (Behemoth, Legendary, Paragon)
Celtic
DeitySacred Animal
ÁineRed Horses
ArawnDog (Hound)
BrigidSwan, Snake, Cow and Wolf.
CeridwenWhite sow (pig), Toad, Hawk and Crow.
CernunnosStag, Dog (Hound)
DanuEagle, buzzard, owl and wren.
DomnuSalmon, Seal and Heron.
EponaHorse
FlidaisCow
Manannan mac LirDolphin, Whale
Math fab MathonwyToad, Raven.
MorriganCrow, Bull, Wolf
RhiannonWhite mares (horses), song birds and doves.
Norse
DeitySacred Animal
AegirSquid
AndhrímnirBoar
AngrbodaWolf
Balder 
BestlaWinter wolf
BorrWinter wolf
FreyrBoar
FreyaFalcon, Cat
FriggaCat
GullveigWolf
Heimdall 
Hel 
HermodHorse
HoldaGoose
Ithunn 
LokiWolf, Falcon
NidhoggSnake
Njord 
OdinRaven
Ran 
Saehrimnir 
Sif 
Sigyn 
Skadi 
Skirnir 
Sol 
Surtr 
Thor 
Thrym 
Tyr 
Ullr 
Váli 
Vanir 
Vidar 
Ymir 

Source: James Jacobs – Paizo Forums

Section 15: Copyright Notice – The Book of Divine Magic

The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert W. Thomson, with Katheryn Bauer and Sean O’Connor.

Character Concepts

The Quintessential Cleric
Author Sam Witt
Publisher Mongoose Publishing
Publish date 2002

Character Concepts are a core idea for the series and provide a range of templates for each character class that will allow a player to quickly and easily provide a ready background for every new character he generates. As well as providing both a small bonus and penalty to his character’s capabilities, each Character Concept gives a ready base for roleplaying, thus greatly shortening the time taken during character creation, as well as granting that oft-needed inspiration so important for a player to feel ‘at home’ with his new character.

Any one Character Concept may be applied to a character as it is being created. The listed bonuses and penalties are applied, any role-playing description modified and adjusted to take into account the template and then the character is ready to play! From this point forth, both the player and the Games Master should be aware of the Character Concept chosen and take steps to ensure the character is played accordingly. It must be stressed, Character Concepts are a roleplaying tool, not simply a method to gain lots of new abilities!

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