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Cleric


Hit Points

At first level and every level thereafter, you increase your maximum hit points by 8 plus your constitution modifier.

Key Ability

At first level, you increase one of these ability scores by 2. Some of these options might be tied to subclasses (such as the rogue’s rackets).
Key Ability: Wisdom

Initial Proficiencies


Saves

Trained in Perception
Trained in Reflex Saves
Expert in Will Saves
Trained in Fortitude Saves

Weapons

Trained in unarmed attacks
Trained in simple weapons
Trained in Deity's favored weapon
Trained in Cleric class DC

Armor

Trained in unarmored
Untrained in all armor

Skills

Trained in Religion
Trained in one skill determined by your choice of deity
Trained in a number of skills equal to 2 plus your intelligence modifier

Class Features


LevelFeatures
1Ancestry Feat, Divine Font, Doctrine, First Doctrine, Cleric Spellcasting
2Class Feat, Skill Feat
3General Feat, Skill Increase, Second Doctrine
4Class Feat, Skill Feat
5Ability Boost, Ancestry Feat, Skill Increase, Perception Expertise
6Class Feat, Skill Feat
7General Feat, Skill Increase, Third Doctrine
8Class Feat, Skill Feat
9Ancestry Feat, Skill Increase, Resolute Faith
10Ability Boost, Class Feat, Skill Feat
11General Feat, Skill Increase, Reflex Expertise, Fourth Doctrine
12Class Feat, Skill Feat
13Ancestry Feat, Skill Increase, Divine Defense, Weapon Specialization
14Class Feat, Skill Feat
15Ability Boost, General Feat, Skill Increase, Fifth Doctrine
16Class Feat, Skill Feat
17Ancestry Feat, Skill Increase
18Class Feat, Skill Feat
19General Feat, Skill Increase, Miraculous Spell, Final Doctrine
20Ability Boost, Class Feat, Skill Feat

Divine Font Feature 1


Cleric​

Through your deity's blessing, you gain additional spells that channel either the life force called vitality or its counterforce, the void. When you prepare your spells each day, you can prepare additional Heal or Harm spells, depending on your deity. The divine font spell your deity provides is listed in the Divine Font entry for your deity; if both are listed, you can choose between heal or harm. Once you choose, you can't change your choice short of divine intervention.

Healing Font: You gain 4 additional spell slots each day at your highest rank of cleric spell slots. You can prepare only heal spells in these slots. At 5th level, the number of additional slots increases to 5, and at 15th level, the total number of additional slots increases to 6.

Harmful Font: You gain 4 additional spell slots each day at your highest rank of cleric spell slots. You can prepare only harm spells in these slots. At 5th level, the number of additional slots increases to 5, and at 15th level, the total number of additional slots increases to 6.


Doctrine Feature 1


Cleric​

Even among followers of the same deity, approaches vary. At 1st level, you select cloistered cleric or warpriest and gain the benefits of its first doctrine. At 3rd level and every four levels thereafter, you gain another benefit from your doctrine.


First Doctrine Feature 1


Cleric​

You gain the first benefit of your doctrine:


Cleric Spellcasting Feature 1


Cleric​

Your deity bestows on you the power to cast divine spells. You are a spellcaster, and you can cast spells of the divine tradition using the Cast a Spell activity. As a cleric, your chants generally invoke your deity and their powerful servants by name or title, while your gestures are followed by sacred symbols or other representations of your deity.

At 1st level, you can prepare two 1st-rank spells and five cantrips each morning from the common spells on the divine spell list or from other divine spells to which you gain access and learn via Learn a Spell. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare each day is called your spell slots.

As you increase in level as a cleric, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in Cleric Spells per Day table above.

Some of your spells require you to attempt a spell attack to see how effective they are or for your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Wisdom, your spell attack modifier and spell DC use your Wisdom modifier.

Heightening Spells

When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.

Cantrips

Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded upβ€”this is usually equal to the highest rank of cleric spell slot you have. For example, as a 1st-level cleric, your cantrips are 1st-rank spells, and as a 5th-level cleric, your cantrips are 3rd-rank spells.


Second Doctrine Feature 3


Cleric​

You gain the second benefit of your doctrine:


Perception Expertise Feature 3


Alchemist​Animist​Champion​Cleric​Druid​Exemplar​Kineticist​Magus​Monk​Sorcerer​Witch​Wizard​

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.


Third Doctrine Feature 7


Cleric​

You gain the third benefit of your doctrine:


Resolute Faith Feature 9


Cleric​

Belief provides a bulwark against insidious thoughts. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.


Reflex Expertise Feature 3


Barbarian​Bard​Champion​Cleric​Druid​Guardian​Sorcerer​Thaumaturge​Witch​Wizard​

You've developed a knack for dodging danger. Your proficiency rank for Reflex saves increases to expert.

Guardian Even in the heaviest of armors, you can brace yourself against widespread effects. Your proficiency rank for Reflex saves increases to expert.


Fourth Doctrine Feature 11


Cleric​

You gain the fourth benefit of your doctrine:


Divine Defense Feature 13


Cleric​

Your training and your deity protect you from harm. Your proficiency rank in unarmored defense increases to expert.


Weapon Specialization Feature 7


Alchemist​Animist​Bard​Champion​Cleric​Commander​Druid​Fighter​Gunslinger​Inventor​Investigator​Kineticist​Necromancer​Ranger​Rogue​Sorcerer​Summoner​Swashbuckler​Witch​Wizard​

You've learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.


Fifth Doctrine Feature 15


Cleric​

You gain the fifth benefit of your doctrine:


Miraculous Spell Feature 19


Cleric​

You're exalted by your deity and gain truly incredible spells. You gain a single 10th-rank spell slot and can prepare a spell in that slot using cleric spellcasting. Unlike with other spell slots, you can't use 10-rank slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You don't gain more 10th-rank spells as you level up, but you can take the Maker of Miracles feat to gain a second slot.


Final Doctrine Feature 19


Cleric​

You gain the final benefit of your doctrine: