The handiwork of the gods is everywhere - in places of natural beauty, in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, work mostly through intermediaries - their clerics. Good clerics heal, protect, and avenge. Evil clerics pillage, destroy, and sabotage. A cleric uses the power of their god to make their god's will manifest. And if a cleric uses their god's power to improve their own lot, that's to be expected, too.

Ideally, a cleric's adventures support their god's causes, at least in a general way. A good cleric, for example, helps those in need. If, through noble acts, they can improve the reputation to their god or temple, that's even better. An evil cleric seeks to increase their own power and that of their deity, often through fear.

Clerics sometimes receive orders, or at least suggestions, from their ecclesiastical superiors, directing them to undertake missions for the church. The clerics and their companions are compensated fairly for these missions, and the church may be especially generous with the casting of needed spells as payment. Of course, clerics are people, too, and they may have any or all the more common motivations for adventuring - even if some will not readily admit as much.

Clerics are masters of divine magic, which is especially good at healing. Even an inexperienced cleric can bring people back from the brink of death through mending a severe wound, and an experienced cleric can bring back people who have crossed over that brink. As channelers of divine energy, clerics can affect undead creatures. A good cleric can turn away or even destroy undead; an evil cleric can bring undead under their control. Clerics have some combat training. They can use simple weapons, and they are trained in the use of armour (Heavy Armor is not granted for free), since armour does not interfere with divine spells the way it does with Arcane spells.

Like the gods they serve, clerics can be of any alignment. Because people more readily worship good deities than neutral or evil ones, there are more good than evil clerics. Clerics also tend toward law instead of chaos, since lawful religions tend to be more structured and better able to recruit and train clerics than chaotic ones.

Typically, a cleric is the same alignment as their deity, though some clerics are one step away from their respective deities in alignment.

Every reasonably well-known deity has clerics devoted to him or her, so clerics can be of any religion. The majority of non-human clerics are devoted to the chief god of the appropriate racial pantheon. Most clerics are officially ordained members of religious organizations, commonly called churches. Each has sworn to uphold the ideals of their church.

Most clerics join their churches as young adults, though some are devoted to a god's service from a young age, and a few feel the call later in life. While some clerics are tightly bound to their churches' activities on a daily basis, others have more freedom to conduct their lives as they please, as long as they do so in accordance with their gods' wishes.

Clerics of a given religion are all supposed to get along, though schisms within a church are often more bitter than conflicts between religions. Clerics who share some basic ideals, such as goodness or lawfulness, may find common cause with each other and see themselves as part of an order or body that supersedes any given religion. Clerics of opposed goals, however, are sworn enemies. In civilized lands, open warfare between religions occurs only during civil wars and similar social upheavals, but vicious politicking and tension between opposed churches is the common norm.

All the common races are represented in this class, since the need for religion and divine magic is universal. The clerics of most races, however, are too focused on their religious duties to undertake an adventurer's life. Crusading, adventuring clerics most often come from the human and dwarf races. Among the savage humanoids, clerics are less common. The exception is troglodytes, who take well to divine magic and are often led by priests, who make a practice of sacrificing and devouring captives.

In an adventuring party, the cleric is everybody's friend and often the glue that holds the party together. As the one who can channel divine energy, a cleric is a capable healer, and adventurers of every class appreciate being put back together after they've taken some hard knocks. Clerics sometimes clash with druids, since druids represent an older, more primal relationship between the mortal and the divine. Mostly, though, the religion of a cleric determines how they get along with others. A cleric of Mask, for one, gets along fine with rogues and ne'er-do-wells, for example, while a cleric of the Triad rankles at such company.

The cleric serves as a typical group's primary healer, diviner, and defensive specialist. He can hold his own in a fight but is just as capable of strenghtening and protecting others through magic. The cleric's domains and spell selection can greatly affect their role as well.

NOTE: Clerics cannot multiclass with Favored Souls, and vice versa.

*Denotes modification from vanilla NWN.

Alignment Restriction: None*
*Clerics must select an Alignment within one-step of their deity's alignment. Additionally, Clerics will need to follow their deity's dogma.

Hit Die: d8

Proficiencies: Armor (light & medium), Shields (small & large), Weapons (simple)
- Heavy Armor was removed as a standard proficiency. It is still selectable as a feat during Character Creation or On Level Up.
- Your Cleric will receive the proficiency category feat that covers their deity's favored weapon.

Skill Points: 3 + INT Modifier

Class Skills: All Knowledges, Barter, Bluff, Concentration, Craft Trap, Diplomacy, Heal, Intimidate ,Parry, Perform, Sense Motive, Spellcraft, Taunt

Primary Saving Throws: Fortitude, Will

Base Attack Bonus: +3/4 Levels

Spellcasting: Divine (Spell Failure from armor is ignored), Wisdom-based (a base Wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified Wisdom, and the Wisdom modifier affects spell DCs), and requires preparation (except for "Cure" and "Inflict" spells, which can be spontaneous cast).

Level Progression / Spells per Day

1st+0+2+0+2Turn Undead62
2nd+1+3+0+3Deity's Weapon Proficiency73
  • Turn Undead: With this feat, the caster can force undead to flee in terror. This ability may be activated three times per day, plus the caster's Charisma modifier. The caster's level and Charisma are used to determine how many undead are turned. If the caster is good or neutral and has twice as many levels as the undead have Hit Die, the undead are instantly destroyed. If the caster is evil and has twice as many levels as the undead have Hit Die, the undead are commanded.
Cleric Domains:
A cleric must choose domains that match their deity.
Nearly all Cleric Domains have been modified.
DomainSpecial AbilitySpell Level 1Spell Level 3Spell Level 5Spell Level 7Spell Level 8
AirZephyrHorizikal's BoomCall LightningCall Lightning Storm*Great Thunderclap
AnimalStronger SummonsMagic FangDominate AnimalHold MonsterAura of Vitality
DeathDeath TouchNegative Energy RayNegative Energy BurstEnervationHorrid Wilting
DestructionEmpowered InflictInflict Moderate WoundsInflict Critical WoundsHarmIncendiary Cloud
EarthAnchorGreaseMestil's Acid BreathMestil's Acide SheatheEarthquake
EvilWord of TruthDesecrateHammer of the GodsCloudkillAura Versus Alignment
FireFan the FlamesBurning HandsFlame ArrowFirebrandFire Storm
GoodWord of TruthConsecrateHammer of the GodsBlade BarrierAura Versus Alignment
HealingEmpowered HealingCure Moderate WoundsCure Critical WoundsHealMass Heal
KnowledgeIntuitionIdentifyClairaudience/ClairvoyanceLegend LorePremonition
LuckFlip a CoinAidFreedom of MovementProtection from SpellsPrismatic Spray
MagicShimmerMagic MissileGreater Magic WeaponMind FogMordenkainen's Sword
PlantNature's BlessingEntangleSpike GrowthVine MineCreeping Doom
ProtectionDivine ProtectionResist ElementsDeath WardEnergy BufferProtection from Spells
StrengthDivine StrengthDeafening ClangKeen EdgeBigby's Interposing HandBigby's Grasping Hand
SunExceptional TurningUltravisionCombustUndeath to DeathSunbeam
TravelLongstriderExpeditious RetreatFreedom of MovementDimension DoorMass Haste
TrickeryDivine TrickeryDarknessInvisibility SphereImproved InvisibilityScreen
WarBattle MasteryBlood FrenzyKeen EdgeBlade BarrierAura of Vitality
WaterDrenchIce DaggerPoisonIce StormDrown

Modified and New Domain Abilities:
All domain abilities are useable once per day, the DC of any domain ability is 10 + 1/2 cleric level + the cleric's wisdom modifier.
  • Zephyr: Creates swirling air around the cleric granting anyone inside the radius a 50% concealment against ranged attacks. Duration is 5 + Charisma modifier rounds.
  • Death Touch: Death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature. When you successfully touch, you inflict 1d6 Negative Damage upon the target.
  • Empowered Inflict: This ability automatically empowers the Inflict Wound spells.
  • Anchor: This grants the Target immunity to forced movement such as Knockdown and Gust of Wind. The Cleric also has 99% reduced movement speed (spellcasting/attacking is still available). Lasts 5 rounds + Charisma modifier.
  • Word of Truth (Evil): This ability functions as the Fear spell that only affects Lawful or Good creatures. This ability bypasses immunity to fear and mind spells but still requires a Will save. The duration is 5 rounds + Charisma modifier.
  • Word of Truth (Good): This ability functions as the Fear spell that only affects Chaotic or Evil creatures. This ability bypasses immunity to fear and mind spells but still requires a Will save. The duration is 5 rounds + Charisma modifier.
  • Fan the Flames: This ability functions the same as the Burning Hands spell but does not have a cap on the number of d6s.
  • Intuition: When used, the next time the Cleric examines a creature they will get a Knowledge result as if their Knowledge roll had been a natural 20.
  • Flip a Coin: The Cleric flips a coin, taking a chance. If the coin is Heads, they receive +1 AB / caster level. If the coin is Tails, they receive -1 AB / caster level. This bonus or malus lasts 2 rounds.
  • Shimmer: This ability grants the Cleric immunity to being dispelled by the first dispel magic they receive. Effect lasts for 5 rounds + Charisma modifier. Instant Cast.
  • Nature's Blessing: Acts as a form of Lesser Restoration, but only removes Supernatural and Extraordinary Effects. Also heals for 1 per Cleric level. In addition when using the Conjure Creature spells, you instead Call Nature's Ally as the Druid spell of the same level.
  • Longstrider: Grants the Cleric +10% Movement speed for 10 turns + 1 turn per Cleric level.
  • Drench: Gives anyone in the target area a 50% resistance to fire and a 50% weakness to cold. Reflex save negates. Lasts for 5 + Charisma modifier rounds.
  • Stronger Summons: This is now an activated ability which adds +1 STR and +1 DEX per 3 caster levels to the next creature the Cleric summons.
Cantrips1st Level Spells2nd Level Spells3rd Level Spells4th Level Spells5th Level Spells6th Level Spells7th Levels Spells8th Level Spells9th Level Spells
Cure minor woundsBaneAidAnimate deadCure critical woundsBattletideBanishmentDestructionAura versus alignmentEnergy drain
Inflict minor woundsBlessBull's strengthBestow curseDeath wardCircle of doomBlade barrierGreater restorationEarthquakeGate
LightCure light woundsCure moderate woundsBlindness/deafnessDismissalFlame strikeControl undeadRegenerateCreate greater undeadImplosion
ResistanceDivine favorDarknessClarityDivine powerHealing circleCreate undeadResurrectionFire stormStorm of vengeance
VirtueDoomEagle's splendorContagionFreedom of movementMonstrous regenerationGreater dispellingConjure creature VIIMass healConjure creature IX
Endure elementsBear's EnduranceContinual flameHammer of the godsRaise deadGreater sanctuaryWord of faithConjure creature VIIIUndeath's eternal foe
Entropic shieldFind TrapsCure serious woundsInflict critical woundsSlay livingHarmSunbeam
Inflict light woundsFox's cunningDarkfireGreater magic weaponSpell resistanceHeal
Magic weaponHold PersonDispel magicNeutralize poisonConjure creature VPlanar ally
Protection from alignmentInflict moderate woundsGlyph of wardingPoisonTrueseeingConjure creature VI
Remove fearLesser dispelInflict serious woundsRestorationBreak EnchantmentUndeath to death
SanctuaryLesser restorationInvisibility purgeConjure creature IV
ScareNegative energy rayMagic circle against alignmentAssay Resistance
Shield of faithOwl's wisdomMagic vestment
Conjure creature IRemove paralysisNegative energy protection
Cause FearResist elementsPrayer
SilenceProtection from elements
Sound burstRemove blindness/deafness
Stone bonesRemove curse
Conjure creature IIRemove disease
UltravisionSearing light
Summon creature III