Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron’s vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity’s domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn. A cleric’s Wisdom score should be high, since this determines the maximum spell level that he can cast.

Hit Die: d8.
• Proficiencies: All simple weapons, all armor, and shields.
• Skill Points (*4 at 1st level): 2 + Intelligence Modifier.
• Spellcasting: Divine (Wisdom-based, armor-related chance of spell failure is ignored).

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