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Brilliant Gameologists Forum > The Thinktank > Min/Max It! > Handbooks > The 3.5 Cleric Handbook
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3.5 Cleric
Handbook
Here After
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Table of Contents
Post 1: Introduction and Party Role
Post 2: Attributes and Races
Post 3: Class Features and Alternate Class Features
Post 4: Feats and Skills/Skill Tricks
Post 5: Spells
Post 6: Equipment
Post 7: Multiclassing, Dips, and Prestige Classes
Post 8: Sample Builds
Post 9: Debatable Tactics/Tricks
Introduction
Clerics are Wisdom based divine casters found in the 3.5 Player's Handbook. The
Cleric class is one of my favorite classes to play, and I always seem to have lots
of ideas floating around in my head about different Cleric builds. Clerics are one
of the most versatile classes in the game, and if properly planned can fill almost
any role. So that basically sums up why I am writing this handbook. Also,
Skydragonknight told me I should, and I probably wouldn't have thought of it
myself, so props to him. Also, thanks to Dictum Mortuum for all his wonderful
work revolutionizing handbooks. Feel free to add any ideas/critiques and I'll try
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to keep this handbook updated; I'm a bit of a completionist, so I'm hoping this
guide will stay updated. I figured now would be the best time to write it, since
nothing new for 3.5 will be coming out. Also, as an aside, let's keep it strictly
cleric-focused here. I know that goes without saying, but just incase, let's avoid
discussion of wizards/archivists/druids/etc unless used in combination for sample
builds.
Role in a Party
Like I mentioned above, clerics can, in my opinion, fill just about every role you
could want. Obviously people have different preferences as to what class is best
at what role, but that's neither here nor there. This is just a rundown of some
typical roles and what to focus on.
Primary Melee:
A cleric focused on melee combat needs at least a couple standards. Power
Attack is a staple feat for damage output. Strength arguably becomes
more important than Wisdom for this build; mainly because your spells will
be focusing on buffs and not anything that might require a save. Divine
Power and Righteous Might are two must have spells, as well. If you can
stack nightsticks (see the debatable tactics/tricks below), have an insane
Charisma for some reason, or some form of extra feat system, Persist Spell
becomes a very viable method of buffing at the beginning of the day.
Great Prestige Class options include the Ordained Champion (Complete
Champion) and the Ruby Knight Vindicator (Tome of Battle). Note: It is
okay for melee clerics to lose caster levels due to multiclassing/prestige
classes as long as they achieve 9th level spells. Miracle is an amazing buff
spell.
Primary Ranged:
A cleric focused on archery needs Zen Archery. A vital tool in optimization
is SAD (Single Attribute Dependency). Clerics can, unfortunately, already
be a bit MAD, and adding Dexterity as a necessity only makes it worse.
For the cost of one feat, clerics can eliminate one aspect of their attribute
dependency and should do so. I am of the opinion that clerics should use
the best tools available to them, and that means heavy armor. The only
exception to this is stealth based characters (see below). The Elf Domain
is also of use to a cleric, and depending on your DM may or may not
require you to be an elf. Certain viable prestige classes, such as Radiant
Servant (Complete Divine) or Seeker of the Misty Isle (Complete Divine)
grant you access to martial weapon proficiency, thus negating the need for
the sub par War domain. Also, invest in Raptor Arrows from the Magic
Item Compendium. Especially if you worship Ehlonna. Finally, a one level
dip into Prestige Ranger (Unearthed Arcana) could be useful as long as
your DM doesn't rule out that you get Ranger spells.
Primary Skillmonkey/Stealth Expert:
Small creatures and those with Dex bonuses often make the best 'stealthy'
type characters. It is only with a stealth-based cleric that I advise using
anything other than the optimal armor granted to you by your class. Light
armor, or mithril medium, is your ideal choice here as long as you can
eliminate ACP (Armor Check Penalty). There are plenty of valid choices for
this role, as well. The Trickery Domain and the Luck Domain are solid
choices. Spells like Divine Agility are ideal. Always. This build cries out for
the Cloistered Cleric ACF (Alternate Class Feature), too. See Post 3 for
more information on the Cloistered Cleric.
Primary Healer:
This is the standard role that many people who play clerics feel pressured
into. There are two main approaches to this role: dedicated or not. You
can dedicate yourself to the healer role and focus all your spells/feats/PrC
choices around healing your allies. This is generally considered a bad
idea. On the other hand, you can not dedicate yourself to healing and just
be damned good at it. There are strong PrC choices that benefit your
healing ability without needing dedication to a poor concept. I'm going to
agree with Treantmonk's God threads on this point - The best way to
handle damage is to avoid it. Either way, a common misconception is that
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to perform this role, you need to channel positive energy. That is not the
case, as you will see below in the feat section.
Primary Buffer:
Being a buffer is a great role and it's one of my favorite roles to play. Two
major ways to handle this are through either Persist Spell or Quicken
Spell. The first lets you take care of your buffing early in the day and
allows you to focus on another role (see secondary roles below), while the
latter can keep you busy in combat. A majority of cleric spells are buff
spells, and if you ignore them, you really are losing out. D&D is a group
game, remember that, because if you're the only one having fun,
eventually no one will be gaming with you. Having Magic Vestment and
Greater Magic Weapon means your party can better spend its resources.
Make sure everyone understands that.
Primary Caster:
What exactly does 'Primary Caster' mean? On one hand it could mean you
are a dedicated healer or buffer (see above), but it could also mean
something else. To save space, being a Primary Caster entails not being
the party buffer or healer. You can accomplish it a number of ways. You
could be a divine conjurer, using Summon Monster and Planar Binding to
bring allies to the field. These spells mesh well with prestige classes like
Malconvoker (Complete Scoundrel) and Thaumaturgist (Dungeon Master's
Guide). You could also be an offensive caster, using Compulsions or
Illusions to control the battlefield. You could also be an offensive damage
dealer. It all depends on what you are trying to accomplish with your cleric.
Secondary Roles:
D&D is a game of limits. You have limited feats. Limited skill points.
Limited hit points. Everything has a limit, and while I agree that you never
have enough of them, clerics are not as needy in certain areas.
Depending on your primary role, there may be a few feats you require, but
all in all, you should have some open feats. These open feats, free spells,
etc. allow you to have a secondary role by taking small, but key, portions
of a second primary role (see above). Remember: DON'T BE A ONE
TRICK PONY!
Theme Roles:
One of the things that is amazing about clerics is their overall thematic
versatility. Through something as simple as their domain choices to the
complex prestige class dipping combinations, clerics can vary drastically
each time they are played. There are many themes for clerics, and I hope
to keep this space reserved for links to thematic threads that at least touch
on a cleric's role in that theme.
Necromancers:
K's Revised Necromancer's Handbook
Akalsaris' Master of Shrouds Handbook
Domain Users:
Rhig's Guide to Sovereign Speakers and Other Domain Users
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Dex: As a cleric, you are proficient with heavy armor, which calls for you to
wear at least full-plate. Wearing something sub par is not optimizing.
Now, yes, there are builds that call for Dexterity, but those are few and far
between, so in general, dump this one.
Con: Constitution gets a blue stat regardless of class. At higher levels, it's
really your Constitution that determines hit points. Yes, the hit die plays a
role, but a +8 Con is better than getting max hit points with a +0 Con.
You can see the simplicity in that.
Int: You get 2+Int skill points. Whooo! /sarcasm. Intelligence is a dump.
(Although Concentration and Spellcraft are worth those two points, so feel
free to place a 10 in this score.)
Wis: Wisdom is arguably the most important stat for clerics. It determines
your spellcasting, and as a full caster, is vital. There are cleric builds
where Wisdom as the second highest stat is viable, and this works for
casting where you do not plan on using offensive spells. Even so, it
determines bonus spells per day, so it is great to have.
Cha: Charisma powers your social skills, which you most likely won't have
ranks for... It also powers your turn attempts which help in combat against
undead... OR... Power Divine Metamagic (see the feat section). If you are
for some reason avoiding Divine Metamagic, feel free to dump Charisma.
Races
LA+0
Show hidden content (spoiler)
LA+1
Show hidden content (spoiler)
LA+2
Show hidden content (spoiler)
Templates
Many thanks to Tigurius for making and maintaining the Master Player Template
List. Templates, in general, make poor choices for casters due to the level
adjustment. A few are worth it. A few more are worth it with level adjustment
buy-off. And most are worth it if for some reason your alternative is to take racial
HD. LA can be bought off, HD cannot.
LA +0
Primordial GiantSoX - This template is terrible for a cleric. It's a classic
example of a TRAP! The Cha boost seems nice, but no. You lose Str & Con.
Not to mention you already have a LA from being a giant (I know of no
LA+0 giant race). If you were pulling a half-giant warlock/eldritch disciple
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build this might be worthwhile, but that's not an optimal build, so why do it
in the first place?
NecropolitanLM - Another really bad choice. Your HD goes from d8 to d12,
and average increase of +2 HP/level which means if you have a +3 Con,
you're better off alive. Not to mention you technically lose a level when you
become one. Just not worth your time.
Amphibious CreatureStorm - Nothing special here. Not terrible, but not
good. If you are playing a sea-faring campaign, this template could be a lot
more useful to you.
DragonbornRotD - On one hand you have a bonus to Con and a penalty o
a dump stat. On the other hand, you're roped into playing a good aligned
character. If that's what you want, then by all means, this is a great
template to use. Just remember to only place it on a race with worthwhile
stat mods, because you lose just about everything else. Do take a
moment to check out the tricks section
LA +1
Mineral WarriorUnd - Penalties to casting stats are not good. DR
8/adamantine is nice, but actually not that hard to overcome. Maybe one
in fifteen cleric builds will find this beneficial. It's better to just stay away
from it.
ChameleonUnd - Nothing special about this one. The climb speed is
decent. The skill boosts make it an okay template for stealth based cleric.
Blooded OneUE - You get physical bonuses and Combat Reflexes for free.
What's not to like?
DarkToM - Hide in Plain Sight rocks. Sure you can get it via an item, but
this template is still good, especially for stealth clerics
DraconicRotD - Bonuses to 3 good stats. Natural weapons. The
dragonblood subtype is a boon and burden at the same time. It is still a
good choice for its cost.
FeralSav - This thing is crazy good. Boosts all the right things and hits all
the useless ones. Not to mention the abilities that scale with your HD. With
buy-off, this is amazing, and it's pretty good even without.
LA +2
LycanthropeMM - Way, way too many racial HD. There are very few
animals that would allow you to reach 9th level spells, and that's assuming
you use afflicted lycanthropy, which is craptastic compared to natural
lycanthropes.
Celestial/FiendishMM - No stat mod. Crappy qualities. Not worth a LA+0.
Seriously. This isn't even worth a template.
Gravetouched GhoulLM - Decent choice. This template suffers from the
no-con issue that Necropolitans do. However, there are positives. Natural
weapons are decent, and the Wis boost is good. If you have a lower point
buy and allow LA-buy-off, becoming a gravetouched ghoul might be useful.
Half-FeyFF - The flight and Wis boost keep this from being red. The SLAs
are not very impressive.
Half-VampireLM - Avoid the blood dependency if you decide to take this.
There's nothing stellar about this template, but it's not terrible. The natural
attack is better than some of the others you might get via a template.
ShadowLoM - This template flourishes for certain builds and is mediocre
for others. The evasion ability is nice, as is fast healing.
PhrenicXPH - A good haul. The PLAs are powerful and useful. The stats are
helpful. If using Psi-Spell transparency, the SR is even more useful.
SaintBoED - Single most powerful LA+2 template possible. Sure, it has
some decent requirements, but o.O!!! If you're playing a good character
and can use LA buy-off, take this template ASAP!
Hit Die: D8s are good hit die, but not great. You will be able to take a
bigger hit than wizards or rogues, but the barbarians and warblades clearly
outshine you. Not the most vital attribute, but a good one to have. Overall,
your Con modifier will factor into your HP more than this will.
Skill: You are a wisdom based caster with all the fluff for rooting out the
truth. And yet you lack Sense Motive as a class skill. That's just bad
planning. You don't have the skill points for it either. 2+Int is nothing
special. If you don't have a negative Int modifier your skills will most likely
consist of Spellcraft and Concentration. Skills aren't too important for you,
big guy.
Proficiencies: On the plus side you have access to heavy armor, which
will help keep you alive. Equipment is one of your many decisions when
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optimizing and it should not be taken lightly. You are also proficient with
shields, so make sure to grab an animated one. They help both ranged and
melee fighters. The biggest downside is the simple weapon only clause,
unless you take the War Domain. Best simple weapon for you is the
MORNINGSTAR.
Aura: If you worship a deity you glow with its aura. If you have an
alignment and don't worship a deity you glow with that aura. This has no
benefit and merely helps reveal you to enemies. Especially Paladins that
can detect evil/good at will. You can mask it but that's just extra wasted
resources. The only upside comes from being neutral and having an evil
deity. Paladins waste their smite evil on you.
Spells: Cleric spells are awesome. Vigor?! Righteous Might? Righteous
Wrath?! The list goes on. While most of these spells are buffing/debuffing
there are plenty of offensive spells out there, so you can pull whatever role
you want.
Deity: Deities supply domains. In a campaign where you have to pick a
deity this can be a boon or hindrance. It all depends on what your deity's
domains and portfolio are. There's a lot of good roleplay to be had through
this, but then again anyone can worship a deity. If you know what
domains you want and there is a deity that supplies them, it really is a nice
thing.
Domain Powers: These are some of the best things clerics have to offer.
They are also the reason Cleric 1 is a great dip. Most of the best powers
come in the form of bonus feats or things like uncanny dodge. Whatever
the case may be, you can do a lot with these powers, so make good use of
them. One important note: Prestige classes that add domains should stack
with cleric levels for the purpose of the domain ability, but that is your
DM's call.
Show hidden content (spoiler)
Domain Spells: You have two domains (at least) and one domain spell for
each level. Who doesn't like free extra spells? It's almost like a specialist
wizard, except better. The key thing to note is that you want to get access
to solid spells that are not normally available to you. Mix these well with
domain powers and you'll be happy.
Show hidden content (spoiler)
Spontaneous Casting: As a cleric, you can spontaneously cast either
cure or inflict spells. Generally speaking, sacrificing well prepared slots for
spontaneous healing is not a good idea, but in a pinch, this ability can be
useful to you. Just remember, if you channel negative energy, get
everyone to grab Tomb-Tainted Soul.
Alignment Restriction: This is probably one of the biggest setbacks for a
cleric. You are not allowed to cast a spell with an alignment opposite of
your own. If you are evil, you cannot cast Holy Word, etc. It's not too
terrible, because there are not an insane number of aligned spells, but it is
still an inconvenience. This reason alone is why I suggest playing a neutral
cleric. You have access to everything, and lose nothing (Except, apparently,
access to the Incarnum domain *rolls eyes)
Turn/Rebuke Undead: Amazing! Second best class feature. There is just
so much you can do with turning attempts. Grab a domain with the ability
to turn other subtypes and you can do even more. You can power Divine
Metamagic. You can power all sorts of divine feats. You can turn undead or
command them. An incredibly useful class feature; you'll be happy you
have it.
Bonus Languages: You can take the religious (re: aligned outsider)
languages as bonus languages. Meh. It does allow for some interesting
language choices, but in reality there's no advantage or disadvantage to
this feature. Warforged have no bonus languages, so this helps them,
though.
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the greatest schools, but solid choices for what you're giving up. Nice if
you have to choose a deity and there's not two good domain choices.
PhaedrusXY has a rework of good spells to choose from here.
Divine Restoration - Dungeonscape: You lose a granted power from one
of your domains (nice if you picked a domain just for the spells and it has a
terrible power) and gain the ability to spontaneously cast restoration
spells. I could see a use for this, especially with a Hellfire Warlock/Eldritch
Disciple.
Cloistered Cleric - Unearthed Arcana: You get bardic lore, knowledge
domain as a bonus, Bucket o' Skill Points, extra spells. You lose BAB which
Divine Power makes up for and Armor proficiencies. Let's face it. This ACF
is ideal for a lot of cleric builds. The biggest downside is one less average
HP, and there are a lot of ways to counteract that. An ideal ACF for
ranged, skill monkeys, stealth, etc.
Spontaneous Domain - Player's Handbook II: Instead of spontaneously
casting Cure/Inflict, you spontaneously cast Domain spells. Granted, it is
only one domain, but it's still awesome. If you have a domain with solid
spell choices that you'll use most of the time, this feature is amazing.
Substitute Domain - Complete Champion: While not actually an alternate
class feature, this spell allows you to swap a domain you have for another
one of your deity's for 1 day/level. It allows for flexibility and versatility
without commitment. It is especially evident if you need access to a certain
spell for a certain objective or a domain power for a short time. It takes
some planning to determine what you will need more often, the domain
power or a certain spell, but when you need to switch, this spell is great. It
can also be dismissed, so there's no worry that you will be stuck with a
terrible domain for too long.
[/list]
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Invisible SpellCity - Not only do you make visual effects of your spell
invisible, but there are a lot of tricky things you can do with this. An
Invisible Summon Monster is dirty. If you Shadowcraft Mage your cleric,
invisible Silent Images are very disturbing. My favorite? Invisible fog
spells. Only see invisibility and True seeing will see these clouds, which
actually is detrimental to a lot of creatures. Invisible fog cloud a deep
dragon and it can't see you, but you can easily see it. Your DM will most
likely ban this use, but it's fun.
Leap AttackCAd - If you go the Power Attack route, Leap Attack is not a
bad choice. You don't have jump as a class skill, so it'll be hard to pull off,
but still a good feat if you can get it.
Mitigate SufferingCC - At first it sounds kind of crappy, because all you
can do is alleviate some ability damage for a few minutes. But you can
rinse and repeat as often as necessary, so you can keep the Hellfire
Warlock at full Con until his Con heals normally. As long as you are paying
attention, anyways.
Power AttackPHB - For melee combat oriented clerics, the Power attack
route while wielding a two handed weapon is a stable. Add in an animated
shield and you should be set. Just remember, Divine Power is your friend.
It gives you full Base Attack Bonus, which can then be used to Power
Attack.
Practiced SpellcasterCAr - If you multiclass or PrC and lose any caster
levels, take this feat. Very, very important!
Precise ShotPHB - A -4 penalty is harsh. In d20, that's a 20% higher
chance of missing. Precise shot is essential to ranged combat for that very
reason. It's quite possible one of the only archery based feats you need for
a ranged Cleric build.
Quicken SpellPHB - The +4 spell level may seem intense, but it is well
worth the cost. One of the first things I learned when I began optimizing
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is that the only economy more valuable than that of the gold piece is that
of the action. You have swift actions. Use them efficiently.
Reach SpellCD - One of the few ways to make a touch spell have a range.
When combined with chain spell, you have a great combo. The extra bonus
is that this has a fixed range now. See the trick section for more info on it.
Sculpt SpellCityv - Area of Effect spell manipulation is great. It's just that
simple.
Shielded CastingRoS - A good, solid feat. If your campaign is going to go
into epic levels, there will be ways to make this feat null and void, but for
the time being it's good. Sure, you can most likely invest in Concentration
and make the casting defensively checks, but if you'd rather use your skill
points more efficiently, this feat is a pretty good choice. As a cleric you
should have the shield with you at all times, so it's not much of a
requirement. The only counter-argument you may have is that an enemy
could ready an action to disrupt your spell. But that just means you've
already won if the enemy can't do anything better than disrupt your
casting.
Spontaneous DomainsCC - Similar to the ACF, except you trade a feat for
the ability to spontaneously cast both domains. Although you can only use
your domain slots. You win some, you lose some. If you have two very
varied domains with good all around spells, this could be useful.
Twin SpellCAr - A great feat for Primary Casters. Being able to hit them
with that save or X (suck, die, etc) twice in a row doubles the chance that
they fail it. If you can throw in a quickened spell too, you're golden.
Vow of PovertyBOED - This Vow, however, can be optimized in a most
interesting manner. My favorite method of using Vow of Poverty involves a
Warforged and the saint template. These three things together get some
incredible bonuses and a lot of sickening immunities. A nice little combo, if
I do say so.
Yondalla's SenseRotW - This is the Improved Initiative of Halflings.
Halfling cleric with Improved Initiative and this may just beat your generic
caster in initiative. And I think we've all realized that initiative is often what
it comes down to when determining a victor.
Craft Contingent SpellCAr - You can make any spell you know the target
of your contingency. That's borderline broken. Contingent Shapechange?
Timestop? Yeah. It's an amazing feat, but you're actually probably better
off not taking it. You know your DM better, though.
DragonwroughtRotD - One feat can make a kobold gain a +3 to all mental
stats. That's awesome. Plus having the dragon type is nice. One optimized
race with one optimized feat. A good package together.
Extraordinary Spell AimCAd - Okay now say it with me. Extraordinary
Spell Aim so that you are not affected by your Persistent AMF. Toss in
Saint/VoP and a few other Persist Spells that make baby Pun-Pun cry...
Also, expect the ban-hammer if you use it this way. This feat is just that
good.
Persistent SpellCAr - This is THE feat for clerics. Since a majority of your
spells are buffs, if you can make your buffs last all day, you have that
much more time to focus on your other areas of expertise. Persistent Spell
is not a broken feat. It is a powerful feat and well worth the +6 level
adjustment needed to use it. This feat is how you manage to be a primary
buffer and a primary whatever else you want to be.
Planar touchstonePlH - The Catalogues of Enlightenment. When you are
attuned to this location you gain the granted power of a cleric domain.
After reading all those domains, you must have seen one you wanted but
then didn't like the spells it gave you. Well here's the solution. Now you
can grab a cleric domain power without having to take the actual domain.
Not to mention the other abilities of the feat can be nifty.
Tomb-Tainted SoulLM - This feat is amazing for any cleric that channels
negative energy. If you want to heal without being a goody-two shoes, get
this feat and make your party members get this feat. A great little trick to
have handy
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Zen ArcheryCW - Like I said back in post one, this is the feat for ranged
combat clerics. Don't make yourself MAD; take Zen Archery.
Skills
Your skill list is not huge, but you don't have a great number of skill points, so it
is fairly even. It's important to note what skills you need both for in-game use
and for requirements for prestige classes.
Concentration - A very important skill for any caster. It keeps you casting
even when you get it. If you decide to go the Shielded Casting route, you
may not need more than 5 ranks in this, depending on your campaign.
Craft - In general, it is useless. The only reason you'd use this is for the
Bone Knight prestige class.
Diplomacy - If you go the route where you have a decent Charisma, think
about investing in this skill if you have the excess points. Being a party
face is effective and fun. Overall a good skill. Works better if you can get
Sense Motive as a class skill, too, in my opinion.
Heal - You can cast healing spells. You can summon a creature to do what
this skill does for a low level spell. There's almost no point to taking this
skill.
Knowledge (Arcana) - Good for in game knowledge checks, even better
with Knowledge Devotion.
Knowledge (History) - A worthless skill. Don't waste skill points here.
Remember, if you need to know about the history of something, there's a
divination spell for that.
Knowledge (Religion) - Thematically appropriate. Synergy helps your
turning. Good for a lot of in-game knowledges. Even better with Knowledge
Devotion. Take this skill if possible.
Knowledge (The Planes) - About on par with Arcana; a solid skill.
Profession - Much like craft, this is useless. The sad part is it can't even
be used as often as craft can. Pass on this.
Spellcraft - Arguably the most important skill in D&D, and definitely the
most important for clerics. This identifies spells and other magical effects.
Always keep this skill maxed or close to.
Skill Tricks
Since you have such an incredibly low number of skill points per level (unless you
are a cloistered cleric), you are most likely not taking a skill trick. However, if
you manage to get one or feel the urge to take a few, these are some of the
useful ones for clerics.
Collector of Stories - It's debatable whether or not this works in
conjunction with Knowledge Devotion, but even if it does not, it is still a
viable trick. Very useful for identifying monsters.
Swift Concentration - You don't have that many spells that require
concentration, but when you cast one that does, you'll be glad to have this
trick.
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The cake is a lie.
Need to play table top? Get your game on at:
Brilliant Gameologists' PbP Forum. Do it, you know you want to.
The 3.5 Cleric Handbook
The 13th Guard - An alternate history campaign idea.
Clerics just wake up one morning and decide they need to kick ass, and it needs to be kicked NOW.
~veekie
Second Level
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Third Level
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Fourth Level
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Fifth Level
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Sixth Level
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Seventh Level
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Eighth Level
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Ninth Level
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Domain Spells
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Equipment
**NOTE: Magic Vestment and Greater Magic Weapon are amazing at saving
clerics money for other, also amazing, items**
Armor
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Shield
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Weapon
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Arms
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Body
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Face
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Feet
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Hands
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Head
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Rings
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Shoulders
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Throat
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Torso
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Waist
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Relics
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Other
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For those of you who feel that you still don't have a high enough turning level,
carnivore has a Comprehensive Guide to Turning over on WotC.
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Multi-classing
Clerics are unique in that you get all of your class abilities at the outset, so
Prestige classing and Dipping into other classes is much more viable than in
some other builds. That being said, the disclaimer about Caster Levels stands.
Another important thing to note is that if you plan on using turning for more than
just Divine Metamagic, make sure your prestige classes advance turning much
like cleric does. Not all of them do, and it is important to note the ones that do
for this purpose.
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Bone Knight5N
As long as you are not barred from using Eberron books, this is one of the best
cleric prestige classes around. It is especially ideal for melee oriented clerics. It
is a 9/10 Casting class, meaning you only lose 1 caster level. It meshes well
with Ordained Champion (see below). The skills are a bit tough to come across,
since craft and ride are not traditionally of use to a cleric, but they are worth it
for Bone Knights. You are forced to Rebuke Undead for this class, but it is very
much worth it. The class stacks with your cleric levels for turning level. On top
of all the casting, you gain a boatload of immunities that will make you a beast
on the battlefield.
Church InquisitorCD
Church inquisitor is one of the very few prestige classes that can be entered
before having 5 base classes. Once you have 3 cleric levels, if you are non-evil
and lawful, this prestige class is a good choice. You gain an extra domain
(Inquisition). The domain can be kept for a nice ability or traded for the
Knowledge Devotion feat. The mental immunities and auto saves against certain
spells and effects are sweet. The class is good for the first 5 levels. If you are
worried about possession, level 8 make a second stopping point. The last two
levels of the class really just aren't worth it.
ContemplativeCD
You can't take this class until level 11, but it is well worth the wait. At first
level, you gain an extra domain and immunity to disease. That's beautiful.
Really, many cleric builds just take this one level. If you are looking for more,
then the second drop point is level six. At level 5, gaining immunity to poison is
okay, but you get the second domain at level 6.
Divine OracleCD
This is another full casting PrC. It has either 2, 6, or 10 levels. The Oracle
domain is a fairly decent domain, but the second level is where things get nice.
You gain an ability that functions as EVASION, but in ANY armor. Heavy armor
clerics with evasion is quite sickening. Level six makes you unable to be flanked
with Improved Uncanny Dodge. Level 10 is truly the cream of the crop, though.
Remember that whole thing about initiative? Well you always get to act in a
surprise round, if there is one, so no one can get the drop on you. It take a while
to get, but that reward is pretty sweet.
MalconvokerCS
An 8/9 casting PrC focused on battlefield control via summons. While it can be
argued that wizards or druid do this class better, clerics make damned good
Malconvokers. Add some Thaumaturgist on top of it and you're golden.
Treantmonklvl20 has a wonderful guide to Mastering the Malconvoker.
Ordained ChampionCC
3/5 casting means you can only lose one other casting level. Another reason I
suggest that this build be used in conjunction with the Bone Knight (see above).
This class also advances turning. Yay! You gain a third (or fourth or fifth) domain
upon entering this. If you don't have the war domain, you'll gain it instead. This
class basically forces Domain Spontaneity (War) on you as an ACF, but it is well
worth it. The abilities of this class are good for melee combatants.
Prestige PaladinUA
This class only exists for a one level dip. If it wasn't actually a prestige class, it
would be up in the dip section. The important aspect of this class is that it puts
all the paladin spells onto your cleric spell list. In combination with Ordained
Champion, A build utilizing this dip can be a powerhouse.
Radiant ServantCD
The worst aspect of this class is the Sun domain requirement, but it fits and it
actually makes it useful. Extra Greater Turning is amazing. You could dip this PrC
for 1 level or stick it through to ten. Level five is probably the best drop point as
it nets you a bonus domain. For a Neutral Good cleric, this domain is about as
good as it gets. I mean the class grants you weapon proficiencies. That alone is
sweet.
Ruby Knight VindicatorToB
Remember that crusader dip I mentioned up above? Here's how you make the
most of it. This build is often nicknamed the Ruby Knight "Win"dicator. Let me
explain why. Full BAB and 8/10 casting. You gain maneuvers and stances (not
many, but they're useful in combat... especially since you don't have to spend a
feat on Thicket of Blades now). The "win" though? That's the 7th level ability,
Divine Impetus. A Windicator breaks the action economy. As many turn attempts
as you have, you can spend to gain swift actions. Travel Devotion lets you move
your speed as a swift action. Battle Blessing lets you cast Paladin Spells as swift
actions. Quickened spells. I think I've said enough.
Sacred ExorcistCD
The best thing about this class is that it stacks with cleric for turn undead. It
also has some useful abilities for undead or evil outsider heavy campaigns. Full
casting progression makes it a viable choice for certain prestige class hungry
builds.
Sacred FistCD
The text has to triumph over the table for this prestige class to work. By the
rules, the text does, but if your DM is a douche, you may not be so lucky. You'll
want to take at least one Monk level, like I mentioned above, before taking this
class, as it will fulfill the many feat requirements. Stacking monk unarmed
damage with full cleric casting makes for a powerful build. See the sample build
section for just how powerful.
Seeker of the Misty IsleCD
Another issue of text over table. This class is also full casting by the table.
Remember to point that out to your DM. The race requirement is harsh, but if
you ignored my advice and are playing an elf, the class gives you two solid
domains. This PrC meshes well with Cloistered Clerics for the whole skill-monkey
cleric angle.
Sovereign SpeakerFoE
Another one of those Eberron Cleric PrCs that works wonders. The required
feat actually isn't a terrible one. It can be useful for clerics, making you not
dependent on your holy symbol. Even beyond the full casting this class gives, is
the ability. You gain a new domain at every level. Granted you are limited to not
taking too many domains of a certain deity, but you can get some of the best
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taking too many domains of a certain deity, but you can get some of the best
domains this way. Feel free to stop taking the class before you have to start
taking any less optimal domains.
ThaumaturgistDMG
Your HD in this class is pretty crappy, but the ability boosts of this 5 level PrC
are fairly nice. It really meshes well with Malconvoker and makes for a wicked
Planar Binder.
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have a tactic that may be debatable or an argument stance that is not expressed
here, feel free to explain it and I will add it to the section, so there will be a
complete, unbiased point of view. Once again, please do not turn this into a
debate thread. Take your rules discussions elsewhere
in advance... :wink
I am your "friend"
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Ja vuosia myöhemmin
kalvas kaksikko lattialla motellin tihrustelee,
kun sama keiju katossa leijailee.
Kyselevät: "Mikä päivä nyt on?
Tiedätkö sen?"
Kuiskaten laulaa keiju:
"Tämän elämän viimeinen."
Aistii valoa
auttavasti Handy Links
3.5e
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Here After Don't worry about it. I still don't know if I have enough expertise with Clerics,
but sdk seemed to think I do, so he urged me on and here's the result
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Ja vuosia myöhemmin
kalvas kaksikko lattialla motellin tihrustelee,
kun sama keiju katossa leijailee.
Kyselevät: "Mikä päivä nyt on?
Tiedätkö sen?"
Kuiskaten laulaa keiju:
"Tämän elämän viimeinen."
Handy Links
3.5e
Here After Good catch. Thanks. I put in the Domain Spell section. I'd actually not condone it
much like I don't condone Shivering Touch abuse. :wink Access to Anyspell and
its Greater version can be very helpful before you have Miracle, though.
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At level 20, assuming Beads of Karma, but no other CL buffs, you have a CL of
24. That's +12 insight bonus to wisdom right there. +6 to attack rolls, save DCs,
will saves and, with a high likelyhood, to AC as well.
Actually, any reason for caster Clerics, hell, any Cleric for not using this?
Handy Links
3.5e
Here After
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Ja vuosia myöhemmin
kalvas kaksikko lattialla motellin tihrustelee,
kun sama keiju katossa leijailee.
Kyselevät: "Mikä päivä nyt on?
Tiedätkö sen?"
Aistii valoa Kuiskaten laulaa keiju:
auttavasti "Tämän elämän viimeinen."
Handy Links
3.5e
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