Cleric:


Level Atk Fort Ref Will Phys Ment Features
-1 +0 +0 +0 +0 0 1 Divine Spellcasting
-2 +1 +0 +0 +1 1 2
-3 +1 +1 +1 +1 1 3
-4 +2 +1 +1 +2 2 4
-5 +2 +1 +1 +2 2 5
-6 +3 +2 +2 +3 3 6
-7 +3 +2 +2 +3 3 7
-8 +4 +2 +2 +4 4 8
-9 +4 +3 +3 +4 4 9
10 +5 +3 +3 +5 5 10
11 +5 +3 +3 +5 5 11
12 +6 +4 +4 +6 6 12
13 +6 +4 +4 +6 6 13
14 +7 +4 +4 +7 7 14
15 +7 +5 +5 +7 7 15
16 +8 +5 +5 +8 8 16
17 +8 +5 +5 +8 8 17
18 +9 +6 +6 +9 9 18
19 +9 +6 +6 +9 9 19
20 +10 +6 +6 +10 10 20

Hit Points: 6
Skill Points: 3
Skills: Anthropology (Int), Craft (Int), Perception (Wis), Nature (Int), Medicine (Wis), Religion (Int).

Weapon and Armor Proficiency:


Clerics are proficient with all simple weapons, with light and medium armor and with shields.

Divine Spellcasting:


Clerics can cast divine spells from the cleric/favored spell list. A cleric must choose and prepare their spells ahead of time. The ability score used for calculating your saving throws is Charisma.

At first level, a cleric knows all 0th level spells on the cleric/favored spell list and 3 other spells of their choice. Every odd numbered level, they choose two more spells from the cleric/favored spell list to know.

To prepare their spells for the day, the cleric must meditate with a holy symbol. A cleric may prepare and cast any spell they know, provided that they can cast spells of that level, but they must choose which spells to prepare during their daily meditation.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is as follows:

 

Spells per Day
Level 0 1 2 3 4 5 6 7 8 9
1 4 2  - -
2 4 4  -  -  -  -  -  -  - -
4 4 2

-

- -  -
4 4 -  - - -
4 4 2 - - - - -
6 4  4  4 - - - - - -
5 4 4 4 2 -
8 6 4 4 -
6 -
10  6 6 4 4 4 4 - - - -
11  6 5 5 4 4 2 - -
12  6 6 6 4 4 4 4 -
13 6 6 6 5 4 4 4 2 -
14  6 6 6 6 4 4 4 4 -
15  6 6 6 6 4 4 4 2
16  6 6 6 6 6 4 4 4 4
17  6 6 6 6 6 5 4 4 4 2
18 6 6 6 6 6 4 4 4 4
19 6 6 6 6 6 5 4 4 4
20 6 6 6 6 6 6 4 4 4