Cleric Adept (D&D Cleric variant)

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Unofficial rules compendium


Skills: 4 skill points per level. Class skills: Climb, Concentration, Craft, Diplomacy, Escape Artist, Heal, Hide, Jump, Knowledge (Arcana, Religion), Listen, Move Silently, Perform, Profession, Spellcraft, Spot, Swim, and Tumble.

Weapon and Armor Proficiency: Cleric adepts are proficient with club, crossbow (light and heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. No proficiency with armor or shields.

AC Bonus (Ex): When unarmored and unencumbered, the cleric adept adds her Wisdom bonus (if any) to her AC. In addition, a cleric adept gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five cleric adept levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the cleric adept is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Saving Throw Progression: Good saving throws for Will and Reflex saves, poor saving throws for Fortitude saves.

Evasion (Ex): At 3nd level and higher, a cleric adept can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the cleric adept is not wearing armor. A helpless cleric adept does not gain the benefit of evasion.


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