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Cleric
Pathfinder: Wrath of the Righteous

Cleric

Learn about the Cleric class in Pathfinder: Wrath of the Righteous, including Wisdom as primary attribute, spellcasting, and domain abilities.

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Learn about the Cleric class in Pathfinder: Wrath of the Righteous, including Wisdom as primary attribute, spellcasting, and domain abilities.

Class Skills: Knowledge (Arcana), Knowledge (World), Lore (Religion), Persuasion. Domains may add others.

Proficiencies: Clerics are proficient with simple weapons, light and medium armor, and shields (but not tower shields). They are also proficient with their deity's chosen weapon.

Channel Energy: A good or neutral Cleric (worshipping a good deity) channels positive energy to heal living creatures and damage undead. An evil or neutral Cleric (worshipping an evil deity) channels negative energy to harm the living and heal undead. Neutral deities allow a choice of energy type. The amount of health restored or damage dealt is 1d6 points + 1d6 for every two class levels in a 30-foot radius centered on the Cleric. Creatures affected by channeled energy receive a Will save (DC 10 + half class level + Charisma modifier) to halve the damage. Channeling energy is a standard action that does not provoke an attack of opportunity and can be used a number of times per day equal to 3 + the Cleric's Charisma modifier. A Cleric who channels positive energy may sacrifice any spell to cast a "cure" spell of the same level in its place. A Cleric who channels negative energy may do the same, replacing the sacrificed spell with an "inflict" spell of the same level.

Diminished Spellcasting: Three archetypes (Angelfire Apostle, Crusader, and Demonbane Priest) cast one fewer spell of each level than a standard Cleric. If this reduces the spell count to 0, they can only select a spell of that level if they have sufficient Wisdom for a bonus spell. They may still select a domain spell.

Playing a Cleric: The base Cleric is strong due to having two domains. Spontaneous casting for a Cleric channeling negative energy is not recommended. Clerics should not be on the front lines due to needing multiple high attributes (Strength, Dexterity, Constitution, Wisdom, Charisma). Choosing Erastil as a deity grants good domains and longbow proficiency, allowing you to stay back. Alternatively, Shelyn grants reach weapon proficiency. Dipping a level into Monk for AC bonus is not synergistic. For aggressive play, Spell Focus (Necromancy) combined with the Repose domain (Pharasma) is a potent combination. An Angelfire Apostle trades medium armor proficiency for using channel energy to remove conditions, but has Diminished Spellcasting, suggesting abilities compensate for lost spells. Angelfire Apostles are restricted to light armor.

Tips
  • Wisdom is the primary attribute for spellcasting.
  • Focus on Fortitude and Will saving throws, as Reflex saves are low.
  • Consider domains that offer useful abilities or proficiencies, such as Erastil for longbows or Shelyn for reach weapons.
  • The Angelfire Apostle archetype offers unique channel energy uses but comes with Diminished Spellcasting and light armor restriction.
  • For a more offensive build, consider Spell Focus (Necromancy) and the Repose domain.

Stats Progression (BAB, Saves, Spells per Day):

  • Level 1: +0 AB, +2 Fort, +0 Reflex, +2 Will, 1+1 spell slots (Level 1)
  • Level 2: +1 AB, +3 Fort, +0 Reflex, +3 Will, 2+1 spell slots (Level 1)
  • Level 3: +2 AB, +3 Fort, +1 Reflex, +3 Will, 2+1 (Level 1), 1+1 (Level 2) spell slots
  • Level 4: +3 AB, +4 Fort, +1 Reflex, +4 Will, 3+1 (Level 1), 2+1 (Level 2) spell slots
  • Level 5: +3 AB, +4 Fort, +1 Reflex, +4 Will, 3+1 (Level 1), 2+1 (Level 2), 1+1 (Level 3) spell slots
  • Level 6: +4 AB, +5 Fort, +2 Reflex, +5 Will, 3+1 (Level 1), 3+1 (Level 2), 2+1 (Level 3) spell slots
  • Level 7: +5 AB, +5 Fort, +2 Reflex, +5 Will, 3+1 (Level 1), 3+1 (Level 2), 2+1 (Level 3), 1+1 (Level 4) spell slots
  • Level 8: +6/+1 AB, +6 Fort, +2 Reflex, +6 Will, 4+1 (Level 1), 3+1 (Level 2), 3+1 (Level 3), 2+1 (Level 4) spell slots
  • Level 9: +6/+1 AB, +6 Fort, +3 Reflex, +6 Will, 4+1 (Level 1), 4+1 (Level 2), 3+1 (Level 3), 2+1 (Level 4), 1+1 (Level 5) spell slots
  • Level 10: +7/+2 AB, +7 Fort, +3 Reflex, +7 Will, 4+1 (Level 1), 4+1 (Level 2), 3+1 (Level 3), 3+1 (Level 4), 2+1 (Level 5) spell slots
  • Level 11: +8/+3 AB, +7 Fort, +3 Reflex, +7 Will, 4+1 (Level 1), 4+1 (Level 2), 4+1 (Level 3), 3+1 (Level 4), 2+1 (Level 5), 1+1 (Level 6) spell slots
  • Level 12: +9/+4 AB, +8 Fort, +4 Reflex, +8 Will, 4+1 (Level 1), 4+1 (Level 2), 4+1 (Level 3), 3+1 (Level 4), 3+1 (Level 5), 2+1 (Level 6) spell slots
  • Level 13: +9/+4 AB, +8 Fort, +4 Reflex, +8 Will, 4+1 (Level 1), 4+1 (Level 2), 4+1 (Level 3), 4+1 (Level 4), 3+1 (Level 5), 2+1 (Level 6), 1+1 (Level 7) spell slots
  • Level 14: +10/+5 AB, +9 Fort, +4 Reflex, +9 Will, 4+1 (Level 1), 4+1 (Level 2), 4+1 (Level 3), 4+1 (Level 4), 3+1 (Level 5), 3+1 (Level 6), 2+1 (Level 7) spell slots
  • Level 15: +11/+6/+1 AB, +9 Fort, +5 Reflex, +9 Will, 4+1 (Level 1), 4+1 (Level 2), 4+1 (Level 3), 4+1 (Level 4), 4+1 (Level 5), 3+1 (Level 6), 2+1 (Level 7), 1+1 (Level 8) spell slots
  • Level 16: +12/+7/+2 AB, +10 Fort, +5 Reflex, +10 Will, 4+1 (Level 1), 4+1 (Level 2), 4+1 (Level 3), 4+1 (Level 4), 4+1 (Level 5), 3+1 (Level 6), 3+1 (Level 7), 2+1 (Level 8) spell slots
  • Level 17: +12/+7/+2 AB, +10 Fort, +5 Reflex, +10 Will, 4+1 (Level 1), 4+1 (Level 2), 4+1 (Level 3), 4+1 (Level 4), 4+1 (Level 5), 4+1 (Level 6), 3+1 (Level 7), 2+1 (Level 8), 1+1 (Level 9) spell slots
  • Level 18: +13/+8/+3 AB, +11 Fort, +6 Reflex, +11 Will, 4+1 (Level 1), 4+1 (Level 2), 4+1 (Level 3), 4+1 (Level 4), 4+1 (Level 5), 4+1 (Level 6), 3+1 (Level 7), 3+1 (Level 8), 2+1 (Level 9) spell slots
  • Level 19: +14/+9/+4 AB, +11 Fort, +6 Reflex, +11 Will, 4+1 (Level 1), 4+1 (Level 2), 4+1 (Level 3), 4+1 (Level 4), 4+1 (Level 5), 4+1 (Level 6), 4+1 (Level 7), 3+1 (Level 8), 3+1 (Level 9) spell slots
  • Level 20: +15/+10/+5 AB, +12 Fort, +6 Reflex, +12 Will, 4+1 (Level 1), 4+1 (Level 2), 4+1 (Level 3), 4+1 (Level 4), 4+1 (Level 5), 4+1 (Level 6), 4+1 (Level 7), 4+1 (Level 8), 4+1 (Level 9) spell slots

Level Progression & Special Abilities:

  • Level 0: Cleric Proficiencies
  • Level 1: Feat, Channel Energy, Domain Abilities (1), Domain Abilities (2)
  • Level 3: Feat
  • Level 4: Animal Companion (Earth domain only)
  • Level 5: Feat
  • Level 6: Domain Ability (1), Domain Ability (2) (Earth, Fire, Healing, Luck, Nobility, Plant, Water domains)
  • Level 7: Feat
  • Level 8: Domain Ability (1), Domain Ability (2) (All other domains)
  • Level 9: Feat
  • Level 11: Feat
  • Level 13: Feat
  • Level 15: Feat
  • Level 17: Feat
  • Level 19: Feat

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