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 their 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 beings.
This class is locked behind Eminence Points. See Eminence Points.
Clerics no longer receive any armor proficiency by default. Instead, they gain 3 bonus feats at levels 1, 2, and 3, which can be selected from the following list:
The feats above (besides the armor feats) are ONLY selectable using these cleric bonus feats. See Feats.
Many domains have been altered, re-worked, or added on Haze. See Cleric Domains.
When selecting a deity for your cleric, please ensure that the domains associated with the deity align with the domains listed in the Cleric Domains resource. It's important to match the domains correctly to ensure consistency and adherence to the setting.
Multiclass: You cannot multiclass out of Cleric unless you have Fallen. Once you multiclass after being Fallen, you cannot regain your Cleric status.
Fallen Clerics: Clerics that have not performed their duties may be stripped of their powers until they seek redemption or find embrace in the arms of another deity.