Starfarer Cleric
Table of Contents

Throughout the cosmos, all aspects of life are overseen by deities—divine beings of immense power that oversee all aspects of mortal life. Possessing powers far greater than those possessed by even the most storied of heroes, mortals turn to their deities in times of hardship and trouble, seeking guidance and solace and, in the process, giving rise to the many religions of the world. You are a shepherd of such a religion—a servant of faith dedicated to the service of a single, specific deity. Although some mock and misjudge your devotion, those faithful to your deity rely on your intuition and guidance to help them endure the hardships of everyday life and ultimately earn everlasting life in the house of your deific lord.

Role: You are a faithful shepherd of a specific religion, often one devoted to a powerful entity such as a god or demigod. Although following your faith’s codes and tenants can be challenging, your devotion allows you to receive incredible divine powers that enable you to weave miracles of spellcasting that few can comprehend. Whether healing the wounded, cursing nonbelievers, or reigning the wrath of your deity upon your faith’s foes, your magical repertoire is vast and limited only by your dedication.

Key Ability Score: Your Wisdom allows you to contemplate the secrets of your chosen domain and channel the divine energies of your deity, so Wisdom is your key ability score. A high Charisma grants you the force of will necessary to control and direct your deity’s powers, while a high Dexterity or Strength score assists you in wielding your deity’s sacred weapon.

The Cleric

Level BAB Fort Ref Will Class Features
1st +0 +2 +0 +2 Channel divinity 1d8, domain, domain power, spells
2nd +1 +3 +0 +3 Devotion
3rd +2 +3 +1 +3 Channel divinity 3d8, weapon specialization
4th +3 +4 +1 +4 Devotion
5th +3 +4 +1 +4 Domain power, deacon of the faith
6th +4 +5 +2 +5 Devotion, channel divinity 5d8
7th +5 +5 +2 +5 Channel divinity (ray or touch)
8th +6 +6 +2 +6 Devotion
9th +6 +6 +3 +6 Channel divinity 7d8, domain power
10th +7 +7 +3 +7 Devotion
11th +8 +7 +3 +7 Channel divinity (cone or line)
12th +9 +8 +4 +8 Devotion, channel divinity 9d8
13th +9 +8 +4 +8 Domain power, priest of the faith
14th +10 +9 +4 +9 Devotion
15th +11 +9 +5 +9 Channel divinity 11d8
16th +12 +10 +5 +10 Devotion
17th +12 +10 +5 +10 Domain power
18th +13 +11 +6 +11 Devotion, channel divinity 13d8
19th +14 +11 +6 +11 Prophet of the faith
20th +15 +12 +6 +12 Herald of the faith

Stamina Points: 6 + Constitution modifier

Hit Points: 6

Class Skills

Skill Ranks per Level: 4 + Intelligence modifier

Culture (Int), Diplomacy, Medicine (Int), Mysticism (Int), Profession (Cha, Int, or Wis), and Sense Motive (Wis).

Armor Proficiency

Light armor, heavy armor

Weapon Proficiency

Basic melee weapons, small arms, deity’s favored weapon1, grenades.
1: Including higher-level models of the same weapon, as determined by the GM.


You cast spells drawn from the cleric spell list (see below). To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level. The Difficulty class for a saving throw against your spell is 10 + the spell’s level + your Wisdom modifier.

You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table: Cleric Spells per Day. In addition, you receive bonus spells if you have a Wisdom modifier of +1 or higher, as shown on Table: Cleric Bonus Spells—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.

Your selection of spells is limited to those spells that you prepare in advance. At 1st level, you can prepare four 0-level spells and one 1st-level spells of your choice each day, plus one of your domain spells (see below). At each new cleric level, you can prepare one or more additional spells, as indicated on Table: Cleric Spells Prepared. During any level at which you can prepare 0 spells per day, you can only prepare your domain spell (see below). Unlike spells per day, the number of spells you can prepare isn’t affected by your Wisdom. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells you can prepare.

You must get 8 hours of sleep and spend 1 hour praying to your deity or contemplating your deity’s teachings in order to choose and prepare your spells. While praying or meditating, you prepare any number of spells on the cleric spell list of your choosing, up to the maximum number of cleric spells that you can prepare. You don’t need to prepare all of your spells at once, but preparing spells requires 1 hour or prayer or meditation regardless of the number of spells that you actually prepare. If your campaign uses cleric spells that are added to the cleric list in books other than this one, you must be exposed to and learn such spells prior to being able to prepare them. Normally you are either exposed to such spells from the holy books of other clerics, or by going through the possessions of a cleric you have defeated and examining them for the clues to a single spell you know that cleric can cast. You must make a Mysticism check (DC 15+triple spell level) to learn a spell encountered in this way. On a failed check you do not learn the spell, and cannot attempt another such check until you gain another cleric level.

You can cast any cleric spell you prepare at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all of your 1st-level sells for the day, you can use a 2ndlevel slot instead if you have one.

You can also decipher magical inscriptions that would otherwise be unintelligible, including identifying the spell inscribed in a spell gem, which is a full action. This does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll.

Although you can take the Spell Focus feat, it is less effective when combined with your most powerful spells. Your 7th spell level spells gain a maximum of a +2 bonus from this feat, your 8th level spells gain only a +1 bonus, and your 9th level spells gain no DC bonus.

Aligned Spells

You cannot cast spells with an alignment descriptor (chaotic, evil, good, or lawful) that is opposed to your alignment or your deity’s alignment. For example, if you worship a Lawful Good goddess of paladins, or are yourself lawful good, you could not cast chaotic spells or evil spells.

Table: Cleric Spells Per Day

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2
2nd 3
3rd 4
4th 4 2
5th 4 3
6th 4 4 2
7th 4 4 3
8th 4 4 4 2
9th 4 4 4 3
10th 4 4 4 4 2
11th 4 4 4 4 3
12th 4 4 4 4 4 1
13th 4 4 4 4 4 1
14th 4 4 4 4 4 1 1
15th 4 4 4 4 4 2 1
16th 4 4 4 4 4 2 1 1
17th 4 4 4 4 4 2 2 1
18th 4 4 4 4 4 3 2 1 1
19th 4 4 4 4 4 3 2 2 1
20th 4 4 4 4 4 3 3 2 2

Table: Cleric Bonus Spells

Wis Score 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
12–13 1
14–15 1 1
16–17 1 1 1
18–19 1 1 1 1
20–21 2 1 1 1 1
22–23 2 2 1 1 1 1
24–25 2 2 2 1 1 1 1
26–27 2 2 2 2 1 1 1 1
28–29 3 2 2 2 2 1 1 1 1
30–31 3 3 2 2 2 2 1 1 1

Table: Cleric Spells Prepared

Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 1
2nd 5 1
3rd 5 2
4th 6 2 0
5th 6 3 1
6th 7 3 2 0
7th 7 4 2 1
8th 8 4 3 1 0
9th 8 4 3 2 1
10th 9 4 4 3 1 0
11th 9 4 4 3 2 1
12th 9 4 4 4 2 1 0
13th 9 4 4 4 3 2 1
14th 9 4 4 4 3 2 1 0
15th 9 4 4 4 3 3 2 1
16th 9 4 4 4 3 3 2 1 0
17th 9 4 4 4 3 3 2 2 1
18th 9 4 4 4 3 3 2 2 1 0
19th 9 4 4 4 3 3 2 2 2 1
20th 9 4 4 4 3 3 2 2 2 2


Although you may consider all of your deity’s teachings sacred, you draw divine power from a specific domain that is strongly associated with the deity that grants you powers. Domains are universal forces or concepts shared by multiple deities, but different faiths interpret the significance of a given domain through the lens of their deity and their religion. You must pick one domain from among those associated with your deity upon taking your first level of cleric, and once made, it cannot be changed. A list of the domains you can choose from appears below.

Channel Divinity (Su)

At 1st level, you can spend 1 Resolve Point to channel the power of your faith through a symbol of your deity, releasing your deity’s divine power as a shockwave of divine energy. The nature of this energy depends upon your domain, but most domains allow this energy to cause or heal damage depending on the type of energy channeled and the creatures targeted. A holy symbol can take the form of an icon or object associated with the deity, its favored weapon, or a favored prayer or mantra. Channeling energy causes a burst that affects the targeted creatures in a 30-foot radius centered on you, and you deal 1d8 points of damage or heal 2d8 points of damage to those affected as appropriate.

At 3rd level, the amount of damage dealt or healed increases to 3d8 points of damage, plus 2d8 points of damage for every three cleric levels beyond 3rd (5d8 at 6th, 7d8 at 9th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Channeling energy is a standard action, and you can choose whether to include yourself in the effect. If your channel divinity ability deals bludgeoning, piercing, or slashing damage, it counts as magic damage for the purpose of overcoming DR and similar defenses.

Beginning at 7th level, you have mastered your control over your deity’s divinity that you can direct it with precision, allowing you to target a single creature at a range of up to 30 feet instead of a 30-foot radius centered on you. At 11th level, you can also channel your deity’s divinity in a 30-foot cone or a 120-foot line.

Domain Spell

Your domain grants you additional spells that you can prepare as if they were on the cleric spell list, starting at 1st level and at any level at which you normally gain access to a new spell level. You must prepare these spells as normal to cast them. In addition, you can prepare one more spell than is indicated on Table: Cleric Spells Prepared per spell level, but this additional spell must be a domain spell.

Domain Power

At 5th level and every 4 levels thereafter, you gain a domain power unique to your domain. Your caster level for spell-like abilities is equal to your cleric level. If a domain power allows a saving throw to resist its effects or requires an enemy to attempt a skill check, the DC is equal to 10 + half your cleric level + your Wisdom modifier.


As you gain experience, your faith in your deity is rewarded with devotions—divine powers that allow you to perform minor miracles for your benefit, as well as the benefit of your party. While some of these are simply skills and tricks you have picked up, others result from the direct will of your deity. You learn your first devotion at 2nd level, and you learn an additional devotion at 4th level and every 2 levels thereafter. If a devotion allows a saving throw to resist its effects, the DC is equal to 10 + half your cleric level + your Wisdom modifier. Unless otherwise specified, you can’t take a single devotion more than once. The list of devotions appears below.

Weapon Specialization

At 3rd level, you gain the Weapon Specialization feat as a bonus feat for each weapon group this class grants you proficiency with.

Deacon Of The Faith

At 5th level, you’re famous enough within the hierarchy of your deity’s faith that the majority of those who count themselves as being among your faith’s flock have heard of you. Furthermore, anyone can quickly find information about you on the infosphere (Culture or Mysticism DC 10 for others to recognize your name, DC 20 for someone to recognize you outside of context from your appearance along). Those who follow your religion start as Friendly or Helpful to you, and might give you services (although not goods) for a discount or even for free. You are often invited to religious events and ceremonies whenever you visit a settlement where your faith is prominent.

Priest Of The Faith

At 12th level, you become even more famous still as your ties to your religion grows. Among those who count themselves as being among your faith’s flock, your name is ubiquitous. The Culture or Mysticism DC to recognize you drops to 5 (or 10 out of context from your appearance alone). In addition to the above, those who count themselves as being among your faith’s flock give you a 10% discount on purchasing goods. Your arrival in a settlement is a huge event for any worshipers of your faith who live there, and you can always get an invite to any religious event of your faith.

Prophet Of The Faith

At 19th level, you are viewed as being one of the most important members of your religion, to the extent that those who count themselves as being among your faith’s flock travel great distances to meet you. The discount you receive on goods from those who count themselves as being among your faith’s flock increases to 15%, and they will offer you most mundane services, such as transportation and lodging, for free. In addition, your deity has rewarded your tireless devotion with the privilege of allowing you passage to your deity’s realm. Once per day, you can spend 1 Resolve Point to transport yourself and up to six other willing creatures touched either to your deity’s realm or to the Material Plane, as if using plane shift. You always arrive precisely where you intend when using this ability, but when traveling to the Material Plane you can only arrive at a major center of your faith’s worship, such as a holy city devoted to your faith or the residence of a cleric of your faith of 19th level or higher.


At 20th level, you are fully recognized by your deity as a true prophet and become a herald of your deity—a powerful outsider dedicated to spreading your deity’s will across the cosmos. Your type changes to outsider. If you were a native outsider prior to your ascension, you lose the native subtype.

You no longer need to breath, eat, or sleep, although you can still be brought back from the dead as if you were a member of your previous creature type.


As a prominent member of your deity’s flock, you are expected to uphold the code of conduct and teachings of your deity in exchange for divine power. Grossly violating the spirit of your deity’s code of conduct causes you to lose many of your cleric class features until you atone: this includes the ability to cast cleric spells and all spell-like and supernatural abilities granted by the cleric class, as well as all spell-like and supernatural devotions. You can atone for your transgressions by embarking on a lengthy quest at the behest of a higher-ranking member of your deity’s faith, by taking some sort of action that, at the GM’s discretion, satisfies your deity enough that she resumes granting you divine powers, or by using the atonement spell (see page 186). At the GM’s decision, particularly heinous violations might be beyond the atonement spell’s ability to rectify.

List of Devotions

You learn your first devotion at 2nd level, and an additional devotion every 2 levels thereafter. Devotions require you to be a minimum level, and are organized accordingly. Some devotions require you to meet other prerequisites, such as having other devotions.

2nd Level

You must be 2nd level or higher to choose these devotions.

Awesome Divinity (Su)

Whenever you channel divinity to harm, as a swift action you can make an Intimidate check to demoralize one affected creature.

Bestow Clarity (Su)

As a standard action, you can spend 1 Resolve Point as a standard action to allow one creature within 30 feet that is currently affected by one or more charms or compulsions to make a new saving throw against each of those effects. Success ends one such effect as if the target had succeeded on its initial saving throw.

Bestow Hope (Su)

As a standard action, you can spend 1 Resolve Point to suppress any fear effects active on one creature within 30 feet for 10 minutes, as remove condition.

Command Undead (Su)*

Whenever you channel divinity to heal, you can enslave all affected mindless undead creatures instead of healing hit point damage. Affected undead receive a Will save to negate this effect. Undead that fail their saves fall under your control, obeying your commands to the best of their abilities, as functioning as if they were under the effects of control undead. Intelligent undead are immune to the effects of this ability. This control lasts for one minute per level, and once exposed to this ability an undead is immune to it for 24 hours. You can control any number of undead creatures at once using this ability, so long as their total Hit Dice do not exceed your cleric level. If an undead is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict. You must worship a nongood deity and have the ability to heal undead creatures with your channel divinity ability to learn this devotion.

Divine Barrier (Su)

Whenever you are within an area effect that deals acid, cold, electricity, fire, or sonic damage that allows a saving throw for reduced damage, you can spend 1 Resolve Point as a reaction to shield yourself and all creatures within 30 feet. Creatures within your shield gain resistance to the damage equal to your cleric level.

Divine Protection (Su)

Whenever an ally within 30 feet rolls a saving throw, you can grant the target ally a +1 divine bonus to the result of their saving throw. You use this ability as reaction after the saving throw is rolled, but before the result is revealed. Once an ally has benefited from your divine protection, that ally can’t gain the benefits from your divine protection again until he takes a 10-minute rest to recover Stamina Points.

Improved Channeling (Su)

Add +1 to the save DC of your channel divinity ability.

Merciful Divinity (Ex)

Whenever you cast a cleric spell that deals damage, attack and hit an opponent with your deity’s favored weapon, or channel divinity to harm, you can choose to deal all damage dealt by the attack, spell, or channel as nonlethal damage. You must make this decision before damage is rolled.

Selective Channeling (Su)

Whenever you use channel divinity, you can choose a number of affected creatures up to your Wisdom modifier. Those targets are not affected by your channel divinity.

Weapon of the Deity (Su)

You can spend a full action to make a single attack with your deity’s favored weapon. When making this attack, you roll your attack roll twice and use the higher result, and you add your Wisdom bonus to the damage roll as a divine bonus.

8th Level

You must be 8th level or higher to choose these devotions.

Bless Equipment (Su)

Select one weapon fusion with a minimum weapon level equal to 1/3 your level or less, and one magic armor upgrade with an item level equal to 1/3 your level or less. As a standard action, you can touch one weapon or suit of armor and grant it the weapon fusion or armor upgrade (as appropriate). The item touched must qualify for the fusion or upgrade. This does not count toward the maximum number of upgrades or fusions the item can have. This benefit lasts for a number of rounds equal to your Wisdom modifier (minimum 1). Once you use this ability, you cannot use it again until you spend a Resolve Point during a 10-minute break to restore your Stamina Points. Each time you gain a cleric level, you may change your selection of fusion and upgrade granted by this ability.

Bolster the Faithful (Su)*

Whenever you use channel divinity to heal, any affected creature gains a +1 divine bonus on saving throws for 1 round. If an affected creature’s alignment is exactly the same your deity’s alignment, this bonus instead lasts for a number of rounds equal to your Wisdom modifier.

Channel Smite (Su)

Before you make a weapon attack roll against a foe, you can spend 1 Resolve Point as a move action. If you hit the target, that target takes an amount of additional damage equal to the amount of damage done when you channel divinity to harm. Your target can make a Will save to halve this additional damage, applying channel resistance to its save if applicable. Creatures that are unaffected by your channel divinity when you channel divinity to harm are likewise unaffected by this damage. If your attack misses, your Resolve Points are spent with no effect. You can apply devotions and domain powers that alter your channel divinity to this attack as if you were using channel divinity, such as the will of the gods devotion or the channel the storm air domain power.

Quicken Channeling (Su)*

Whenever you use channel divinity, you can double the number of Resolve Points that you spend using the ability (including modifications from devotions or domain powers) to use channel divinity as a move action instead of a standard action. You cannot channel divinity more than once per round.

Rebuke the Heretic (Su)*

Whenever you use channel divinity to harm and target a single creature, you may move that target 5 feet in any direction if it fails its Will save.

14th Level

You must be 14th level or higher to choose these devotions.

Extended Bless Equipment (Su)

You select an additional fusion and an additional upgrade for bless weapon. When using the bless equipment devotion, the duration of any weapon fusion or magic armor upgrade you grant is doubled. Alternatively, you can place two weapon fusions (or one weapon fusion and one magic armor upgrade) onto two different items with a single action, expending Resolve Points as if you had blessed a single item. You must have the bless equipment devotion to learn this devotion.

Greater Weapon of the Deity (Su)

Whenever you use the weapon of the deity devotion as a full action, your attack ignores up to 10 points of damage reduction and resistance that your target has. This stacks with similar abilities. You must have the weapon of the deity devotion to learn this devotion.

Tethering Channel (Su)*

Whenever you use channel divinity to harm, you can increase the channel’s Resolve Point cost by 1 to prevent any affected creature that fails its Will save from using extradimensional travel for a number of rounds equal to your Wisdom modifier.

Wrath of the Deity (Su)

Whenever you channel divinity to harm or use the channel smite devotion, you treat all 1s on the channel divinity damage dice as 2s.

List of Domains

Each deity possesses five of the domains listed below, while each demigod possesses four of these domains. Upon gaining her first cleric level, a cleric must choose one of the domains listed below that her deity or faith provides. Once chosen, this cannot be changed.

Cleric Spell List

The cleric casts spells drawn from the cleric spell list, presented below. Spells linked to below are new, and described on this site. Spells from the Starfinder Core Rulebook that are at a different spell level than their mystic or technomancer versions include that information in a parenthetical note.

0-Level Spells

create water, detect affliction, detect magic, force ward, grave words, guidance, spark, stabilize, telepathic message, virtue

1st-Level Spells

bane, bless, command, detect radiation, detect thoughts, divine favor, fear, lesser remove condition, life bubble, mind link, mystic cure, mystic harm, mystic recovery, ray of sickening, share language, wisp ally

2nd-Level Spells

augury, bestow insight, blessing of courage and life, cryogenic repose, darkvision, fear, flight, fog cloud, hold person, inflict pain, lesser restoration, mystic cure, mystic harm, mystic recovery, reflecting armor, remove condition, sanctuary, see invisibility, shield other, spider climb, status, surface stride

3rd-Level Spells

align weapon, command undead, consecrate (R), darkness, daylight, deathwatch, desecrate (R), make whole, silence, smite opposition, spiritual weapon, surmount affliction, zone of truth

4th-Level Spells

bestow curse, blessing of fervor, dispel magic, fear (as the 3rd-level version), guiding star, irradiate, lesser resistant armor, mystic cure (as the 3rd-level version), mystic harm (as the 3rd-level version), mystic recovery (as the 3rd-level version), nondetection, pillar of life, planeslayer’s call, prayer, probability prediction, remove affliction, speak with dead, tongues

5th-Level Spells

animate dead, death ward, dimensional anchor, discern lies, dismissal (as the 4th-level spell), divination, greater smite opposition, invisibility purge, mass align weapon, mystic cure (as the 4th-level spell), mystic harm (as the 4th-level spell), mystic recovery (as the 4th-level spell), poison, remove radioactivity, resistant armor, rest eternal, restoration

6th-Level Spells

atonement (R), blade barrier, call spirit, calm emotions, death ward, deeper darkness, discern lies, dispel opposition, fear (as the 4th-level version), flame strike, hold monster, planar binding, reincarnate, terrible remorse

7th-Level Spells

break enchantment, commune with nature, contact other plane, dismissal (as the 5th-level version), divination, freedom of movement, geas (as the 5th-level version), greater command, greater dispel magic, greater remove condition, mass mystic cure (as the 5th-level version), mass mystic harm (as the 5th-level version), mystic cure (as the 5th-level version), mystic harm (as the 5th-level version), mystic recovery (as the 5th-level version), raise dead, repulsion, resistant aegis, scrying (R), serenity

8th-Level Spells

anti-life shell, circle of clarity (R), contact other plane, control undead, ethereal jaunt, frightful aspect, greater resistant armor, heroes’ feast, mass inflict pain, mass mystic cure (as the 6th-level version), mystic cure (as the 6th-level version), mass mystic harm (as the 6th-level version), mystic harm (as the 6th-level version), mystic recovery (as the 6th-level version), plane shift, psychic surgery, regenerate, true seeing, word of recall

9th-Level Spells

dictum, dimensional portal (R), earthquake, energy drain, forbiddance (R), geas (as the 6th-level version), miracle, overwhelming presence, planar barrier, sacred aura (R), snuff life, soul bind (R), spell resistance (R), storm of vengeance (R), true resurrection


For any level at which an archetype provides an alternate class feature, a cleric who takes the archetype alters or replaces the listed class feature.

Multilevel 2nd, 4th, 6th, 12th, and 18th Levels: You don’t gain a devotion.

9th Level: You don’t gain the domain power at 9th level. Instead, you gain it at 10th level and you don’t gain the devotion gained at 10th level.

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