Overhaul Changes

There's not a lot to change, mainly around domains. Turn Undead isn't really needing a ton of tweaks, it works fine, even if it's not PnP accurate, although changing some domains away from "Turn undead more stuff" may be a good thing.

Domains

See also: Overhaul Domains

For balancing we should have Domain Spells be limited to 1 slot per level. Clerics are very overpowered already with their spell selections add on the domain spells it's insane.

Then if the rule was enforced the spell could be moved to the left most slot and blanked if no domain spell is chosen with feedback to the player OnRest (at the start).

This would then lead into having more expanded domains with 9 spells per domain and additional powers for the domains rather than sometimes tepid bonuses. Makes clerics more distinct. And most of the time you only needed 1 spell anyway (eg Stoneskin) at a particular spell level to suddenly it be fine.

Future: If domains can have restrictions (such as class-limited etc.) and work better across multiple classes then that bodes well for some prestige classes.

Overhaul Description

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 his 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 creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn.

WARNING: To cast a spell, a cleric must have a Wisdom score of 10 + the spell's level. For example, to cast a 2nd-level spell, a cleric must have a Wisdom of 12.

- Hit Die: d8.
- Proficiencies: All simple weapons, all armor, and shields.
- Skill Points (*4 at 1st level): 2 + Int Modifier.
- Class Skills: Skills: Concentration, Craft Armor, Craft Trap, Craft Weapon, Heal, Lore, Parry, Persuade, Spellcraft.
- Primary saving throw(s): Fortitude, Will.
- Base attack bonus: Medium (+3/4 per level).
- Spellcasting: Divine (Wisdom-based, all spells are known, spell slots must be filled with specific spells, spell failure from armor is ignored. Cure and Inflict spells may be spontaneously cast).

ABILITIES:

1: Turn Undead - the cleric can force undead to flee in terror. This ability may be activated three times per day, plus the character's charisma modifier. The character's level and charisma are used to determine how many undead are turned.
 Cleric Domains - Choose 2 domains, these add additional spells and abilities. The cleric has one slot per level to use for one of the domain spells, which cannot be filled by a normal spell.

EPIC LEVELS:

You are among the most elite of your deity's servants, spreading the word and acting as emissary. You are the epic cleric, commanding great power and respect.

Hit Die: d8.
Skill Points at Each Additional Level: 2 + Int Modifier.
Bonus Feats: The epic cleric gains a bonus feat every three levels after 20th.

Epic Cleric Bonus Feats List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Wisdom, Improved Combat Casting, Planar Turning.