“Have courage, my friends! The gods favors us today!”
Class Traits
Role: Leader. You lead by shielding allies with your prayers, healing, and using powers that improve your allies’ attacks.
Power Source: Divine. You have been invested with theauthority to wield divine power on behalf of a deity,faith, or philosophy.
Key Abilities: Wisdom, Strength, Charisma
Armor Proficiencies: Light, Medium or Heavy Armor
Weapon Proficiencies: Simple melee, simple ranged
Implement: Holy symbol
Bonus to Defense: +2 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Religion. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Arcana (Int), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis), Religion (Int), any globe skill.
Build Options: Battle cleric, devoted cleric
Class Features: Channel Divinity, Healer’s Lore, healing word, Ritual Casting
Clerics are battle leaders who are invested with divinepower. They blast foes with magical prayers, bolsterand heal companions, and lead the way to victory with a mace in one hand and a holy symbol in the other.
Clerics run the gamut from humble servants of the common folk to ruthless enforcers of evil gods. As a cleric, the deity (or deities) you choose to revere goes a long way toward defining you, or at least how other people in the world see you.
You could be a platinum-garbed envoy of Bahamut seeking justice throughout the land, a shadowy follower of Demon King Gazgroth a roguish streak, a burly disciple of Kord who believes the virtue of strength is sufficient for all challenges. Will you protect what is sacred to your god, quest for legendary holy artifacts, pursue a life of evangelicaladventuring, or attempt all these deeds and more?
Creating a Cleric
The cleric has two basic builds to start: the battle cleric and the devoted cleric. Clerics rely on Strength for their melee attacks and Wisdom for their healing and non-melee prayers. Charisma also aids their abilities.
Battle Cleric
If you choose to concentrate on melee, you find a good assortment of strikes to your liking. To achieve this build, make Strength your primary score. Make Wisdom your secondary score and assign Charisma as your tertiary score. Make sure to concentrate on powers that work with melee attacks, since these play to your key ability scores.
Suggested Feat: Weapon Focus (Human feat: Action Surge)
Suggested Skills: Diplomacy, Heal, Insight, Religion
Suggested At-Will Powers: righteous brand, priest’s shield
Suggested Encounter Power: wrathful thunder
Suggested Daily Power: avenging flame
Devoted Cleric
With this build, you choose to stand back and concentrate your abilities on keeping your fellow adventurers healthy and optimized. To this end, choose powers that grant bonuses and healing, such as divine glow and beacon of hope. Assign your highest ability score to Wisdom, with Charisma secondary and Strength tertiary. Make sure to concentrate on powers that use Wisdom for attacks, since this is your highest ability score.
Suggested Feat: Channel Divinity feat associated with your deity (Human feat: Human Perseverance)
Suggested Skills: Arcana, Heal, History, Religion
Suggested At-Will Powers: lance of faith, sacred flame
Suggested Encounter Power: healing strike
Suggested Daily Power: beacon of hope
Cleric Class Features
Clerics are capable combatants who wield simple weapons in battle—maces and similar weapons have long been symbols of divine authority. In addition, all clerics have the class features described below.
Channel Divinity
Once per encounter you can invoke divine power, filling yourself with the might of your patron deity. With the divine might you invoke you can wield special powers, such as turn undead and divine fortune. Some clerics learn other uses for this feature; for instance, the divinity feats in Chapter 6 grant characters with access to the Channel Divinity class feature the ability to use additional special powers.
Regardless of how many different uses for Channel Divinity you know, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers.
Healer’s Lore
Your study of healing allows you to make the most of your healing prayers. When you grant healing with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains.
Healing Word
Using the healing word power, clerics can grant their comrades additional resilience with nothing more than a short prayer.
Ritual Casting
You gain the Ritual Caster feat (page 200) as a bonus feat, allowing you to use magical rituals (see Chapter 10). You possess a ritual book, and it contains two rituals you have mastered: the Gentle Repose ritual and one other 1st-level ritual of your choice.
Clerics and Deities
All clerics choose a specific faith to which they devote themselves. Usually this faith is the worship of a specific patron deity. Sometimes clerics are devoted to churches that venerate groups of deities or even philosophies. As a cleric, your deity does not directly grant you powers. Instead, your ordination or investiture as a cleric grants you the ability to wield divine powers. Clerics are usually formally ordained by existing clerics who perform a special ritual to do so, but on rare occasions a deity moves to directly ordain a worthy worshiper with-out any sort of priestly hierarchy involved. What you do with your powers once you are ordained is up to you, although if you flagrantly and openly defy your deity’s tenets, you quickly earn the enmity of the faithful.
Dragons of Order
Deity |
Alignment |
Areas of Influence |
Luna |
Good |
Creation |
Bahamut |
Lawful Good |
Justice, honor, nobility |
Nall |
Good |
Protection, Sanctuary |
Celestia |
Neutrality |
Truth |
Xavar |
Neutrality |
Elementals |
Arabella |
Neutrality |
Travel, exploration |
Analia |
Good |
Healing |
Clyufyath |
Lawful Good |
Order and Law |
Doyrharth |
Good |
Hope |
Eleestra |
Neutrality |
Keeper, Earth, Water |
Intalzar |
Neutrality |
Knowledge |
Protayth |
Good |
Pilgrimages |
Yolairan |
Neutrality |
Keeper, Fire, Air |
|
Disorder
Deity |
Alignment |
Areas of Influence |
Zermous |
Chaotic Evil |
Chaos |
Ubehas |
Evil |
Tyranny, honor |
Gazroth |
Chaotic Evil |
The Destroyer |
Phillizo |
Evil |
Shadows |
Azahem |
Neutrality |
Pleasure |
Katrack'tar |
Evil |
Curses, plagues |
Herazle |
Neutrality |
Pain |
Gaul |
Evil |
Trickery |
Ilmosar |
Chaotic Evil |
Minion of the Destroyer |
Malzar |
Chaotic Evil |
Chaos |
Salbarahar |
Evil |
Princess, Darkness |
Uemus |
Chaotic Evil |
Death |
Zelander |
Evil |
War |
|
Implements
Clerics make use of holy symbols to help channel and direct their divine powers. A cleric wearing or holding a magic holy symbol can add its enhancement bonus to the attack rolls and the damage rolls of cleric powers, as well as cleric paragon path powers, that have the implement keyword. Without a holy symbol, a cleric can still use these powers, but he or she doesn’t gain the bonus provided by the magic implement.
Cleric Powers
Your cleric powers are called prayers. Some are better for the battle cleric and some are better for the devoted cleric, but a cleric can choose any power when making a power selection.
Class Features
The cleric has two class features that work like powers: Channel Divinity and healing word. The Channel Divinity class feature encompasses multiple powers, two of which (divine fortune and turn undead) are presented below.
Channel Divinity: Divine Fortune |
Cleric Feature |
In the face of peril, you hold true to your faith and receive a special boon. |
Encounter ✦ Divine
Free Action ✦ Personal |
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn. |
Channel Divinity: Turn Undead |
Cleric Feature |
You sear undead foes, push them back, and root them in place. |
Hit: 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn. |
Increase damage to 2d10 + Wisdom modifier at 5th level, 3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom modifier at 15th level, 5d10 + Wisdom modifier at 21st level, and 6d10 + Wisdom modifier at 25th level. |
Miss: Half damage, and the target is not pushed or immobilized. |
Healing Word |
Cleric Feature |
You whisper a brief prayer as divine light washes over your target, helping to mend its wounds. |
Encounter (Special) ✦ Divine, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter. |
Minor Action | Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally |
Effect: The target can spend a healing surge and regain an additional 1d6 hit points. |
Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level. |
Cleric's Hero Tier Spells
The following is the list of the Cleric's Hero Tier Spells.
Lance of Faith |
Cleric Attack 1 |
A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally’s attack. |
At-Will ✦ Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex |
Hit: 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target. |
Increase damage to 2d8 + Wisdom modifier at 21st level. |
Priest’s Shield |
Cleric Attack 1 |
You utter a minor defensive prayer as you attack with your weapon. |
At-Will ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 1[W] + Strength modifier damage, and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn. |
Increase damage to 2[W] + Strength modifier at 21st level. |
Righteous Brand |
Cleric Attack 1 |
You smite your foe with your weapon and brand it with a ghostly, glowing symbol of your deity’s anger. By naming one of your allies when the symbol appears, you add divine power to that ally’s attacks against the branded foe. |
At-Will ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 1[W] + Strength modifier damage, and one ally within 5 squares of you gains a power bonus to melee attack rolls against the target equal to your Strength modifier until the end of your next turn. |
Increase damage to 2[W] + Strength modifier at 21st level. |
Sacred Flame |
Cleric Attack 1 |
Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power. |
At-Will ✦ Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex |
Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw. |
Increase damage to 2d6 + Wisdom modifier at 21st level. |
Cause Fear |
Cleric Attack 1 |
Your holy symbol ignites with the fury of your god. Uncontrollable terror grips your enemy, causing him to instantly recoil. |
Encounter ✦ Divine, Fear, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Wisdom vs. Will |
Hit: The target moves its speed + your Charisma modifier away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks. |
Divine Glow |
Cleric Attack 1 |
Murmuring a prayer to your deity, you invoke a blast of white radiance from your holy symbol. Foes burn in its stern light, but your allies are heartened and guided by it. |
Encounter ✦ Divine, Implement, Radiant
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Wisdom vs. Reflex |
Hit: 1d8 + Wisdom modifier radiant damage. |
Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn. |
Healing Strike |
Cleric Attack 1 |
Divine radiance gleams from your weapon. When you smite your enemy, your deity bestows a minor blessing in the form of healing for you or one of your allies. |
Encounter ✦ Divine, Healing, Radiant, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 2[W] + Strength modifier radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge. |
Wrathful Thunder |
Cleric Attack 1 |
Your arm is made strong by the power of your deity. When you strike, a terrible thunderclap smites your adversary and dazes him. |
Encounter ✦ Divine, Thunder,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 1[W] + Strength modifier thunder damage, and the
target is dazed until the end of your next turn. |
Avenging Flame |
Cleric Attack 1 |
You slam your weapon into your foe, who bursts into flame. Divine fire avenges each attack your enemy dares to make. |
Daily ✦ Divine, Fire,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 2[W] + Strength modifier damage, and ongoing 5 fire damage (save ends). |
Miss: Half damage, and no ongoing fire damage. |
Special: If the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage. |
Beacon of Hope |
Cleric Attack 1 |
A burst of divine energy harms your foes and heals your allies. The radiant energy lingers around your holy symbol and improves your healing powers for the rest of the battle. |
Daily ✦ Divine, Healing, Implement
Standard Action Close burst 3
Target: Each enemy in burst
Attack: Wisdom vs. Will |
Hit: The target is weakened until the end of its next turn. |
Effect: You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter. |
Cascade of Light |
Cleric Attack 1 |
A burst of divine radiance sears your foe. |
Daily ✦ Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will |
Hit: 3d8 + Wisdom modifier radiant damage, and the target gains vulnerability 5 to all your attacks (save ends). |
Miss: Half damage, and the target gains no vulnerability. |
Guardian of Faith |
Cleric Attack 1 |
You conjure a ghostly guardian, indistinct except for a glowing shield emblazoned with your deity’s symbol. A burst of radiance erupts from it to sear foes that move next to it. |
Daily ✦ Conjuration, Divine, Implement, Radiant
Standard Action Ranged 5 |
Effect: You conjure a guardian that occupies 1 square within range. Every round, you can move the guardian 3 squares as a move action. The guardian lasts until the end of the encounter. Any creature that ends its turn next to the conjured guardian is subject to a Wisdom vs. Fortitude attack. On a hit, the attack deals 1d8 + Wisdom modifier radiant damage. |
You beseech your deity to bless you and your allies. |
Daily ✦ Divine
Standard Action Close burst 20 |
Targets: You and each ally in burst
Effect: Until the end of the encounter, all targets gain a +1 power bonus to attack rolls. |
Cure Light Wounds |
Cleric Utility 2 |
You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with a dim silver light. |
Daily ✦ Divine, Healing
Standard Action Melee touch
Target: You or one creature |
Effect: The target regains hit points as if it had spent a healing surge. |
Divine Aid |
Cleric Utility 2 |
You beseech your deity to grant you or one of your allies the strength to overcome a hindrance. |
Encounter ✦ Divine
Standard Action Ranged 5
Target: You or one ally |
Effect: The target makes a saving throw with a bonus equal to your Charisma modifier. |
Sanctuary |
Cleric Utility 2 |
You cast a protective ward upon a creature that makes enemies’ attacks less effective. |
Encounter ✦ Divine
Standard Action Ranged 10
Target: You or one creature |
Effect: The target receives a +5 bonus to all defenses. The effect lasts until the target attacks or until the end of your next turn. |
Shield of Faith |
Cleric Utility 2 |
A gleaming shield of divine energy appears over you, granting you and nearby allies protection against attacks. |
Daily ✦ Divine
Standard Action Close burst 5
Targets: You and each ally in burst |
Effect: The targets gain a +2 power bonus to AC until the
end of the encounter. |
Blazing Beacon |
Cleric Attack 3 |
You invoke your deity’s name, and holy light envelops your weapon. When you strike your foe, a blazing beacon in the form of a holy rune floats above its head to guide your allies’ ranged attacks as well. |
Encounter ✦ Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 1[W] + Strength modifier radiant damage, and all ranged attack rolls against the target gain a +4 power bonus until the end of your next turn. |
You utter a single word to your foe, a word that demands obedience. You can choose to drive the foe back, order it closer, or cause the foe to throw itself to the ground. |
Encounter ✦ Charm, Divine, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Wisdom vs. Will |
Hit: The target is dazed until the end of your next turn. In addition, you can choose to knock the target prone or slide the target a number of squares equal to 3 + your Charisma modifier. |
Daunting Light |
Cleric Attack 3 |
A burning column of light engulfs your foe. Its brilliance burns and hinders your foe’s defense for a short time. |
Encounter ✦ Divine, Thunder,Weaponbold text
Encounter ✦ Divine, Implement, Radiant
Standard Action | Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex |
Hit: 2d10 + Wisdom modifier radiant damage. |
Effect: One ally you can see gains combat advantage against
the target until the end of your next turn. |
Split the Sky |
Cleric Attack 3 |
You invoke ancient words of wrath as you attack with your weapon. The thundering power of your melee strike causes your foe to stumble backward and fall. |
Encounter ✦ Divine, Thunder,Weaponbold text
Standard Action | Melee weapon
Target: One creature
Attack: Strength vs. Fortitude |
Hit: 1[W] + Strength modifier thunder damage, and you push the target 2 squares and knock it prone. |
Consecrated Ground |
Cleric Attack 5 |
With a wave of your hand, jagged lines of radiant light spread across the ground around you like a crackling web, moving at your whim. Enemies that stand upon this ground suffer the wrath of your deity. |
Encounter ✦ Divine, Thunder,Weaponbold text
Daily ✦ Divine, Healing, Radiant, Zone
Standard Action Close burst 1 |
Effect: The burst creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 1d6 + your Charisma modifier radiant damage. You and any allies who are bloodied and start their turns within the zone regain hit points equal to 1 + your Charisma modifier. |
Encounter ✦ Divine, Thunder,Weaponbold text
Sustain Minor: The zone persists. |
Rune of Peace |
Cleric Attack 5 |
You smash your weapon into your foe, leaving behind a glowing rune that prevents your foe from making attacks. |
Daily ✦ Charm, Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will |
Hit: 1[W] + Strength modifier damage, and the target cannot attack (save ends). |
Encounter ✦ Divine, Thunder,Weaponbold text
Miss: The target cannot attack you until the end of your next turn. |
Spiritual Weapon |
Cleric Attack 5 |
You conjure a glowing weapon adorned with the symbol of your deity. The weapon attacks one of your foes and guides your allies’ attacks against the same target. |
Daily ✦ Conjuration, Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. AC |
Hit: 1d10 + Wisdom modifier damage. |
Encounter ✦ Divine, Thunder,Weaponbold text
Effect: You conjure a weapon that appears in the target’s square and attacks. Your allies gain combat advantage against the target. You can move the weapon up to 10 squares to another enemy’s square as a move action. The weapon lasts until the end of your next turn. |
Sustain Minor: When you sustain the power, repeat the attack. Your allies continue to gain combat advantage against the weapon’s target. |
Weapon of the Gods |
Cleric Attack 5 |
Your weapon glows with divine radiance, enhancing your attacks. |
Daily ✦ Divine, Radiant, Weapon
Minor Action | Melee touch
Target: One held weapon |
Effect: Until the end of the encounter, all attacks made with the weapon deal an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon wielder’s next turn. |
Bastion of Health |
Cleric Utility 6 |
You invoke a prayer that instantly fortifies one of your allies. |
Encounter ✦ Divine, Healing
Minor Action Ranged 10
Target: You or one ally |
Effect: The target can spend a healing surge. Add your Charisma modifier to the hit points regained. |
Cure Serious Wounds |
Cleric Utility 6 |
You invoke a prayer that instantly fortifies one of your allies. |
You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with bright silver light. |
Daily ✦ Divine, Healing
Standard Action | Melee touch
Target: You or one creature |
Effect: The target regains hit points as if it had spent two
healing surges. |
Divine Vigor |
Cleric Utility 6 |
You call upon your deity to invigorate you and your battle-weary allies. |
You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with bright silver light. |
Daily ✦ Divine, Healing
Minor Action Close burst 5
Targets: You and each ally in burst |
Effect: Each target regains the use of his or her second wind. |
Holy Lantern |
Cleric Utility 6 |
A conjured beacon of divine light shines like a lantern, piercing shadows and deception. |
At-Will ✦ Conjuration, Divine
Standard Action | Ranged 3 |
Effect: You conjure a lantern that appears in 1 square within range and sheds light 5 squares in all directions. You and allies in the light gain a +2 power bonus to Perception and Insight checks. You can move the lantern up to your speed as a minor action. The lantern lasts for 10 hours, but you can have only a single holy lantern active at a time. |
Awe Strike |
Cleric Attack 7 |
The supernatural awe and dread that radiates from you as you swing your weapon leaves your foe momentarily frozen in terror. |
Encounter ✦ Divine, Fear, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Strength vs. Will |
Hit: 1[W] + Strength modifier damage, and the target is immobilized
until the end of your next turn. |
Break the Spirit |
Cleric Attack 7 |
Calling down the power of your god, you bathe your foe in agonizing radiance, driving strength out of its impending attacks. |
Encounter ✦ Charm, Divine, Implement, Radiant
Standard Action | Ranged 10
Target: One creature
Attack: Wisdom vs. Will |
Hit: 2d8 + Wisdom modifier radiant damage, and the target takes a penalty to attack rolls equal to your Charisma modifier until the end of your next turn. |
Searing Light |
Cleric Attack 7 |
You invoke the power of your deity. From your holy symbol a searing ray of light flashes forth, striking and blinding your enemy for a short time. |
Encounter ✦ Divine, Implement, Radiant
Standard Action | Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex |
Hit: 2d6 + Wisdom modifier radiant damage, and the target is blinded until the end of your next turn. |
Strengthen the Faithful |
Cleric Attack 7 |
You invoke the power of your deity. From your holy symbol a searing ray of light flashes forth, striking and blinding your enemy for a short time. |
Encounter ✦ Divine, Healing,Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 2[W] + Strength modifier damage, and you and each ally adjacent to the target can spend a healing surge. Add your Charisma modifier to the hit points regained. |
Astral Defenders |
Cleric Attack 9 |
You conjure two ghostly soldiers, indistinct except for glowing weapons. They lash out with divine radiance against enemies.
that pass. |
Daily ✦ Conjuration, Divine, Implement, Radiant
Standard Action | Ranged 10 |
Effect: You conjure two soldiers, each occupying 1 square within range. The conjured soldiers don’t attack normally, but whenever an opportunity attack would be provoked from a conjured soldier, the soldier makes a Wisdom vs. Reflex attack. On a hit, the attack deals 1d10 + Wisdom modifier radiant damage. You can move one soldier or both a total of 3 squares as a move action. Creatures can move through the spaces occupied by the soldiers. The soldiers last until the end of the encounter. |
Blade Barrier |
Cleric Attack 9 |
A barrier of whirling blades appears, slashing at those who come
too close or try to pass through.
that pass. |
Daily ✦ Conjuration, Divine, Implement
Standard Action | Area wall 5 within 10 squares |
Effect: You conjure a wall of contiguous squares filled with spinning blades of astral energy that lasts until the end of your next turn. The wall can be up to 5 squares long and up to 2 squares high. The spaces occupied by the blade barrier are difficult terrain. If a creature enters the barrier’s space or starts its turn there, it takes 3d6 + Wisdom modifier damage plus ongoing 5 damage (save ends). |
Sustain Minor: The barrier persists. |
Flame Strike |
Cleric Attack 9 |
A column of flame roars downward to engulf your foes. |
Daily ✦ Divine, Fire, Implement
Standard Action | Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Wisdom vs. Reflex |
Hit: 2d10 + Wisdom modifier fire damage, and ongoing 5 + Wisdom modifier fire damage (save ends). |
Miss: Half damage, and no ongoing fire damage. |
Divine Power |
Cleric Attack 9 |
You swing your weapon in a wide arc around you, creating a halo of divine energy that drives foes back while fortifying you and your allies.
that pass. |
Daily ✦ Divine, Healing, Radiant, Weapon
Standard Action | Close burst 2
Target: Each enemy in burst you can see
Attack: Strength vs. Fortitude |
Hit: 2[W] + Strength modifier radiant damage, and you push the target 1 square. |
Effect: Until the end of the encounter, you gain regeneration 5, and you and each ally within the burst gain a +2 power bonus to AC. |
Astral Refuge |
Cleric Utility 10 |
With a touch, you send one of your allies to a sequestered location in the Astral Sea, where he can recuperate for a brief time before rejoining the battle. |
Daily ✦ Divine, Healing, Teleportation
Standard Action | Melee touch
Target: One willing ally |
Effect: The target is whisked away to a place of safety in the Astral Sea for 3 rounds. While there, the target can spend a healing surge each round but cannot take any other actions. At the end of the effect, the target reappears in the space he or she left or, if the space is not vacant, in the nearest unoccupied space. |
Effect: Until the end of the encounter, you gain regeneration 5, and you and each ally within the burst gain a +2 power bonus to AC. |
Knights of Unyielding Valor |
Cleric Utility 10 |
You conjure four ghostly knights that carry huge shields emblazoned with the symbol of your deity. |
Daily ✦ Conjuration, Divine
Standard Action | Ranged 10 |
Effect: You conjure four ghostly warriors, each occupying 1 square within range. As a move action, you can move any of the knights 2 squares. They can’t attack or be attacked or damaged, and they last until the end of the encounter. Enemies can’t enter a square occupied by a conjured knight, but allies can move through the knights’ spaces as if the knights were allies. The conjured knights grant cover to allies but not enemies. |
Shielding Word |
Cleric Utility 10 |
You invoke a prayer that instantly defends one of your allies. |
Encounter ✦ Divine
Immediate Interrupt Ranged 5
Trigger: An ally in range is hit by an attack |
Effect: The ally gains a +4 power bonus to AC until the end of your next turn. |
Mass Cure Light Wounds |
Cleric Utility 10 |
With a wave of your hand, healing motes of silver light engulf you and all nearby allies. |
Daily ✦ Divine, Healing
Standard Action Close burst 5
Targets: You and each ally in burst |
Effect: The targets regain hit points as if they had spent a healing surge. Add your Charisma modifier to the hit points regained. |
Cleric's Paragon Tier Spells
The following is the list of the Cleric's Paragon Tier Spells.
Arc of the Righteous |
Cleric Attack 13 |
You channel your god’s divine wrath into your weapon, unleashing an arc of lightning with a successful strike that then leaps to another foe within range. |
Encounter ✦ Divine, Lightning,Weapon
Standard Action | Melee weapon
Primary Target: One creature
Attack: Strength vs. AC |
Hit: 2[W] + Strength modifier lightning damage. Make a secondary attack. |
Secondary Target: One creature within 3 squares of you |
Secondary Attack: Strength vs. AC |
Hit: 1[W] + Strength modifier lightning damage. |
Inspiring Strike |
Cleric Attack 13 |
You recite a short verse as you strike your enemy with your weapon. If you hit, the power of the quoted verse brings healing to you or an ally close by. |
Encounter ✦ Divine, Healing,Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 2[W] + Strength modifier damage, and you or an ally within 5 squares regains hit points equal to 15 + your Charisma modifier. |
Mantle of Glory |
Cleric Attack 13 |
Whispering a prayer to your deity, you invoke a blast of white radiance from your holy symbol. Foes burn in its glorious light, but your allies are fortified by it. |
Encounter ✦ Divine, Healing, Implement, Radiant
Standard Action Close blast 5
Target: Each enemy in blast
Attack: Wisdom vs. Will |
Hit: 2d10 + Wisdom modifier radiant damage. |
Effect: Allies in the blast can spend a healing surge. |
Plague of Doom |
Cleric Attack 13 |
You direct your attention at an enemy, whisper an ancient battle prayer, and send jolts of wracking pain through his body. |
Encounter ✦ Divine, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude |
Hit: 3d8 + Wisdom modifier damage, and the target takes a penalty to all defenses equal to your Charisma modifier until the end of your next turn. |
Holy Spark |
Cleric Attack 15 |
Crackling with heavenly lightning, your weapon hits your foe and engulfs him in glowing arcs. Lightning jumps to other foes that approach the target. |
Daily ✦ Divine, Lightning, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Strength vs. Will |
Hit: 2[W] + Strength modifier lightning damage, and ongoing 10 lightning damage (save ends). While this power’s ongoing damage is in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage. |
Miss: Half damage, and no ongoing lightning damage. |
Purifying Fire |
Cleric Attack 15 |
Divine fire engulfs your foes and leaves them burning. Like beacons of holy flame, your burning foes heal your nearby allies while the flames persist. |
Daily ✦ Divine, Fire, Healing, Implement
Standard Action| Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Wisdom vs. Reflex |
Hit: 3d10 + Wisdom modifier fire damage, and ongoing 10 fire damage (save ends). While this power’s ongoing damage is in effect, you and your allies regain hit points equal to 5 + your Charisma modifier when starting a turn adjacent to one or more targets taking the ongoing damage. |
Miss: Half damage, and no ongoing fire damage. |
Seal of Warding |
Cleric Attack 15 |
You create a circle of faintly glowing divine symbols around you that hinders the movement of enemies caught within it and protects you and your allies from ranged attacks. |
Daily ✦ Divine, Implement, Radiant, Zone
Standard Action | Close burst 3
Target: Each enemy in burst
Attack: Wisdom vs. Will |
Hit: 4d10 + Wisdom modifier radiant damage, and the target
is slowed until the end of your next turn. |
Miss: Half damage, and the target is not slowed. |
Effect: The burst creates a zone of difficult terrain that grants cover to you and your allies against ranged attacks until the end of your next turn. |
Sustain Minor: The zone persists. |
Astral Shield |
Cleric Utility 16 |
You conjure a shimmering silver shield, which you can then move around the battlefield to provide protection where it is needed most. |
Encounter ✦ Conjuration, Divine
Standard Action | Ranged 5 |
Effect: You conjure a shield that appears in 1 square within range. You and any allies adjacent to the shield gain a +2 bonus to AC. Every round, you can move the shield up to 3 squares within range as a move action. It can’t be attacked or damaged and lasts until the end of the encounter. |
Cloak of Peace |
Cleric Utility 16 |
You utter a prayer as you point toward a nearby ally, surrounding him in a mantle of faint silvery light that repels attacks for as long as he does not attack. |
Daily ✦ Divine
Standard Action Ranged 10
Target: You or one ally |
Effect: The target gains a +5 power bonus to AC and a +10 power bonus to all other defenses until the end of the encounter. This effect ends if the target makes an attack. |
Divine Armor |
Cleric Utility 16 |
As you mutter a fervent prayer, the power of your god encases you and healing motes of silver light surround you and all nearby allies. |
Daily ✦ Divine, Healing
Standard Action | Close burst 3
Targets: You and each ally in burst |
Effect: You gain a +2 power bonus to AC, and all targets gain resist 5 to all damage until the end of the encounter. |
Hallowed Ground |
Cleric Utility 16 |
You speak a prayer, and the ground around you becomes hallowed, granting you and your allies divine protection. |
Daily ✦ Divine, Zone
Standard Action Close burst 5 |
Effect: The burst creates a zone of hallowed ground. You and any allies gain the following benefits while within the zone: a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack rolls. The area remains hallowed until the end of the encounter. |
Blinding Light |
Cleric Attack 17 |
You utter a brief prayer, and a brilliant nimbus of golden light surrounds your weapon, blinding your enemy on impact. |
Encounter ✦ Divine, Radiant, Weapon
Standard Action| Melee weapon
Target: One creature
Attack: Strength vs. Fortitude |
Hit: 2[W] + Strength modifier radiant damage, and the target is blinded until the end of your next turn. |
Enthrall |
Cleric Attack 17 |
You begin reciting a verse from some ancient holy text. The truths you speak are enough to wound and hamper your enemies. |
Encounter ✦ Charm, Divine, Implement, Psychic
Standard Action Area burst 3 within 10 squares
Target: Each enemy in burst
Attack: Wisdom vs. Will |
Hit: 2d10 + Wisdom modifier psychic damage, and the target is immobilized and unable to make attacks against you until the end of your next turn. |
Sentinel Strike |
Cleric Attack 17 |
You shout a sacred invocation, and your weapon smolders with silver wisps of divine power. In addition to delivering a stern blow to your enemy, the divine energy clings to your target and foils its attacks for a short time. |
Encounter ✦ Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 3[W] + Strength modifier damage. Choose one ally within 5 squares of you; if the target attacks that ally before the end of your next turn, reduce the target’s damage against that ally to 0. |
Thunderous Word |
Cleric Attack 17 |
You shout a word that forcefully thrusts your enemies back while allowing your allies to position themselves more advantageously. |
Encounter ✦ Divine, Implement, Thunder
Standard Action Close blast 5
Target: Each enemy in blast
Attack: Wisdom vs. Reflex |
Hit: 3d6 + Wisdom modifier thunder damage, and you push the target a number of squares equal to 3 + your Charisma modifier. |
Effect:Allies in the blast can shift 1 square. |
Fire Storm |
Cleric Attack 19 |
A roiling cloud of fire scours your foes, lingering on the battlefield until you allow it to burn itself out. |
Daily ✦ Divine, Fire, Implement, Zone
Standard Action | Area burst 5 within 10 squares
Target: Each enemy in burst
Attack: Wisdom vs. Reflex |
Hit: 5d10 + Wisdom modifier fire damage. |
Effect: The burst creates a zone of fire that lasts until the end of your next turn. Enemies that start their turn in this zone take 1d10 + Wisdom modifier fire damage. |
Sustain Minor: The zone persists. |
Holy Wrath |
Cleric Attack 19 |
A burst of furious light washes over your foes and fortifies you with the wrath of your god. |
Daily ✦ Divine, Healing, Implement, Radiant
Standard Action | Close burst 3
Target: Each enemy in burst
Attack: Strength vs. AC |
Hit: 2d10 + Strength modifier radiant damage. |
Effect: You gain regeneration 10 and a +2 power bonus to attack rolls until the end of the encounter. |
Indomitable Spirit |
Cleric Attack 19 |
The divine power of your mighty attack fortifies your allies. |
Daily ✦ Divine, Healing,Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 3[W] + Strength modifier damage. |
Effect: You and each ally within 5 squares of you regain hit points as if you had each spent a healing surge. |
Knight of Glory |
Cleric Attack 19 |
You conjure a ghostly warrior clad in the ceremonial armor of your faith. With sword in hand, it attacks your enemies. |
Daily ✦ Conjuration, Divine, Implement
Standard Action | Ranged 10
Target: One creature adjacent to the ghostly knight
Attack: Wisdom vs. AC |
Hit: 3d10 + Wisdom modifier damage. |
Effect: You conjure a ghostly knight that occupies 1 square within range, and the knight attacks an adjacent creature. Once per round as a minor action, you can make the knight
attack an adjacent creature. Every round, you can move the knight 5 squares as a move action. It lasts until the end of the encounter. |
Cleric's Epic Tier Spells
The following is the list of the Cleric's Epic Tier Spells.
Angel of the Eleven Winds |
Cleric Utility 22 |
You conjure a luminous winged angel with indistinct features. It hovers 1 foot above the ground and grants others the power of flight. |
Daily ✦ Conjuration, Divine
Standard Action | Ranged 10 |
Effect: You conjure the likeness of an angel that occupies 1 square within range. The angel grants any target you can see a speed of fly 8 and a +4 power bonus to AC against opportunity attacks. Changing the target is a minor action. A creature that no longer benefits from the effect lands on the ground safely. The angel can’t move or be attacked or damaged, and it lasts until the end of the encounter. |
Clarion Call of the Astral Sea |
Cleric Utility 22 |
You beseech your deity for aid. A heavenly trumpet sounds, and you or a nearby ally is instantly whisked away to a fortress on the Astral Sea, restored to full health, and returned safely to the
battlefield in short order. |
Daily ✦ Divine, Healing, Teleportation
Standard Action | Ranged 10
Target: You or one willing ally |
Effect: The target teleports away to a safe location in the Astral Sea and regains hit points up to its maximum. While it is away, the target can perceive the surroundings of its previous location, but it can’t take any actions. At the start of its next turn, it returns to an unoccupied space chosen by you within 5 squares of its previous location. |
Cloud Chariot |
Cleric Utility 22 |
You conjure a white cloud that coalesces into a chariot pulled by a winged horse, both made of solid cloudstuff. |
Daily ✦ Conjuration, Divine
Standard Action | Ranged 2 |
Effect: You conjure a chariot of cloudstuff that occupies a 2-by-2 space within range, and a winged horse of cloudstuff that occupies a 2-by-2 space adjacent to the chariot. The horse and chariot have a speed of fly 8. The chariot can carry up to four Small or Medium creatures, and the
horse can hold one Small or Medium rider. The chariot grants cover to its occupants. The chariot and the horse can’t attack or be separated, and they can’t be attacked or damaged. They remain until you take an extended rest unless you dismiss them (a free action). |
You wave a hand, releasing golden motes of light that strike nearby allies, ridding them of all lingering afflictions. |
Daily ✦ Divine
Standard Action | Close burst 5
Targets: You and each ally in burst |
Effect: Every effect that a save can end is removed from the targets. |
Spirit of Health |
Cleric Utility 22 |
You conjure an insubstantial spirit that hovers in the air nearby and heals your wounded comrades. |
Daily ✦ Conjuration, Divine, Healing
Standard Action | Ranged 10 |
Effect: You conjure a spirit that appears in 1 square within range. You or any ally adjacent to or in the same square as the spirit can spend a healing surge as a minor action. The spirit can heal one target per round and regains its healing ability at the start of each of your turns. Creatures can move through the spirit’s space without impediment. The spirit can’t move or be attacked or damaged, and it lasts until the end of the encounter. |
Astral Blades of Death |
Cleric Attack 23 |
You invoke a holy phrase. Merciless blades of silvery light suddenly appear around your enemy and begin hacking at it. |
Encounter ✦ Divine, Implement, Radiant
Standard Action | Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex |
Hit: 6d6 + Wisdom modifier radiant damage. |
Divine Censure |
Cleric Attack 23 |
With a hushed prayer, you imbue your weapon with the divine might of your god, such that one hit with the weapon leaves your enemy reeling. |
Encounter ✦ Divine,Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 3[W] + Strength modifier damage, and the target takes a –2 penalty to attack rolls until the end of your next turn. |
Haunting Strike |
Cleric Attack 23 |
You strike your enemy hard with your weapon and invoke an ancient divine curse that makes him more vulnerable to a subsequent attack. |
Encounter ✦ Divine, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Strength + 2 vs. AC |
Hit: 4[W] + Strength modifier damage. The next attack roll
you make against the target gains a +2 power bonus. |
Healing Torch |
Cleric Attack 23 |
You whisper an ancient prayer, igniting your holy symbol with divine light that quickly spreads to engulf your enemies and allies. The light sears your foes and momentarily bathes your allies in a protective, healing glow. |
Encounter ✦ Divine, Healing, Implement, Radiant
Standard Action | Area burst 5 within 10 squares
Target: Each enemy in burst
Attack: Wisdom vs. Will |
Hit: 3d8 + Wisdom modifier radiant damage. |
Effect: You and each ally in the burst gain a power bonus to AC equal to your Charisma modifier until the end of your next turn and can spend a healing surge. Add your Charisma modifier to the hit points regained. |
Nimbus of Doom |
Cleric Attack 23 |
Your attack illuminates your foe with a radiant glow, guiding attacks against it. |
Daily ✦ Divine, Radiant, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 6[W] + Strength modifier radiant damage. |
Effect: The target takes a –2 penalty to all defenses (save ends). |
Sacred Word |
Cleric Attack 25 |
A single word of divine power damages and stuns nearby foes. |
Daily ✦ Divine, Implement, Psychic
Standard Action| Close burst 5
Target: Each enemy in burst
Attack: Wisdom vs. Fortitude |
Hit: 4d10 + Wisdom modifier psychic damage, and the target is stunned until the end of your next turn. |
Miss: Half damage, and the target is not stunned. |
Seal of Binding |
Cleric Attack 25 |
Faintly glowing symbols encircle your foe, trapping it. |
Daily ✦ Divine, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Wisdom vs. Will |
Hit: 3d10 + Wisdom modifier damage, and the target is stunned and can’t be affected by any attack other than this one until the end of your next turn. |
Sustain Standard: Each time you sustain the power, you and the target both take 2d10 + Wisdom modifier damage. The target remains stunned and protected against all other attacks. You can’t sustain this power if you are bloodied. |
Seal of Protection |
Cleric Attack 25 |
You create a circle of faintly glowing symbols that halts your enemies and protects you and your allies from attack. |
Daily ✦ Divine, Implement, Radiant, Zone
Standard Action | Close burst 2
Target: Each enemy in burst
Attack: Strength vs. Reflex |
Hit: 3d10 + Strength modifier radiant damage. |
Effect: The burst creates a protected zone until the end of your next turn. You and each ally within the zone gain a +2 bonus to AC. Enemies that enter the zone end their current
movement. |
Sustain Minor: The zone persists. |
Punishing Strike |
Cleric Attack 27 |
With a simple prayer, you gain a sudden clarity of purpose and empower your weapon with the indomitable might of your deity. |
Encounter ✦ Divine,Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Strength + 2 vs. AC |
Hit: 4[W] + Strength modifier damage. |
Sacrificial Healing |
Cleric Attack 27 |
As you spill the blood of your enemy, you whisper a prayer to your deity, who rewards your battle prowess with a timely blessing upon you and all nearby allies. |
Encounter ✦ Divine, Healing,Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 3[W] + Strength modifier damage, and you and each ally within 10 squares of you can spend a healing surge. Add your Charisma modifier to the hit points regained. |
Scourge of the Unworthy |
Cleric Attack 27 |
You utter a divine phrase that lashes your enemy, dealing a terrible wound. |
Encounter ✦ Divine, Implement, Necrotic
Standard Action | Ranged 20
Target: One creature
Attack: Wisdom vs. Reflex |
Hit: 4d10 + Wisdom modifier necrotic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn. |
Sunburst |
Cleric Attack 27 |
When you invoke an ancient prayer, a brilliant burst of light explodes in front of you, healing your allies and searing your enemies. |
Encounter ✦ Divine, Healing, Implement, Radiant
Standard Action | Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Wisdom vs. Will |
Hit: 3d8 + Wisdom modifier radiant damage. |
Effect: You and each ally in the burst regain hit points equal to 10 + your Charisma modifier and make a saving throw. |
Astral Storm |
Cleric Attack 29 |
You unleash a terrible storm upon your enemies, raining ice, fire, lightning, and thunder down upon them. |
Daily ✦ Cold, Divine, Fire, Implement, Lightning, Thunder, Zone
Standard Action | Area burst 5 within 20 squares
Target: Each enemy in burst
Attack: Wisdom vs. Reflex |
Hit: 6d10 + Wisdom modifier cold, fire, lightning, and thunder damage. Resistance doesn’t reduce the damage unless the target has resistance to all four damage types, and only the weakest resistance applies. A target that has vulnerability to any one of the four damage types is subject to that vulnerability. |
Effect: The burst creates a stormy zone until the end of your next turn. |
Sustain Minor: When you sustain this power, make a Wisdom vs. Reflex attack against every enemy within the zone, dealing 2d10 + Wisdom modifier lightning damage if you hit and half damage if you miss. |
Godstrike |
Cleric Attack 29 |
Your weapon explodes with brilliant light as you swing it at your foe. |
Daily ✦ Divine, Radiant, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 6d10 + Wisdom modifier cold, fire, lightning, and thunder damage. Resistance doesn’t reduce the damage unless the target has resistance to all four damage types, and only the weakest resistance applies. A target that has vulnerability to any one of the four damage types is subject to that vulnerability. |
Hit: 7[W] + Strength modifier radiant damage. |
Sustain Minor: When you sustain this power, make a Wisdom vs. Reflex attack against every enemy within the zone, dealing 2d10 + Wisdom modifier lightning damage if you hit and half damage if you miss. |
Cleric's Paragon Classes
The following is the list of the Cleric's Paragon Classes.
Angelic Avenger
"I am as an angel, an avenger for my god.”
Prerequisite: Cleric class
You become a special servant of your god, operating with angelic powers to promote the word of your faith. When you use your angelic powers, you briefly take on the aspects of an angel: Your face blurs into angelic blankness, astral wings sprout from your back, and your lower body blurs away.
Angelic Avanger Path Features:
Angelic Action (11th level): When you spend an action point to take an extra action, you also gain a +4 bonus to attack rolls until the start of your next turn
Astral Vibrance (11th level): Choose an energy form when you gain this feature: lightning, radiant, or thunder. When a bloodied enemy is within 5 squares of you at the start of its turn, it takes energy damage of your chosen type equal to your Charisma modifier.
Blood and Radiance (16th level): An enemy that bloodies you with an attack is outlined with holy radiance, granting combat advantage to you and your allies until the end of its next turn.
Astral Wave |
Angelic Avenger Attack 11 |
As your angelic visage emerges, a wave of astral energy emanates from you and washes over your enemies with deadly effect. |
Encounter ✦ Divine, Implement; Lightning, Radiant, or Thunder
Standard Action | Close burst 8
Target: Each enemy in burst
Attack: Wisdom vs. Will |
Hit: 2d8 + Wisdom modifier damage of the energy type you chose for your Astral Vibrance path feature. |
Angelic Presence |
Angelic Avenger Utility 12 |
Your features blur into an angel’s holy veil, and you are filled with a divine presence. |
Daily ✦ Divine, Fear
Minor Action | Personal |
Effect: Enemies gain a –2 penalty to attack rolls against you until the end of the encounter or until you are bloodied. |
Angel Ascendant |
Angelic Avenger Attack 20 |
You channel divine energy into a single, powerful attack that transforms you into an angelic being. Wings of radiant light spread from your back as your features transform into those of an angel. |
Daily ✦ Divine, Weapon
Standard Action | Melee weapon
Attack: Strength vs. AC |
Hit: 5[W] + Strength modifier damage. |
Effect: You gain a speed of fly 6 (hover) until the end of the encounter. (See the Dungeon Master’s Guide for rules on hovering.) |
Divine Oracle
“I have seen your fate, written in the waves of the Astral Sea.”
Prerequisite: Cleric class
You become the voice of your god, full of prophecy and omens. When you use your prophetic powers, your eyes glow with the silvery depths of the Astral Sea.
Divine Oracle Path Features:
Foresight (11th level): You and each ally within 5 squares of you can’t be surprised. Also, you roll twice when making an initiative check; use whichever roll you like.
Prophetic Action (11th level): When you spend an action point to take an extra action, you also gain an extra move action that you can use during another turn later in this encounter.
Terrifying Insight (16th level): Whenever you make an attack against Will, you can roll twice and use the higher result. If the attack misses, you are dazed until the end of your next turn.
Prophecy of Doom |
Divine Oracle Attack 11 |
You predict dire results for your enemy. |
Encounter ✦ Divine
Standard Action | Ranged 5
Target: One creature |
Effect: You or an ally who hits the target with an attack can choose to make the attack a critical hit. This power lasts until the end of your next turn or until you or an ally uses it to make an attack a critical hit. |
Good Omens |
Divine Oracle Utility 12 |
You peer into the future and predict good fortune for you and your allies. |
Daily ✦ Divine
Standard Action | Ranged 10
Targets: You and each ally in range |
Effect: The targets gain a +5 power bonus to all d20 rolls until the end of your next turn, but the targets cannot score critical hits while this power is in effect. |
Hammer of Fate |
Divine Oracle Attack 20 |
You hammer your foe with prophetic words of power. If your foe
avoids the barrage, you can untangle the lines of fate and perform
a different action. |
Daily ✦ Divine, Implement
Standard | Action Ranged 20
Hit: 5d10 + Wisdom modifier damage.
Miss: Rewind your turn to the moment before you made the
attack, and you don’t use this power. Choose a different
standard action this turn. You can’t use hammer of fate again
until the next encounter. |
Miss: Rewind your turn to the moment before you made the attack, and you don’t use this power. Choose a different standard action this turn. You can’t use hammer of fate again until the next encounter. |
Radiant Servant
“I am the light of faith, banishing the darkness shall I embarrassing it?”
Prerequisite: Cleric class
You become the light of your god in the world (or darkness), shining
divine illumination into every dark corner and deep shadow or cloaking ever corner with darkness. When you use your radiant powers, your countenance glows with the brightness of the sun or as black as the void of space.
Radiant Servant Path Features:
Illuminating / Shadowing Attacks (11th level): Your powers that have the radiant keyword can now score a critical hit with a natural die roll of 19 or 20.
Radiant Action (11th level): When you spend an action point to take an extra action, you can also choose an enemy within 5 squares of you. That enemy takes ongoing radiant damage equal to your level (save ends).
Lasting Light or Shadow (16th level): Any saving throws
made by demons or undead creatures to remove effects you have placed upon them receive a –2 penalty.
Solar Wrath |
Radiant Servant Attack 11 |
Radiant light explodes from you like a solar flare, evaporating shadows and dealing illuminating damage to everything around you. |
Encounter ✦ Divine, Radiant
Standard Action | Close burst 8
Target: Each enemy in burst
Attack: Wisdom vs. Will |
Hit: 3d8 + Wisdom modifier radiant damage. If the target
is either an undead creature or a demon, it is also stunned
until the end of your next turn. |
Healing Circle |
Radiant Servant Utility 12 |
A healing sun shines forth or shadow envolops from you, repairing the wounds of your allies while keeping enemies at bay. |
Daily ✦ Divine, Healing, Radiant, Zone
Standard Action | Close burst 2 |
Effect: The burst creates a zone of divine light until the end of your next turn. You and each ally who ends his or her turn within the zone regain hit points equal to 5 + your Charisma modifier. A demon or an undead creature that enters the zone or starts its turn there takes 1d10 + your Charisma modifier radiant damage. |
Sustain Standard: The zone persists. |
Special: The zone ends at the end of your turn if you are wounded. |
Radiant Brilliance |
Radiant Servant Attack 20 |
You fire a brilliant ray of searing light into a foe, igniting that foe
and briefly turning it into a small sun. |
Daily ✦ Divine, Implement, Radiant
Standard Action | Ranged 20
Target: One creature
Attack: Wisdom vs. Reflex |
Hit: 3d10 + Wisdom modifier radiant damage. |
Effect: At the start of your next turn, the target is the center of a burst 5 radiant explosion that affects only your enemies: Wisdom vs. Will; 3d10 radiant damage; half damage on a miss. |
Warpriest
““Let loose the gift of battle!”
Prerequisite: Cleric class
Your god demands battle to accomplish the tenets of your faith, and you are the chosen priest at the forefront of the war. When you call upon your divine powers, your weapons glow with divinity.
Warpriest Path Features:
Extra Damage Action (11th level): When you spend an action point to take an extra action, you also add one-half your level to the damage dealt by any of your standard action attacks this turn.
Warpriest’s Strategy (11th level): Once per encounter, if you or an adjacent ally rolls a 1 when making a melee attack or a close attack, you can call for a reroll.
Warpriest’s Training (11th level): You receive a +1 bonus to AC when wearing heavy armor.
Warpriest’s Challenge (16th level): When you hit an enemy with an at-will melee attack, you can choose to mark that enemy for the rest of the encounter. The next time that enemy shifts or attacks a creature other than you, you can make an opportunity attack against that enemy. If you mark a new enemy with this feature, any previous marks you have made with this feature end.
Battle Cry |
Warpriest Attack 11 |
You attack every enemy next to you, shouting a revitalizing battle cry that inspires your allies. |
Encounter ✦ Divine, Healing, Implement
Standard Action | Close burst 1
Target: Each adjacent enemy
Attack: Wisdom vs. Fortitude |
Hit: 2[W] + Wisdom modifier |
Effect: You and each bloodied ally within 10 squares of you can spend a healing surge. |
Battle Favor |
Warpriest Utility 12 |
When you score a critical hit against an enemy, your deity favors
you with healing or by renewing one of your prayers. |
Daily ✦ Divine, Healing
Free Action | Personal
Trigger: You roll a natural 20 when making a melee attack |
Hit: 2[W] + Wisdom modifier |
Effect: Regain hit points as if you had spent two healing surges, or recover one daily power you have already used. Once you use this power, you cannot recover it except by taking an extended rest. |
Battle Pyres |
Warpriest Attack 20 |
You call upon a powerful prayer that turns your enemies into
pyres ablaze with radiant energy. |
Daily ✦ Divine, Implement, Radiant
Standard Action | Close burst 5
Primary Target: Each enemy in burst
Attack: Wisdom vs. Will |
Hit: 2d8 + Wisdom modifier damage, and ongoing 5 radiant damage (save ends). Make a secondary attack. |
Secondary Target: One creature taking ongoing radiant damage within 5 squares of you |
Secondary Attack: Wisdom vs. Reflex |
Hit: 5d10 + Wisdom modifier damage. |
Sustain Standard: You can make the secondary attack in
subsequent rounds as long as at least one of your primary
targets is taking ongoing radiant damage. |