Class Traits
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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 the authority to wield divine power on behalf of a deity, faith, or philosophy. Key Abilities: Wisdom, Strength, Charisma
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Armor Proficiencies: Cloth, leather, hide, chainmail Weapon Proficiencies: Simple melee, simple ranged Implement: Holy symbol Bonus to Defense: +2 Will
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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) Build Options: Battle cleric, devoted cleric Class Features: Channel Divinity, Healer’s Lore, healing
word, Ritual Casting
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"Have courage, my friends! Pelor favors us today!"
Description
Clerics are battle leaders who are invested with divine power. They blast foes with magical prayers, bolster and 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 Sehanine with a roguish streak, a burly disciple of Kord who believes the virtue of strength is sufficient for all challenges, or a dwarf cleric of Moradin bringing honor to the denizens of your mountain home.
Will you protect what is sacred to your god, quest for legendary holy artifacts, pursue a life of evangelical adventuring, or attempt all these deeds and more?
Cleric Overview
Characteristics: You are an extremely good healer. You have a mix of melee and ranged powers. Most of your attacks deal only moderate damage, but they safeguard your allies or provide bonuses to their attacks.
Religion: A cleric can choose to worship any deity, but steer clear of choosing an evil or chaotic evil deity unless you have permission from your DM to choose one.
Races: Humans and dwarves make ideal clerics. Elves, half-elves, and dragonborn are good clerics too, but they rarely have the same values of piety and reverence found in many human and dwarven cultures. Certain gods attract a preponderance of clerics of a particular race—for example, many (but not all) clerics of Moradin are dwarves—but in general, all races respect all gods to at least some degree. The race you play and the deity your character worships have little effect on your cleric’s ability to utilize divine powers.
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 Caster
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. 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
- Main Article: Alignment
All clerics choose a specific faith to which they devote themselves. Usually this faith is the worship of a specific patron deity—for example, Moradin, Pelor, or Erathis. 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 without 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.
You must choose a deity compatible with your alignment: Good clerics serve good deities, lawful good clerics serve lawful good deities, and so on. If a deity is unaligned, your alignment doesn’t matter, so a deity such as Melora has good, lawful good, evil, chaotic evil,
and unaligned clerics in her service. Similarly, if you’re unaligned, you can serve any god. For example, Pelor is served by both good clerics and unaligned clerics, but never by evil, chaotic evil, or lawful good clerics.
For most games, you should choose a good, lawful good, or unaligned deity for your cleric. Ask your Dungeon Master before you select an evil or chaotic evil deity.
Implement
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
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Channel Divinity: Divine Fortune
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Cleric Feature
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In the face of peril, you hold true to your faith and receive a special boon.
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Encounter Divine Free Action Ranged personal
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Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
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Channel Divinity: Turn Undead
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Channel Divinity: Turn Undead
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Cleric Feature
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You sear undead foes, push them back, and root them in place.
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Encounter Divine, Implement, Radiant Standard Action Close burst 2 (5 at 11th level, 8 at 21st level)
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Target: Each undead creature in burst Attack: Wisdom vs. Will 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.
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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.
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Healing Word
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Healing Word
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Cleric Feature
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You whisper a brief prayer as divine light washes over your target, helping to mend its wounds.
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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)
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Target: You or one ally
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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.
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Prayers
Level 1 At-Will
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Lance of Faith
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Lance of Faith
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Cleric Attack 1
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A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally’s attack.
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At-Will Divine, Implement, Radiant Standard Action Ranged 5
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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.
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Increase damage to 2d8 + Wisdom modifier at 21st level.
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Priest’s Shield
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Priest's Shield
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Cleric Attack 1
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You utter a minor defensive prayer as you attack with your weapon.
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At-Will Divine, Weapon Standard Action Melee weapon
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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 ofyour next turn.
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Increase damage to 2[W] + Strength modifier at 21st level.
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Righteous Brand
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Righteous Brand
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Cleric Attack 1
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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.
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At-Will Divine, Weapon Standard Action Melee weapon
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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.
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Increase damage to 2[W] + Strength modifier at 21st level.
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Sacred Flame
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Sacred Flame
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Cleric Attack 1
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Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power.
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At-Will Divine, Implement, Radiant Standard Action Ranged 5
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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.
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Increase damage to 2d6 + Wisdom modifier at 21st level.
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Level 1 Encounter
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Cause Fear
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Cause Fear
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Cleric Attack 1
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Your holy symbol ignites with the fury of your god. Uncontrollable terror grips your enemy, causing him to instantly recoil.
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Encounter Divine, Fear, Implement Standard Action Ranged 10
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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.
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Divine Glow
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Divine Glow
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Cleric Attack 1
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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.
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Encounter Divine, Implement, Radiant Standard Action Close blast 3
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Target: Each enemy in blast Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier radiant damage.
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Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.
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Healing Strike
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Healing Strike
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Cleric Attack 1
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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.
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Encounter Divine, Healing, Radiant, Weapon Standard Action Melee weapon
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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.
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Wrathful Thunder
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Wrathful Thunder
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Cleric Attack 1
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Your arm is made strong by the power of your deity. When you strike, a terrible thunderclap smites your adversary and dazes him.
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Encounter Divine, Thunder, Weapon Standard Melee weapon
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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.
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Level 1 Daily
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Avenging Flame
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Avenging Flame
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Cleric Attack 1
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You slam your weapon into your foe, who bursts into flame. Divine fire avenges each attack your enemy dares to make.
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Daily Divine, Fire, Weapon Standard Action Melee weapon
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Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and ongoing 5 fire damage (save ends).
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Miss: Half damage, and no ongoing fire damage.
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Special: If the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
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Beacon of Hope
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Beacon of Hope
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Cleric Attack 1
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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.
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Daily Divine, Healing, Implement Standard Action Close burst 3
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Target: Each enemy in burst Attack: Wisdom vs. Will Hit: The target is weakened until the end of its next turn.
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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.
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Cascade of Light
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Cascade of Light
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Cleric Attack 1
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A burst of divine radiance sears your foe.
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Daily Divine, Implement, Radiant Standard Action Ranged 10
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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).
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Miss: Half damage, and the target gains no vulnerability.
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Guardian of Faith
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Guardian of Faith
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Cleric Attack 1
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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.
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Daily Conjuration, Divine, Implement, Radiant Standard Action Ranged 5
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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.
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Level 2 Utility
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Cure Light Wounds
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Template:Cure Light Wounds
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Divine Aid
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Template:Divine Aid
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Sanctuary
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Template:Sanctuary
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Level 3 Encounter
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Shield of Faith
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Template:Shield of Faith
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Blazing Beacon
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Template:Blazing Beacon
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Daunting Light
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Template:Daunting Light
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Level 5 Daily
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Split the Sky
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Template:Split the Sky
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Consecrated Ground
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Template:Consecrated Ground
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Rune of Peace
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Template:Rune of Peace
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Spiritual Weapon
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Template:Spiritual Weapon
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Level 6 Utility
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Weapon of the Gods
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Template:Weapon of the Gods
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Bastion of Health
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Template:Bastion of Health
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Cure Serious Wounds
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Template:Cure Serious Wounds
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Divine Vigor
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Template:Divine Vigor
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Level 7 Encounter
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Holy Lantern
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Template:Holy Lantern
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Awe Strike
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Template:Awe Strike
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Break the Spirit
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Template:Break the Spirit
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Searing Light
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Template:Searing Light
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Level 9 Daily
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Strengthen the Faithful
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Template:Strengthen the Faithful
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Astral Defenders
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Template:Astral Defenders
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Blade Barrier
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Template:Blade Barrier
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Divine Power
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Template:Divine Power
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Level 10 Utility
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Flame Strike
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Template:Flame Strike
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Astral Refuge
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Template:Astral Refuge
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Knights of Unyielding Valor
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Template:Knights of Unyielding Valor
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Mass Cure Light Wounds
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Template:Mass Cure Light Wounds
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Level 13 Encounter
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Shielding Word
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Template:Shielding Word
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Arc of the Righteous
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Template:Arc of the Righteous
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Inspiring Strike
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Template:Inspiring Strike
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Mantle of Glory
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Template:Mantle of Glory
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Level 15 Daily
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Plague of Doom
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Template:Plague of Doom
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Holy Spark
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Template:Holy Spark
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Purifying Fire
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Template:Purifying Fire
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Seal of Warding
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Template:Seal of Warding
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Level 16 Utility
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Astral Shield
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Template:Astral Shield
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Cloak of Peace
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Template:Cloak of Peace
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Divine Armor
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Template:Divine Armor
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Hallowed Ground
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Template:Hallowed Ground
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Level 17 Encounter
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Blinding Light
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Template:Blinding Light
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Enthrall
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Template:Enthrall
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Sentinel Strike
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Template:Sentinel Strike
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Thunderous Word
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Template:Thunderous Word
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Level 19 Daily
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Fire Storm
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Template:Fire Storm
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Holy Wrath
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Template:Holy Wrath
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Indomitable Spirit
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Template:Indomitable Spirit
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Knight of Glory
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Template:Knight of Glory
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Level 22 Utility
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Angel of the Eleven Winds
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Template:Angel of the Eleven Winds
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Clarion Call of the Astral Sea
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Template:Clarion Call of the Astral Sea
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Cloud Chariot
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Template:Cloud Chariot
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Level 23 Encounter
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Spirit of Health
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Template:Spirit of Health
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Astral Blades of Death
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Template:Astral Blades of Death
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Divine Censure
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Template:Divine Censure
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Haunting Strike
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Template:Haunting Strike
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Level 25 Daily
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Healing Torch
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Template:Healing Torch
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Nimbus of Doom
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Template:Nimbus of Doom
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Sacred Word
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Template:Sacred Word
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Seal of Binding
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Template:Seal of Binding
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Level 27 Encounter
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Seal of Protection
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Template:Seal of Protection
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Punishing Strike
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Template:Punishing Strike
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Sacrificial Healing
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Template:Sacrificial Healing
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Scourge of the Unworthy
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Template:Scourge of the Unworthy
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Level 29 Daily
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Sunburst
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Template:Sunburst
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Astral Storm
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Template:Astral Storm
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Godstrike
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Template:Godstrike
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