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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.
Healing Word
Feature (PH1)

Cleric

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.

Battle Clerics Lore


Alternative Class Feature (D400)
Your study of warfare and divine magic has
granted you the gods blessings in battle. You can
choose this class feature in place of Healers
Lore.
Benefit: You gain a +2 shield bonus to AC, and
you have proficiency with scale armor. In
addition, whenever you use a cleric healing
power to allow a target to spend a healing surge,
that target gains a +2 bonus to attack rolls until
the end of your next turn.

Favor of the Gods


Alternative Channel Divinity Power
Battle clerics know that the tide of battle often
rests on simple luck. The best laid plans unravel
when a sudden stumble or a misheard order
turns structure into chaos. With this prayer, you
ask the gods to intercede when luck turns bad.
You can choose this power in place of the channel
divinity power divine fortune.
Favor of the Gods
(D400)

Cleric Utility

When luck runs against you, you beseech the gods


for aid to turn chance in your favor.
Encounter Channel Divinity, Divine
Minor Action
Close burst 3
Target: One creature in the burst
Effect: The next time the target misses with an
attack roll
before the end of your next turn, it can reroll that
attack
roll. It must use the new result, even if it is lower.
Special: You can use only one channel divinity
power per
encounter.

When you make your cleric, you can select the


Channel Divinity power healers mercy in place of
turn undead.
Chanel Divinity: Healers Mercy Cleric
Feature (DP)
Strength flows out from you to your injured
comrades, rekindling their resolve to see the battle
to its end.
Encounter Divine, Healing
Standard Action
Close burst 5
Target: Each bloodied ally in burst
Effect: Each target can spend a healing surge. You
are weakened until the end of your next turn.

At-Will Powers
Gaze of Defiance

Cleric Attack 1 (PHS1)

Brand of the Sun

Cleric Attack 1 (HFL)

With a fearless glare, you mark your foe as a target for


Your weapon burns like a star as you draw upon the
allied attacks.
power of the sun to smite your foe and bolster an ally.
At-Will Divine, Implement, Psychic
At-Will Divine, Radiant, Weapon
Standard Action
Ranged 5
Standard Action
Melee weapon
Target: One creature
Target: One creature
Attack: Wisdom vs. Will
Attack: Wisdom vs. AC
Hit: 1d8 + Wisdom modifier psychic damage, and your
Hit: 1[W] + Wisdom modifier radiant damage.
allies gain a +1 power bonus to attack rolls against the
Level 21: 2[W] + Wisdom modifier radiant damage.
target until the end of your next turn. If the target attacks
Effect: You or one ally within 5 squares of you can
you before the end of your next turn, the bonus increases
make a saving throw.
to +3.
st
Increase damage to 2d8 + Wisdom modifier at 21 level.

Encounter Powers
Level 1

Daily Powers
Level 1

Prophetic Guidance
attack 1 (D386)

Cleric

A glimpse into your enemys future allows you to


guide your allies attacks with incredible precision.
Encounter Divine
Standard Action
Ranged 5
Target: One enemy
Effect: The target grants combat advantage until
the end of your next turn, and your allies gain a
power bonus to damage rolls against the target
equal to your Wisdom modifier until the end of your
next turn. The next ally who misses the target
before the end of your next turn can reroll the
attack.

Cleric Attack 1

You call down a brilliant column of light that drives


your enemies to the ground and bolsters your allies
against harm.
Daily Divine, Fear, Implement
Standard Action
Close blast 5
Target: Each enemy in blast
Attack: Wisdom vs. Will
Hit: You push the target 3 squares and knock it
prone.
Effect: You and each ally in the blast gain resist 5 to
all damage until the end of your next turn.
Sustain Minor: The effect persists.

Level 5

Level 3
Astral Flare
(DP)

Moment of Glory
(DP)

Cleric Attack 3

You brandish your holy symbol and invoke the


power of the gods to dazzle your foes.
Encounter Divine, Implement
Standard Action
Close burst 3
Target: Each enemy in burst
Attack: Wisdom vs. Will
Hit: The target is dazed until the end of your next
turn.

Level 7
Fey Beguiling
Attack 7 (NW)

Cleric

As your attack lands, you sense the reassuring


presence of the unicorn and know that your foe
cannot harm you.
Encounter Charm, Divine, Radiant, Weapon
Standard Action
Melee or Ranged
weapon
Target: One creature
Attack: Wisdom vs. Will
Hit: 1[W] + Wisdom modifier radiant damage. Until
the end of your next turn, the target cannot target
you with any attack, and it must make opportunity
attacks against any creature within its reach that
willingly attacks you.

Utility Powers
Level 2
Return from Deaths Door
Utility 2 (DP)

Cleric

You snatch an ally from the brink of death.


Daily Divine, Healing
Immediate Interrupt Ranged 20
Trigger: An ally within 20 squares of you fails a
death saving throw
Target: The triggering ally
Effect: The target succeeds on the death saving
throw and can spend a healing surge.

Servitude in Death
(HS)

Cleric Attack 5

A dark wave of necrotic energy washes over your


foe, draining its life and planting within it a seed of
shadow magic that will seal its fate.
Daily Divine, Implement, Necrotic, Shadow
Standard Action
Ranged 5
Target: One enemy
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier necrotic damage.
Miss: Half damage.
Effect: The first time the target dies before the end
of the encounter, it rises at the start of its next turn
as an undead creature allied with you and your
allies. Until it dies again, the creature is dominated
by you. It has 1 hit point (the creature takes no
damage from an attack that misses), cannot heal,
and takes a -2 penalty to all defenses.

Level 9
Blade Barrier
Attack 9 (PH1)

Cleric

A barrier of whirling blades appears, slashing at


those who come too close or try to pass through.
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 barriers space or starts its
turn there, it takes 3d6 + Wisdom modifier damage
plus ongoing 5 damage (save ends).
Sustain Minor: The barrier persists.

Level 6
Spirit of Healing
Utility 6 (DP)

Cleric

A glowing figure appears at your command, casting


an aura of health over your allies.
Daily Conjuration, Divine, Healing
Minor Action
Ranged 10
Effect: You conjure a spirit of healing in 1 square
within range. The spirit lasts until the end of your
next turn. When an ally in the spirits square or
adjacent to it hits an enemy, that ally regains hit
points equal to twice your Wisdom modifier. As a
move action, you can move the spirit 4 squares.
Sustain Minor: The spirit persists.

Wilden
Natures guardians hunter and destroyers,
keepers of ancient knowledge
RACIAL TRAITS
Average Height: 56-59
Average Weight: 140-170 lb.
Ability Scores: +2 Wisdom, +2
Constitution or +2 Dexterity
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Stealth
Fey Origin: You are native to the Feywild,
so you are considered a fey creature for the
purpose of effects that relate to creature
origin.
Hardy Form: Choose Fortitude, Reflex, or
Will. You
gain a +1 racial bonus to that
defense.
Nature's Aspect: Whenever you complete
an extended
rest, choose one of the
following aspects of nature
to manifest.
Aspect of the Ancients: You can use the
voyoae of the
ancients power while you
are in this aspect.
Aspect of the Destroyer: You can use the
wrath of the destroyer power while you are in
this aspect.
Aspect of the Hunter: You can use the
pursuit of the
hunter power while you are
in this aspect.

Natures Aspect Powers


Voyage of the Ancients
Power (PH3)

Wilden Racial

You vanish and leave a bewildered foe in your


wake.
Encounter Teleportation
Free Action
Personal
Trigger: You hit an enemy with an area or a
close attack
Effect: You teleport 3 squares. Choose a single
enemy you hit with the attack. You and one ally
you can see gain combat advantage against
that enemy until the end of your next turn.

Wrath of the Destroyer Wilden Racial


Power (PH3)
Your destroyer aspect responds to an attack
with deadly force.
Encounter
Immediate Reaction Personal
Trigger: A bloodied enemy attacks you or your
ally adjacent to you
Effect: You either make a melee basic attack
against the triggering enemy or charge it. If
your attack hits, the enemy is also dazed until
the end of your next turn.

Pursuit of the Hunter


Power (PH3)

Wilden Racial

Your prey tries to maneuver away, but there is


no escape.
Encounter
Immediate Reaction Personal
Trigger: An enemy within 2 squares of you
moves on its turn
Effect: You shift 3 squares. Until the end of
your next turn, you deal 1d6 extra damage to
the triggering enemy when you hit it, and you
ignore the -2 penalty to attack rolls for
attacking it when it has cover or concealment.

Magic Items
Unforgettable Cudgel

Level 8 (AV2)

A well-placed strike with this mace goes a long way toward


showing an enemy the error of its ways.
Weapon: Mace
Enhancement: +2 to Attack rolls and damage rolls
Critical: +1d6 damage per plus, or the target is dazed (save ends)
Property: Divine Characters can use this mace as a holy
implement for divine powers.
Property: You can score a critical hit with this weapon on a roll
of 19-20 when it is used as a weapon or an implement for a divine
melee attack power.

Amulet of Life

Level 5 (D381)

Crafted in orum, and in the shape of a stylized sun, this amulet


flairs with amber light whenever its used.
Item slot: Neck
Enhancement: Fortitude, reflex, and Will
Power (Encounter Healing): Free Action. Trigger: Use this
power when you spend a healing surge. Effect: You can spend an
additional healing surge.

Avandras Boon of Escape

Level 3 (DMG2)

Gambits that rely on luck and crushing blows against oppressors


draw boons from Avandra. Individuals blessed by her are
impossible to corner.
Divine Boon
Property: If you start your turn with two or more enemies
adjacent to you, you can shift 2 squares as a move action.
Power: (Daily Teleportation): Move Action.
Teleport 2 squares.

Magic Items
Unforgettable Cudgel

Level 8 (AV2)

A well-placed strike with this mace goes a long way toward


showing an enemy the error of its ways.
Weapon: Mace
Enhancement: +2 to Attack rolls and damage rolls
Critical: +1d6 damage per plus, or the target is dazed (save ends)
Property: Divine Characters can use this mace as a holy
implement for divine powers.
Property: You can score a critical hit with this weapon on a roll
of 19-20 when it is used as a weapon or an implement for a divine
melee attack power.

Amulet of Life

Level 5 (D381)

Crafted in orum, and in the shape of a stylized sun, this amulet


flairs with amber light whenever its used.
Item slot: Neck
Enhancement: Fortitude, reflex, and Will
Power (Encounter Healing): Free Action. Trigger: Use this
power when you spend a healing surge. Effect: You can spend an
additional healing surge.

Verve Armor

Level 4 (AV1)

This armor protects your body and fortifies your spirit.


Armor: Scale
Enhancement: +1 AC
Property: You gain a +2 bonus to death saving throws.
Power (Daily): No Action. Use this power when you fail a saving
throw. The result of that saving throw is 20 instead.

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