“Have courage, my friends! Pelor favors us today!”
Player’s Handbook & Divine Power — Combined
AW at-will · ENC encounter · DLY daily |
Name column: name · power type & source (DP Divine Power, PHB Player’s Handbook) · action & range · keywords · target |
Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Sust sustain · After aftereffect · Spec special · Wpn weapon rider |
Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of your next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · HP hit points · tgt target · [W] weapon dice
Class Skills: Arcana (Int), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis), Religion (Int)
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?
“The powers of darkness do not deter me, foul demon! Pelor my shield and strength!”
WIELDING POWER sanctioned by the gods, you are the center of your adventuring party. You guard your comrades and heal them when they are hurt, and you direct the course of the battle by weakening chosen enemies.
Some clerics prefer to deal with foes directly, wading into hand-to-hand combat or scouring enemies with radiant blasts and pillars of flame. Others follow the path of the shielding cleric (a build introduced in this chapter) to defeat opponents by supporting stouthearted companions. In this role, you do not fear battle, but you understand that your divine power does the most good by blunting the attacks of your enemies and bolstering the efforts of your allies. Through your prayers, you share your own unshakable confidence and determination with your companions, heartening them for the challenges ahead.
Whether you’re a skull-thumping battler, a devoted protector, or a charismatic source of inspiration, this chapter offers numerous ways to lead your comrades in your deity’s cause.
The cleric has three basic builds to start: the battle cleric, the devoted cleric, and the shielding cleric. Clerics rely on Strength for their melee attacks and Wisdom for their healing and non-melee prayers. Charisma also aids their abilities.
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
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: divine glow
Suggested Daily Power: beacon of hope
As a shielding cleric, you believe that your place is not to take the fight to the enemy directly, but to bolster allies with your presence. Your prayers lend additional resources to your friends and create opportunities for them to defeat their foes. Yours is a life of leadership through self-sacrifice, ongoing support, and inspiration. You do not seek personal glory, and you take comfort in knowing that your allies couldn’t have succeeded without you.
Wisdom is your most important ability, since the prayers that support your tactics rely on it. Charisma is a vital secondary ability, making many of your prayers more effective. A good Strength is important if you intend to take melee powers. You should select powers that emphasize your role as healer and facilitator.
Suggested Class Feature: Channel Divinity (healer’s mercy)*
Suggested Feat: Defensive Grace*
Suggested Skills: Diplomacy, Heal, Insight, Religion
Suggested At-Will Powers: astral seal,* sacred flame
Suggested Encounter Power: bane*
Suggested Daily Power: font of tears*
**New option presented in Divine Power.*
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.
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 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.
When you make your cleric, you can select the Channel Divinity power healer’s mercy in place of turn undead.
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.
Using the healing word power, clerics can grant their comrades additional resilience with nothing more than a short prayer.
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 1st-level rituals of your choice that you have mastered.
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.
| Deity | Alignment | Areas of Influence |
|---|---|---|
| Avandra | Good | Change, luck, trade, travel |
| Bahamut | Lawful good | Justice, honor, nobility, protection |
| Corellon | Unaligned | Arcane magic, spring, beauty, the arts |
| Erathis | Unaligned | Civilization, invention, laws |
| Ioun | Unaligned | Knowledge, prophecy, skill |
| Kord | Unaligned | Storms, strength, battle |
| Melora | Unaligned | Wilderness, sea |
| Moradin | Lawful good | Creation, artisans, family |
| Pelor | Good | Sun, summer, agriculture, time |
| Raven Queen | Unaligned | Death, fate, winter |
| Sehanine | Unaligned | Trickery, moon, love, autumn |
| Deity | Alignment | Areas of Influence |
|---|---|---|
| Asmodeus | Evil | Power, domination, tyranny |
| Bane | Evil | War, conquest |
| Gruumsh | Chaotic evil | Turmoil, destruction |
| Lolth | Chaotic evil | Spiders, shadows, lies |
| Tiamat | Evil | Wealth, greed, vengeance |
| Torog | Evil | Underdark, imprisonment |
| Vecna | Evil | Undeath, secrets |
| Zehir | Evil | Darkness, poison, serpents |
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.
Gods cannot die of old age or mortal ailments and infirmities, but they can still be slain. Few beings have the power to kill a god: primordials, rival gods, and great entities of the Far Realm, several demon lords or archdevils working in concert—and sometimes a group of the mightiest mortals. Gods also have been known to simply fade away, forgotten by the mortal world. They slip into ever deeper slumber and linger dreaming through the ages, until finally they dream of nothing at all and cease to be.
Some of the dead gods known to have once existed include the following.
Amoth: Many centuries ago, Amoth was a god of justice and mercy who ruled over the astral dominion of Kalandurren. The demon lords Orcus, Demogorgon, and Rimmon conspired against him and launched an overwhelming attack against Kalandurren. Although Amoth destroyed Rimmon and nearly slew Demogorgon as well, Orcus struck him down, and the demons overthrew his realm. Kalandurren is now a ruined dominion, abandoned by all but a few demons who still prowl its shattered castles and gray hills.
He Who Was: Once among the mightiest of the gods, the lord of the great dominion Baathion presided over kingship, wisdom, and the sky. The archangel Asmodeus rebelled against him, and with the Ruby Rod struck down his lord. The dying god pronounced a curse against Asmodeus and his followers, transforming the idyllic realm of Baathion into Baator, a cruel prison of black rock and unending fire. Asmodeus has worked for ages to erase the knowledge of his defeated master’s name, so only a handful of mortal scholars still know it; most refer to this being as He Who Was. It is whispered that Asmodeus dispatches powerful devils to slay any mortal who speaks the forbidden name, and that he fears the name to this day.
Io: The creator of dragons, Io was beset by mighty primordials and destroyed in the War of Creation. From his shattered body two new gods sprang—Bahamut, the Platinum Dragon, and Tiamat, the Queen of Evil Dragons. Some stories say that the god was betrayed to the primordials by Zehir, who envied Io his mighty children.
Khala: The original god of winter was a cruel, malicious being who schemed against the other gods and sought to extend her grip over all the mortal world. Her glaciers and blizzards threatened to destroy the fragile races of mortals as her son Kord ran wild, bringing storms and calamity to all. Khala and her allies—Gruumsh, Tiamat, Zehir, and several powerful primordials—grew strong enough to assault the dominions of the gods who stood against her. But Kord came to regret the harm he had done and turned against Khala. Pelor and the assembled gods who stood with him destroyed Khala and drove off Gruumsh; the Raven Queen later claimed dominion over winter.
Nerull: Formerly the god of the dead, Nerull ruled over the grim dominion of Pluton, where he held all the souls of mortals as powerless, miserable shades. In time the Raven Queen overthrew him and became goddess of death. See the “Rise of the Raven Queen” sidebar.
Tuern: A god of conquest and fire, Tuern was overthrown by a mortal king. Bane was the greatest of mortal tyrants in the dawn of the world, and he became so powerful that he dared to give battle to the war god. He launched an invasion of the war god’s realm, defeated Tuern, and seized the dominion for his own.
Many dwarves revere Moradin first among the gods, but they also recognize that different deities hold sway over different aspects of life. Like other folk, the great majority of dwarves venerate various deities at appropriate times. Dwarves whose interests go beyond the typical values of industry, stoicism, and artisanship are just as likely to give homage to the deity of their vocation as to Moradin. The Soul Forger shaped them in body and soul long ago, but they have lived under the influence of many gods—both beneficial and malevolent—ever since.
For example, a dwarf soldier makes offerings in Moradin’s name most of the time, but when marching off to war she might call upon Kord for strength, Bane for victory, or Bahamut for honor. A dwarf tomb-keeper might take the Raven Queen as his patron, while a dwarf rogue who travels in search of adventure is likely to honor Avandra. Likewise, dwarves know that their hearts are touched by Sehanine, their minds shaped by Erathis and Ioun, and their fates overseen by the Raven Queen. They look to every corner of the pantheon for the inspiration to create works of beauty.
In the early ages of the world, the souls of mortals unclaimed by the gods were not free to pass to the great beyond after death. Instead Nerull, the god of the dead, held them in his gray, cheerless dominion of Pluton. There they would spend eternity as powerless shades, haunted by the memory of life’s rich sensation and vigor. Nerull’s dominion grew ever greater, as each day myriad souls came to his realm, never to depart. The god of the dead set his sights on making himself king over all the gods, and began to send blights and plagues into the world to speed the passage of mortals into his realm.
Then an especially powerful mortal died and came to Nerull’s domain, a beautiful and proud sorcerer-queen. Unique among the gray shades held in Pluton, her ghostly form glowed with her fierce will and ambition. Nerull deemed her a worthy consort, and he gave her form and substance so that she could rule at his side. Her name in life is forgotten now, but some knew her as Nera, which was the name that Nerull bestowed on her. She proved to be Nerull’s doom, for the sorcerer-queen refused to be second to any being, god or mortal.
Nera discovered the means by which Nerull held mortal shades in thrall and seized that power for herself. Strengthened by countless souls, she challenged the god of death and strove with him for mastery of Pluton. Although she was mighty indeed, Nerull was an old and formidable god, and even shorn of his dead legions he was too strong for her. In order to defeat him, she had to release the souls she held: each one freed gave up a tiny surge of strength as it passed from bondage. By freeing almost all the souls imprisoned in Pluton, she grew strong enough to destroy Nerull and seize his dominion over death.
After her victory, the sorcerer-queen thought to take Nerull’s place—but the other gods intervened. Rather than rising as the new deity of the dead, she instead presides over death itself. Mortal souls are no longer bound to eternal imprisonment but instead pass into the infinite, beyond the power or knowledge of the gods.
Ever since those events, the death goddess has sought to escape the strictures limiting her power. Soon after her ascension, she expunged her true name from the knowledge of all creatures and took to calling herself the Raven Queen. In this way she hoped to void the restrictions on her role. She abandoned Pluton, founding a realm of her own in the mountains of Letherna in the Shadowfell.
In the long centuries since the Raven Queen overthrew Nerull, she has slowly increased her power, adding dominion over fate and winter to her rule over death. She sorely resents the gods who denied her the full power Nerull once wielded, and she jealously guards her domain. She has no power over souls who do not bind themselves to gods or devils in life, but the Raven Queen claims all who place themselves in her power, and they are enslaved within her cold realm forever.
Many practices common among the people of the world have their origin in various minor devotions to the gods. For example, someone telling a lie might splay wide the fingers of the left hand under a table or behind his or her back. Whether that person knows it or not, the gesture is meant to represent the holy symbol of Lolth, god of lies, and to ask her help in making sure the untruth is not discovered.
Another such gesture is to place the weapon of a fallen warrior in the corpse’s hand. This act is believed to arm the warrior for the next world and to show Bane, the god of war, that he or she died fighting and therefore deserves honor.
Travelers setting out on journeys often scoop up a handful of dirt or dust from the road and let it fall from their hands. Most people regard this tradition as simply checking the strength and direction of the wind, but it is meant to honor Avandra. The god is said to show a sign of the fortune awaiting the journey by blowing the dust away (which favors departure) or back toward the traveler (indicating difficulty ahead).
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.
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.
Many of the powers described below benefit the shielding cleric, though any cleric interested in more of a support role can benefit from them. In addition, new powers expand options for the two cleric builds described in the PHB.
The cleric has two class features that work like powers: Channel Divinity and healing word. The Channel Divinity class feature encompasses multiple powers, three of which (divine fortune, healer’s mercy, and turn undead) are presented below. Healer’s mercy can be selected in place of turn undead.
| ENC | Channel Divinity: Divine FortuneCleric Feature · PHBFree PersDivine | In the face of peril, you hold true to your faith and receive a special boon. Eff You gain a +1 bonus to your next attack roll or saving throw before EONT. |
| ENC | Channel Divinity: Healer’s MercyCleric Feature · DPStd Close burst 5Divine, HealingTgt Each bloodied ally in burst | Strength flows out from you to your injured comrades, rekindling their resolve to see the battle to its end. Eff Each target can spend a healing surge. You are weakened until EONT. |
| ENC | Channel Divinity: Turn UndeadCleric Feature · PHBStd Close burst 2 (5 at 11th level, 8 at 21st level)Divine, Implement, RadiantTgt Each undead creature in burst | You sear undead foes, push them back, and root them in place. Atk Wis vs Will · Hit 1d10 + Wis radiant dmg, and you push tgt a number of sq equal to 3 + Cha. Tgt is immobilized until EONT. Miss Half dmg, and tgt is not pushed or immobilized. · Scaling Increase dmg to 2d10 + Wis at 5th level, 3d10 + Wis at 11th level, 4d10 + Wis at 15th level, 5d10 + Wis at 21st level, and 6d10 + Wis at 25th level. |
| ENC | Healing WordCleric Feature · PHBMinor Close burst 5 (10 at 11th level, 15 at 21st level)Encounter (Special), Divine, HealingTgt You or one ally | You whisper a brief prayer as divine light washes over your target, helping to mend its wounds. Eff Tgt can spend a healing surge and regain an additional 1d6 HP. Spec 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. · Scaling Increase the amount of additional HP regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level. |
| AW | Astral SealCleric Attack 1 · DPStd Ranged 5Divine, Healing, ImplementTgt One creature | You outline your enemy with the silver glow of the Astral Sea, and its healing light bathes your friend. Atk Wis + 2 vs Reflex · Hit Until EONT, tgt takes a –2 penalty to all defenses. The next ally who hits it before EONT regains HP equal to 2 + Cha. |
| AW | Lance of FaithCleric Attack 1 · PHBStd Ranged 5Divine, Implement, RadiantTgt One creature | A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally’s attack. Atk Wis vs Reflex · Hit 1d8 + Wis radiant dmg, and one ally you can see gains a +2 pwr bonus to his or her next attack roll against tgt. Scaling Increase dmg to 2d8 + Wis at 21st level. |
| AW | Priest’s ShieldCleric Attack 1 · PHBStd Melee wpnDivine, WeaponTgt One creature | You utter a minor defensive prayer as you attack with your weapon. Atk Str vs AC · Hit 1[W] + Str dmg, and you and one adjacent ally gain a +1 pwr bonus to AC until EONT. Scaling Increase dmg to 2[W] + Str at 21st level. |
| AW | Recovery StrikeCleric Attack 1 · DPStd Melee wpnDivine, Healing, WeaponTgt One creature | Your attack heals a companion who strikes at the foe you condemn. Atk Str vs AC · Hit 1[W] + Str dmg, and the next ally who hits tgt before EONT regains HP = Cha. Level 21 2[W] + Str dmg. |
| AW | Righteous BrandCleric Attack 1 · PHBStd Melee wpnDivine, WeaponTgt One creature | 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. Atk Str vs AC · Hit 1[W] + Str dmg, and one ally within 5 sq of you gains a pwr bonus to melee attack rolls against tgt = Str until EONT. Scaling Increase dmg to 2[W] + Str at 21st level. |
| AW | Sacred FlameCleric Attack 1 · PHBStd Ranged 5Divine, Implement, RadiantTgt One creature | Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power. Atk Wis vs Reflex · Hit 1d6 + Wis radiant dmg, and one ally you can see chooses either to gain temp HP = Cha + one-half your level or to make a saving throw. Scaling Increase dmg to 2d6 + Wis at 21st level. |
| ENC | BaneCleric Attack 1 · DPStd Ranged 10Divine, ImplementTgt One creature | You lay a divine curse upon your foe that shrouds it in enervating shadows. Atk Wis vs Will · Hit Until EONT, tgt takes a penalty to attack rolls and all defenses equal to 1 + Cha. |
| ENC | Cause FearCleric Attack 1 · PHBStd Ranged 10Divine, Fear, ImplementTgt One creature | Your holy symbol ignites with the fury of your god. Uncontrollable terror grips your enemy, causing him to instantly recoil. Atk Wis vs Will · Hit Tgt moves its speed + Cha away from you. The fleeing target avoids unsafe sq and difficult terrain if it can. This movement provokes OAs. |
| ENC | Divine GlowCleric Attack 1 · PHBStd Close blast 3Divine, Implement, RadiantTgt Each enemy in blast | 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. Atk Wis vs Reflex · Hit 1d8 + Wis radiant dmg. Eff Allies in the blast gain a +2 pwr bonus to attack rolls until EONT. |
| ENC | Exacting UtteranceCleric Attack 1 · DPStd Ranged 5Divine, ImplementTgt One creature | The suffering of your enemy instills your comrades with righteous vigor. Atk Wis vs Will · Hit Until EONT, tgt gains vulnerability to all dmg = Wis, and any ally who attacks tgt gains temp HP = Wis. |
| ENC | Healing StrikeCleric Attack 1 · PHBStd Melee wpnDivine, Healing, Radiant, WeaponTgt One creature | 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. Atk Str vs AC · Hit 2[W] + Str radiant dmg, and tgt is marked until EONT. In addition, you or one ally within 5 sq of you can spend a healing surge. |
| ENC | Numinous ShieldCleric Attack 1 · DPStd Melee wpnDivine, Radiant, Weapon, ZoneTgt One creature | Divine radiance blazes from your holy symbol as you strike your foe, forming a halo of protection about you. Atk Str vs AC · Hit 1[W] + Str radiant dmg. The attack creates a zone of shielding light in a close burst 2. The zone lasts until EONT. You and your allies gain a +2 pwr bonus to AC while within the zone. |
| ENC | Shield BearerCleric Attack 1 · DPStd Ranged 10Conjuration, Divine, Implement, RadiantTgt One creature | A shimmering warrior steps from between the worlds to defend your allies. Atk Wis vs Reflex · Hit 2d8 + Wis radiant dmg. You conjure a shield bearer in an unoccupied sq adjacent to tgt. The shield bearer lasts until EONT. The shield bearer occupies 1 sq, and allies can move through it as if it were an ally. While adjacent to the shield bearer, any ally gains a +2 pwr bonus to all defenses. |
| ENC | War Priest’s StrikeCleric Attack 1 · DPStd Melee wpnDivine, Radiant, WeaponTgt One creature | You smite your foe, crushing its armor and leaving a glowing rune that guides your allies’ attacks. Atk Str vs AC · Hit 2[W] + Str radiant dmg. Until EONT, you and your allies have CA against tgt. |
| ENC | Wrathful ThunderCleric Attack 1 · PHBStd Melee wpnDivine, Thunder, WeaponTgt One creature | Your arm is made strong by the power of your deity. When you strike, a terrible thunderclap smites your adversary and dazes him. Atk Str vs AC · Hit 1[W] + Str thunder dmg, and tgt is dazed until EONT. |
| DLY | Astral CondemnationCleric Attack 1 · DPStd Ranged 5Divine, Implement, RadiantTgt One creature | You brand a foe with your god’s glowing symbol to drain power from its attacks. Atk Wis vs Reflex · Hit 3d6 + Wis radiant dmg. Eff Until EONT, tgt takes a penalty to dmg rolls equal to 5 + Cha. Sust Minor The effect persists. |
| DLY | Avenging FlameCleric Attack 1 · PHBStd Melee wpnDivine, Fire, WeaponTgt One creature | You slam your weapon into your foe, who bursts into flame. Divine fire avenges each attack your enemy dares to make. Atk Str vs AC · Hit 2[W] + Str dmg, and ongoing 5 fire dmg (save ends). Spec If tgt attacks on its turn, it can’t attempt a saving throw against the ongoing dmg. · Miss Half dmg, and no ongoing fire dmg. |
| DLY | Beacon of HopeCleric Attack 1 · PHBStd Close burst 3Divine, Healing, ImplementTgt Each enemy in burst | 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. Atk Wis vs Will · Hit Tgt is weakened until the end of its next turn. Eff You and all your allies in the burst regain 5 HP, and your healing powers restore +5 HP until the end of the encounter. |
| DLY | Cascade of LightCleric Attack 1 · PHBStd Ranged 10Divine, Implement, RadiantTgt One creature | A burst of divine radiance sears your foe. Atk Wis vs Will · Hit 3d8 + Wis radiant dmg, and tgt gains vulnerability 5 to all your attacks (save ends). Miss Half dmg, and tgt gains no vulnerability. |
| DLY | Font of TearsCleric Attack 1 · DPStd Close burst 3Divine, Implement, ZoneTgt Each enemy in burst | A glimmering rain lowers over enemies around you and saps their will. Atk Wis vs Will · Hit Tgt is dazed (save ends). Eff The burst creates a zone of shimmering energy that lasts until EONT. Any enemy that starts its turn within the zone takes a –2 penalty to attack rolls until the end of its next turn. Sust Minor The zone persists. |
| DLY | Guardian of FaithCleric Attack 1 · PHBStd Ranged 5Conjuration, Divine, Implement, Radiant | 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. Eff You conjure a guardian that occupies 1 sq within range. Creatures can move through the space occupied by the guardian. Every round, you can move the guardian 3 sq as a move action. The guardian lasts until the end of the encounter. Any enemy that ends its turn next to the conjured guardian is subject to a Wis vs Fortitude attack. On a hit, the attack deals 1d8 + Wis radiant dmg. |
| DLY | Moment of GloryCleric Attack 1 · DPStd Close blast 5Divine, Fear, ImplementTgt Each enemy in blast | You call down a brilliant column of light that drives your enemies to the ground and bolsters your allies against harm. Atk Wis vs Will · Hit You push tgt 3 sq and knock it prone. Eff You and each ally in the blast gain resist 5 to all dmg until EONT. Sust Minor The effect persists. |
| DLY | Shield of the GodsCleric Attack 1 · DPStd Close blast 3Divine, Force, WeaponTgt Each enemy in blast | Slamming your weapon into the ground, you create a blast of force that bowls over your foes. The energy then coalesces into a glowing shield. Atk Str vs Reflex · Hit 1[W] + Str force dmg, and you knock tgt prone. Eff You or an ally within 5 sq of you gains a +3 shield bonus to AC and Reflex until the end of the encounter. As a minor action, you can transfer the bonus to yourself or a different ally within 5 sq of you. Miss Half dmg. |
| DLY | Weapon of Astral FlameCleric Attack 1 · DPStd Melee wpnConjuration, Divine, Fire, Weapon | You conjure a weapon of divine flame that duplicates the one you wield. Eff You conjure a weapon of astral flame in your space. The weapon lasts until EONT. When you move, the weapon moves with you, remaining in your space. The weapon makes the following primary attack when it appears. · 1° Tgt One creature · 1° Atk Str vs Reflex · Hit 1[W] + Str fire dmg, and the primary target takes a –2 penalty to attack rolls until EONT. Sust Minor The weapon persists and makes a secondary attack. 2° Tgt One creature · 2° Atk Str vs Reflex · 2° Hit 1[W] fire dmg. |
| DLY | Armor of FaithCleric Utility 2 · DPStd Close burst 5DivineTgt One ally in burst | You clothe your ally in shining golden armor created from the essence of the Astral Sea. Eff Tgt gains a +4 pwr bonus to a defense of your choice until the end of the encounter. |
| DLY | BlessCleric Utility 2 · PHBStd Close burst 20DivineTgt You and each ally in burst | You beseech your deity to bless you and your allies. Eff Until the end of the encounter, all targets gain a +1 pwr bonus to attack rolls. |
| DLY | Cure Light WoundsCleric Utility 2 · PHBStd Melee touchDivine, HealingTgt You or one creature | 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. Eff Tgt regains HP as if it had spent a healing surge. |
| ENC | Divine AidCleric Utility 2 · PHBStd Ranged 5DivineTgt You or one ally | You beseech your deity to grant you or one of your allies the strength to overcome a hindrance. Eff Tgt makes a saving throw with a bonus = Cha. |
| ENC | Divine SkillCleric Utility 2 · DPMinor Close burst 5DivineTgt One ally in burst | You grant divine grace to bolster your ally’s prowess in a skill at a crucial moment. Eff Tgt gains a pwr bonus to his or her next skill check before the end of the encounter. The bonus equals Cha. |
| DLY | Holy VestmentsCleric Utility 2 · DPStd PersDivine | Glowing sigils blossom over your armor, forming a protective web. Eff Choose acid, cold, fire, lightning, poison, or thunder. Until the end of the encounter, you gain resist 5 to that dmg type, and any ally who ends a move adjacent to you gains resist 5 to that dmg type until the start of his or her next turn. |
| ENC | Life TransferenceCleric Utility 2 · DPStd Melee touchDivine, HealingTgt One creature | Bruises and lacerations appear on your body as they vanish from your patient. Eff You take dmg equal to your healing surge value, which can’t be reduced in any way. Tgt regains HP equal to twice that value. |
| DLY | Return from Death’s DoorCleric Utility 2 · DPImm Intr Ranged 20Divine, HealingTgt The triggering ally | You snatch an ally from the brink of death. Trig An ally within 20 sq of you fails a death saving throw · Eff Tgt succeeds on the death saving throw and can spend a healing surge. |
| ENC | SanctuaryCleric Utility 2 · PHBStd Ranged 10DivineTgt You or one creature | You cast a protective ward upon a creature that makes enemies’ attacks less effective. Eff Tgt receives a +5 bonus to all defenses. The effect lasts until tgt attacks or until EONT. |
| DLY | Shield of FaithCleric Utility 2 · PHBStd Close burst 5DivineTgt You and each ally in burst | A gleaming shield of divine energy appears over you, granting you and nearby allies protection against attacks. Eff The targets gain a +2 pwr bonus to AC until the end of the encounter. |
| ENC | Astral FlareCleric Attack 3 · DPStd Close burst 3Divine, ImplementTgt Each enemy in burst | You brandish your holy symbol and invoke the power of the gods to dazzle your foes. Atk Wis vs Will · Hit Tgt is dazed until EONT. |
| ENC | Blazing BeaconCleric Attack 3 · PHBStd Melee wpnDivine, Radiant, WeaponTgt One creature | 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. Atk Str vs AC · Hit 1[W] + Str radiant dmg, and all ranged attack rolls against tgt gain a +4 pwr bonus until EONT. |
| ENC | CommandCleric Attack 3 · PHBStd Ranged 10Charm, Divine, ImplementTgt One creature | 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. Atk Wis vs Will · Hit Tgt is dazed until EONT. In addition, you can choose to knock tgt prone or slide tgt a number of sq equal to 3 + Cha. |
| ENC | Daunting LightCleric Attack 3 · PHBStd Ranged 10Divine, Implement, RadiantTgt One creature | A burning column of light engulfs your foe. Its brilliance burns and hinders your foe’s defense for a short time. Atk Wis vs Reflex · Hit 2d10 + Wis radiant dmg. Eff One ally you can see gains CA against tgt until EONT. |
| ENC | Hammer of the GodsCleric Attack 3 · DPStd Melee wpnDivine, Radiant, WeaponTgt One creature | Your inspired onslaught batters a foe, and your companions strike it with equal zeal. Atk Str vs AC · Hit 1[W] + Str radiant dmg. When any ally hits tgt before SONT, tgt takes 1d6 extra radiant dmg. |
| ENC | Hymn of ResurgenceCleric Attack 3 · DPStd Close blast 5Divine, ImplementTgt Each enemy in blast | Your foes’ resolve crumbles as your hymn bestows divine vigor on your allies. Atk Wis vs Fortitude · Hit Tgt takes a –2 penalty to all defenses. When any ally hits tgt before EONT, tgt is knocked prone. Eff Each ally in the burst can choose either to gain 5 temp HP or to make a saving throw. |
| ENC | Light of ArvandorCleric Attack 3 · DPStd Area burst 1 within 5 squaresDivine, Implement, RadiantTgt Each enemy in burst | A web of gleaming strands cuts into your foes and defends your allies. Atk Wis vs Will · Hit 1d8 + Wis radiant dmg, and each ally in the burst gains a +2 pwr bonus to AC until EONT. |
| ENC | Sacred ShieldingCleric Attack 3 · DPStd Melee wpnDivine, Radiant, WeaponTgt One creature | Your weapon is limned in holy light, and a mantle of equal brilliance springs into existence around you. Atk Str vs AC · Hit 2[W] + Str radiant dmg. Until EONT, each ally adjacent to you or to tgt gains resistance to all dmg = Cha. |
| ENC | Split the SkyCleric Attack 3 · PHBStd Melee wpnDivine, Thunder, WeaponTgt One creature | 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. Atk Str vs Fortitude · Hit 1[W] + Str thunder dmg, and you push tgt 2 sq and knock it prone. |
| DLY | Consecrated GroundCleric Attack 5 · PHBStd Close burst 1Divine, Healing, Radiant, Zone | 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. Eff The burst creates a zone of sanctified ground that lasts until EONT. You can move the origin sq of the zone 3 sq as a move action. Enemies that start their turns within the zone take 1d6 + Cha radiant dmg. You and any allies who are bloodied and start their turns within the zone regain HP equal to 1 + Cha. Sust Minor The zone persists. |
| DLY | Hallowed AdvanceCleric Attack 5 · DPStd Melee wpnDivine, Healing, Teleportation, WeaponTgt One creature | The power of your god draws an ally to your side, eager to share in victory. Atk Str vs AC · Hit 2[W] + Str dmg. Eff One ally within 5 sq of you can teleport adjacent to tgt and make a MBA against it as a free action. In addition, that ally can spend a healing surge. Miss Half dmg. |
| DLY | Halo of ConsequenceCleric Attack 5 · DPStd Ranged 10Divine, Implement, ReliableTgt One creature | A ring of faint light surrounds your enemy and punishes it for attacking you or your allies. Atk Wis vs Reflex · Hit Tgt is affected by your halo of consequence (save ends). Until the halo ends, tgt takes a –4 penalty to attack rolls, and after tgt attacks you or any ally, it is dazed until the end of its next turn. Tgt takes a –2 penalty to saving throws against the halo. |
| DLY | Hold FoeCleric Attack 5 · DPStd Ranged 10Divine, ImplementTgt One creature | With an impassioned prayer, you transfix your enemy to the spot. Atk Wis vs Will · Hit 2d6 + Wis dmg. Tgt is dazed and immobilized (save ends both). Miss Half dmg, and tgt is slowed until EONT. |
| DLY | Iron to GlassCleric Attack 5 · DPStd Ranged 10Divine, ImplementTgt One creature | Tracing runes of denial in the air, you cause your foe’s weapons to become as brittle as glass. Atk Wis vs Reflex · Hit Until the end of the encounter, tgt takes a –4 penalty to melee dmg rolls. Whenever tgt hits with a melee attack, the penalty worsens by 2 to a maximum of –10. Miss Until the end of the encounter, tgt takes a –2 penalty to melee dmg rolls. Whenever tgt hits with a melee attack, the penalty worsens by 1 to a maximum of –5. |
| DLY | Revealing LightCleric Attack 5 · DPStd Ranged 10Divine, Implement, RadiantTgt One creature | A narrow beam of brilliant blue-white light lances down to illuminate a foe that seeks the shadows. Atk Wis vs Reflex. The attack ignores concealment and cover. · Hit 3d6 + Wis radiant dmg. Eff Tgt takes ongoing 5 radiant dmg and cannot become hidden (save ends both). |
| DLY | Rune of PeaceCleric Attack 5 · PHBStd Melee wpnCharm, Divine, WeaponTgt One creature | You smash your weapon into your foe, leaving behind a glowing rune that prevents your foe from making attacks. Atk Str vs Will · Hit 1[W] + Str dmg, and tgt cannot attack (save ends). Miss Tgt cannot attack you until EONT. |
| DLY | Spiritual WeaponCleric Attack 5 · PHBStd Ranged 10Conjuration, Divine, ImplementTgt One creature | 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. Atk Wis vs AC · Hit 1d10 + Wis dmg. Eff You conjure a weapon that appears in tgt’s sq and attacks. Your allies gain CA against tgt. You can move the weapon up to 10 sq to another enemy’s sq, within range, as a move action. The weapon lasts until EONT. Sust Minor When you sustain the power, repeat the attack. Your allies continue to gain CA against the weapon’s target. |
| DLY | Weapon of the GodsCleric Attack 5 · PHBMinor Melee touchDivine, Radiant, WeaponTgt One held weapon | Your weapon glows with divine radiance, enhancing your attacks. Eff Until the end of the encounter, all attacks made with the weapon deal an extra 1d6 radiant dmg. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon wielder’s next turn. |
| ENC | Bastion of HealthCleric Utility 6 · PHBMinor Ranged 10Divine, HealingTgt You or one ally | You invoke a prayer that instantly fortifies one of your allies. Eff Tgt can spend a healing surge. Add Cha to the HP regained. |
| DLY | Blades of Holy FireCleric Utility 6 · DPMinor Close burst 5Divine, Fire, RadiantTgt Each ally in burst | Your allies’ implements and weapons blaze with white-hot, consecrated flames. Eff The next time tgt hits before the end of the encounter, that attack deals 1d6 extra fire and radiant dmg. |
| DLY | Cure Serious WoundsCleric Utility 6 · PHBStd Melee touchDivine, HealingTgt You or one creature | 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. Eff Tgt regains HP as if it had spent two healing surges. |
| DLY | Divine FavorCleric Utility 6 · DPStd Melee touchDivine, HealingTgt You or one ally | Sacred light suffuses your comrade, bestowing your god’s blessing in battle. Eff Until the end of the encounter, tgt gains a +2 pwr bonus to attack rolls and dmg rolls, and when tgt is first bloodied, he or she can spend a healing surge. |
| DLY | Divine VigorCleric Utility 6 · PHBMinor Close burst 5DivineTgt You and each ally in burst | You call upon your deity to invigorate you and your battle-weary allies. Eff Each target regains the use of his or her second wind. |
| ENC | Holy CelerityCleric Utility 6 · DPMinor Ranged 10DivineTgt You or one ally | You imbue an ally with the confidence to advance against all impediments. Eff Until EONT, tgt ignores the effects of the immobilized, restrained, and slowed conditions. |
| AW | Holy LanternCleric Utility 6 · PHBStd Ranged 3Conjuration, Divine | A conjured beacon of divine light shines like a lantern, piercing shadows and deception. Eff You conjure a lantern that appears in 1 sq within range and sheds light 5 sq in all directions. You and allies in the light gain a +2 pwr 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. |
| DLY | Spirit of HealingCleric Utility 6 · DPMinor Ranged 10Conjuration, Divine, Healing | A glowing figure appears at your command, casting an aura of health over your allies. Eff You conjure a spirit of healing in 1 sq within range. The spirit lasts until EONT. When an ally in the spirit’s sq or adjacent to it hits an enemy, that ally regains HP equal to twice Wis. As a move action, you can move the spirit 4 sq. Sust Minor The spirit persists. |
| DLY | Stream of LifeCleric Utility 6 · DPMinor PersDivine, Healing | Your life energy flows into a companion and grants your friend the vigor to fight on. Eff You take ongoing 5 dmg (save ends). This dmg can’t be reduced in any way. At the end of your turn, you can choose not to make a saving throw against this ongoing dmg. Whenever you take the ongoing dmg, an ally within 5 sq of you regains 15 HP. |
| ENC | Awe StrikeCleric Attack 7 · PHBStd Melee wpnDivine, Fear, WeaponTgt One creature | The supernatural awe and dread that radiates from you as you swing your weapon leaves your foe momentarily frozen in terror. Atk Str vs Will · Hit 1[W] + Str dmg, and tgt is immobilized until EONT. |
| ENC | Bolts of WardingCleric Attack 7 · DPStd Melee wpnDivine, Lightning, WeaponTgt One creature | Your weapon crackles with divine lightning that arcs out to strike any who threaten your allies. Atk Str vs AC · Hit 2[W] + Str lightning dmg. Until EONT, any enemy takes 5 lightning dmg if it ends its turn adjacent to any ally within 5 sq of you. |
| ENC | Break the SpiritCleric Attack 7 · PHBStd Ranged 10Charm, Divine, Implement, RadiantTgt One creature | Calling down the power of your god, you bathe your foe in agonizing radiance, driving strength out of its impending attacks. Atk Wis vs Will · Hit 2d8 + Wis radiant dmg, and tgt takes a penalty to attack rolls = Cha until EONT. |
| ENC | DenunciationCleric Attack 7 · DPStd Ranged 5Divine, ImplementTgt One creature | You pronounce a divine curse, and motes of darkness swirl around your enemy to hinder it. Atk Wis vs Will · Hit Until EONT, tgt is dazed and takes a penalty to attack rolls and all defenses = Cha. |
| ENC | Price of ViolenceCleric Attack 7 · DPImm React Ranged 5Divine, ImplementTgt The triggering enemy | Your enemy claws at its sightless eyes after daring to attack. Atk Wis vs Fortitude · Hit Tgt is blinded until EONT. Trig An enemy within 5 sq of you hits you or your ally |
| ENC | Searing LightCleric Attack 7 · PHBStd Ranged 10Divine, Implement, RadiantTgt One creature | 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. Atk Wis vs Reflex · Hit 2d6 + Wis radiant dmg, and tgt is blinded until EONT. |
| ENC | Strengthen the FaithfulCleric Attack 7 · PHBStd Melee wpnDivine, Healing, WeaponTgt One creature | You utter a solemn prayer as you bring your weapon down upon your foe, invoking the power of your deity to physically bolster you and nearby allies. Atk Str vs AC · Hit 2[W] + Str dmg, and you and each ally adjacent to tgt can spend a healing surge. Add Cha to the HP regained. |
| ENC | Strike of JudgmentCleric Attack 7 · DPStd Melee wpnDivine, Healing, WeaponTgt One creature | Your attack visits pain upon your foe and ensures that you and your allies will be compensated if that foe dares to retaliate. Atk Str vs Will · Hit 2[W] + Str dmg. Eff The next time tgt hits or misses an ally before EONT, one ally of your choice within 5 sq of tgt regains 10 HP. |
| ENC | Zealous SanctionCleric Attack 7 · DPStd Ranged 10Divine, Healing, Implement, RadiantTgt One creature | You name your foe an enemy of your god. Divine power sears it and heals any who strike it. Atk Wis vs Will · Hit 2d8 + Wis radiant dmg. The first time any ally hits tgt before EONT, that ally can spend a healing surge. |
| DLY | Astral DefendersCleric Attack 9 · PHBStd Ranged 10Conjuration, Divine, Implement, Radiant | You conjure two ghostly soldiers, indistinct except for glowing weapons. They lash out with divine radiance against enemies that pass. Eff You conjure two soldiers, each occupying 1 sq within range. The conjured soldiers don’t attack normally, but whenever an OA would be provoked from a conjured soldier, the soldier makes a Wis vs Reflex attack. On a hit, the attack deals 1d10 + Wis radiant dmg. You can move one soldier or both a total of 3 sq as a move action. Creatures can move through the spaces occupied by the soldiers. The soldiers last until the end of the encounter. |
| DLY | Blade BarrierCleric Attack 9 · PHBStd Area wall 5 within 10 squaresConjuration, Divine, Implement | A barrier of whirling blades appears, slashing at those who come too close or try to pass through. Eff You conjure a wall of contiguous sq filled with spinning blades of astral energy that lasts until EONT. The wall can be up to 5 sq long and up to 2 sq 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 + Wis dmg plus ongoing 5 dmg (save ends). Sust Minor The barrier persists. |
| DLY | Crucial ResurgenceCleric Attack 9 · DPStd Melee wpnDivine, Healing, WeaponTgt One creature | The pain of your wounds only inspires you to greater heights. Req You must be bloodied. · Atk Str vs AC · Hit 2[W] + Str dmg. Eff You and each ally within 5 sq of you can spend a healing surge. |
| DLY | DismissalCleric Attack 9 · DPStd Ranged 10Divine, Implement, TeleportationTgt One creature | You utter a mighty shout and cast your enemy out of the world. Atk Wis vs Will · Hit Tgt disappears into an extraplanar prison (save ends). Tgt takes a –2 penalty to saving throws against this effect, or a –5 penalty if it is an aberrant, elemental, fey, immortal, or shadow creature. When tgt saves against this effect, it reappears in its original space. If that space is occupied, tgt returns to the nearest unoccupied space. · Miss Tgt disappears into an extraplanar prison until EONT. Tgt then reappears in its original space. If that space is occupied, tgt returns to the nearest unoccupied space. After Tgt is dazed until the end of its next turn. |
| DLY | Divine FuryCleric Attack 9 · DPStd Close burst 1Divine, Healing, Radiant, Weapon, ZoneTgt Each enemy in burst | Your patron’s servants take notice of your struggle and reward your companions while punishing your enemies. Atk Str vs Fortitude · Hit 2[W] + Str radiant dmg. Eff The burst creates a zone of divine fury that lasts until EONT. When any ally within the zone hits an enemy, that ally regains 10 HP. Miss Half dmg. · Sust Minor The zone persists. |
| DLY | Divine PowerCleric Attack 9 · PHBStd Close burst 2Divine, Healing, Radiant, WeaponTgt Each enemy in burst you can see | 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. Atk Str vs Fortitude · Hit 2[W] + Str radiant dmg, and you push tgt 1 sq. Eff Until the end of the encounter, you gain regeneration 5, and you and each ally within the burst gain a +2 pwr bonus to AC. |
| DLY | Flame StrikeCleric Attack 9 · PHBStd Area burst 2 within 10 squaresDivine, Fire, ImplementTgt Each enemy in burst | A column of flame roars downward to engulf your foes. Atk Wis vs Reflex · Hit 2d10 + Wis fire dmg, and ongoing 5 + Wis fire dmg (save ends). Miss Half dmg, and no ongoing fire dmg. |
| DLY | Rebuke ViolenceCleric Attack 9 · DPStd Ranged 10Divine, ImplementTgt One creature | With a fervent prayer, you purge all thoughts of battle from your enemy’s mind. Atk Wis vs Will · Hit Tgt cannot attack (save ends). Until you or any ally attacks tgt, it takes a –5 penalty to saving throws against this effect. Miss Tgt cannot attack until EONT. |
| DLY | Astral RefugeCleric Utility 10 · PHBStd Melee touchDivine, Healing, TeleportationTgt One willing ally | 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. Eff Tgt is whisked away to a place of safety in the Astral Sea for 3 rounds. While there, tgt can spend a healing surge each round but cannot take any other actions. At the end of the effect, tgt reappears in the space he or she left or, if the space is not vacant, in the nearest unoccupied space. |
| DLY | GodsightCleric Utility 10 · DPMinor Ranged 5DivineTgt You or one ally | You bestow the ability to see through deception. Eff Tgt gains truesight 5 until the end of the encounter. |
| ENC | Healer’s BalmCleric Utility 10 · DPStd Melee touchDivineTgt One ally | You lay a hand on your comrade’s brow, taking on his or her pain and suffering. Eff You transfer to yourself all effects on tgt that a save can end. You gain a +4 bonus to saving throws against those effects. |
| DLY | Knights of Unyielding ValorCleric Utility 10 · PHBStd Ranged 10Conjuration, Divine | You conjure four ghostly knights that carry huge shields emblazoned with the symbol of your deity. Eff You conjure four ghostly warriors, each occupying 1 sq within range. As a move action, you can move any of the knights 2 sq. They can’t attack or be attacked or damaged, and they last until the end of the encounter. Enemies can’t enter a sq 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. |
| DLY | Mass Cure Light WoundsCleric Utility 10 · PHBStd Close burst 5Divine, HealingTgt You and each ally in burst | With a wave of your hand, healing motes of silver light engulf you and all nearby allies. Eff The targets regain HP as if they had spent a healing surge. Add Cha to the HP regained. |
| ENC | Recall AllyCleric Utility 10 · DPMove Ranged 20Divine, TeleportationTgt One ally | You summon a comrade to your side. Eff You teleport tgt to a sq adjacent to you. |
| DLY | Sacred BeneficenceCleric Utility 10 · DPStd Melee touchDivine, HealingTgt One ally | As long as you stand firm against the enemy, your companion draws on your strength to remain unbowed. Req You must not be bloodied. Eff Tgt gains regeneration 10 until you are bloodied or until the end of the encounter. |
| ENC | Shielding WordCleric Utility 10 · PHBImm Intr Ranged 5Divine | You invoke a prayer that instantly defends one of your allies. Trig An ally in range is hit by an attack · Eff The ally gains a +4 pwr bonus to AC until EONT. |
| ENC | Word of VigorCleric Utility 10 · DPMinor Close burst 1Divine, HealingTgt You and each ally in burst | Your ringing prayer inspires all nearby to draw on inner reserves. Eff Each target can spend a healing surge and regain 2d6 additional HP. |
| ENC | Angel’s RescueCleric Attack 13 · DPStd Melee wpnDivine, WeaponTgt One creature | You invoke an angel’s name to lend strength to your attack and carry your ally out of danger. Atk Wis vs AC · Hit 3[W] + Str dmg. Eff You slide an ally who is adjacent to you or to tgt 2 sq. Spec When charging, you can use this power in place of a MBA. |
| ENC | Arc of the RighteousCleric Attack 13 · PHBStd Melee wpnDivine, Lightning, Weapon | 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. 1° Tgt One creature · Atk Str vs AC · Hit 2[W] + Str lightning dmg. Make a secondary attack. 2° Tgt One creature within 3 sq of you · 2° Atk Str vs AC · 2° Hit 1[W] + Str lightning dmg. |
| ENC | Brilliant CensureCleric Attack 13 · DPStd Ranged 10Divine, Implement, Radiant | Blazing light coalesces over your ally to form a crown whose radiance pierces surrounding foes. 1° Tgt One ally Eff Until EONT, the primary target gains a pwr bonus to all defenses = Cha. Make a secondary attack that is an area burst 1 centered on the primary target. 2° Tgt Each enemy in burst · Atk Wis vs Reflex · Hit 3d6 + Wis radiant dmg. |
| ENC | Deadly LureCleric Attack 13 · DPStd Ranged 5Charm, Divine, ImplementTgt One creature | Your imperious gesture drags an enemy toward you, compelling it to lower its defenses. Atk Wis vs Will · Hit Tgt gains vulnerability to all dmg equal to 2 + Wis until EONT. Tgt then moves its speed toward you, taking the safest path possible. |
| ENC | Inspiring StrikeCleric Attack 13 · PHBStd Melee wpnDivine, Healing, WeaponTgt One creature | 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. Atk Str vs AC · Hit 2[W] + Str dmg, and you or an ally within 5 sq regains HP equal to 15 + Cha. |
| ENC | Mantle of GloryCleric Attack 13 · PHBStd Close blast 5Divine, Healing, Implement, RadiantTgt Each enemy in blast | 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. Atk Wis vs Will · Hit 2d10 + Wis radiant dmg. Eff Allies in the blast can spend a healing surge. |
| ENC | Plague of DoomCleric Attack 13 · PHBStd Ranged 10Divine, ImplementTgt One creature | You direct your attention at an enemy, whisper an ancient battle prayer, and send jolts of wracking pain through his body. Atk Wis vs Fortitude · Hit 3d8 + Wis dmg, and tgt takes a penalty to all defenses = Cha until EONT. |
| ENC | Promise of VictoryCleric Attack 13 · DPStd Close burst 1Divine, WeaponTgt Each enemy in burst | With a flurry of devastating strikes, you show your enemies how close they are to defeat. Atk Str vs AC · Hit 2[W] + Str dmg, and tgt takes a –2 penalty to all defenses until EONT. |
| ENC | RemorseCleric Attack 13 · DPStd Area burst 1 within 5 squaresDivine, Healing, ImplementTgt Each enemy in burst | Your words of reproach cause your foes to hesitate as they regret their violent acts. Atk Wis vs Will · Hit Until EONT, tgt gains vulnerable 10 to all dmg and is dazed. Eff Each ally in the burst can spend a healing surge. |
| DLY | Crown of LightCleric Attack 15 · DPStd Close burst 3Divine, Implement, Radiant, ZoneTgt Each enemy in burst | Awful brilliance flashes from your eyes, blinding foes and inspiring allies. Atk Wis vs Fortitude · Hit Tgt is blinded (save ends). Eff The burst creates a zone of bright light that lasts until the end of the encounter. When you move, the zone moves with you, remaining centered on you. Any ally who begins his or her turn within the zone deals 2d6 extra radiant dmg with melee or ranged attacks until the start of his or her next turn. |
| DLY | Divine ReprisalCleric Attack 15 · DPImm React Ranged 10Divine, Healing, Implement, RadiantTgt The triggering enemy | You utter a prayer to heal an ally’s injury and exact punishment against the attacker. Atk Wis vs Will · Hit 3d8 + Wis radiant dmg. Trig An enemy within 10 sq of you hits your ally · Eff The ally can make a saving throw and can spend a healing surge. |
| DLY | Holy SparkCleric Attack 15 · PHBStd Melee wpnDivine, Lightning, WeaponTgt One creature | Crackling with heavenly lightning, your weapon hits your foe and engulfs him in glowing arcs. Lightning jumps to other foes that approach the target. Atk Str vs Will · Hit 2[W] + Str lightning dmg, and ongoing 10 lightning dmg (save ends). While this power’s ongoing dmg is in effect, any ally of tgt that starts its turn within 3 sq of tgt takes 2d10 lightning dmg. Miss Half dmg, and no ongoing lightning dmg. |
| DLY | Ivory RampartCleric Attack 15 · DPStd Melee wpnConjuration, Divine, WeaponTgt One creature | As your weapon strikes your foe, divine power flows from you to form a barrier that protects your allies. Atk Str vs AC · Hit 2[W] + Str dmg. Eff You conjure a wall of gleaming energy that originates in your space and can be up to 8 sq long and up to 2 sq high. The wall lasts until EONT. Any ally within the wall or adjacent to it gains cover. Any enemy that enters the wall is immobilized until the end of its turn. Miss Half dmg. · Sust Minor The wall persists. |
| DLY | Penance of BloodCleric Attack 15 · DPStd Close burst 3Divine, ImplementTgt Each enemy in burst | Divine displeasure visits even more pain on your enemies. Atk Wis vs Fortitude · Hit Tgt gains vulnerable 5 to all dmg until the end of the encounter. Eff Until the end of the encounter, any vulnerability you cause your enemies is increased by Wis. |
| DLY | Purifying FireCleric Attack 15 · PHBStd Area burst 2 within 10 squaresDivine, Fire, Healing, ImplementTgt Each enemy in burst | 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. Atk Wis vs Reflex · Hit 3d10 + Wis fire dmg, and ongoing 10 fire dmg (save ends). While this power’s ongoing dmg is in effect, you and your allies regain HP equal to 5 + Cha when starting a turn adjacent to one or more targets taking the ongoing dmg. Miss Half dmg, and no ongoing fire dmg. |
| DLY | Seal of WardingCleric Attack 15 · PHBStd Close burst 3Divine, Implement, Radiant, ZoneTgt Each enemy in burst | 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. Atk Wis vs Will · Hit 4d10 + Wis radiant dmg, and tgt is slowed until EONT. Eff The burst creates a zone of difficult terrain that grants cover to you and your allies against ranged attacks until EONT. Miss Half dmg, and tgt is not slowed. · Sust Minor The zone persists. |
| DLY | Wrath of the FaithfulCleric Attack 15 · DPStd Melee wpnDivine, Reliable, WeaponTgt One creature | You draw resolve from your allies to strike down the enemy they fear. Atk Str vs AC. You gain a +1 bonus to the attack roll for each ally adjacent to tgt. · Hit 4[W] + Str dmg. |
| DLY | Air WalkCleric Utility 16 · DPMinor PersDivine | With deliberate steps, you stride upward on luminous clouds. Eff Until the end of the encounter, you gain the ability to move on air as if it were a solid surface. If you end your turn more than 2 sq above a solid surface, you descend gently until you are 2 sq above one. |
| ENC | Astral ShieldCleric Utility 16 · PHBStd Ranged 5Conjuration, Divine | You conjure a shimmering silver shield, which you can then move around the battlefield to provide protection where it is needed most. Eff You conjure a shield that appears in 1 sq 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 sq within range as a move action. It can’t be attacked or damaged and lasts until the end of the encounter. |
| ENC | Cloak of CourageCleric Utility 16 · DPStd Close burst 2DivineTgt Each ally in burst | Your prayer bolsters your companions’ will and fills them with hope. Eff Each target gains temp HP equal to his or her healing surge value. Until EONT, each target gains a +4 pwr bonus to all defenses against fear effects. |
| DLY | Cloak of PeaceCleric Utility 16 · PHBStd Ranged 10DivineTgt You or one ally | 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. Eff Tgt gains a +5 pwr bonus to AC and a +10 pwr bonus to all other defenses until the end of the encounter. This effect ends if tgt makes an attack. |
| DLY | Cure Critical WoundsCleric Utility 16 · DPStd Melee touchDivine, HealingTgt You or one creature | Intoning the name of your god, you heal your friend’s injuries with a soothing touch. Eff Tgt regains HP as if it had spent three healing surges. |
| DLY | Divine ArmorCleric Utility 16 · PHBStd Close burst 3Divine, HealingTgt You and each ally in burst | 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. Eff You gain a +2 pwr bonus to AC, and all targets gain resist 5 to all dmg until the end of the encounter. |
| DLY | Hallowed GroundCleric Utility 16 · PHBStd Close burst 5Divine, Zone | You speak a prayer, and the ground around you becomes hallowed, granting you and your allies divine protection. Eff The burst creates a zone of hallowed ground. You and any allies gain the following benefits while within the zone: a +2 pwr bonus to saving throws, a +2 pwr bonus to all defenses, and a +2 pwr bonus to attack rolls. The area remains hallowed until the end of the encounter. |
| DLY | Radiant BeamsCleric Utility 16 · DPStd Close burst 5Divine, RadiantTgt You and each ally in burst | A halo of brilliance springs from your brow, defending your comrades from the foulness of the undead. Eff Until EONT, each target gains resist 20 necrotic and deals 1 radiant dmg to any enemy that attacks him or her. Sust Minor The effect persists. |
| ENC | Unexpected ReturnCleric Utility 16 · DPImm React Ranged 5Divine, HealingTgt The triggering ally | A swift chant gives your ally a second chance at life. Trig An ally within 5 sq of you drops to 0 HP or fewer · Eff Tgt can spend a healing surge. |
| ENC | Blinding LightCleric Attack 17 · PHBStd Melee wpnDivine, Radiant, WeaponTgt One creature | You utter a brief prayer, and a brilliant nimbus of golden light surrounds your weapon, blinding your enemy on impact. Atk Str vs Fortitude · Hit 2[W] + Str radiant dmg, and tgt is blinded until EONT. |
| ENC | Divine PhalanxCleric Attack 17 · DPStd Melee wpnDivine, Radiant, Teleportation, WeaponTgt One creature | As you attack, divine trumpets sound, and your allies rally to your side. Together you are all stronger. Atk Str vs AC · Hit 2[W] + Str radiant dmg. Eff You teleport each ally within 10 sq of you to a sq adjacent to you. Each ally you teleport gains a +2 pwr bonus to AC and to attack rolls until EONT. |
| ENC | EnthrallCleric Attack 17 · PHBStd Area burst 3 within 10 squaresCharm, Divine, Implement, PsychicTgt Each enemy in burst | You begin reciting a verse from some ancient holy text. The truths you speak are enough to wound and hamper your enemies. Atk Wis vs Will · Hit 2d10 + Wis psychic dmg, and tgt is immobilized and unable to make attacks against you until EONT. |
| ENC | Halo of PeaceCleric Attack 17 · DPStd Melee wpnDivine, Radiant, WeaponTgt One creature | You slam your weapon into your foe and enfold it in brilliant energy that hampers its attacks. Atk Str vs AC · Hit 2[W] + Str radiant dmg. Until EONT, tgt takes a –4 penalty to attack rolls and cannot make OAs. |
| ENC | MaledictionCleric Attack 17 · DPStd Ranged 5Divine, ImplementTgt One creature | Your enemy is crippled by the terrible curse you pronounce against it. Atk Wis vs Will · Hit Tgt is weakened and dazed until EONT. |
| ENC | Sentinel StrikeCleric Attack 17 · PHBStd Melee wpnDivine, WeaponTgt One creature | 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. Atk Str vs AC · Hit 3[W] + Str dmg. Choose one ally within 5 sq of you; if tgt attacks that ally before EONT, reduce tgt’s dmg against that ally to 0. |
| ENC | Sever the SourceCleric Attack 17 · DPStd Ranged 5DivineTgt One creature | A gleaming rune of anathema appears on your enemy, cutting it off from divine blessings. Eff Until EONT, tgt gains vulnerability to all dmg equal to 10 + Wis and cannot regain HP. |
| ENC | Starry SnareCleric Attack 17 · DPStd Ranged 10Divine, Implement, RadiantTgt One creature | You weave a net of astral light, which imprisons your foe in glittering strands. Atk Wis vs Fortitude · Hit 3d8 + Wis radiant dmg. Until EONT, tgt is immobilized, cannot teleport, and does not benefit from being insubstantial. |
| ENC | Thunderous WordCleric Attack 17 · PHBStd Close blast 5Divine, Implement, ThunderTgt Each enemy in blast | You shout a word that forcefully thrusts your enemies back while allowing your allies to position themselves more advantageously. Atk Wis vs Reflex · Hit 3d6 + Wis thunder dmg, and you push tgt a number of sq equal to 3 + Cha. Eff Allies in the blast can shift 1 sq. |
| DLY | Beacon of DoomCleric Attack 19 · DPStd Melee wpnDivine, WeaponTgt One creature | With a resounding strike, you denounce your enemy from among its allies, leaving it to crumple under a flurry of attacks from your friends. Atk Str vs AC · Hit 2[W] + Str dmg. · Miss Half dmg. Each Failed Saving Throw One ally within 10 sq of tgt can make a basic attack against it as a free action. Eff Tgt takes a –4 penalty to all defenses (save ends). After Each ally within 5 sq of tgt can make a basic attack against it as a free action. |
| DLY | Fire StormCleric Attack 19 · PHBStd Area burst 5 within 10 squaresDivine, Fire, Implement, ZoneTgt Each enemy in burst | A roiling cloud of fire scours your foes, lingering on the battlefield until you allow it to burn itself out. Atk Wis vs Reflex · Hit 5d10 + Wis fire dmg. Eff The burst creates a zone of fire that lasts until EONT. Enemies that start their turn in this zone take 1d10 + Wis fire dmg. Miss Half dmg. · Sust Minor The zone persists. |
| DLY | Holy WrathCleric Attack 19 · PHBStd Close burst 3Divine, Healing, Implement, RadiantTgt Each enemy in burst | A burst of furious light washes over your foes and fortifies you with the wrath of your god. Atk Str vs AC · Hit 2d10 + Str radiant dmg. Eff You gain regeneration 10 and a +2 pwr bonus to attack rolls until the end of the encounter. |
| DLY | Indomitable SpiritCleric Attack 19 · PHBStd Melee wpnDivine, Healing, WeaponTgt One creature | The divine power of your mighty attack fortifies your allies. Atk Str vs AC · Hit 3[W] + Str dmg. Eff You and each ally within 5 sq of you regain HP as if you had each spent a healing surge. Miss Half dmg. |
| DLY | Knight of GloryCleric Attack 19 · PHBStd Ranged 10Conjuration, Divine, ImplementTgt One creature adjacent to the ghostly knight | You conjure a ghostly warrior clad in the ceremonial armor of your faith. With sword in hand, it attacks your enemies. Atk Wis vs AC · Hit 3d10 + Wis dmg. Eff You conjure a ghostly knight that occupies 1 sq 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 sq as a move action. It lasts until the end of the encounter. |
| DLY | Miraculous InterventionCleric Attack 19 · DPImm React Ranged 5Divine, Healing, Implement | Your ally is overcome, but you buy time to restore that companion’s health. Trig An ally within 5 sq of you drops to 0 HP or fewer · 1° Tgt The triggering ally Eff The primary target regains HP as if he or she had spent a healing surge. Make a secondary attack that is an area burst 2 centered on the primary target. 2° Tgt Each enemy in burst · Atk Wis vs Will · Hit The secondary target is stunned (save ends). |
| DLY | Moment of PeaceCleric Attack 19 · DPStd Close blast 5Divine, ImplementTgt Each enemy in blast | A wave of tranquility washes over your foes, rendering them harmless for a critical moment. Atk Wis vs Will · Hit Tgt’s attacks deal no dmg (save ends). Miss Tgt’s attacks deal no dmg until EONT. |
| DLY | Realm of BattleCleric Attack 19 · DPStd Melee wpnDivine, Radiant, Weapon, ZoneTgt One creature | You sweep your weapon through the air and call out for divine aid. A flock of angels soars through the sky to surround you, driving back the enemy. Atk Str vs AC · Hit 3[W] + Str radiant dmg. Eff The attack creates a zone of angelic soldiers in a close burst 3. The zone lasts until the end of the encounter. While within the zone, you and your allies gain a +1 pwr bonus to AC and attack rolls. While within the zone, any enemy takes 5 radiant dmg at the start of its turn and provokes OAs when it shifts. Miss Half dmg. |
| DLY | Supernal RadianceCleric Attack 19 · DPStd Area burst 1 within 5 squaresDivine, Implement, RadiantTgt Each enemy in burst | You create a pulse of light that gleams with divine clarity. No foe can hide within its brilliance. Atk Wis vs Will · Hit 2d10 + Wis radiant dmg. Eff Tgt takes ongoing 10 radiant dmg, cannot benefit from invisibility or concealment, and cannot become hidden (save ends all). |
| ENC | Adjure the ChosenCleric Utility 22 · DPStd Close burst 5DivineTgt You and each ally in burst | With a ringing voice, you urge your companions to direct your gifts fury against your foes. Eff Until EONT, each target gains a +2 pwr bonus to speed, attack rolls, and dmg rolls, and can score a critical hit on a roll of 18–20. |
| DLY | Angel of the Eleven WindsCleric Utility 22 · PHBStd Ranged 10Conjuration, Divine | You conjure a luminous winged angel with indistinct features. It hovers 1 foot above the ground and grants others the power of flight. Eff You conjure the likeness of an angel that occupies 1 sq within range. The angel grants any target you can see a speed of fly 8 and a +4 pwr bonus to AC against OAs. Changing tgt 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. |
| DLY | Clarion Call of the Astral SeaCleric Utility 22 · PHBStd Ranged 10Divine, Healing, TeleportationTgt You or one willing ally | 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. Eff Tgt teleports away to a safe location in the Astral Sea and regains HP up to its maximum. While it is away, tgt 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 sq of its previous location. |
| DLY | Cloud ChariotCleric Utility 22 · PHBStd Ranged 2Conjuration, Divine | You conjure a white cloud that coalesces into a chariot pulled by a winged horse, both made of solid cloudstuff. Eff 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). |
| DLY | HealCleric Utility 22 · DPStd Melee touchDivine, HealingTgt One ally | Bowing your head in prayer, you restore a desperately injured comrade to complete health. Eff Tgt regains all his or her HP. |
| DLY | Mass Cure Serious WoundsCleric Utility 22 · DPStd Close burst 5Divine, HealingTgt You and each ally in burst | Glimmering blue motes envelop you and your companions, staunching wounds. Eff Each target regains HP as if he or she had spent two healing surges. |
| DLY | PurifyCleric Utility 22 · PHBStd Close burst 5DivineTgt You and each ally in burst | You wave a hand, releasing golden motes of light that strike nearby allies, ridding them of all lingering afflictions. Eff Every effect that a save can end is removed from the targets. |
| ENC | Ramparts of LightCleric Utility 22 · DPMinor Close burst 20DivineTgt You or one ally in burst | Divine light encases you or your ally to thwart even the deadliest attacks. Eff Tgt gains resist 25 to all dmg until EONT. |
| DLY | ReviveCleric Utility 22 · DPStd Melee touchDivine, HealingTgt One bloodied or dying ally or a dead ally who died during this encounter | You call back an ally from the clutches of death. Eff Tgt regains enough HP to bring his or her current hit point total to his or her bloodied value. If tgt is dead, he or she revives, then regains the HP, and is considered not to have failed any death saving throws during this encounter. |
| DLY | Spirit of HealthCleric Utility 22 · PHBStd Ranged 10Conjuration, Divine, Healing | You conjure an insubstantial spirit that hovers in the air nearby and heals your wounded comrades. Eff You conjure a spirit that appears in 1 sq within range. You or any ally adjacent to or in the same sq 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. |
| ENC | Astral Blades of DeathCleric Attack 23 · PHBStd Ranged 10Divine, Implement, RadiantTgt One creature | You invoke a holy phrase. Merciless blades of silvery light suddenly appear around your enemy and begin hacking at it. Atk Wis vs Reflex · Hit 6d6 + Wis radiant dmg. |
| ENC | Divine CensureCleric Attack 23 · PHBStd Melee wpnDivine, WeaponTgt One creature | 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. Atk Str vs AC · Hit 3[W] + Str dmg, and tgt takes a –2 penalty to attack rolls until EONT. |
| ENC | Divine FervorCleric Attack 23 · DPStd Melee wpnDivine, Healing, Radiant, WeaponTgt One creature | Your god’s power flares from your weapon to bless you and a companion as you batter down an enemy. Atk Str vs AC · Hit 4[W] + Str radiant dmg. Eff You and an ally within 10 sq of you can each spend a healing surge. |
| ENC | Haunting StrikeCleric Attack 23 · PHBStd Melee wpnDivine, WeaponTgt One creature | You strike your enemy hard with your weapon and invoke an ancient divine curse that makes him more vulnerable to a subsequent attack. Atk Str + 2 vs AC · Hit 4[W] + Str dmg. The next attack roll you make against tgt gains a +2 pwr bonus. |
| ENC | Healing TorchCleric Attack 23 · PHBStd Area burst 5 within 10 squaresDivine, Healing, Implement, RadiantTgt Each enemy in burst | 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. Atk Wis vs Will · Hit 3d8 + Wis radiant dmg. Eff You and each ally in the burst gain a pwr bonus to AC = Cha until EONT and can spend a healing surge. Add Cha to the HP regained. |
| ENC | Mortal TerrorCleric Attack 23 · DPStd Melee wpnDivine, Fear, WeaponTgt One creature | You smash your foe and overwhelm it with fear of imminent death. Atk Str vs AC · Hit 3[W] + Str dmg, and tgt moves its speed away from you, taking the safest path possible. |
| ENC | Rebuke the WrathfulCleric Attack 23 · DPStd Ranged 10Divine, ImplementTgt One creature | You reproach your foe, and your allies brutally punish its violence. Atk Wis vs Will · Hit The first time tgt makes an attack before EONT, each ally within 10 sq of you can make a basic attack against tgt as an opportunity action. |
| ENC | Spirit FlameCleric Attack 23 · DPStd Close blast 5Divine, Fire, ImplementTgt Each enemy in blast | Raising your holy symbol high, you call down a great pulse of divine fire against your foes and restore yourself and your friends. Atk Wis vs Reflex · Hit 3d10 + Wis fire dmg. Eff You end the following conditions on yourself: blinded, dazed, immobilized, slowed, stunned, and weakened. In addition, each ally in the blast can choose to have one of these conditions ended on himself or herself. |
| ENC | Word of DeterrenceCleric Attack 23 · DPImm React Ranged 5Divine, Implement, RadiantTgt The triggering enemy | You drive back the foe who injured your ally and dissuade it from further aggression. Atk Wis vs Will · Hit You push tgt 3 sq. If tgt makes an attack roll before EONT, it takes radiant dmg equal to 20 + Wis. Trig An enemy within 5 sq of you hits your ally |
| DLY | Divine InterventionCleric Attack 25 · DPImm Intr Close burst 5Divine, Implement, Teleportation | You pull your friend out of the strike, taking the brunt of the attack onto yourself. Your furious rebuke steals the sight from your foes. Trig An enemy makes an attack roll against your ally within 5 sq of you, and you are not a target of that attack · 1° Tgt The triggering ally Eff You teleport yourself and the primary target, swapping positions with him or her, and the triggering enemy makes the attack roll against you instead. If you take dmg from the attack, the primary target gains temp HP equal to that dmg. You then make the following secondary attack. 2° Tgt Each enemy adjacent to you · Atk Wis vs Fortitude · Hit The secondary target is blinded (save ends). |
| DLY | Flames of TormentCleric Attack 25 · DPStd Melee wpnDivine, Fire, WeaponTgt One creature | You smite your enemy with wrathful fire that feeds on its soul. Atk Str vs Reflex · Hit 4[W] + Str fire dmg. Tgt takes ongoing 10 fire dmg and a penalty to all defenses equal to 1 + Cha (save ends both). Miss Half dmg. Tgt takes ongoing 5 fire dmg and a –2 penalty to all defenses (save ends both). |
| DLY | Life LanternsCleric Attack 25 · DPStd Ranged 5Conjuration, Divine, Healing, ImplementTgt One, two, or three creatures | Tiny lanterns appear next to your foes and bedazzle them with divine light, which can heal your friends’ wounds. Atk Wis vs Will · Hit Tgt is weakened (save ends). Eff For each target, you conjure a life lantern, which appears in 1 sq occupied by that target and lasts until the end of the encounter. Any enemy that starts its turn in a life lantern’s sq is dazed until the start of its next turn. Any ally who starts or ends his or her turn in a life lantern’s sq can regain HP as if he or she had spent a healing surge. Doing so destroys that lantern. |
| DLY | Nimbus of DoomCleric Attack 25 · PHBStd Melee wpnDivine, Radiant, WeaponTgt One creature | Your attack illuminates your foe with a radiant glow, guiding attacks against it. Atk Str vs AC · Hit 6[W] + Str radiant dmg. Eff Tgt takes a –2 penalty to all defenses (save ends). |
| DLY | Prayer of VictoryCleric Attack 25 · DPStd Melee wpnDivine, Radiant, WeaponTgt One creature | You declaim an inspirational prayer as you march among your foes, leading your allies to strike true. Atk Str vs AC · Hit 3[W] + Str radiant dmg. Eff Until the end of the encounter, whenever you hit an enemy with a melee attack, one ally adjacent to that enemy gains a +3 pwr bonus to his or her next melee attack roll against that enemy. In addition, whenever you move on your turn, one ally within 5 sq of you can shift 2 sq as a free action. Miss Half dmg. |
| DLY | Righteous MightCleric Attack 25 · DPStd Melee wpnDivine, WeaponTgt One creature | Divine power wells up within you, and you seem to tower over your god’s enemies. Atk Str vs AC · Hit 4[W] + Str dmg. Eff Until the end of the encounter, your reach increases by 1, your melee attacks deal 1d6 extra dmg, and you gain a +1 pwr bonus to speed and a +2 pwr bonus to AC. Then make the following attack. |
| DLY | Sacred WordCleric Attack 25 · PHBStd Close burst 5Divine, Implement, PsychicTgt Each enemy in burst | A single word of divine power damages and stuns nearby foes. Atk Wis vs Fortitude · Hit 4d10 + Wis psychic dmg, and tgt is stunned until EONT. Miss Half dmg, and tgt is not stunned. |
| DLY | Seal of BindingCleric Attack 25 · PHBStd Ranged 10Divine, ImplementTgt One creature | Faintly glowing symbols encircle your foe, trapping it. Atk Wis vs Will · Hit 3d10 + Wis dmg, and tgt is stunned and can’t be affected by any attack other than this one until EONT. Spec Each time you sustain the power, you and tgt both take 2d10 + Wis dmg. Tgt remains stunned and protected against all other attacks. You can’t sustain this power if you are bloodied. · Sustain Standard See Special. |
| DLY | Seal of ProtectionCleric Attack 25 · PHBStd Close burst 2Divine, Implement, Radiant, ZoneTgt Each enemy in burst | You create a circle of faintly glowing symbols that halts your enemies and protects you and your allies from attack. Atk Str vs Reflex · Hit 3d10 + Str radiant dmg. Eff The burst creates a protected zone until EONT. You and each ally within the zone gain a +2 bonus to AC. Enemies that enter the zone end their current movement. Sust Minor The zone persists. |
| ENC | Divine ContemptCleric Attack 27 · DPStd Ranged 10Divine, Implement, PsychicTgt One creature | You utter a scathing curse that crushes your enemy’s spirit with despair. Atk Wis vs Will · Hit 2d6 + Wis psychic dmg, and tgt is stunned until EONT. After Until EONT, tgt is dazed and takes a penalty to attack rolls equal to 1 + Cha. |
| ENC | Healer’s ReproofCleric Attack 27 · DPStd Close burst 1Divine, Healing, ImplementTgt Each enemy in burst | Your shout confounds your enemies and fills your ally with renewed strength. Atk Wis vs Will · Hit Tgt is stunned until EONT. Eff One ally in the burst can spend a healing surge and regain additional HP equal to 3d6 + Wis. |
| ENC | Punishing StrikeCleric Attack 27 · PHBStd Melee wpnDivine, WeaponTgt One creature | With a simple prayer, you gain a sudden clarity of purpose and empower your weapon with the indomitable might of your deity. Atk Str + 4 vs AC · Hit 4[W] + Str dmg. |
| ENC | Sacrificial HealingCleric Attack 27 · PHBStd Melee wpnDivine, Healing, WeaponTgt One creature | 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. Atk Str vs AC · Hit 3[W] + Str dmg, and you and each ally within 10 sq of you can spend a healing surge. Add Cha to the HP regained. |
| ENC | Scourge of the UnworthyCleric Attack 27 · PHBStd Ranged 20Divine, Implement, NecroticTgt One creature | You utter a divine phrase that lashes your enemy, dealing a terrible wound. Atk Wis vs Reflex · Hit 4d10 + Wis necrotic dmg, and tgt takes a –2 penalty to attack rolls until EONT. |
| ENC | Scouring SmiteCleric Attack 27 · DPStd Melee wpnDivine, Radiant, WeaponTgt One creature | The shining power of your faith consumes your foe as you attack and lances out to assail others who threaten you. Atk Str vs Fortitude · Hit 3[W] + Str radiant dmg, and tgt and each enemy within 2 sq of it gain vulnerable 5 to all dmg until EONT. |
| ENC | Stroke of RuinCleric Attack 27 · DPStd Melee wpnDivine, Necrotic, WeaponTgt One creature | Your weapon opens a tear in the fabric of the cosmos that consumes the strength of the enemy you strike. Atk Str vs AC · Hit 3[W] + Str necrotic dmg, and tgt is weakened until EONT. If tgt has resistance or immunity to necrotic dmg, it takes no dmg and is stunned instead of weakened. |
| ENC | Sublime LightCleric Attack 27 · DPStd Close blast 5Divine, Implement, RadiantTgt Each enemy in blast | Your holy symbol blazes brightly, restoring your allies and blinding your foes with its irresistible glare. Atk Wis vs Reflex · Hit 2d10 + Wis radiant dmg, and tgt is blinded until EONT. Eff You and each ally in the blast make a saving throw. Also, each enemy in the blast cannot benefit from invisibility until EONT. |
| ENC | SunburstCleric Attack 27 · PHBStd Area burst 2 within 10 squaresDivine, Healing, Implement, RadiantTgt Each enemy in burst | When you invoke an ancient prayer, a brilliant burst of light explodes in front of you, healing your allies and searing your enemies. Atk Wis vs Will · Hit 3d8 + Wis radiant dmg. Eff You and each ally in the burst regain HP equal to 10 + Cha and make a saving throw. |
| DLY | Astral ExileCleric Attack 29 · DPStd Melee wpnDivine, Radiant, Teleportation, WeaponTgt One creature | Your strike hurls your enemy deep into the Astral Sea. Atk Str vs AC · Hit 4[W] + Str radiant dmg, and tgt disappears into the Astral Sea (save ends). When this effect ends, tgt reappears in a space of your choice within 5 sq of its original space. · Miss Half dmg, and tgt is dazed (save ends). After Tgt is dazed (save ends). |
| DLY | Astral StormCleric Attack 29 · PHBStd Area burst 5 within 20 squaresCold, Divine, Fire, Implement, Lightning, Thunder, ZoneTgt Each enemy in burst | You unleash a terrible storm upon your enemies, raining ice, fire, lightning, and thunder down upon them. Atk Wis vs Reflex · Hit 6d10 + Wis cold, fire, lightning, and thunder dmg. Resistance doesn’t reduce the dmg unless tgt has resistance to all four dmg types, and only the weakest resistance applies. A target that has vulnerability to any one of the four dmg types is subject to that vulnerability. Eff The burst creates a stormy zone until EONT. Miss Half dmg. · Sust Minor When you sustain this power, make a Wis vs Reflex attack against every enemy within the zone, dealing 2d10 + Wis lightning dmg if you hit and half dmg if you miss. |
| DLY | Breath of the StarsCleric Attack 29 · DPStd Close blast 5Cold, Divine, Healing, Implement, RadiantTgt Each enemy in blast | You exhale the cold, pale light of the Astral Sea, driving back your enemies and healing your friends. Atk Wis vs Fortitude · Hit 4d8 + Wis cold and radiant dmg, and you push tgt 5 sq. Tgt is dazed (save ends). Eff Each ally in the blast regains HP as if he or she had spent a healing surge. Each dying ally in the blast instead regains HP equal to his or her bloodied value. |
| DLY | Chains of the PeacemakerCleric Attack 29 · DPStd Ranged 20Divine, ImplementTgt One creature | Chiming chains enwrap your foe and interfere with its attacks. Atk Wis vs Will · Hit Tgt takes a –5 penalty to attack rolls and is weakened (save ends both). · Miss Tgt takes a –5 penalty to attack rolls and is weakened until EONT. After Tgt takes a –5 penalty to attack rolls each time it hits with an attack. |
| DLY | Enforced SurrenderCleric Attack 29 · DPStd Ranged 10Charm, Divine, ImplementTgt One creature | Your will echoes in your voice as you command your enemy to lay down its arms. Atk Wis vs Will · Hit Tgt is dominated (save ends). · Miss Each ally within your line of sight gains a +5 pwr bonus to attack rolls and dmg rolls against tgt until EONT. After Each ally within your line of sight gains a +5 pwr bonus to attack rolls and dmg rolls against tgt until the end of its next turn. |
| DLY | GodstrikeCleric Attack 29 · PHBStd Melee wpnDivine, Radiant, WeaponTgt One creature | Your weapon explodes with brilliant light as you swing it at your foe. Atk Str vs AC · Hit 7[W] + Str radiant dmg. Miss Half dmg. |
| DLY | Stern JudgementCleric Attack 29 · DPStd Melee wpnDivine, Reliable, WeaponTgt One creature | Your weapon imposes blinding pain on a foe, cursing it and its fellows with your god’s disfavor. Atk Str vs Will · Hit 3[W] + Str dmg, and ongoing 10 dmg (save ends). Whenever tgt takes the ongoing dmg, it and each enemy adjacent to it are blinded until the end of tgt’s next turn. After Ongoing 5 dmg (save ends). |
In addition to the paragon paths in this section, the hammer of Moradin paragon path is open to clerics.
“I am as an angel, an avenger for my god.”
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.
| ENC | Astral WaveAngelic Avenger Attack 11 · PHBStd Close burst 8Divine, Implement; Lightning, Radiant, or ThunderTgt Each enemy in burst | As your angelic visage emerges, a wave of astral energy emanates from you and washes over your enemies with deadly effect. Atk Wis vs Will · Hit 2d8 + Wis dmg of the energy type you chose for your Astral Vibrance path feature. |
| DLY | Angelic PresenceAngelic Avenger Utility 12 · PHBMinor PersDivine, Fear | Your features blur into an angel’s holy veil, and you are filled with a divine presence. Eff Enemies gain a –2 penalty to attack rolls against you until the end of the encounter or until you are bloodied. |
| DLY | Angel AscendantAngelic Avenger Attack 20 · PHBStd Melee wpnDivine, Weapon | 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. Atk Str vs AC · Hit 5[W] + Str dmg. Eff You gain a speed of fly 6 (hover) until the end of the encounter. (See the Dungeon Master’s Guide for rules on hovering.) |
“Ancient blessings have I spoken over my armaments. I do not fear any power that stands against me.”
In times long past, when the gods warred with the primordials, the divine armies were arrayed in majestic regalia blessed by angelic armorers with powerful wards against their foes. By long study of holy texts, you have learned those ancient prayers and rites.
As an anointed champion, you ward yourself against your foes by sanctifying the arms and armor you bear into battle with sacred oil and special ceremonies. You speak prayers that have not been heard by mortals for centuries, conferring the ancient blessings upon your companions as well. As you perform your holy tasks, you can feel the pull of history urging you on to the same glory the armies of the gods knew as they bested their enemies in ages past.
Anointed Armor: You gain a +1 bonus to AC.
Anointed Weapon: You gain resistance equal to your Charisma modifier against a damage type of your choice: fire, necrotic, radiant, or thunder.
Anointed Amulet: You gain a +1 bonus to Fortitude, Reflex, and Will.
Anointed Holy Symbol: When you hit with a divine attack, you grant temporary hit points equal to your Charisma modifier to yourself or to an ally within your line of sight.
Anointed Helm: You gain a +2 bonus to saving throws.
| ENC | Blessed BladeAnointed Champion Attack 11 · DPStd Ranged 10Divine, Force, ImplementTgt One creature | You smite your foe with a spectral sword, and you speak a blessing for your allies to match that of your own armaments. Atk Wis vs Reflex · Hit 2d8 + Wis force dmg, and each ally within 5 sq of you gains your current Anointed Regalia benefit until EONT. |
| ENC | ExaltationAnointed Champion Utility 12 · DPMinor Close burst 5Divine, HealingTgt One ally in burst | Fired by an ancient blessing, your ally’s armaments and armor glow with supernatural power. Eff Tgt can make a saving throw or spend a healing surge. Until EONT, tgt gains a +2 pwr bonus to his or her next attack roll and all defenses. |
| DLY | Anointed ArmyAnointed Champion Attack 20 · DPStd Close burst 5Divine, Implement, RadiantTgt Each enemy in burst | Divine brilliance burns your foes and grants your companions blessings that once warded the armies of the gods. Atk Wis vs Will · Hit 2d10 + Wis radiant dmg. Eff Until the end of the encounter, each ally in the burst gains a +4 pwr bonus to all defenses and a +2 pwr bonus to attack rolls and dmg rolls. Miss Half dmg. |
“Beyond the world you know, higher powers dwell. There lies the font of my strength, and the source of your downfall.”
You are a theologian, and you have devoted yourself to learning the nature of the gods and their dominions. Through years of study, you have developed a philosophy that grants you a deep understanding of higher realities and the properties of divine power.
As an astral savant, you use your uncanny insights to tap into the raw power of the forces that shape the Astral Sea, creating a wide range of effects with your prayers. You wield divine energy in ways that other clerics cannot, warding and sustaining your allies against their foes.
| ENC | Astral FloodAstral Savant Attack 11 · DPStd Close blast 5Divine, Implement; Cold or RadiantTgt Each enemy in blast | A wave of raw matter drawn from the Astral Sea flows through you and lashes out at your enemies. Atk Wis vs Reflex · Hit 2d8 + Wis cold or radiant dmg (choose one for all targets). The attack has an additional effect based on the dmg type. • Cold: Tgt takes a –2 penalty to attack rolls until EONT. • Radiant: Tgt cannot see creatures more than 5 sq away from it. |
| DLY | Swim the Astral SeaAstral Savant Utility 12 · DPMinor Close burst 10DivineTgt You and one ally in burst | You and your companion move effortlessly through astral currents, bypassing mundane impediments. Eff Each target can shift a number of sq equal to his or her speed, ignoring difficult terrain. Each target is unaffected by the immobilized, restrained, and slowed conditions during this movement. |
| DLY | Astral TerrainAstral Savant Attack 20 · DPStd Area burst 2 within 10 squaresDivine, Implement; Cold or RadiantTgt Each enemy in burst | You assail your enemies with the raw stuff of the Astral Sea, creating a temporary echo of that plane. Atk Wis vs Reflex · Hit 3d8 + Wis cold or radiant dmg (choose one for all targets). Eff The burst creates a zone of shimmering substance that lasts until EONT. The zone’s effect depends on the attack’s dmg type. Miss Half dmg. · Sust Minor The zone persists. • Cold: Any enemy that starts its turn within the zone takes a –2 penalty to all defenses until EONT. • Radiant: Any ally within the zone who spends a healing surge regains 2d6 additional HP. |
“Fear not, friends, for we do the work of the gods.”
When evil bubbles up from the Abyss and spills into the world, when insane hordes raid and plunder civilized lands, or when lawlessness threatens society, you fight back to preserve the world. You shoulder this burden willingly, but you can lighten the load by uniting your companions behind your holy mission. You lead through your inspiring presence, wise words, and brave deeds, with the goal of one day ushering your allies to the glory that awaits bold champions of your faith.
You are a soldier of your god, but not a proselytizer. All deities and their servants have a place in the world. Your role is to unite disparate beliefs and achieve a common victory. Your tolerance, however, does not extend to those agents of ruin who would subvert your harmonious message with their ambition and greed.
When you sing hymns and recite scripture in battle, a silver halo appears above your head as a symbol of your belief and divine blessing. Its light fills your comrades with hope and purpose, helping them to rise above the mundane and seize their destinies.
| ENC | Revelation of BattleBattle Chaplain Attack 11 · DPStd Melee wpnDivine, WeaponTgt One creature | A ringing impact from your favored weapon instructs your allies in the more direct matters of faith. Atk Str vs Reflex · Hit 2[W] + Str dmg. Eff Each ally within 10 sq of you gains a +2 pwr bonus to attack rolls and dmg rolls until SONT. |
| DLY | Battle HymnBattle Chaplain Utility 12 · DPStd Close burst 5DivineTgt You and each ally in burst | You raise your voice in song, and your companions carry its power into battle. Eff Until the end of the encounter, each target deals 1d8 extra dmg when making a MBA as part of a charge. |
| DLY | Deny DefeatBattle Chaplain Attack 20 · DPStd Melee wpnDivine, Healing, WeaponTgt One creature | You refuse to let your allies fall—their desperation drives you to heroic effort. Atk Str vs AC. You gain a +2 bonus to the attack roll for each dying ally within your line of sight. · Hit 4[W] + Str dmg. Eff Each dying ally within your line of sight can spend a healing surge. Miss Half dmg. |
“To alleviate the suffering of the just, the innocent, and the valiant is the highest of callings.”
Swords and spells can hold off enemies for a time, but still the best and bravest heroes fall to opposing forces. Thus, you have dedicated all your spirit to healing heroes’ injuries and sustaining their efforts. You are a master of healing, and you are not afraid to give freely of your own strength and life to aid your companions.
Even more than your fellow heroes, you willingly risk yourself so that others might live, inspiring your comrades to daring acts of courage. You are not suicidal: you’re just committed to your cause. Every wound you suffer spares another champion to fight on in the name of your god and beliefs. Death elicits no fear in you; your reward waits in the hereafter.
| ENC | So Others Might LiveCompassionate Healer Attack 11 · DPStd Ranged 5Divine, Healing, ImplementTgt One creature | Your prayer saps your enemy’s strength. You then take its attack onto yourself to protect your ally, who is healed by your sacrifice. Atk Wis vs Fortitude · Hit Tgt is weakened until EONT. The first time tgt damages one of your allies with an attack before EONT, you take the dmg instead, and that ally can spend a healing surge. |
| DLY | Bear the WoundsCompassionate Healer Utility 12 · DPStd Melee touchDivine, HealingTgt One ally | Your ally’s injuries fade, only to reappear on your body. Eff Choose a number up to your bloodied value. Tgt regains that number of HP, and you take the same amount of dmg. You can then transfer to yourself any effect on tgt that a save can end. |
| DLY | Martyr’s CryCompassionate Healer Attack 20 · DPImm React Close burst 5Divine, ImplementTgt The triggering enemy in burst | The wounds you suffer weaken your enemy. Trig An enemy within 5 sq of you bloodies you or damages you while you’re bloodied · Atk Wis vs Fortitude · Hit Tgt is weakened (save ends). · Miss Tgt is weakened (save ends). After Tgt is weakened (save ends). |
“I have seen your fate, written in the waves of the Astral Sea.”
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.
| ENC | Prophecy of DoomDivine Oracle Attack 11 · PHBStd Ranged 5DivineTgt One creature | You predict dire results for your enemy. Eff You or an ally who hits tgt with an attack can choose to make the attack a critical hit. This power lasts until EONT or until you or an ally uses it to make an attack a critical hit. |
| DLY | Good OmensDivine Oracle Utility 12 · PHBStd Ranged 10DivineTgt You and each ally in range | You peer into the future and predict good fortune for you and your allies. Eff The targets gain a +5 pwr bonus to all d20 rolls until EONT, but the targets cannot score critical hits while this power is in effect. |
| DLY | Hammer of FateDivine Oracle Attack 20 · PHBStd Ranged 20Divine, ImplementTgt One creature | 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. Atk Wis vs Will · Hit 5d10 + Wis dmg. 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. |
“I bring a message from my god—and you will hear it, on pain of death.”
You are a herald of the gods, imbued with divine will. Wherever you travel, you announce the intentions and desires of your patron. Your actions, words, and beliefs are windows into the gods’ dominions, and through them shines the divine presence.
Although you serve a single deity, you enjoy a special connection with all divine powers, allowing them to subtly influence you and those around you. You might even be moved to prophesy from time to time. Some devotees of your faith might distrust this relationship: although they too honor all the gods, they take pride in their service to a single deity.
Whenever you speak in Supernal or utter your prayers, a tongue of fire appears over your head. The flame does not burn and sheds only the faintest light, but it does identify your special status.
| ENC | Trumpet of AweHoly Emissary Attack 11 · DPStd Close blast 3Divine, Implement, ThunderTgt Each enemy in blast | Astral trumpets announce your god. Your allies take heart and your enemies quail before the divine presence. Atk Wis vs Will · Hit 1d8 + Wis thunder dmg, and tgt grants CA until EONT. Eff Each ally in the blast can make a saving throw with a bonus = Cha. |
| ENC | Call Home the WearyHoly Emissary Utility 12 · DPStd Ranged 10Divine, Healing, TeleportationTgt One bloodied ally | Your ally has fought well, but now must withdraw to rest and recover. Eff Tgt teleports to a sq adjacent to you and can spend a healing surge, adding Cha to the HP regained. |
| DLY | Message of WarHoly Emissary Attack 20 · DPStd Ranged 10Divine, Implement, RadiantTgt One enemy | You raise your voice in song, filling your foe with an angelic choir to urge your comrades to victory. Atk Wis vs Reflex · Hit 3d8 + Wis radiant dmg. Eff Each ally adjacent to tgt can make a MBA against it as a free action, with a bonus to the attack roll and the dmg roll = Cha. |
“Violence should be the last resort.”
You grieve for the so-called civilized races, too many of whom are locked in useless, never-ending strife. Unless some brave soul steps forward to set a better example, constant warfare can only create more conflict. Thus you have laid down your weapons and spoken vows of nonviolence, hoping to find a civilized solution to the problems of mortals.
As a messenger of peace, you always work to find a way around combat when battle is avoidable. Diplomacy is your principal weapon: Through carefully chosen words and accurate assessments of your opponent’s desires, you might be able to circumvent conflict altogether. Not all enemies are willing to set aside their anger, though. Should battle erupt despite your best efforts, you are an eye of calm in war’s hurricane. The weak, the weary, and the sorely wounded find succor in your presence.
Your commitment to nonviolence applies chiefly to thinking mortals who can be reasoned with. It doesn’t make sense when you deal with monsters trying to eat you, creatures such as demons or evil dragons that are destructive by their very nature, or even intelligent beings that have an unslakable thirst for violence, such as gnolls and orcs. You can fight to defend yourself and your allies, although you should use as little violence as possible against foes who might someday choose a different path. If your enemies are capable of learning from your example, urge your companions to refrain from dealing killing blows, instead taking prisoners and showing mercy to the defeated.
| ENC | PacifyMessenger of Peace Attack 11 · DPStd Ranged 5Divine, ImplementTgt One creature | Your words make your foe think twice before resorting to violence. Atk Wis vs Will · Hit If tgt hits or misses with an attack before SONT, it is stunned until the end of its next turn. |
| ENC | Peacemaker’s PronouncementMessenger of Peace Utility 12 · DPMinor Close burst 5DivineTgt One creature in burst | At your word, an enemy’s punishment or a friend’s blessing continues. Eff One effect on tgt that would otherwise end at the end of your current turn instead lasts until EONT. |
| DLY | End to StrifeMessenger of Peace Attack 20 · DPStd Area burst 2 within 5 squaresDivine, ImplementTgt Each enemy in burst | You utter a stern command, and your enemies lose their will to fight. Atk Wis vs Will · Hit Tgt cannot attack until it is attacked or until the end of the encounter. Miss Tgt takes a –5 penalty to attack rolls until it is attacked or until the end of the encounter. |
“These hands have cured the sick, healed the injured, and forestalled death’s cruel touch.”
You’ve always had a knack for the healing arts. People just seem to recover more quickly under your care: Bones knit and cuts mend quickly, and even sickness flees your touch. As your mastery of divine power has strengthened, so too have your skills at tending the sick and injured. Now life energy flows through your fingertips to anyone you attend.
More than other clerics, you commit your life to alleviating suffering in any form. When you are not adventuring, you might work in the temples of any god and lend your talents to help the community, whether supplying food to the hungry or removing sickness from the afflicted. You bring these same sensibilities to an adventuring group. You move across the battlefield to shore up weakness and patch up the wounded so they can get back into the fight. You might not directly share in the glory enjoyed by your companions, but you take heart in knowing that they couldn’t have done it without you.
| ENC | Reversal of FortunesMiracle Worker Attack 11 · DPImm React Ranged 5Divine, Healing, ImplementTgt The triggering enemy | A whispered benediction heals the injuries of an ally and gives the attacker a taste of the pain it inflicted. Atk Wis vs Fortitude · Hit 2d10 + Wis dmg. The ally hit by the triggering enemy’s attack can spend a healing surge and regain 2d10 additional HP. Trig An enemy within 5 sq of you hits your ally adjacent to it |
| DLY | Miraculous GraceMiracle Worker Utility 12 · DPImm React Ranged 5Divine, HealingTgt The triggering ally | Your timely prayer enables your ally to escape certain doom. Trig An ally within 5 sq of you drops to 0 HP or fewer · Eff Tgt regains HP as if he or she had spent a healing surge and regains 2d6 additional HP. In addition, tgt makes a saving throw against each effect on him or her that a save can end. |
| DLY | Reap What You SowMiracle Worker Attack 20 · DPStd Close burst 5Divine, ImplementTgt One enemy in burst | You denounce a foe, making it suffer all the pains dealt to your friends. Atk Wis vs Will · Hit You transfer all effects that a save can end from each ally within the burst to tgt. Miss You transfer one effect that a save can end from each ally within the burst to tgt. |
“I am the light of faith, banishing the darkness.”
You become the light of your god in the world, shining divine illumination into every dark corner and deep shadow. When you use your radiant powers, your countenance glows with the brightness of the sun.
| ENC | Solar WrathRadiant Servant Attack 11 · PHBStd Close burst 8Divine, Implement, RadiantTgt Each enemy in burst | Radiant light explodes from you like a solar flare, evaporating shadows and dealing illuminating damage to everything around you. Atk Wis vs Will · Hit 3d8 + Wis radiant dmg. If tgt is either an undead creature or a demon, it is also stunned until EONT. |
| DLY | Healing SunRadiant Servant Utility 12 · PHBStd Close burst 2Divine, Healing, Radiant, Zone | A healing sun shines forth from you, repairing the wounds of your allies while keeping creatures of darkness at bay. Eff The burst creates a zone of divine light until EONT. You and each ally who ends his or her turn within the zone regain HP equal to 5 + Cha. A demon or an undead creature that enters the zone or starts its turn there takes 1d10 + Cha radiant dmg. Spec The zone ends at the end of your turn if you are bloodied. · Sust Minor The zone persists. |
| DLY | Radiant BrillianceRadiant Servant Attack 20 · PHBStd Ranged 20Divine, Implement, RadiantTgt One creature | You fire a brilliant ray of searing light into a foe, igniting that foe and briefly turning it into a small sun. Atk Wis vs Reflex · Hit 3d10 + Wis radiant dmg. Eff At SONT, tgt is the center of a burst 5 radiant explosion that affects only your enemies: Wis vs Will; 3d10 radiant dmg; half dmg on a miss. |
“Corellon guide my heart, Sehanine my arrow.”
The Seldarine, the fellowship of brothers and sisters of the woods, comprises Corellon, Sehanine, and the other gods and exarchs who dwell in the dominion of Arvandor. Revered by elves and eladrin alike, these gods watch over and protect their favored scions. Elf and eladrin clerics often worship one or another of the Seldarine, but a few pay homage to the whole, drawing their power from Arvandor’s combined wisdom.
As a Seldarine dedicate, you occupy a high position within your temples. You and the few others like you enjoy a broader connection to the gods of Arvandor than other clerics do, and you know methods for communing with them. You draw a bow as readily as you raise your holy symbol to focus your prayers.
Your weapon is inscribed with sigils and runes, which flare with emerald light when you fire a shot with a whispered prayer.
| ENC | MoonbeamSeldarine Dedicate Attack 11 · DPStd Ranged 20Cold, Divine, ImplementTgt One creature | A ray of frost light streaks from your bow to slow the limbs of your prey. Req You must be wielding a longbow or a shortbow. · Atk Wis vs Reflex · Hit 2d10 + Wis cold dmg. Until EONT, tgt grants CA to anyone that makes a ranged attack against it. |
| DLY | Shroud of StarsSeldarine Dedicate Utility 12 · DPMinor PersDivine, Stance | Myriad specks of light swirl about you, hiding you from enemies. Eff Until the stance ends, whenever you shift, you gain concealment until SONT. |
| DLY | Seldarine WrathSeldarine Dedicate Attack 20 · DPStd Ranged 20Divine, Fire, ImplementTgt One creature | You launch a fiery bolt from your bow that erupts into white-hot flame where it hits. Req You must be wielding a longbow or a shortbow. · Atk Wis vs Reflex · Hit 3d10 + Wis fire dmg, and tgt takes ongoing 10 fire dmg and is dazed (save ends both). Miss Half dmg, and ongoing 10 fire dmg (save ends). |
“Memory, like stone, lasts forever.”
Dwarves have long memories. They strengthen their recollections by retelling stories passed down since the dark days of their enslavement to giants. Preserving these tales is the responsibility of the stone keepers, dwarves chosen for their wisdom and commitment to history. These stone fathers and mothers, as they are sometimes called, chisel stories into shrine walls and temple domes to give their history a physical presence, making them part of the architecture and wonder of dwarven halls.
As a stone keeper, you concern yourself with the past, but you are not simply a scholar. You are a holy champion who draws strength from your fury over all the wrongs ever committed against your people, bringing it to bear against foes who still threaten your race. When dwarven strongholds are in danger, you are the first to unite the clans against the enemy. You also travel widely, visiting ruined dwarven kingdoms and city-states to learn their fates and to exact vengeance when it is deserved.
Your views and beliefs encompass all of history and the place your people occupy in it. You harbor a deep-seated, smoldering anger born of ancient wrongs and long centuries of grief. Your prayers focus this anger into your attacks.
| ENC | Rancorous SmiteStone Keeper Attack 11 · DPStd Melee wpnDivine, WeaponTgt One creature | Enraged by the harm done to your companions, you force your enemy to repay the debt in blood. Atk Str vs AC. You gain a bonus to the attack roll for each bloodied ally within your line of sight. · Hit 3[W] + Wis dmg. |
| DLY | Scrape the SkyStone Keeper Utility 12 · DPStd PersDivine | Fury lifts you, and you tower over your foes. Eff Until the end of the encounter, your reach and speed both increase by 1, and your melee attacks deal 2d6 extra dmg. |
| DLY | Every Wrong RightedStone Keeper Attack 20 · DPStd Melee wpnDivine, Healing, WeaponTgt One creature | You channel your smoldering resentment into a savage strike and inspire your allies to finish the job. Atk Str vs AC · Hit 5[W] + Str dmg. Eff You and each ally adjacent to you can spend a healing surge. Miss Half dmg, and each ally adjacent to you gains a +3 pwr bonus to attack rolls against tgt until SONT. |
“The light of truth reveals all secrets and denies all falsehoods.”
Deception worms its way through the world, corroding morals and subverting ideals. Only through constant vigilance can this welling corruption be checked. Many divine servants battle obvious foes—undead, demons, and other foul creatures—but the enemies you face are far more insidious. You explore realms of shadow and deception, leading the fight against enemies who use guile instead of brutality.
To combat such forces, you armor yourself in the truth, using its radiance to burn away the lies and falsehoods your foes employ. In your presence, the enemy cannot hide or use its tricks, and it stands exposed before you.
Facing the worst sort of villains leaves its mark on you. You age prematurely, lines creasing your face, but such ravages of the body do not extend to your spirit. Each victory only firms your resolve. When you wield your truthseeker powers in the name of your god, your voice sounds like thunder and your enemies quail before your righteous presence.
| ENC | Corruption UnveiledTruthseeker Attack 11 · DPStd Ranged 5Divine, Implement, RadiantTgt One creature | You brandish your symbol, whose irresistible glow reveals your enemy’s secrets. Atk Wis vs Will · Hit 2d10 + Wis radiant dmg, and tgt cannot use fear, illusion, or polymorph powers until EONT. |
| ENC | Shrine of ClarityTruthseeker Utility 12 · DPStd Close burst 5Divine, Zone | Tracing a circle of binding power, you force your enemies to stand and face you. Eff The burst creates a zone of planar interference that lasts until EONT. Enemies cannot teleport into the zone. While within the zone, enemies cannot teleport and cannot benefit from phasing or being insubstantial. |
| DLY | Moment of TruthTruthseeker Attack 20 · DPStd Ranged 5Divine, ImplementTgt One creature | Your holy symbol flashes, confounding a foe. Atk Wis vs Will · Hit Tgt is stunned and helpless until EONT. · Miss Tgt is dazed (save ends). After Tgt is dazed (save ends). |
“Let loose the gift of battle!”
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 holy light.
| ENC | Battle CryWarpriest Attack 11 · PHBStd Close burst 1Divine, Healing, WeaponTgt Each enemy in burst | You attack every enemy next to you, shouting a revitalizing battle cry that inspires your allies. Atk Wis vs Fortitude · Hit 2[W] + Wis dmg. Eff You and each bloodied ally within 10 sq of you can spend a healing surge. |
| DLY | Battle FavorWarpriest Utility 12 · PHBFree PersDivine, Healing | When you score a critical hit against an enemy, your deity favors you with healing or by renewing one of your prayers. Trig You roll a natural 20 when making a melee attack · Eff Regain HP 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. |
| DLY | Battle PyresWarpriest Attack 20 · PHBStd Close burst 5Divine, Implement, Radiant | You call upon a powerful prayer that turns your enemies into pyres ablaze with radiant energy. 1° Tgt Each enemy in burst · Atk Wis vs Will · Hit 2d8 + Wis dmg, and ongoing 5 radiant dmg (save ends). Make a secondary attack. Sust Minor You can make the secondary attack in subsequent rounds as long as at least one of your primary targets is taking ongoing radiant dmg. 2° Tgt One creature taking ongoing radiant dmg within 5 sq of you · 2° Atk Wis vs Reflex · 2° Hit 5d10 + Wis dmg. |
Cleric (PHB + Divine Power) — 1