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Cleric

“Stand behind me. My god is not finished with you yet — and neither am I.”

☉ ✵ ☸ ✶ ☼ ✚
Classes: Fighter Rogue Wizard Cleric Warlord Ranger Barbarian
Power type: AW at-will · ENC encounter · DLY daily  |  Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · Sustain sustain action · Spec special  |  The amber line under each power name lists its keywords (e.g. Divine, Radiant, Weapon). Italic note after the action line flags a Special usage (e.g. Healing Word).  |  Shorthand: Wis/Con/Int/Cha/Str/Dex = ability mod · EONT/SONT = end/start of next turn · EOE = end of encounter · sq = square(s) · HP hit points · [W] weapon dice · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · (SE) save ends

CLASS TRAITS

RoleLeader. You lead by healing and shielding allies and by drawing on divine power to improve their attacks. High AC and effective weapon attacks let you lean toward defender as a secondary role.
Power SourceDivine. You channel power granted by the gods through religious dedication and keen insight, using a weapon or holy symbol as your conduit.
Key AbilitiesWisdom, Constitution
Armor ProficienciesCloth, leather, hide, chainmail; light shield, heavy shield
Weapon ProficienciesSimple melee, simple ranged
Implement ProficienciesHoly symbols
Bonus to Defense+1 Fortitude, +1 Will
Hit Points at 1st Level12 + Constitution score
Hit Points per Level Gained5
Healing Surges per Day7 + Constitution modifier
Trained SkillsReligion, plus three more from the class skills list.
Class SkillsArcana (Int), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis), Religion (Int)
Build OptionsWarpriest (storm domain or sun domain)
Class FeaturesChannel Divinity, Domain (features & powers), Healing Word, Holy Cleansing, Resurrection

Clerics are battle leaders invested with divine power — emissaries of their gods who heal and shield their allies while smiting the enemies of the faithful. The build presented here is the warpriest, a warrior cleric who occupies the middle ground between wizard and fighter: trained with weapons and armor, but defined by induction into the mysteries of divine magic.

Creating a Warpriest

Wisdom is the warpriest’s key ability score; it powers nearly all attacks and effects. Constitution is your important secondary score, boosting hit points, surges, and several domain effects. As a warpriest, you channel divine magic through a weapon for most of your powers.

Domain & Deity

Choosing your deity is a key first step: a domain is a sphere of power that specific gods control, and it shapes the powers you wield. Warpriests favor domains that provide the power and might to drive back evil. Two are detailed in this book; each grants special features plus two at-will attack powers, one utility power, and one encounter attack power.

Storm domain. Take the fight to the enemy. Focuses on destructive attacks that set up a clear path for allies’ assault, leaving creatures broken and vulnerable to the next attacks they face.

Sun domain. Shield your allies from harm. Uses divine power to wrap allies in protective wards or to incapacitate foes, leaving them unable to attack.

Note: the storm and sun domain powers and features (referenced throughout as “storm, page 109” / “sun, page 115”) live in the domain chapter and are not reproduced in this excerpt — the at-will attack powers in particular come from your chosen domain.

Feats & Equipment

The divine devotion feat category suits any warpriest. Storm clerics should consider weapon training feats (the longspear or warhammer are strong picks); sun clerics benefit from armor training (upgrading to scale). You have 100 gp for starting gear: heavier armor is better — buy chainmail unless your Dexterity is 16+, otherwise hide. Also buy a holy symbol, a melee weapon (mace or spear), and a ranged weapon. You gain a +1 bonus to Fortitude and Will.

Warpriest Class Features

All warpriests share these class features. (See the Cleric Powers section below for the powers granted by each feature.)

Healing Word

You gain the healing word power at 1st level — a minor-action close burst that lets an ally spend a healing surge and regain bonus hit points, scaling as you level. Usable twice per encounter (three times at 16th), but only once per round. See Level 1: Healing Word.

Domain Features & Powers (Level 1)

When you choose a domain you bind yourself to a path that grants distinctive abilities: special features plus two at-will attack powers, one utility power, and one encounter attack power from your domain (storm or sun). Additional domain features arrive at Levels 5, 10, and 16, and domain encounter powers at Levels 3, 7, 13, and 17.

Channel Divinity (Level 1)

Once per encounter you can invoke divine power. You gain smite undead plus a Channel Divinity power associated with your domain. You can use only one Channel Divinity power per encounter. See Level 1: Channel Divinity Powers.

Holy Cleansing (Level 4)

You gain the holy cleansing power — a daily that lets you or an ally shed disease, poison, and other lingering effects. See Level 4: Holy Cleansing.

Resurrection (Level 8)

You gain the resurrection power, allowing you to restore a dead ally to life. See Level 8: Resurrection.

Devout Warpriest (Paragon Path, Levels 11+)

At 11th level you take the devout warpriest paragon path, gaining Devout Action, Divine Resurgence (L11, see Cleric Powers), and Transcendent Blessing (you learn Supernal plus a domain benefit). Further levels add a Domain Utility Power (L12), Domain Feature (L16), and Domain Daily Power (L20), all tied to your chosen domain.

Heroic & Paragon Progression

What You Gain by Level

L1Level 1
Gain healing word; Domain features & powers; Channel Divinity powers; Daily power
L2Level 2
Gain Utility power · +1 feat
L3Level 3
Gain Domain encounter power
L4Level 4
Gain Ability score increase; holy cleansing · +1 feat
L5Level 5
Gain Domain feature; Daily power
L6Level 6
Gain Utility power · +1 feat
L7Level 7
Gain Domain encounter power
L8Level 8
Gain Ability score increase; resurrection · +1 feat
L9Level 9
Gain Daily power
L10Level 10
Gain Domain feature; Utility power · +1 feat
L11Level 11Paragon
Gain Ability score increase; Devout Action; divine resurgence; Transcendent Blessing · +1 feat
L12Level 12
Gain Domain utility power · +1 feat
L13Level 13
Gain Domain encounter power (replaces L1 domain encounter)
L14Level 14
Gain Ability score increase · +1 feat
L15Level 15
Gain Daily power (replaces L1 daily)
L16Level 16
Gain Domain feature; Utility power · +1 feat
L17Level 17
Gain Domain encounter power
L18Level 18
Gain Ability score increase · +1 feat
L19Level 19
Gain Daily power
L20Level 20
Gain Domain daily power · +1 feat

Cleric Powers

Warpriest powers are gained directly at the listed levels (you don’t prepare from a spellbook). Healing word and the Channel Divinity powers are always available; daily and utility powers are chosen as you level. Keywords for each power are listed in amber beneath its name and action line. The storm/sun domain at-will and encounter attacks come from the domain chapter and are not included in this excerpt.

Level 1: Healing Word

ENCHealing WordMinor Close burst 5 (10 at 11th level, 15 at 21st level) · SpecialHealingTgt You or one ally in the burst
Eff The target can spend a surge and regain 1d6 additional 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. · [L6: 2d6 additional HP.] · [L11: 3d6 additional HP.] · [L16: 4d6 additional HP.] · [L21: 5d6 additional HP.] · [L26: 6d6 additional HP.]

Level 1: Channel Divinity Powers

ENCSmite UndeadStd Melee weaponChannel Divinity, Divine, Radiant, WeaponTgt One undead creature
Atk Wis vs. Will · Hit 2[W] + Wis radiant dmg, and you push the target a number of sq up to 3 + your Con. The target is immobilized EONT. · Miss Half dmg.
Spec You can use only one channel divinity power per encounter. · [L11: 3[W] + Wis radiant dmg.] · [L21: 4[W] + Wis radiant dmg.]

Level 1: Daily Power

DLYNimbus of Holy ShieldingStd Close burst 1Divine, Radiant, WeaponTgt Each enemy in the burst
Atk Wis vs. Will · Hit 1[W] + Wis radiant dmg.
Eff Each ally within 2 sq of you gains a +2 power bonus to all defenses. The bonus lasts EOE.
DLYLesser Aspect of WrathStd Melee weaponDivine, Radiant, WeaponTgt One creature
Atk Wis vs. Will · Hit 1[W] + Wis radiant dmg.
Eff You gain 10 temporary HP. Until the end of the encounter, you gain a +1 power bonus to attack rolls, and any enemy that ends its turn adjacent to you takes radiant dmg equal to your Con.
DLYLevy of JudgmentStd Melee weaponDivine, Radiant, WeaponTgt One creature
Atk Wis vs. AC · Hit 2[W] + Wis radiant dmg. · Miss Half dmg.
Eff Once before the end of the encounter, when an ally misses the target with an attack roll, you can use a free action to let that ally reroll the attack roll.

Level 2: Utility Power

DLYBlessMinor Close burst 20DivineTgt You and each ally in the burst
Eff Each target gains a +1 power bonus to attack rolls EOE.
DLYCure Light WoundsStd Melee touchDivine, HealingTgt You or one creature
Eff The target regains HP as if it had spent a surge.
DLYResurgent StrengthMinor Close burst 3Divine, HealingTgt You or one ally in the burst
Eff The target can spend a surge. In addition, the target gains a +4 power bonus to dmg rolls EONT.
DLYShield of FaithMinor Close burst 5DivineTgt You and each ally in the burst
Eff Each target gains a +2 power bonus to AC EOE.

Level 4: Holy Cleansing

DLYHoly CleansingMinor Close burst 5DivineTgt You or one ally in the burst
Eff The target makes a save with a +5 power bonus against each effect on him or her that a save can end. In addition, if the target suffers from a disease, he or she can spend a surge to improve the disease by 2 stages. The target regains no HP for spending the surge. If the target is subject to a petrifying effect, that effect ends but the target loses any remaining surges.

Level 5: Daily Power

DLYDivine CastigationStd Melee weaponDivine, Radiant, WeaponTgt One creature
Atk Wis vs. AC · Hit 2[W] + Wis radiant dmg. · Miss Half dmg.
Eff Until the end of the encounter, whenever the target attacks you or any of your allies, it provokes an OA from you.
DLYInspire FervorStd Melee weaponDivine, Radiant, WeaponTgt One creature
Atk Wis vs. AC · Hit 2[W] + Wis radiant dmg. · Miss Half dmg.
Eff Each ally within 2 sq of you can shift up to 2 sq as a free action. Any ally who ends this shift adjacent to the target can make a MBA against it as a free action.
DLYWeapon of the GodsMinor Melee touchDivineTgt One held weapon
Eff Until the end of the encounter, the target deals 1d6 extra radiant dmg when used with a weapon attack. In addition, whenever an enemy is hit by a weapon attack using the target, that enemy takes a –2 penalty to AC until the end of the next turn of the target’s wielder.

Level 6: Utility Power

DLYCure Serious WoundsStd Melee touchDivine, HealingTgt You or one creature
Eff The target regains HP as if it had spent two surges.
DLYLight of RevelationMinor Close burst 1Divine, Radiant, ZoneTgt You and each ally in the burst
Eff Each target gains a +5 power bonus to Insight checks and Perception checks EONT. The burst also creates a zone of bright light that lasts EONT. When any enemy in the zone makes an attack, that enemy takes 5 radiant dmg. · Sustain The zone persists EONT.
DLYMark of VictoryMinor Close burst 5DivineTgt One enemy in the burst
Eff Until the end of the encounter, you and your allies gain a +2 power bonus to attack rolls and dmg rolls against the target.

Level 8: Resurrection

DLYResurrectionStd Melee 1Divine, HealingTgt One creature that died no more than 24 hours ago
Req You must use this power at the end of an extended rest.
Eff The target is restored to life with full HP and surges. The target takes a –1 penalty to attack rolls, skill checks, ability checks, and saving throws until it has reached three milestones or taken three extended rests.

Level 9: Daily Power

DLYChampion of the GodsStd Close burst 1Divine, WeaponTgt Each enemy in the burst
Atk Wis vs. AC · Hit 2[W] + Wis dmg.
Eff Until the end of the encounter, you gain a power bonus to melee dmg rolls, to Str checks, and to Athletics checks equal to your Con.
DLYDivine PunishmentStd Melee weaponDivine, WeaponTgt One creature
Atk Wis vs. AC · Hit 3[W] + Wis dmg, plus 5 dmg per bloodied ally within 5 sq of you. · Miss Half dmg.
DLYPariah’s CurseStd Melee weaponDivine, WeaponTgt One enemy
Atk Wis vs. AC · Hit 2[W] + Wis dmg.
Eff Any enemy that ends its turn adjacent to the target takes 10 dmg. The effect lasts EOE.

Level 10: Utility Power

DLYBattle SurgeStd Close burst 5Divine, HealingTgt You and each ally in the burst
Eff Each target regains HP as if he or she had spent a surge. In addition, each target gains a +2 power bonus to attack rolls EONT.
DLYRadiant ArmorImm Intr Close burst 5DivineTgt The character in the burst who takes the dmg
Trig You or an ally within 5 sq of you takes dmg.
Eff The dmg dealt to the target is reduced to 0. Any other effects still apply.
DLYWall of ShieldsStd Area wall 8 w/in 10 sqConjuration, Divine
Eff You conjure a wall that lasts EONT. The wall can be up to 4 sq high. While you or any ally is in the wall or adjacent to it, that character gains a +2 power bonus to AC. Any enemy that enters the wall is immobilized SOitsNT. · Sustain The wall persists EONT.

Level 11: Divine Resurgence

ENCDivine ResurgenceMinor Close burst 5DivineTgt You and one ally in the burst
Eff Each target regains the use of his or her second wind. In addition, you regain the use of a cleric encounter attack power of level 20 or lower from your domain.

Level 15: Daily Power

DLYAura of Astral RadianceStd PersAura, Divine, Healing, Radiant
Eff You activate an aura 2 that lasts EONT. While in the aura, allies gain a +2 power bonus to all defenses. Any bloodied ally who ends his or her turn in the aura regains HP equal to your Wis. Any enemy that ends its turn in the aura takes radiant dmg equal to your Wis. · Sustain The aura persists EONT.
DLYLevy of DamnationStd Melee weaponDivine, Radiant, WeaponTgt One creature
Atk Wis vs. Reflex · Hit 3[W] + Wis radiant dmg. · Miss Half dmg.
Eff Until the end of the encounter, whenever you or any ally makes a dmg roll against the target, you or the ally rolls twice and uses either result.
DLYManifestation of WrathStd Close burst 1Divine, RadiantTgt Each enemy in the burst
Eff Each target takes 10 + Wis radiant dmg, and you gain that number of temporary HP. Until the end of the encounter, you gain a +2 power bonus to attack rolls.

Level 16: Utility Power

DLYChosen ServantMinor Melee 1DivineTgt One ally
Eff Until the end of the encounter, whenever the target is subjected to an effect that a save can end, the target can make a save against that effect.
DLYCure Critical WoundsStd Melee touchDivine, HealingTgt You or one creature
Eff The target regains HP as if it had spent three surges.
DLYDivine ArmorStd Close burst 3DivineTgt You and each ally in the burst
Eff Each target gains both a +2 power bonus to AC and resist 5 to all dmg EOE.

Level 19: Daily Power

DLYGaze of the SunStd Close blast 5Divine, Radiant, WeaponTgt Each creature in the blast
Atk Wis vs. Reflex · Hit Ongoing 20 radiant dmg (save ends). · Miss Ongoing 10 radiant dmg (save ends).
Eff Until the ongoing dmg ends on a target, that target cannot benefit from concealment, invisibility, or being hidden.
DLYUnconquerable SpiritStd Melee weaponDivine, Healing, WeaponTgt One creature
Atk Wis vs. AC · Hit 3[W] + Wis dmg. · Miss Half dmg.
Eff You and each ally within 5 sq of you regain HP as if you had each spent a surge.
DLYWrathful JudgmentStd Melee 1DivineTgt One creature
Eff Until the end of the encounter, whenever the target damages one of your allies, you can use an immediate reaction to deal half that dmg to the target. This dmg ignores the target’s immunities and resistances.