PDA

View Full Version : [4E] Warpriest Death Domain (PEACH)



Surrealistik
2011-03-09, 11:29 PM
Not yet finished, WIP.

Death Domain Features:

You gain an Aura 5 Domain aura. You and allies within your Domain aura gain a +2 power bonus to saving throws against necrotic effects and resist 5 necrotic. If a character benefiting from this aura already has necrotic resistance, that character adds 2 to their necrotic resistance instead.

In addition, when you use your healing word, the next time the target deals damage with an attack before the end of your next turn, it regains 2 hit points, deals 2 extra necrotic damage, or it can make a saving throw. The hit points/extra damage increase to 4 at 11th level and 6 at 20th level. If that attack drops a non-minion creature to 0 hit points or less, it can regain hit points as if it had spent a healing surge, or it can make a saving throw against every effect a save can end instead.

You also gain the following powers: Siphoning Strike, Reaper's Shroud, Deathsense and Reaping Stroke

Level 1 Death Domain Powers:
Siphoning Strike - Cleric Attack 1
Your attack draws forth the spiritual essence of your foe, allowing it to be siphoned at will.
Encounter * Divine, Cold, Healing, Necrotic, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier cold and necrotic damage.
Level 21: 2[W] + Wisdom modifier cold and necrotic damage.
Effect: The next time you or one ally of your choice hits the target before the end of your next turn, that character regains Constitution modifier hit points, or can make a saving throw. If this power drops the target to 0 hit points or fewer, you or one ally within 5 squares of you gains this benefit immediately and temporary hit points equal to your Wisdom modifier.

Reaper's Shroud - Cleric Attack 1
Your weapon summons the power of death itself, coalescing a protective shroud of darkness about an ally.
Encounter * Divine, Necrotic, Radiant, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier necrotic and radiant damage.
Level 21: 2[W] + Wisdom modifier necrotic and radiant damage.
Effect: Whenever a creature damages you or one ally of your choice within your Domain aura until the end of your next turn, that creature takes necrotic and radiant damage equal to your Constitution modifier. If this attack drops the target to 0 hit points or fewer, that character also becomes insubstantial until the end of your next turn.

Deathsense - Cleric Utility 1
Invoking the dread power of the Shadowfell, your aura betrays the weak and infirm, leaving them bereft of all escape.
Encounter * Divine
Minor Action - Personal
Effect: Until the end of your next turn, bloodied creatures within your Domain aura grant combat advantage, and can't become or remain hidden, or benefit from concealment or invisibility. If a creature within your Domain aura is dropped to 0 hit points or fewer while this effect is active, you regain the use of this power.

Reaping Stroke - Cleric Attack 1
Your attack resonates with the chilling darkness of the Shadowfell, as you expose your victim's life force for the taking.
Encounter * Divine, Cold, Necrotic, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier cold and necrotic damage.
Effect: The next time you or one ally of your choice hits the target before the end of your next turn, that character regains hit points equal to your Constitution modifier and can make a saving throw. If this power drops the target to 0 hit points or fewer, you or one ally within 5 squares of you can make a saving throw and regain hit points as if that character had spent a healing surge.

Withering Condemnation - Cleric Attack 1
You mark your target for death, rapidly draining its physical vitality and spiritual essence.
Daily * Divine, Healing, Necrotic, Psychic, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Wisdom vs. Will
Hit: 1[W] necrotic and psychic damage. The target automatically fails all saving throws made against this power's effects until the end of your next turn.
Effect: The target grants combat advantage, is weakened, takes ongoing 5 necrotic and psychic damage, and can't regain hit points or gain temporary hit points (save ends all). Whenever the target takes this ongoing damage, you and each ally within 5 squares of the target regain 5 hit points or can make a saving throw. If the target drops to 0 hit points or fewer while subject to this effect, you and each ally within 5 squares of the target can regain hit points as if they had spent a healing surge.


Channel Divinity (Death)
Soul Feast
You empower an ally with the ability to steal a foe's life essence.
Encounter * Channel Divinity, Divine, Healing, Necrotic
Standard Action - Close burst 2
Target: You or one ally in the burst.
Effect: The next time the target damages a creature with an attack power before the end of your next turn, that attack power deals necrotic damage in addition to its normal types, and the target can spend a healing surge with a +5 bonus to its surge value and make a saving throw.
Special: You can only use a Channel Divinity power once per encounter.

Level 3 Death Domain Powers:
Debilitating Strike - Cleric Attack 3
You transfix and enervate your foe with the paralysing touch of the grave.
Encounter * Divine, Cold, Necrotic, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1[W] + Wisdom modifier cold and necrotic damage, and the target is restrained until the end of your next turn.
Effect: Until the end of your next turn, attacks against the target deal 5 extra cold and necrotic damage. If you or an ally drops the target to 0 hit points or fewer while this effect is active, that character's attacks deal 5 extra cold and necrotic damage until the end of its next turn.

Level 5 Death Domain Powers/Features:
Level 5 Death Domain Feature:
You empower your healing prayers with the spiritual essence of the dying and recently deceased, bolstering your ally with this stolen vitality.

When you use your healing word, the target regains +2/4/6 extra hit points for each dead and bloodied creature within your Domain aura, including the target. The extra hit points regained in this way cannot exceed your level.

Dawn of Mortality - Cleric Attack 5
You unleash violet-black waves of raw entropy from your weapon, rapidly debilitating and enfeebling your opponents.
Daily * Divine, Necrotic, Weapon
Standard Action - Close burst 2
Target: Each enemy in the burst
Attack: Wisdom (+2 against bloodied creatures) vs. Fortitude
Hit: The target grants combat advantage and gains vulnerable 5 all (save ends both).

First Failed Saving Throw: The target is also weakened and slowed (save ends all).
Second Failed Saving Throw: The target is also helpless and dazed (save ends all).
Each Failed Saving Throw: The vulnerability increases by 5.

Miss: The target grants combat advantage and gains vulnerable 5 all (save ends both).
Effect: Whenever a non-minion target drops to 0 hit points or less while subject to this power's effects, you and each ally within 5 squares of the target gain a +2 bonus to all defenses and a +5 bonus to damage rolls. These bonuses last for each character until the end of their next turn.
Special: Bloodied targets take a -2 penalty to their saving throws against this power's effects.

Level 6 Death Domain Utility Power:
Death's Hunger - Cleric Utility 6
At your command, you and your allies become infused with Death's own insatiable hunger, overcome with a feral eagerness to reap the maimed and dying.
Encounter * Divine
Minor Action - Personal
Effect: Until the end of your next turn, you or one ally within 5 squares of you gain a +2 bonus to Perception skill checks, attack and damage rolls against bloodied creatures. While this effect is active, each time a creature within your Domain aura is dropped to 0 hit points or fewer, increase this bonus by +2.

Level 7 Death Domain Encounter Powers:
Devour Strength - Cleric Attack 7
With the lash of your weapon, you transfer the vitality of your foe to an ally.
Encounter * Divine, Cold, Necrotic, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1[W] cold and necrotic damage, and the target grants combat advantage until the end of your next turn.
Effect: The target is slowed and weakened until the end of your next turn. While the target is subject to this effect, you or one ally within 5 squares of you gains a bonus to damage rolls and speed. This bonus is equal to 2 + your Constitution modifier. If this attack drops the target to 0 hit points or fewer, double this bonus.

Level 9 Death Domain Daily Powers:
Enervation - Cleric Attack 9
You recite a profane incantation, infusing your weapon with crackling necrotic energy that suppresses and diverts the life force of any living creature it strikes, allowing your allies to harness its strength.
Encounter * Divine, Necrotic, Radiant, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: The target automatically fails saving throws made against this power's effects until the end of your next turn.
Miss: The target takes a -2 penalty to saving throws against this power's effects until the end of your next turn.
Effect: The target is weakened, counts as bloodied, and takes a -4 penalty to its attack rolls or ability and skill checks or all defenses (save ends all). You or one ally of your choice within 5 squares of you then regains the use of an expended Encounter power. If the penalty applied by this power ever equals or exceeds the target's level, it is destroyed.

Each Failed Saving Throw: Increase the penalty by 1.
If the target is destroyed while subject to this effect, one character of your choice within 5 squares of you regains the use of an expended Encounter power.
Special: You can use this power as a Ranged 5 attack. If you do, it is an implement attack instead of a weapon attack.

Blightning - Cleric Attack 9
Your weapon channels and unleashes a torrent of life-stealing black lightning, that weakens your enemies as it empowers your allies.
Encounter * Divine, Lightning, Necrotic, Weapon
Standard Action - Close blast 5
Target: Up to three enemies in the blast
Attack: Wisdom vs. Fortitude
Hit: 2[W] + Wisdom modifier lightning and necrotic damage. The target takes a -4 penalty to attack rolls, saving throws and all defenses until the end of your next turn.
Miss: Half damage. The target takes a -2 penalty to attack rolls, saving throws and all defenses until the end of your next turn.
Effect: For each target hit by this power, one ally of your choice in the blast gains a +2 power bonus to attack rolls, saving throws and all defenses until the end of your next turn. For each target dropped to 0 hit points or fewer, double this bonus.
Special: For each target less than 3 this power has, you gain a +2 bonus to this power's attack and damage rolls.



Level 10 Death Domain Feature and Utility Powers
Whenever you use a divine encounter attack power that has the necrotic keyword, that power has combat advantage against bloodied targets, and deals extra damage to them equal to 2 + your Constitution modifier.

Reaper's Visage - Cleric Utility 10
You imbue your ally with the spectral visage of Death, fuelling his transformation with your spiritual essence.
Daily * Divine, Cold, Healing, Necrotic
Minor Action - Close burst 5
Target: You or one ally in the burst.
Effect: The target gains insubstantial, phasing and combat advantage against bloodied creatures until the end of your next turn. That character's attacks do 2 + Constitution modifier extra cold and necrotic damage. If the target drops a creature to 0 hit points or fewer, it regains hit points equal to this extra damage, or you don't need to sustain this power until the end of your next turn.
Sustain Minor: The effect persists and you take 5 necrotic damage. This damage cannot be prevented in any way.


Level 13 Death Encounter Power
Soul Siphon - Cleric Attack 13
You conjure a vortex of soul stealing energies, enervating your foes as you consume their vitality.
Encounter * Divine, Necrotic, Healing, Psychic, Weapon
Standard Action - Close blast 5
Target: Up to each enemy in the blast
Attack: Wisdom vs. Fortitude
Hit: 1[W] + Wisdom modifier necrotic and psychic damage, and the target grants combat advantage until the end of your next turn.
Effect: The target is weakened and slowed until the end of your next turn. For each target damaged by this power, you or one ally within 5 squares of you regains hit points equal to 2 + your Constitution modifier. For each target this power drops to 0 hit points or fewer, you can apply this benefit again to yourself or one ally within 5 squares of you.
Special: For each target less than 3 this power has, you gain a +2 bonus to this power's attack and damage rolls.


Level 15 Death Domain Daily Power
Final Condemnation - Cleric Attack 15
The strike of your weapon is as a death knell for your foe, bestowing a powerful curse that snuffs out its life with utter finality.
Encounter * Divine, Necrotic, Healing, Psychic, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Wisdom (+4 vs bloodied targets) vs. Will
Hit: 1[W] + Wisdom necrotic and psychic damage. The target takes ongoing 10 necrotic and psychic damage, can't regain hit points, and can't gain temporary hit points (save ends all).
Miss: Half damage. The target takes ongoing 5 necrotic and psychic damage, can't regain hit points, and can't gain temporary hit points (save ends all).
Effect:
Third Failed Save: The target drops to 0 hit points, and cannot be revived in any way.
Each Failed Save: Increase the ongoing damage by 10, and the target takes a cumulative -2 penalty to saving throws against this power's effects until they end.

If this power drops a non-minion target to 0 hit points or fewer, you or one ally within 5 squares regains hit points equal to his or her bloodied value.
Special: Bloodied targets take a -2 penalty to saving throws against this power's effects.


Level 16 Death Domain Utility Powers
Soul Absorption - Cleric Utility 16
You siphon off a measure of the life essence dissipated by an injury.
Encounter * Divine, Healing, Necrotic
Immediate Interrupt - Close burst 10
Trigger: A creature within 10 squares takes 10 or more damage
Target: The triggering creature in the burst.
Effect: The damage the target takes is necrotic damage in addition to its normal types. You or one ally of your choice within 5 squares regains an Encounter power, can spend a healing surge with a +5 bonus to their healing surge value, or make a saving throw. If the target is dropped to 0 hit points or fewer and isn't a minion, that character gains all of these benefits instead.


Level 17 Death Encounter Power
Life Tap - Cleric Attack 17
With a malign prayer, the life force of your foes is primed for the taking.
Encounter * Divine, Necrotic, Healing, Psychic, Weapon
Standard Action - Close burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 1[W] necrotic and psychic damage, and the target grants combat advantage until the end of your next turn.
Effect: Until the end of your next turn, whenever the target is dealt damage by an attack, the attacker regains hit points equal to half the damage dealt, or can make a saving throw. Excess hit points regained in this way become temporary hit points. The hit points regained in this way cannot exceed the attacker's healing surge value, or half the target's remaining hit points. If a creature drops a non-minion target to 0 hit points or fewer with an attack, that creature regains hit points as it had spent a healing surge, and can make a saving throw.
Special: You and allies gain a +2 bonus to attack rolls against bloodied targets subject to this effect.



Level 19 Death Domain Daily Power
Expunge - Cleric Attack 19
You channel your life force into a soul sundering blast of raw spiritual power.
Daily * Divine, Necrotic, Healing, Radiant, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Wisdom (+4 against bloodied targets) vs. Fortitude
Hit: 1[W] + Wisdom necrotic and radiant damage, and the effective number of surges spent on this power increases by 1.
Miss: Half damage.
Effect: You or one ally within 5 squares can spend a total number of healing surges up to half that character's Constitution modifier (minimum 1). Instead of that character regaining hit points for spending healing surges, the target takes extra damage equal to the total hit points those healing surges would have restored. If this attack missed the target, this extra damage is halved. The following effects apply depending on how many healing surges were spent:

1 Healing Surge: The target is knocked prone, weakened and slowed (save ends both).
2 Healing Surges: The target is also dazed (save ends all).
3 Healing Surges: The target is unconscious (save ends).

If this attack drops the target to 0 hit points or fewer, the target can't be revived in any way, and the character who spent healing surges on this power regains half the healing surges he or she spent (minimum 1).


Level 22 Death Domain Utility Powers
All Power Demands Sacrifice - Cleric Utility 22
Expending your life force or that of an ally, you channel it into fearsome power, or healing energy.
Daily * Divine, Healing, Necrotic
Minor - Close burst 5
Target: You or one ally within the burst.
Effect: The target spends a number of healing surges up to its Constitution modifier. For each healing surge spent in this way, you or an ally within the burst gains a +5 power bonus to its attack and damage rolls, skill checks and saving throws until the end of your next turn, or regains hit points equal to the target's healing surge value and makes a saving throw.


Level 27 Death Encounter Power
The strike of your weapon seals a creature into a pact of life and death, compelling its obedience and forcing it to suffer the injuries it inflicts on others.
Encounter * Divine, Necrotic, Psychic, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Wisdom vs. Will
Hit: 1[W] + Wisdom modifier necrotic and psychic damage, and the target is dominated until the end of your next turn.
Effect: Until the end of your next turn, whenever the target deals damage, it takes necrotic and psychic damage equal to the damage dealt. Whenever the target drops a creature to 0 hit points or fewer, it makes a saving throw. On a failure, it takes extra damage equal to that creature's maximum hit points. On a success, it takes extra damage equal to that creature's healing surge value.


Level 29 Death Domain Daily Power
Living Death - Cleric Attack 29
You become as death incarnate, a living void of manifest, self-consuming oblivion.
Daily * Divine, Force, Necrotic, Healing, Weapon
Standard Action - Personal
Effect: You lose 1 healing surge, becoming a thing of animate void and manifest death, and use the Living Death Attack power. You gain a fly (hover) speed equal to your speed + 2, insubstantial, phasing, immune necrotic, vulnerable 15 radiant and an aura 5 until the end of your next turn. Enemies within the aura are slowed, can't regain hit points, or gain temporary hit points. Any creature that enters or begins its turn in a square adjacent to you takes force and necrotic damage equal to your healing surge value, and is restrained until the end of your next turn. For each non-minion target this power drops to 0 hit points or fewer, you or an ally within 5 squares of you regains 1 healing surge or you can sustain this power as no action until the end of your next turn. A creature destroyed by this power is completely and irrevocably consumed by the void you exude, nothing of it remains, and it can't be revived by any means. If this aura ends, this power's effects end immediately.
Sustain Standard: The effect persists, you lose 1 healing surge, and use the Living Death Attack power.

Living Death Attack - Cleric Attack 29
You draw your foe with irresistible force, as the void you've become consumes its fundamental essence.
At-Will * Divine, Force, Necrotic, Weapon
No Action - Close burst 5
Requirement: You must have used or sustained your Living Death power this turn.
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 20 force and necrotic damage, and you pull the target 5 squares.
Miss: Half damage and you pull the target 2 squares.
Special: You can use this power only once per round. Creatures restrained by your Living Death power can still be pulled with this power. You must pull the target as many squares as possible with this power. This power can pull the target vertically. If it does, the target does not fall if within your Living Death aura until the end of your next turn.


Energy Drain - Cleric Attack 29
Your foe is enveloped in a shroud of enervating darkness that siphons its strength into an ally.
Daily * Divine, Necrotic, Radiant, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Wisdom (+2 against bloodied targets) vs. Fortitude
Hit: The target automatically fails saving throws made against this power's effects until the end of your next turn.
Miss: The target takes a -2 penalty to saving throws against this power until the end of your next turn.
Effect: The target is weakened, counts as bloodied, and takes a -5 penalty to its attack rolls or ability and skill checks or all defenses (save ends all). You or one ally of your choice within 5 squares of you gains a +5 bonus to the characteristic penalized by this power until this effect ends. If the penalty applied by this power ever equals or exceeds the target's level, it is destroyed.

Each Failed Saving Throw: Increase the penalty by -5.
If the target is destroyed while subject to this effect, a creature of your choice within 5 squares of you gains a bonus to its attack, ability and skill checks, and all defenses until the end of its next turn equal to the penalty imposed by this power.
Special: You can use this power as a Ranged 5 attack. If you do, it is an implement attack instead of a weapon attack.


Devour Soul - Cleric Attack 29
You raise your weapon, irrevocably drawing your victim's soul essence into the object.
Daily * Divine, Necrotic, Radiant, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: The target is dazed, slowed and weakened (save ends all).

First Failed Saving Throw: The target is instead stunned and restrained (save ends both).
Each Failed Saving Throw After The First: The target makes another saving throw. On a success it takes necrotic and radiant damage equal to its bloodied value, and a creature within 5 squares of you regains hit points equal to their bloodied value. On a failure, it is destroyed, and a creature within 5 squares of you regains hit points equal to their maximum hit point value, or you gain a gem that can be used as a raise dead ritual component, or consumed as a minor action to regain hit points as if spending a healing surge. The value of the gem is adequate to use the raise dead ritual on a creature equal to the target's level.
Sustain Standard: You sustain the effect. The effect still ends as normal if the target makes its saving throw.
Miss: The target is dazed, slowed and weakened (save ends all).
Special: You can use this power as a Ranged 5 attack. If you do, it is an implement attack instead of a weapon attack.

vasharanpaladin
2011-03-10, 04:05 PM
Are you another one of those that can't wait for Heroes of Shadow, then? This is supposed to be in it. :smalltongue:

Surrealistik
2011-03-11, 05:12 PM
Are you another one of those that can't wait for Heroes of Shadow, then? This is supposed to be in it. :smalltongue:

Is it? Damn.

Oh well, I like the premise/concept of what I've done so far; I think I'll continue.

vasharanpaladin
2011-03-11, 05:32 PM
Right, so long as you know. Looks pretty decent, though. :smallbiggrin:

Nu
2011-03-12, 06:49 PM
My first impression is that at-will save granting as an innate feature is something beyond what I think wizards would do. It might not be, but that's my impulse upon looking at it! I would prefer the healing word-related feature to be something more offensive-oriented, ala Inflict Wounds vs. Cure Wounds. Maybe the cleric could opt to give up the bonus healing dice to grant a damage bonus?

I'm also feeling that simply granting everyone within 5 squares a hefty amount necrotic resistance as an innate class feature is crazy good. At the very least, consider shrinking the aura down to aura 1.

The last comment I can think of immediately is that be wary of those "if this power drops the creature to 0 or fewer" powers, because leaders just don't scale like strikers in the later tiers and probably won't be dropping many things. You might also want to add in "non-minion."

Just some thoughts off the top of my head!

Surrealistik
2011-03-12, 08:05 PM
My first impression is that at-will save granting as an innate feature is something beyond what I think wizards would do. It might not be, but that's my impulse upon looking at it! I would prefer the healing word-related feature to be something more offensive-oriented, ala Inflict Wounds vs. Cure Wounds. Maybe the cleric could opt to give up the bonus healing dice to grant a damage bonus?

Wizards has already done it with the Sun Domain At-Will Attack Power, Brand of the Sun; it doesn't even require you (or the target you're granting a save to) hit a target!

On the matter of making Healing Word more offense orientated, that's an interesting thought, though the present concept of stealing the target's life force is consistent with the rest of the class' design. I've added the option for the target to deal extra damage with the triggering attack in place of one of the other benefits.


I'm also feeling that simply granting everyone within 5 squares a hefty amount necrotic resistance as an innate class feature is crazy good. At the very least, consider shrinking the aura down to aura 1.

I'm not sure 5 Necrotic resist is what I'd define as hefty. It is also about in line with the existing domain bonuses; Storm grants you resist 5 Thunder and Lightning, and Sun grants you, and all allies within 5 squares a +2 bonus to Death Saving Throws. While the Death Domain aura is a sort of fusion of the two. The save bonus and resistance aren't as good, but they affect more targets.


The last comment I can think of immediately is that be wary of those "if this power drops the creature to 0 or fewer" powers, because leaders just don't scale like strikers in the later tiers and probably won't be dropping many things. You might also want to add in "non-minion."

Most of the 'drop' powers are single target, have valuable control/debuff effects, and are impossible to abuse with mass minion killing; generally (but not always) you would never want to waste them on minions, even though they would surely trigger the drop clauses. While I agree that Leaders are generally poor droppers in comparison to Strikers, Death Domain clerics are more offensive than most, and this is a strategic/tactical element of playing the class; coordinating with party members to exploit the cleric's 'reaping' mechanic to achieve a greater benefit.

I did fix the level 1 Healing Word class feature so that the 'reaping' element targets non-minion creatures only. Heavy surgeless healing that allows a player to leech easily off of a minion with minimal inconvenience is not acceptable.


Just some thoughts off the top of my head!

Thanks for the feedback!

Nu
2011-03-13, 02:15 AM
Wizards has already done it with the Sun Domain At-Will Attack Power, Brand of the Sun; it doesn't even require you (or the target you're granting a save to) hit a target!

No, but Brand of the Sun IS a power, it takes up your at-will slot and takes a standard action to use. I was hesitant about including it as an automatic feature that triggers off a minor action. The feat that allows you to attach save-granting to healing word requires you to give up the bonus healing dice. With that said, it does require the ally to deal damage, so it could work.


On the matter of making Healing Word more offense orientated, that's an interesting thought, though the present concept of stealing the target's life force is consistent with the rest of the class' design. I've added the option for the target to deal extra damage with the triggering attack in place of one of the other benefits.

That seems to work with the rest of the class's theme.


I'm not sure 5 Necrotic resist is what I'd define as hefty. It is also about in line with the existing domain bonuses; Storm grants you resist 5 Thunder and Lightning, and Sun grants you, and all allies within 5 squares a +2 bonus to Death Saving Throws. While the Death Domain aura is a sort of fusion of the two. The save bonus and resistance aren't as good, but they affect more targets.

The problem is that you can stack it with other sources of necrotic resistance, which could trivialize appropriate-tier monsters that deal necrotic damage. And it's not personal, you're granting it to practically your whole party. At the very least, I'd remove the bit about it stacking with existing necrotic resistance.


Most of the 'drop' powers are single target, have valuable control/debuff effects, and are impossible to abuse with mass minion killing; generally (but not always) you would never want to waste them on minions, even though they would surely trigger the drop clauses. While I agree that Leaders are generally poor droppers in comparison to Strikers, Death Domain clerics are more offensive than most, and this is a strategic/tactical element of playing the class; coordinating with party members to exploit the cleric's 'reaping' mechanic to achieve a greater benefit.

Fair enough.


Thanks for the feedback!

No problem.

Surrealistik
2011-03-13, 03:26 AM
Brand of the Sun IS a power, it takes up your at-will slot and takes a standard action to use. I was hesitant about including it as an automatic feature that triggers off a minor action. The feat that allows you to attach save-granting to healing word requires you to give up the bonus healing dice. With that said, it does require the ally to deal damage, so it could work.

Wait, what? Siphoning Strike also is a power which grants the at-will saving throw. Are you referring to the Healing Word class feature? If so, I think the requirement that the target deals damage with an attack is sufficiently prohibitive given that there's several nasty conditions you'll want to save against which prevent making an attack entirely, either conditionally or outright.

Also, Mark of Healing grants a saving throw to any ally that's a target of any healing power (though it is Eberron specific).



The problem is that you can stack it with other sources of necrotic resistance, which could trivialize appropriate-tier monsters that deal necrotic damage. And it's not personal, you're granting it to practically your whole party. At the very least, I'd remove the bit about it stacking with existing necrotic resistance.

I'm thinking of nerfing the increase, which is generally how 'resist stacking' is handled in other cases; I'll downgrade the stacking resist bonus to 2.

Surrealistik
2011-03-14, 10:32 PM
Added Soul Absorption, Level 16 Utility power.

Surrealistik
2011-03-15, 10:37 AM
Got an awesome idea for a capstone Epic Daily power, couldn't help myself. Added Living Death, Level 29 Daily.

Nu
2011-03-17, 03:09 PM
First, let me say that with the aura reworded as such, it seems much more reasonable to me.

Many of these daily powers scare me. I'm going to have to do a little more research before I can comment fully, but have you compared them to other level 1 dailies from other leaders and see if they're even within the same ballpark as far as effectiveness goes?

Because automatic (no hit required!) ongoing 10 damage with a bunch of other conditons tacked on (save ends) is well beyond the limits of a level 1 daily from what I can recall off the top of my head right now.

Surrealistik
2011-03-17, 03:16 PM
Compare Withering Condemnation to Moment of Glory or Sleep, or essentially any other best of breed L1 Daily; that should probably demonstrate the power is at least balanced with other top tier options of its level and type. The idea is not to come up with mediocre powers, but powers that are competitive with the best that each class has to offer.

Nu
2011-03-17, 03:56 PM
Compare Withering Condemnation to Moment of Glory or Sleep, or essentially any other best of breed L1 Daily. I think that should demonstrate that its power level is clearly within acceptable parameters. The idea is not to come up with mediocre powers, but powers that are competitive with the best that each class has to offer.

I don't think you need to worry about them being medicore, because I wouldn't put an effect like that on a level 9 daily.

Sleep is not really an applicable comparison, as firstly it's a controller power, and secondly in order to realize its full potential you need the save debuffing that usually comes later in a character's life. You don't need save debuffing for this--just HIT (easy, it's a weapon attack vs. Will) and the effect is pretty much guaranteed to stick for 2 turns, and if it lives past that your party is doing something wrong!

Moment of Glory is the only leader-like power that really even compares, and even then, sticking a bunch of conditions and ongoing 10 damage on a monster with no roll required is not on an acceptable level of power for a level 1 daily to me. Nevermind the fact that you're also pretty much guaranteed to get a little free healing out of it, with potential with a lot more! It's like you took the absolute best single-target control effect availible at level 1, made it auto-hit, gave it leader bonuses, and then made it even better if you succeed on the die roll (not to mention wording the hit effect to screw over solo monsters that were specifically built to not be screwed over by these kinds of effects--this should really be "fails the first saving throw it attempts" or something). At the very least, Moment of Glory is vulnerable to action denial. This has far fewer risks and the rewards are at least as great, particuarly in solo encounters.

Yes, Moment of Glory is probably superior in certain situations. But I argue that this power is way too good for its niche.

Surrealistik
2011-03-17, 04:09 PM
Sleep is a perfectly fair comparison. Yes, it's a controller power, but it sets a precedent for what is acceptable as a 1st level power.

Second, it's a huge, ranged AoE with a slow (save ends) on a miss, and a ridiculously powerful failed save outcome (which Orb of Imposition users can reliably score as early as L1). Yes, it requires a failed save and benefits _most_ from save debuffing, but even without it, the effect is still monstrously powerful. Later on in the Heroic Tier it benefits massively from the Spider familiar, Orb of Mental Dominion, Amulet of Seduction and the like.

Moment of Glory in the meanwhile is not what I'd consider situationally better; in reality, Withering Condemnation is probably the situationally better power, because the monsters you'd actually want to use it on are the most likely to save against the effect, and because Moment of Glory is generally superior in more instances. Action denial in Heroic that would prevent your Sustain is also rarely an issue. Basically when you are in a solo fight, the solo is more likely to save against the effect, and when you're in a boss fight with multiple elites, the effect isn't nearly as powerful. Moment of Glory is awesome across the board, and decisively superior vs multiple enemies and especially enemies that exploit ongoing damage.

Preventing HP regeneration/THPs are also largely negligible/situational benefits. The value of CA is iffy and depends on your party composition and its existing levels of CA granting. I might contemplate knocking down the ongoing to 5 or removing the weakened status, but I honestly don't see this power being 'broken good' given MoG.

Nu
2011-03-17, 06:15 PM
I think we're just taking two different perspectives on this issue. Sleep is no doubt a powerful effect, but at least it has to HIT to do anything worth mentioning (Hunters can slow save ends as an basic-package At-Will!). Likewise, Moment of Glory is extraordinarily powerful, particularly at low levels, but at the very least is vulnerable to the caster having his actions taken away via various effects (most obviously domination, stun, and daze, but even knocking the caster prone can limit his or her actions), due to sustain minor.

I also tend to compare powers to SIMILAR powers when judging power. There is no other single-target level 1 daily I can think of that even approaches yours in power. Spirit of Grief's Shadow is a joke compared to it (yes, I'll take one guaranteed turn of failed saves over an ongoing -5 penalty more than half of the time), and it's one of the best level 1 shaman dailies.

Surrealistik
2011-03-17, 06:35 PM
I think it makes the most sense to look at all the powers available, and then see which of them I'd pick for most builds. MoG generally wins out vs Withering, even with Ongoing 10. A guaranteed, ranged, AoE, extremely powerful, likely encounter long effect that benefits the entire party vs a single target melee autohit (save ends) weaken that restores probably 15-20 HP each round it ticks total divided between the party (~1-3 on an elite/standard, 1-2 on a solo). The latter has its enticing points, but advantage ultimately goes to the former.

As for Spirit of Grief's Shadow, I wouldn't; that's monstrously broken, especially if you have a (save ends) abusing Controller in the party. Hell, I'd say it beats out Withering handily.

While Sleep has to hit to really lay the smack down, that's not hard, and it has the significant advantages of both range and a _huge_ AoE.

Surrealistik
2011-03-18, 06:24 PM
Added the L22 Utility:

All Power Demands Sacrifice - Cleric Utility 22
Expending your life force or that of an ally, you channel it into fearsome power, or healing energy.
Daily * Divine, Healing, Necrotic
Minor - Close burst 5
Target: You or one ally within the burst.
Effect: The target spends a number of healing surges up to its Constitution modifier (minimum 1). For each healing surge spent in this way, you or an ally within the burst gains a +5 power bonus to its attack and damage rolls, skill checks and saving throws until the end of your next turn, or regains hit points equal to the target's healing surge value + 5 and makes a saving throw. The target cannot regain hit points from this power.

Surrealistik
2011-03-20, 10:15 AM
Added the L27 Encounter power:

Level 27 Death Encounter Power
Death Pact - Cleric Attack 27
The strike of your weapon seals a creature into a pact of life and death, compelling its obedience and forcing it to suffer the injuries it inflicts on others.
Encounter * Divine, Necrotic, Psychic, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Wisdom vs. Will
Hit: 1[W] + Wisdom modifier necrotic and psychic damage, and the target is dominated until the end of your next turn.
Effect: Until the end of your next turn, whenever the target deals damage, it takes necrotic and psychic damage equal to the damage dealt. Whenever the target drops a creature to 0 hit points or fewer, it makes a saving throw. On a failure, it takes extra damage equal to that creature's maximum hit points. On a success, it takes extra damage equal to that creature's healing surge value.