Hawk7915
2012-12-14, 08:51 PM
In literature, stories, and especially video games there is the "White Mage" archetype; a character that is dressed like a squishy wizard but behaves like a cleric, hanging back and throwing out healing energy. This is something that I and other players frequently want to play at our tabletop games, and while we technically can by just gimping our character and wearing cloth, 4E leaders almost universally want to be in armor and the "holy" or white-magic ones want to be in heavy metal. This alternate build, inspired by World of Warcraft's Priest class, aims to be a competitive alternative for people that want a softer, fluffier leader class.
Note in terms of power, I was aiming more at the Battle Cleric with his ludicrous number of bonuses and less at the stock "add your wisdom to healing spells" PH1 Cleric.
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Insightful Cleric Options
Insightful Priest's Lore
Alternate Class Feature
Your study of the light shelters you and your allies from harm. Unfettered, you streak across the battlefield and use your wits to keep you safe. You may choose this benefit instead of in place of Healer's Lore.
Benefit:While you are wearing cloth armor or no armor and are not using a shield, you get a +2 bonus to AC. Whenever a creature spends a healing surge allowed by one of your cleric powers, they gain resist all equal to your Intelligence modifier until the end of your next turn (+5 at level 11, +10 at level 21). You gain proficiency with Staffs and with Wands as implements.
Archangel of Evangelism
Alternate Channel Divinity Power
Insightful Clerics channel their knowledge into powerful blasts of radiant energy, inspiring their allies by battering their foes. You may choose this power in place of the channel divinity power Divine Fortune.
Archangel of Evangelism - Cleric Utility
You channel your cunning into your attacks, and your illuminating assault brings hope to your allies.
Encounter * Channel Divinity, Divine
Minor Action -- Personal
Effect: he first time you hit with an attack this turn, you deal additional damage equal to your intelligence modifier and an ally within 5 squares regains HP equal to your intelligence modifier plus one-half your level
Shackle Undead
Alternate Channel Divinity Power
Rather than cause undead to cower or be destroyed, you prefer to hold them in place for interrogation, study, and eventual destruction. There is much to b e learned with just a little patience. You may choose this power in place of the channel divinity power Turn Undead.
Shackle Undead -- Cleric Utility
Chains of shimmering, spectral silver and gold spring up from the ground, locking an undead creature up for your allies to face at their leisure.
Encounter * Channel Divinity, Divine, Implement
Standard Action -- Ranged 10
Target: One undead creature
Attack: Wisdom versus Reflex
Hit: The target is stunned until the end of your next turn. It is also shackled in holy light until the end of your next turn or until it is hit by an attack by your allies. While it is shackled in holy light, it is weakened and takes radiant damage equal to your Intelligence modifier every time it willingly moves a square, makes an attack, or hits a creature.
Sustain: Standard. The creature is shackled in holy light until the end of your next turn, or until it is hit by an attack by your allies
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New Cleric Powers
Penance -- Cleric Attack 1
A volley of divine magic mends your allies but brings pain to your enemies.
At-will * Divine, Implement, Radiant
Standard Action -- Ranged 5
Target: One enemy
Attack: Wisdom vs. Reflex
Hit: 1d6+wisdom modifier radiant damage. If the target hits an ally with an attack before the start of your next turn, the ally gains temporary hit points equal to your intelligence modifier and the target is dealt that much radiant damage.
Level 21: 2d6+ wisdom modifier radiant damage.
Power Word: Shield -- Cleric Attack 1
You sheathe an ally in a shell of cackling radiant energy that burns foes that dare to break it.
Encounter * Divine, Radiant, Implement
Standard Action -- Ranged 5
Target: You or one ally
Effect: The target gains temporary hitpoints equal to half your level + your Intelligence modifier and is Shielded by the Word until the end of the encounter. While Shielded by the Word, the target has a +2 power bonus to all defenses and, the first time an enemy hits the Shielded character with an attack, make the following secondary attack.
Immediate Reaction -- Ranged 5
Attack: Wisdom versus Reflex against the triggering enemy
Hit:1d8+wisdom modifier radiant damage, plus additional damage equal to the amount of Temporary Hitpoints the Shielded character has remaining. The temporary hit points are removed, and the target is no longer Shielded by the Word.
Holy Fire -- Cleric Attack 1
A pillar of flame funnels down from the sky, searing and scouring the unrighteous
Daily * Divine, Fire, Implement, Radiant
Standard Action -- Ranged 10
Target: One creature
Attack: Wisdom versus Reflex
Hit: 3d6+wisdom modifier radiant damage, and the target is Engulfed in Holy Fire (save ends). While Engulfed in Holy Fire, it takes 5 fire damage at the start of your turn, and the first time each turn it hits an ally of the Cleric it takes 5+1/2 cleric level Radiant damage.
Special: Insightful Priest: Add your intelligence modifier to the fire and radiant damage dealt by being Engulfed in Holy Fire.
Miss: Half damage, and the target is Engulfed in Holy Fire until the end of your next turn.
Binding Heal -- Cleric Utility 2
The holy energy that heals your companion flows back through you as well.
Encounter * Divine
Free action
Trigger: An ally within 5 squares spends a healing surge.
Effect: You can expend a healing surge to gain temporary HP equal to the amount your ally gained. The next time before the end of your next turn that you grant an ally the ability to spend a healing surge, you can lose these temporary hit points to increase the amount you heal by half that amount.
Holy Word: Chastise -- Cleric Attack 3
You speak a single word of Celestial, and a foe is blasted with a ray of dizzying light.
Encounter * Divine, Implement, Radiant
Minor Action -- Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: The target is dazed until the end of your next turn andgains Vulnerability to all damage equal to your intelligence modifier until the end of your next turn.
Power Word: Fortitude -- Cleric Utility 6
You speak a single word, and your allies feel a rush of divine strength flow through them.
Daily * Divine
Standard Action -- Close Burst 5
b]Target[/b]: Any number of allies in burst
Effect: You lose one healing surge per ally targeted.
Each targeted ally gains the following benefits until the end of the next extended rest:
• A healing surge
• A +2 power bonus to Fortitude.
• A +2 power bonus to Endurance checks and Constitution ability checks.
• Resist Poison and Resist Necrotic equal to your intelligence modifier.
Psychic Scream -- Cleric Daily 9
You glare and whisper a dark prayer to your God. In their heads, your enemies hear an agonizing scream that sends them scrambling away from you and into your ally's blades.
Daily * Divine, Fear, Implement, Psychic
Standard Action -- Close Burst 2
Target: Up to two enemies in burst
Attack: Wisdom vs Will
Hit: 2d10+Wis Psychic damage, and the target moves its speed + your Intelligence modifier away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.
Miss: Half damage, and you push each target a number of squares equal to your intelligence modifier.
Leap of Faith -- Cleric Utility 10
With angel’s wings, you leap forward, then use the light to pull an ally back to your side.
Encounter * Divine, Teleportation
Move Action
Effect: You fly a number of squares equal to your Intelligence modifier, then you teleport any ally within twenty squares into a square adjacent to you.
Power Word: Silence -- Cleric Encounter 13
You call down a powerful spell that strips away a foe's defenses and leaves them unable to retaliate.
Encounter * Divine, Thunder, Implement
Standard Action -- Ranged 5
Attack: Wisdom versus Reflex
Hit: 2d10+wisdom modifier Thunder damage and the target is Deafened, Slowed and Weakened until the end of your next turn. The target loses all resistances until the end of your next turn.
Angelic Bulwark -- Cleric Utility 16
As your enemies lash out against you, a shield of light springs forth to protect your life so you can protect your comrade’s.
Encounter * Divine, Healing
Immediate Reaction
Trigger: An attack reduces you to bloodied or lower
Effect: You gain temporary hitpoints equal to your surge value. You gain a power bonus to all defenses equal to your intelligence modifier until the end of your next turn.
Power Word: Barrier -- Cleric Daily 19
You gather all your energy into a single, sacred word. Sheets of golden energy cloak your comrades, turning them into indestructible pillars of divine power. Emboldened, they stride into battle.
Daily * Divine, Implement
Standard Action -- Personal
Effect: You create a Wall 5 within 10 that lasts until the end of your next turn. This wall is difficult terrain to your enemies.
An ally who starts their turn in or adjacent to the wall gains temporary hit points equal to half your level +intelligence modifier and is Wreathed in Divine Power until the end of their next turn. While Wreathed in Divine Power, they emit bright light within 5 squares, gain a +2 power bonus to all defences, and once per turn can deal 1d12+your wisdom modifier radiant extra damage when they hit an enemy with an attack.
Sustain: Standard. You take damage equal to your healing surge value, and the wall shrinks by 1 square.
Circle of Healing -- Cleric Utility 22
A nova of light bursts forth from your hands, and your ally’s wounds are healed.
Daily * Divine
Minor Action -- Close Burst 5
Target: Each ally in burst
Effect: You spend a healing surge, and each ally in the burst also regains health equal to your surge value + your Intelligence modifier. Those allies may then choose to spend a healing surge.
Special: You must have at least one healing surge remaining to use this power.
Cascade -- Cleric Attack 23
A rain of silver stars spring forth from your outstretched hand. These stars seek out and burn your foes, but your allies are instead healed and carried to safety.
Encounter * Divine, Healing, Implement, Radiant
Standard Action -- Close Burst 5
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Hit: 2d10+wisdom modifier damage damage, and the target gains Vulnerability to all damage equal to your Intelligence modifier until the start of your next turn.
Effect: Each ally in the burst regains 2d10+Wisdom modifier hit points and may shift a number of squares equal to your intelligence modifier.
Borrowed Time -- Cleric Attack 27
With an ancient prayer, you steal precious seconds from an enemy in order to turn the tide of battle.
Encounter * Divine, Healing, Implement, Radiant
Standard Action -- Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 3d10+wisdom damage and the target is dazed and slowed until the start of your next turn.
Effect: You may take an additional move action this turn.
Special: Insightful Priest - An ally within 5 squares of the target may spend a healing surge.
Halo -- Cleric Attack 29
A golden halo appears around your head and quickly grows, bathing the battlefield in searing energy.
Daily * Divine, Implement, Radiant, Healing
Standard Action Close Burst 1
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Effect: You are crowned with the Sacred Halo. While crowned with the Sacred Halo, you have Resist Necrotic and Poison 20 and emit bright light. Once per round, you may make the following secondary attack. The Sacred Halo lasts until no enemies are hit by the secondary attack in a round.
Secondary Attack
Minor Action -- Close Burst 3
Attack: Wisdom versus Reflex
Target: Each enemy in burst
Hit: Xd8+ wisdom modifier radiant damage, where X is 1 plus the number of times you have uses this power this encounter.
Effect: Each ally in the burst gains temporary hitpoints equal to the damage roll.
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New Cleric Feats
Heroic:
Clever Prayer
Prerequisite: Cleric
Benefit: Add your Intelligence modifier to your healing surge value.
Guarded by the Light
Prerequisite: Cleric
Benefit: When you use a power that allows an ally to spend a healing surge, you get a +2 power bonus to all defenses until the end of your next turn.
Spirit Shell
Prerequisite: Healing Word, Intelligence 13
Benefit:When you use your Healing Word to allow a character to spend a healing surge, they may choose to gain temporary hitpoints equal to their surge value instead of regaining hit points.
Paragon:
Body and Soul
Prerequisite: 11th level, Cleric
Benefit: When one of your Cleric powers grants you or an ally Temporary Hitpoints, that character also gets a +3 feat bonus to speed until the end of its next turn.
Retributive Shields
Prerequisite: 11th Level, Spirit Shell, Intelligence 13
Benefit:When you or an adjacent ally is attacked but does not lose hitpoints (due to the attack missing, damage resistance, or temporary hitpoints being lost instead), the attacker is dealt 5 radiant damage.
Epic:
Atonement
Prerequisite: 21st Level, Cleric, Int 17
Benefit: The first time in an encounter you score a critical hit with a Cleric power, you may use your Healing Word as a free action without expending a use of Healing Word.
New Paragon Path: The Argent Champion
Many clerics and followers of the Gods are reactive: acting to root out evil and tend the fallen only after they are attacked and injured. The Argent Crusade, however, believes that evil must be opposed preemptively and protection must happen before an enemy's blade is even raised. To that end, they specialize in shielding magic that provides a barrier of protection for themselves and their allies. Sheltered by these silver shields, an Argent Champion and their comrades can surge forward to banish villains, demons, and monsters.
Prerequisites: Divine Power Source, Channel Divinity
Argent Champion Paragon Path Features
Silver Shield (11th level): Whenever one of your powers grants a bonus to a defense, increase that bonus by one. Whenever one of your powers grants Resist or Temporary Hitpoints, increase that Resist or Temporary Hitpoints by three.
Spiritual Action (11th level): When you spend an action point to make an attack, you also recharge your Channel Divinity power or your Healing Word.
Crusader’s Strike(16th level): While you or an ally within 5 squares has Temporary Hitpoints, they get a +3 power bonus to damage rolls (+5 at 21st level).
Argent Champion Paragon Path Powers
From Darkness Comes Light — Argent Champion Attack 11
A wave of dark pain washes over your target. If they dare to strike, light erupts forth to punish their attack and shelter your ally.
Encounter * Divine, Psychic, Radiant, Implement
Standard Action — Range 10
Target: One creature
Attack: Wisdom versus Reflex
Hit: 1d10+wisdom modifier psychic damage. The next time the target hits you or an ally with an attack before the start of your next turn, that character gains temporary hitpoints equal to the damage dealt + your intelligence modifier, and gets a +2 power bonus to all defenses until the end of your next turn. The target takes radiant damage equal to the temporary hitpoints granted.
Fountain of Radiance — Argent Champion Utility 12
You create a pool of golden water that washes away your companion’s blood. It can unleash even more powerful healing magic, if an ally takes the time to call upon it.
Daily * Divine, Healing
Minor Action — Range 5
Effect: You create a Fountain of Radiance in a square within range. Bloodied allies within 5 squares of the Fountain at the start of their turn regain hitpoints equal to your Intelligence modifier. Twice per encounter, you or an ally within 5 squares can use a minor action to spend a healing surge and gain temporary hit points equal to half your level + your intelligence modifier in addition to the normal healing. The Fountain disappears at the end of the encounter or if it has been used to heal an ally twice.
Repentant Exile — Argent Champion Daily 20
The shields you use to protect can just as easily be used to imprison. You cage an enemy in light, preventing it from acting. When it finally breaks free, it finds itself disoriented and full of doubt, ripe for justice.
Daily * Divine, Radiant, Implement
Standard Action — Range 10
Target: One creature
Attack: Wisdom versus Fortitude
Hit: The target is surrounded by an impenetrable barrier (save ends). While in the Barrier, they cannot move, shift, attack, or teleport, and they cannot be attacked or dealt damage.
Aftereffect: 2d10+wisdom modifier radiant damage, and the target is Weakened and has Vulnerable to all damage equal to your intelligence modifier (save ends both).
Note in terms of power, I was aiming more at the Battle Cleric with his ludicrous number of bonuses and less at the stock "add your wisdom to healing spells" PH1 Cleric.
==============================================
Insightful Cleric Options
Insightful Priest's Lore
Alternate Class Feature
Your study of the light shelters you and your allies from harm. Unfettered, you streak across the battlefield and use your wits to keep you safe. You may choose this benefit instead of in place of Healer's Lore.
Benefit:While you are wearing cloth armor or no armor and are not using a shield, you get a +2 bonus to AC. Whenever a creature spends a healing surge allowed by one of your cleric powers, they gain resist all equal to your Intelligence modifier until the end of your next turn (+5 at level 11, +10 at level 21). You gain proficiency with Staffs and with Wands as implements.
Archangel of Evangelism
Alternate Channel Divinity Power
Insightful Clerics channel their knowledge into powerful blasts of radiant energy, inspiring their allies by battering their foes. You may choose this power in place of the channel divinity power Divine Fortune.
Archangel of Evangelism - Cleric Utility
You channel your cunning into your attacks, and your illuminating assault brings hope to your allies.
Encounter * Channel Divinity, Divine
Minor Action -- Personal
Effect: he first time you hit with an attack this turn, you deal additional damage equal to your intelligence modifier and an ally within 5 squares regains HP equal to your intelligence modifier plus one-half your level
Shackle Undead
Alternate Channel Divinity Power
Rather than cause undead to cower or be destroyed, you prefer to hold them in place for interrogation, study, and eventual destruction. There is much to b e learned with just a little patience. You may choose this power in place of the channel divinity power Turn Undead.
Shackle Undead -- Cleric Utility
Chains of shimmering, spectral silver and gold spring up from the ground, locking an undead creature up for your allies to face at their leisure.
Encounter * Channel Divinity, Divine, Implement
Standard Action -- Ranged 10
Target: One undead creature
Attack: Wisdom versus Reflex
Hit: The target is stunned until the end of your next turn. It is also shackled in holy light until the end of your next turn or until it is hit by an attack by your allies. While it is shackled in holy light, it is weakened and takes radiant damage equal to your Intelligence modifier every time it willingly moves a square, makes an attack, or hits a creature.
Sustain: Standard. The creature is shackled in holy light until the end of your next turn, or until it is hit by an attack by your allies
========================
New Cleric Powers
Penance -- Cleric Attack 1
A volley of divine magic mends your allies but brings pain to your enemies.
At-will * Divine, Implement, Radiant
Standard Action -- Ranged 5
Target: One enemy
Attack: Wisdom vs. Reflex
Hit: 1d6+wisdom modifier radiant damage. If the target hits an ally with an attack before the start of your next turn, the ally gains temporary hit points equal to your intelligence modifier and the target is dealt that much radiant damage.
Level 21: 2d6+ wisdom modifier radiant damage.
Power Word: Shield -- Cleric Attack 1
You sheathe an ally in a shell of cackling radiant energy that burns foes that dare to break it.
Encounter * Divine, Radiant, Implement
Standard Action -- Ranged 5
Target: You or one ally
Effect: The target gains temporary hitpoints equal to half your level + your Intelligence modifier and is Shielded by the Word until the end of the encounter. While Shielded by the Word, the target has a +2 power bonus to all defenses and, the first time an enemy hits the Shielded character with an attack, make the following secondary attack.
Immediate Reaction -- Ranged 5
Attack: Wisdom versus Reflex against the triggering enemy
Hit:1d8+wisdom modifier radiant damage, plus additional damage equal to the amount of Temporary Hitpoints the Shielded character has remaining. The temporary hit points are removed, and the target is no longer Shielded by the Word.
Holy Fire -- Cleric Attack 1
A pillar of flame funnels down from the sky, searing and scouring the unrighteous
Daily * Divine, Fire, Implement, Radiant
Standard Action -- Ranged 10
Target: One creature
Attack: Wisdom versus Reflex
Hit: 3d6+wisdom modifier radiant damage, and the target is Engulfed in Holy Fire (save ends). While Engulfed in Holy Fire, it takes 5 fire damage at the start of your turn, and the first time each turn it hits an ally of the Cleric it takes 5+1/2 cleric level Radiant damage.
Special: Insightful Priest: Add your intelligence modifier to the fire and radiant damage dealt by being Engulfed in Holy Fire.
Miss: Half damage, and the target is Engulfed in Holy Fire until the end of your next turn.
Binding Heal -- Cleric Utility 2
The holy energy that heals your companion flows back through you as well.
Encounter * Divine
Free action
Trigger: An ally within 5 squares spends a healing surge.
Effect: You can expend a healing surge to gain temporary HP equal to the amount your ally gained. The next time before the end of your next turn that you grant an ally the ability to spend a healing surge, you can lose these temporary hit points to increase the amount you heal by half that amount.
Holy Word: Chastise -- Cleric Attack 3
You speak a single word of Celestial, and a foe is blasted with a ray of dizzying light.
Encounter * Divine, Implement, Radiant
Minor Action -- Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: The target is dazed until the end of your next turn andgains Vulnerability to all damage equal to your intelligence modifier until the end of your next turn.
Power Word: Fortitude -- Cleric Utility 6
You speak a single word, and your allies feel a rush of divine strength flow through them.
Daily * Divine
Standard Action -- Close Burst 5
b]Target[/b]: Any number of allies in burst
Effect: You lose one healing surge per ally targeted.
Each targeted ally gains the following benefits until the end of the next extended rest:
• A healing surge
• A +2 power bonus to Fortitude.
• A +2 power bonus to Endurance checks and Constitution ability checks.
• Resist Poison and Resist Necrotic equal to your intelligence modifier.
Psychic Scream -- Cleric Daily 9
You glare and whisper a dark prayer to your God. In their heads, your enemies hear an agonizing scream that sends them scrambling away from you and into your ally's blades.
Daily * Divine, Fear, Implement, Psychic
Standard Action -- Close Burst 2
Target: Up to two enemies in burst
Attack: Wisdom vs Will
Hit: 2d10+Wis Psychic damage, and the target moves its speed + your Intelligence modifier away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.
Miss: Half damage, and you push each target a number of squares equal to your intelligence modifier.
Leap of Faith -- Cleric Utility 10
With angel’s wings, you leap forward, then use the light to pull an ally back to your side.
Encounter * Divine, Teleportation
Move Action
Effect: You fly a number of squares equal to your Intelligence modifier, then you teleport any ally within twenty squares into a square adjacent to you.
Power Word: Silence -- Cleric Encounter 13
You call down a powerful spell that strips away a foe's defenses and leaves them unable to retaliate.
Encounter * Divine, Thunder, Implement
Standard Action -- Ranged 5
Attack: Wisdom versus Reflex
Hit: 2d10+wisdom modifier Thunder damage and the target is Deafened, Slowed and Weakened until the end of your next turn. The target loses all resistances until the end of your next turn.
Angelic Bulwark -- Cleric Utility 16
As your enemies lash out against you, a shield of light springs forth to protect your life so you can protect your comrade’s.
Encounter * Divine, Healing
Immediate Reaction
Trigger: An attack reduces you to bloodied or lower
Effect: You gain temporary hitpoints equal to your surge value. You gain a power bonus to all defenses equal to your intelligence modifier until the end of your next turn.
Power Word: Barrier -- Cleric Daily 19
You gather all your energy into a single, sacred word. Sheets of golden energy cloak your comrades, turning them into indestructible pillars of divine power. Emboldened, they stride into battle.
Daily * Divine, Implement
Standard Action -- Personal
Effect: You create a Wall 5 within 10 that lasts until the end of your next turn. This wall is difficult terrain to your enemies.
An ally who starts their turn in or adjacent to the wall gains temporary hit points equal to half your level +intelligence modifier and is Wreathed in Divine Power until the end of their next turn. While Wreathed in Divine Power, they emit bright light within 5 squares, gain a +2 power bonus to all defences, and once per turn can deal 1d12+your wisdom modifier radiant extra damage when they hit an enemy with an attack.
Sustain: Standard. You take damage equal to your healing surge value, and the wall shrinks by 1 square.
Circle of Healing -- Cleric Utility 22
A nova of light bursts forth from your hands, and your ally’s wounds are healed.
Daily * Divine
Minor Action -- Close Burst 5
Target: Each ally in burst
Effect: You spend a healing surge, and each ally in the burst also regains health equal to your surge value + your Intelligence modifier. Those allies may then choose to spend a healing surge.
Special: You must have at least one healing surge remaining to use this power.
Cascade -- Cleric Attack 23
A rain of silver stars spring forth from your outstretched hand. These stars seek out and burn your foes, but your allies are instead healed and carried to safety.
Encounter * Divine, Healing, Implement, Radiant
Standard Action -- Close Burst 5
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Hit: 2d10+wisdom modifier damage damage, and the target gains Vulnerability to all damage equal to your Intelligence modifier until the start of your next turn.
Effect: Each ally in the burst regains 2d10+Wisdom modifier hit points and may shift a number of squares equal to your intelligence modifier.
Borrowed Time -- Cleric Attack 27
With an ancient prayer, you steal precious seconds from an enemy in order to turn the tide of battle.
Encounter * Divine, Healing, Implement, Radiant
Standard Action -- Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 3d10+wisdom damage and the target is dazed and slowed until the start of your next turn.
Effect: You may take an additional move action this turn.
Special: Insightful Priest - An ally within 5 squares of the target may spend a healing surge.
Halo -- Cleric Attack 29
A golden halo appears around your head and quickly grows, bathing the battlefield in searing energy.
Daily * Divine, Implement, Radiant, Healing
Standard Action Close Burst 1
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Effect: You are crowned with the Sacred Halo. While crowned with the Sacred Halo, you have Resist Necrotic and Poison 20 and emit bright light. Once per round, you may make the following secondary attack. The Sacred Halo lasts until no enemies are hit by the secondary attack in a round.
Secondary Attack
Minor Action -- Close Burst 3
Attack: Wisdom versus Reflex
Target: Each enemy in burst
Hit: Xd8+ wisdom modifier radiant damage, where X is 1 plus the number of times you have uses this power this encounter.
Effect: Each ally in the burst gains temporary hitpoints equal to the damage roll.
========================
New Cleric Feats
Heroic:
Clever Prayer
Prerequisite: Cleric
Benefit: Add your Intelligence modifier to your healing surge value.
Guarded by the Light
Prerequisite: Cleric
Benefit: When you use a power that allows an ally to spend a healing surge, you get a +2 power bonus to all defenses until the end of your next turn.
Spirit Shell
Prerequisite: Healing Word, Intelligence 13
Benefit:When you use your Healing Word to allow a character to spend a healing surge, they may choose to gain temporary hitpoints equal to their surge value instead of regaining hit points.
Paragon:
Body and Soul
Prerequisite: 11th level, Cleric
Benefit: When one of your Cleric powers grants you or an ally Temporary Hitpoints, that character also gets a +3 feat bonus to speed until the end of its next turn.
Retributive Shields
Prerequisite: 11th Level, Spirit Shell, Intelligence 13
Benefit:When you or an adjacent ally is attacked but does not lose hitpoints (due to the attack missing, damage resistance, or temporary hitpoints being lost instead), the attacker is dealt 5 radiant damage.
Epic:
Atonement
Prerequisite: 21st Level, Cleric, Int 17
Benefit: The first time in an encounter you score a critical hit with a Cleric power, you may use your Healing Word as a free action without expending a use of Healing Word.
New Paragon Path: The Argent Champion
Many clerics and followers of the Gods are reactive: acting to root out evil and tend the fallen only after they are attacked and injured. The Argent Crusade, however, believes that evil must be opposed preemptively and protection must happen before an enemy's blade is even raised. To that end, they specialize in shielding magic that provides a barrier of protection for themselves and their allies. Sheltered by these silver shields, an Argent Champion and their comrades can surge forward to banish villains, demons, and monsters.
Prerequisites: Divine Power Source, Channel Divinity
Argent Champion Paragon Path Features
Silver Shield (11th level): Whenever one of your powers grants a bonus to a defense, increase that bonus by one. Whenever one of your powers grants Resist or Temporary Hitpoints, increase that Resist or Temporary Hitpoints by three.
Spiritual Action (11th level): When you spend an action point to make an attack, you also recharge your Channel Divinity power or your Healing Word.
Crusader’s Strike(16th level): While you or an ally within 5 squares has Temporary Hitpoints, they get a +3 power bonus to damage rolls (+5 at 21st level).
Argent Champion Paragon Path Powers
From Darkness Comes Light — Argent Champion Attack 11
A wave of dark pain washes over your target. If they dare to strike, light erupts forth to punish their attack and shelter your ally.
Encounter * Divine, Psychic, Radiant, Implement
Standard Action — Range 10
Target: One creature
Attack: Wisdom versus Reflex
Hit: 1d10+wisdom modifier psychic damage. The next time the target hits you or an ally with an attack before the start of your next turn, that character gains temporary hitpoints equal to the damage dealt + your intelligence modifier, and gets a +2 power bonus to all defenses until the end of your next turn. The target takes radiant damage equal to the temporary hitpoints granted.
Fountain of Radiance — Argent Champion Utility 12
You create a pool of golden water that washes away your companion’s blood. It can unleash even more powerful healing magic, if an ally takes the time to call upon it.
Daily * Divine, Healing
Minor Action — Range 5
Effect: You create a Fountain of Radiance in a square within range. Bloodied allies within 5 squares of the Fountain at the start of their turn regain hitpoints equal to your Intelligence modifier. Twice per encounter, you or an ally within 5 squares can use a minor action to spend a healing surge and gain temporary hit points equal to half your level + your intelligence modifier in addition to the normal healing. The Fountain disappears at the end of the encounter or if it has been used to heal an ally twice.
Repentant Exile — Argent Champion Daily 20
The shields you use to protect can just as easily be used to imprison. You cage an enemy in light, preventing it from acting. When it finally breaks free, it finds itself disoriented and full of doubt, ripe for justice.
Daily * Divine, Radiant, Implement
Standard Action — Range 10
Target: One creature
Attack: Wisdom versus Fortitude
Hit: The target is surrounded by an impenetrable barrier (save ends). While in the Barrier, they cannot move, shift, attack, or teleport, and they cannot be attacked or dealt damage.
Aftereffect: 2d10+wisdom modifier radiant damage, and the target is Weakened and has Vulnerable to all damage equal to your intelligence modifier (save ends both).