Prophet, Cleric (4e Class Variant)

From D&D Wiki

Jump to: navigation, search

Prophet (Cleric) (Under Construction!)[edit]

53555042488_fce49b900e_z.jpg
By Warhammer 40k Reptilian Brood [1]


Prophets are religious spiritual leaders, who harness Primal energy and often lead Tribal societies.
Class Traits
Role: Leader, controller. You both heal and boost your allies strength, assisting them while also controlling the battlefield.
Power Source: Divine, Primal. You are a Divine, religious leader, however you summon your primal will and revere natural Gods.
Key Abilities: Dexterity, Wisdom, Strength
Armor Proficiencies: Cloth, Leather, Hide, Chainmail, Light Shield, Heavy Shield
Weapon Proficiencies: Simple Melee, Military Melee, Simple Ranged, Military Ranged
Implements: Holy Symbol, Totem
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 8 + Constitution modifier
Trained Skills: Nature.  From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Arcana (Int), Athletics (Str), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Religion (Int)
Build Options: Prophet
Class Features: Channel Divinity, Healer’s Lore, Healing word, Ritual Casting, Fighting style, Oracle

Creating a Prophet[edit]

Prophets are Divine and Primal warriors, Divinely inspired but filled with Primal and Natural energy. Prophets are often Spiritual and Religious leaders, courageously leading their men in to battle and protecting them from attacks. They also heal from a distance and provide guidance to their men in need. Prophets unlike typical Clerics use their dexterity scores quite heavily, relying predominately on Dexterity and Wisdom for their attacks, although because Prophets are still clerics they can take strength based powers Clerics often use. Prophets are Aztec, Mayan, and Incan themed, or more broadly can be thought of as Witch Doctors, being Shamanistic in many ways. However Prophets are still very religious, and do not have typical human religions, instead more so being a reflection of the Dungeons and Dragons society that they are in.


Ability Scores
Dexterity should be your primary ability. As almost all of your powers utilize Dexterity for the attack and damage roll, Dexterity is your most important ability. Depending on your build however, you might choose Strength or Wisdom as your second ability, as you still can use any Cleric powers from any of the other Dungeons and Dragons compendium, and so you should consider if you want to use an equally balanced Strength/Dex build to use old powers, or Dex/Wis build. Many of your secondary benefits favor Wisdom, and so when you choose Dex/Str or Dex/Wis it's important to take this in to account. Many original PHB1 and other powers from Clerics also use Wisdom as a bonus power. Races which have dexterity or wisdom as their primary attributes are ideal for the class, such as the Elf, Dark Elf, Wisden or Thri-keen, however a Dexterity primary or Strength secondary class can also be very useful. As Prophets can take any of the powers from the other Cleric builds, it's important to consider how that might impact your playstyle and decisions when choosing abilities.


Feats
Prophets are as much about helping their allies as they are about controlling the battlefield. While they are not oriented to dealing damage, their damage is above average for most leaders, and their powers often allow them to target multiple opponents at once. This gives them the ability to control the battlefield more effectively, and boost their allies damage in combat. Damage oriented feats, such as weapon proficiency and expertise feats can enhance the raw damage of the Prophet, and two-weapon fighting, or feats which boost dual-wielding can be beneficial as well. Your damage will always be slightly less than a striker, but can be beneficial to the group to help clear minions or monsters faster. Class specific feats are also an idea to consider. You likely will not need armor feats as you have Dexterity as a main ability and the highest light armor possible and therefore do not need to worry as much about these features.


Equipment
As you use dexterity as your secondary ability, it is highly recommended that you start with light armor, either leather or hide armor, to receive the best bonus to defense possible. As your damage relies heavily on your weapons as well, it's recommended that you focus on a two one-handed weapons, a two-handed weapon, or a ranged weapon. Superior weapons and armor can be beneficial to boost damage, although are not necessary given your role. Items which boost healing powers, or elemental powers can be useful depending on the powers you choose. Implements are also a good choice, however that may be more difficult to obtain and conflict in part with your magic weapons.


Implement Bonus
When you wear or hold your holy symbol or totem, you can add its enhancement bonus to the attack rolls and the damage rolls of powers that have the implement keyword. You can also add its enhancement bonus to the attack rolls and the damage rolls of weapon attacks you make using a weapon with which you have proficiency.

You can also use a weapon as an implement if you are proficient with that weapon. When wielding the weapon as an implement, the weapon's characteristics-proficiency bonus, damage die, and weapon properties like defensive or high crit-are irrelevant to your implement powers. Only the weapon's enhancement bonus applies to implement rolls.

If you have both an implement and a magic weapon, you choose before you use an attack power whether to draw on the magic of the implement or the weapon. Your choice determines which enhancement bonus, critical hit effects, and magic item properties and powers you can apply to that power. You can't, for example, use the enhancement bonus of implement and the critical hit effect of your magic weapon with the same attack.

Class Features[edit]

You must choose the "Prophet" Cleric path to gain all of the following features. You cannot simply choose some of the features as new additions to the Cleric, but instead are given these powers by choosing the path. You use all of the same Cleric encounter, utility and daily powers in addition to the newer Prophet powers, but must use the described class features. You can choose at-will powers from the cleric class in addition to the newer at-wills presented, however the compatibility between the powers of each path depends heavily on your chosen features (for instance, you often will not have strength based powers overlap with dexterity based powers). Despite your focus on extra controller oriented abilities, you are still predominately a leader, with many healing powers.


Class Feature: Healing Word[edit]

The Healing Word power of the Prophet functions almost identically to the original Healing Word power of the Cleric, in the Player's Handbook I guide.


Healing Word Cleric Utility 1
You whisper a brief prayer as divine light washes over your target, helping to mend its wounds
Encounter Star.gif Primal, Divine, Healing
Minor Action Close burst 5
Target: You or one ally
Effect: The target can spend a healing surge and regain anadditional 1d6 hit points.

Level 6: 2d6 hit points.
Level 11: 3d6 hit points.
Level 16: 4d6 hit points.
Level 21: 5d6 hit points.
Level 26: 6d6 hit points.

Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.


Class Feature: Healer’s Lore or Battle Cleric's Lore[edit]

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 key- word, add your Wisdom modifier to the hit points the recipient regains. This power functions identically to "Healer's Lore" in PHB1. Alternatively like all Clerics, you may replace it with "Battle Cleric's Lore". Templars who select the Battle Cleric's Lore class feature gain armor proficiency with scale armor, and a +2 shield bonus to AC. In addition, when a templar with Battle Cleric's Lore uses a cleric healing power to allow a target to spend a healing surge, the target gains a +2 bonus to attack rolls until the end of the templar's next turn.


Channel Divinity[edit]

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 in Chapter 6 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.


Channel Divinity: Divine Fortune Channel Divinity Utility 1
In the face of peril, you hold true to your faith and receive a special boon.
Encounter Star.gif Divine
Free Action Personal
Trigger: Nothing
Target: Self
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.



Channel Divinity: Turn Undead Channel Divinity Attack 1
In the face of peril, you hold true to your faith and receive a special boon.
Encounter Star.gif Divine, Implement, Radiant
Standard Action Close Burst 2 (5 at 11th level, 8 at 21st level)
Target: Each undead creature in burst
Attack: Wisdom Vs. Will
Hit: 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn. Increase damage to 2d10 + Wisdom modifier at 5th level, 3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom modifier at 15th level, 5d10 + Wisdom modifier at 21st level, and 6d10 + Wisdom modifier at 25th level
Miss: Half damage, and the target is not pushed or immobilized.


Class Feature: Ritual Casting[edit]

You gain the Ritual Caster feat (page 200) as a bonus feat, allowing you to use magical rituals (see Chapter 10). You possess a ritual book, and it contains two ritu- als you have mastered: the Gentle Repose ritual and one other 1st-level ritual of your choice.

Class Feature: Fighting Style[edit]

You gain the "Great weapon fighter", "Defensive Guardian" or "Dual Wielder" class feature.

Great weapon fighter: You gain a +1 bonus to melee attack rolls and a +1 shield bonus to AC and reflex while wielding a two-hand weapon. In addition, any adjacent ally who ends their turn next to you or a target you are flanking with them gains a +1 bonus to all attack rolls until the end of their next turn.

Defensive Guardian: You gain a +1 bonus to melee attack rolls when you are wielding a shield. In addition, any adjacent ally who ends their turn next to you gains temporary hitpoints equal to your strength or wisdom modifier. They also gain a +1 bonus to all defenses until the end of their next turn.

Dual Wielder: You gain the two-weapon defense and two-weapon fighting feats, even if you do not meet the prerequisites. In addition, you may wield a one-handed weapon in your offhand as if it was an offhanded weapon. You gain a bonus to opportunity attacks equal to your wisdom modifier, and any ally adjacent to you or a target you are flanking also gains this bonus.

Class Feature: Oracle[edit]

You have mystical powers, allowing you to see far in to the future and predict the outcome of battles. You also possess various mystical and powerful abilities. As an Oracle, it is your job to both predict and influence the outcome of major events in the world, and to continue to sacrifice to keep the heavens moving. You gain proficiency with the superior weapons the Macana Mace (4e Equipment), Macuahuitl (4e Equipment) and Macana Spear (4e Equipment). You can also use these weapons as heavy thrown weapons with a range of 5/10. These weapons are of a particular origin that aligns with your character's training and history. In addition, each ally within 10 squares of you gain a +2 bonus to insight.

Level 1: At-Will Powers[edit]

37311621216_b9d3aa0baf_w.jpg

Benefit: You can choose to gain two of the following at-will powers, or select other Cleric at-will powers, such as in PHB1 or Divine Power. At level 21, the damage increases to double that damage die. To gain access to these powers, you must have already taken the Prophet Build class option.


Dual Strike Hunter Attack 1
You strike quickly with two attacks, using your blinding speed to throw your enemy off blanace.
At-Will Star.gif Primal, Divine, Melee Weapon
Standard Action Melee, Ranged
Requirement: You must be wielding two melee weapons.
Target: One or two creatures
Attack: Dexterity Vs. AC (melee; main weapon and off-hand weapon)
Hit: 1[W]



Reaping Will Cleric Attack 1
You strike with a ferocity that effects all of the enemies around you.
At-Will Star.gif Primal, Divine, Melee Weapon
Standard Action Melee
Target: One creature
Attack: Dexterity Vs. AC
Hit: 1[W] + Dexterity radiant modifier damage.
Special: Each enemy adjacent to either you or the target takes additional damage equal to your wisdom modifier.



Ambush Predator Hunter Attack 1
You ambush your enemy, utilizing your superior maneuvering skills and stealth to set up the strike.
At-Will Star.gif Primal, Martial, Melee or Ranged Weapon
Standard Action Melee, Ranged
Target: One creature
Attack: Dexterity + 1 Vs. AC
Hit: 1[W] + Dexterity modifier damage.
Special: You can shift two squares before or after the attack. In addition, if you have light concealment or cover, or greater, you gain combat advantage for the attack.



Primal Fang Hunter Attack 1
You dig the fangs of an ancient spirit in to your enemy, halting their advance.
At-Will Star.gif Primal, Martial, Melee or Ranged Weapon
Standard Action Melee, Ranged
Target: One creature
Attack: Dexterity Vs. AC
Hit: 1[W] + Dexterity modifier damage and the target is slowed until the end of your next turn.
Miss: Dexterity modifier damage.
Special: You can use the power in place of a melee basic attack.



Totem Strike Hunter Attack 1
Your totem lashes out, dealing damage to a nearby enemy.
At-Will Star.gif Primal, Totem, Implement, Fire, Cold, Thunder, or Poison
Standard Action Totem Spirit 1
Requirement: You must make the attack with your totem.
Target: One creature adjacent to your totem
Attack: Dexterity Vs. Will
Hit: 1d10 + Dexterity modifier damage, and one ally adjacent to the totem gains combat advantage against the target.
Special: You can use the power in place of a melee basic attack. In addition, the type damage the totem deals is based on your totem of choice, dealing Fire damage with your fire totem, Cold damage with your water totem, Thunder damage with your air totem, or Poison damage with your earth totem.



Radiant Lance Hunter Attack 1
You summon inner radiant holy primal energy, concentrating it and sending it to pierce through your enemy's defenses.
At-Will Star.gif Primal, Divine, Implement, Radiant
Standard Action Ranged 10
Requirement: You must make the attack with your totem.
Target: One creature.
Attack: Wisdom Vs. Reflex
Hit: 1d8 + Wisdom modifier radiant damage, and one ally within 5 squares of you or the target can either regain hitpoints equal to your wisdom modifier, or gain temporary hitpoints equal to your wisdom modifier.


Powers[edit]

You can choose the following powers in addition to other Shaman powers at the appropriate levels.

Level 1[edit]

Savage Rend Hunter Attack 1
You strike the target with reckless abandon, rushing headfirst in to combat.
Encounter Star.gif Primal, Martial, Weapon
Standard Action Close Burst 1
Target: Each creature in burst
Attack: Wisdom Vs. AC
Hit: 1[W] + Wisdom modifier damage



Jaguar Strike Hunter Attack 1
You strike the target with the reckless abandon of a ferocious jaguar, rushing headfirst in to combat.
Encounter Star.gif Primal, Martial, Weapon
Standard Action Melee or Ranged
Target: One or two creatures.
Attack: Wisdom Vs. AC, two attacks
Hit: 1[W] + Wisdom modifier damage
Special: If both attacks hit the same target, the target is weakened until the end of your next turn.



Eagle's Strike Hunter Attack 1
You strike like an eagle, leaping through the air to your target, surprising them and taking them off balance.
Daily Star.gif Primal, Martial, Weapon
Standard Action Melee or Ranged
Target: One creature
Attack: Wisdom Vs. AC
Hit: 3[W] + Wisdom modifier damage.
Special: Before the attack, you may fly your speed. If you end this movement adjacent to the enemy you are targeting with the attack, the target grants combat advantage to you and your allies until the end of your next turn.



Consecration Hunter Attack 1
You consecrate the ground around your totem, sanctifying it for the spirits.
Daily Star.gif Primal, Totem, Implement, Elemental, Zone
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Wisdom Vs. AC
Hit: 2d8 + Wisdom modifier damage.
Miss: Half damage
Special: The area within the close burst 5 becomes sanctified ground, becoming a zone qualifying as difficult terrain for enemies that pass through it. While in the zone, all creatures are treated as if being adjacent to the totem, including allies and enemies, and are subject to the totem's effects. The zone lasts for two turns, or until the end of the encounter with a sustain minor. You can choose the damage type of the attack to be Acid, Cold, Fire, Lightning, or Poison.



Level 2: Utility Power[edit]

Level 3: Encounter Power[edit]

Level 5: Daily Power[edit]

Level 6: Utility Power[edit]

Level 7: Encounter Power[edit]

Level 9: Daily Power[edit]

Level 10: Utility Power[edit]

Level 13: Encounter Power[edit]

Level 15: Daily Power[edit]

Level 16: Utility Power[edit]

Level 17: Encounter Power[edit]

Level 19: Daily Power[edit]

Level 22: Utility Power[edit]

Level 23: Encounter Power[edit]

Level 25: Daily Power[edit]

Level 26: Utility Power[edit]

Level 27: Encounter Power[edit]


Back to Main Page4e HomebrewCharacter OptionsClass Variants

Home of user-generated,
homebrew pages!


Advertisements: