Prophet, Cleric (4e Class Variant)
Prophet (Cleric) (Under Construction!)[edit]
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.
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.
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]
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.
Powers[edit]
You can choose the following powers in addition to other Shaman powers at the appropriate levels.
Level 1[edit]
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]
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