Warding Cleric, Cleric (4e Class Variant)

From D&D Wiki
Jump to navigation Jump to search

Creating a Cleric[edit]

The warding cleric is a free spirit, traveling the world in search of sacred locations, holy cities, and ancient temples, in the name of their patron deity. For the warding cleric, her journey is the path to enlightenment. With every step she takes, the warding cleric forges a stronger relationship with her god.

As a warding cleric, your powers shield, fortify, and enhance the powers of your companions. Unlike other clerics who focus on healing, you concentrate on granting your allies surges of strength, curing them of debilitating status ailments, and protecting them from enemy attacks.

Class Features[edit]

Channel Divinity

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 divine fortune and sanctify. Some clerics learn other uses for this feature; for instance, the divinity feats in Chapter 6 of the Player's Handbook 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.

Divine Fortune Warding Cleric Class Feature
In the face of peril, you hold true to your faith and receive a special boon.
Encounter Star.gif Divine
Free Action Personal
Trigger:
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.


Sanctify Warding Cleric Class Feature
A circle of golden runes surrounds you, searing your foes and blessing your allies.
Encounter Star.gif Divine, Implement, Radiant
Standard Action Close burst 2
Target: Each enemy in the burst
Effect: Each ally within the burst gains a bonus to all defenses equal to your Wisdom modifier. The bonus lasts until the end of your next turn.
Increase damage to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.


Warding Cleric Weapon Proficiency: In addition to the weapon proficiencies for cleric (page 60 of the Player's Handbook), the warding cleric gains proficiency with military ranged weapons.

Theurgist's Lore: Using the theurgist's lore power, warding clerics can help to alleviate debilitating effects from their allies.

Theurgist's Lore Warding Cleric Class Feature
Your hand emits a soft, green glow that surrounds a nearby ally, helping that ally to shake off some debilitating effect.
Encounter Star.gif Divine
Minor Action Close burst 1
Target: You or one ally in burst.
Effect: The target can make a saving throw with a bonus to the roll equal to your Wisdom modifier.


Pilgrim's Ward: Using the pilgrim's ward power, warding clerics can grant their allies a respite that restores hit points and shields them from harm.

Pilgrim's Ward Warding Cleric Class Feature
With the wave of your hand, a shimmering aura surrounds on of your allies, granting that ally a sudden respite and shielding him or her from further harm.
Encounter(Special)"Encounter(Special)" is not in the list (At-Will, Encounter, Daily) of allowed values for the "4e Power Usage" property. Star.gif Divine, Healing
Minor Action Close burst 5
Target: You or one ally in the burst.
Effect: The target can spend a healing surge. In addition, the target gains resist 4 to all types of damage until the end of your next turn.
Increase resist to resist 6 at 6th level, resist 8 at 11th level, resist 10 at 16th level, resist 12 at 21st level, and resist 10 at 26th level.
Special: You can use this power twice per encounter, but only once per round. At 16th level, 3 times per encounter.


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

Warding Cleric[edit]

With this build, you prefer to stand back and concentrate you powers on shielding and protecting your allies. You prefer ranged attack powers, most of which using a ranged weapon such as a bow or crossbow. With this build, make your primary score Dexterity, as most of your attacks will involve using a ranged weapon. Make Wisdom your second highest score: a high Wisdom will make your protecting powers more potent. Make Constitution your third highest score if you want greater stamina, or Strength if you want to dabble in some Strength-based powers.

Suggested Feat: <!-suggested feat-> (Human Feat:<!-suggested bonus feat for humans->)
Suggested Skills: <!-suggested trained skills->
Suggested At-Will Powers: <!-suggested two at will powers->
Suggested Encounter Power: <!-suggested encounter power->
Suggested Daily Power: <!-suggested daily power->

Powers[edit]

Warding Clerics can take any of the regular cleric powers. They also have an array of new, bow-based spells to choose from. A list of custom Cleric Prayers can be found here:4e Cleric Powers


Back to Main Page4e HomebrewCharacter OptionsClass Variants