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View Full Version : D&D 4e The Insightful Cleric - An Alternate Cleric Build (PEACH!)



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).

Hawk7915
2012-12-14, 08:54 PM
I don't have a ton of experience homebrewing for 4E, so I'm eager for feedback :smallsmile:. I'd also be accepting suggestions from my fellow WoW players (or ex-WoW players) for ability names/concepts for some other powers. I'd have liked to have a power available for each level in Heroic at least, but I sort of hit a writing wall and decided to just post the class.

vasharanpaladin
2012-12-14, 10:30 PM
I've seen a lot of attempts at a cloth-wearing cleric. Yours is the best I've seen. HOWEVER. It's Int-secondary, so a scaling bonus to AC is unnecessary. Drop the Fort bonus as well; you've already got two high NADs here.

Aside from that, bravo! :smallcool:

EDIT: For one of your Heroic feats: healing word doesn't have a range.

Hawk7915
2012-12-14, 11:21 PM
I've seen a lot of attempts at a cloth-wearing cleric. Yours is the best I've seen. HOWEVER. It's Int-secondary, so a scaling bonus to AC is unnecessary. Drop the Fort bonus as well; you've already got two high NADs here.

Aside from that, bravo! :smallcool:

EDIT: For one of your Heroic feats: healing word doesn't have a range.

Looking over it, I agree that the bonus shouldn't scale. The "clothie" Cleric will have less AC than a Battle Cleric, but that isn't necessarily a bad thing since the Insightful Cleric build is ideally going to be hanging way back with the party controller and with a flat +2 bonus (plus Unarmored Agility and possibly staff feats) the build can get close enough to other leaders to be competitive. I'll drop the fort bonus, too.

I also decided to just drop Divine Reach. I was angling for a Extended Healing that Insightful Priests could take in Heroic tier, but...the wording is basically just Extended Healing with a different PreReq. It's unnecessary I think, as being within 5 squares early game isn't going to be too crippling. So I'll think of something more interesting for feats later. Thanks!

Hawk7915
2014-02-27, 05:37 PM
Over a year later, the bug hit me again. Updated the first post with additional powers and feats. I feel like this is in a pretty good place now, with fourteen new powers and six new feats for the classic and iconic D&D "leader" class :smallsmile:.

Thoughts? Feedback? Suggestions for additional powers, particularly in Heroic/Early Paragon?

Yakk
2014-02-27, 09:51 PM
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. In addition, whenever you use a Cleric healing power to allow a target to spend a healing surge, that target gains Resist All equal to your Intelligence modifier +2 (+4 at 11th, +8 at 21st) until the end of your next turn. You may also use Staffs and Wands as implements for Cleric powers.
"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)."

Attaching it to actually spending a healing surge can prevent some abuse.

Or int+1/2 level?

Staff/Wand I might be tempted to split off into another feature. Maybe give up Shields, Chain and Hide armor proficiency? Maybe not.

Resist all is put at a premium in 4e.

"implements for cleric powers" is old school wording. "You gain proficiency in Wands and Staffs as implements".


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: Apply your intelligence modifier as damage on your next attack this turn. The first time you hit with an attack this turn, an ally within 5 squares regains hit points equal to your Intelligence Modifier. "The 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."

This simplifies the power, and prevents the healing from becoming trivial at later levels. (At level 1, 3 HP is 15% of your HP -- at level 30, 8 HP is 5% of your HP, while 23 HP is 14%)

Tieing both to the same trigger makes things simpler as well.


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 (save ends). They take a penalty on saving throws for this effect equal to your intelligence modifier. If they take damage from a direct attack, they automatically succeed on their next saving throw against this effect.
Too strong I think: stunned with a persistent penalty. Could completely lock down even a solo with a bit of save penalty boosting.

We could make the chains more interesting. "The target is stunned (save ends). 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 Int modifier radiant damage 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."

Now it starts off as a stun, then a damaging hinderence. Moving away from it can cause it massive pain (especially with radiant vulnerability), but it can plow through the pain if it chooses to. It does cost you your standard action to keep up on a target.



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 10
Target: One or two creature
Attack: Wisdom vs. Reflex
Hit: 1d4+wisdom modifier radiant damage.
Special: If the target of this attack is an ally, you hit automatically and the target instead gains 1d4+intelligence modifier Temporary Hitpoints.
Special: 21st level - 2d4+intelligence modifier radiant damage, or 2d4+intelligence modifier temporary hitpoints.
At least one of those intelligences should be wisdom.

I'm not sure I like this power, as it is more of a utility heal than an attack power in most contexts. Range 10 is also long for a cleric power (cleric powers are short ranged to encourage positional play on the part of the cleric).

I'm not sure if bag of rats prevents you from giving everyone 4+int temporary HP between each fight (does implement add to the temporary HP? Probably not!)

Now, damage+temporary HP is already done by other powers. But we can have some fun.

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 ally and one enemy
Attack: Wisdom vs. Reflex on the enemy
Hit: 1d6+wisdom modifier radiant damage (increasing to 2d6+wisdom at level 21). The first time the creature causes damage to an ally of yours before the end of your next turn, the ally targeted gains temporary HP equal to the damage done by this power plus your intelligence modifier.Now we catch-22 the foe, and tie damage to temporary HP.

Healing is larger, as it is conditional on hitting.

Note that it no longer works on yourself. Sacrifices must be made.

Power Word: Shield -- Cleric Attack 1
You sheathe an ally in a shell of cackling radiant energy. Invigorated and invincible, they launch a quick attack against your foes.
Encounter * Divine, Implement
Standard Action -- Ranged 10
Target: You or one ally
Effect: The target can shift one square and then make a basic attack against a creature as a free action. The target gets +2 to all defenses until the end of your next turn.
Special:Insightful Priest: The target also gains temporary hit points equal to your intelligence modifier.
For a second I thought it was a utility power.

This does step on the toes of Warlords (granting attacks), which we should avoid. The automatic defence buff is also troubling. As a ranged power, it provokes when you cast it on yourself (!) which is a bit of a surprise for many players I'd suspect.
Power Word: Shield -- Cleric Attack 1
You sheathe an ally in a shell of cackling radiant energy. Invigorated and invincible, they launch a quick attack against your foes.
Encounter * Divine, Implement
Standard Action -- Close Burst 5
Target: You or one ally in burst
Special:Insightful Priest: The target gains additional temporary HP equal to your intelligence modifier.
Effect: The target gains temporary HP equal to one half your level (min 1) and are Shielded by the Word until the end of your next turn. While Shielded by the Word they have a +2 power bonus to all defences and can use the following power:
Shield Retribution -- Cleric Attack 1
Encounter
Free action -- unbounded
Trigger: A creature hits you and deals damage or you hit a creature.
Target: The creature that hit you, or the creature you hit.
Special: This power uses the original Cleric's modifiers on damage etc.
Effect: After the attack is resolved, you deal 1d6+Wisdom modifier damage +any remaining temporary HP from Power Word: Shield. The temporary HP are removed, and you are no longer Shielded by the Word.
[/spoiler]
which is sort of fun -- the shield discharges on the first sucker to attack you. If not discharged, you can discharge it by hitting someone.

The tap comes (effectively) from the cleric, not the target of the prayer, and it feels very different from a warlord power. It might be a bit too artificier-esque however?


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 radiant damage, and the target takes ongoing fire damage 5 (save ends). Each time it is dealt ongoing damage, it takes a -2 penalty to attack and damage until the end of its turn.
Special: Insightful Priest: Add your intelligence modifier to the ongoing fire damage and the attack and damage penalties.
Miss: Half damage, and the target has a -2 penalty to attack and damage until the end of its next turn.
Ya, no. Those penalties are going to be large enough to completely nullify a target. Stack on some save penalties and you just crippled a level 30 solo with a level 1 encounter spell.

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 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.
which turns attack penalties into pain. Pain makes combat shorter. Attack penalties generate zzz grind.

Binding Heal -- Cleric Utility 2
The holy energy that heals your companion flows back through you as well.
Encounter * Divine
Immediate Reaction
Trigger: An ally within 5 squares spends a healing surge.
Effect: You regain health equal to the amount regained by that ally.
Almost useless, as it is a reaction, so cannot be used on your turn. Plus, self-healing? As a leader? Pfah.
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 HP to increase the amount you heal by half that amount.
Now the healing sloshes around! It burns your own life force, but no such thing as a free lunch.

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
Standard Action -- Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d6+wisdom modifier radiant damage, and the target is dazed until the end of your next turn.
Special: Insightful Priest - The target also gains Vulnerability to all damage equal to your intelligence modifier until the end of your next turn.
Drop range to 5 -- positional play rocks. You could also make it "the closest enemy": the word stops once it reaches the ears of a foe.

It is a single word. We could change it to a minor action! Cut the damage completely: target is dazed until the end of your next turn, and gains vulnerability equal to your intelligence modifier.

No special for Insightful Priest. Int rider is enough, and without int rider the power sucks, so why have it available?

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
Target: Each ally in burst
Effect: You spend a healing surge, but regain no hitpoints. Instead, each of your allies gains the following benefits until the end of their next extended rest:

• A healing surge
• A +1 power bonus to Fortitude.
• A +2 power bonus to Endurance checks and Constitution ability checks.
Special: You must have at least one healing surge remaining to use this power.
Let's be cruel.
Target: Any number of allies in burst
Effect: You lose one healing surge per ally targeted.
...

• A healing surge
• A +2 power bonus to Fortitude.
• A +2 power bonus to Endurance checks and Constitution ability checks.
• Resist Poison/Necrotic equal to your intelligence modifier.
now it really hurts.

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 four 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 enemy 3 squares.
Up to 4?! Why?

This is a many, many tap power, as it causes up to 4 foes to provoke a possibly large number of OAs. Honestly not sure how to balance it.

Changing it to a push would work. :/ but also gets rid of it being at all good.

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 shift a number of squares equal to your Intelligence modifier, then you teleport any ally within twenty squares into a square adjacent to you.
This fails to fly. No good.

You fly a number of squares equal to your Intelligence modifier.
You jump a number of squares equal to your Intelligence modifier.

Something to do with actually leaping, man.

Lack of level 13 power?

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.Too defensive, and goes off after you need it. I guess the temporary HP stick around.

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 -- Close Burst 5
Target: Up to three allies in burst
Effect: Each target may shift up to two squares and make a basic attack as a free action. Each target gets a +2 power bonus to all defenses until the start of your next turn, and gains 10 + your Intelligence modifier temporary hitpoints.
This should be a Wall power just from the name.

Again, with the granting attacks. Find another way to boost damage!

You create a Wall 5 within 10 that lasts until the end of your next turn. This wall is difficult terrain to your enemies.

All allies who start their turn in or adjacent to wall gains temporary HP 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.

Sustain: Standard. You take damage equal to your healing surge value, and the wall shrinks by 1 square.

Maybe too complex, but fits the name better. And the boost is more cleric-like and less warlord-like.


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.
Sure, as a daily.

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 -- Ranged 10
Target: Up to four creatures
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.
Special: If the target is an ally, you hit automatically and the target instead regains 2d10+wisdom modifier + modifier hitpoints and may shift a number of squares equal to your intelligence modifier.
Make it a Close Blast 5, all creatures in blast. More positional.

Maybe make it Wisdom vs Reflex, Will and Fortitude (one roll, compare vs all 3) (level 23 power, add some quirks)? And have it deal 1d10 per defence it hits, plus wisdom? Maybe not.

Power Word: Solace -- Cleric Attack 27
You find solace in the light, and your faith allows you to act with miraculous speed.
Encounter * Divine, Healing, Implement, Radiant
Standard Action -- Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 3d10+wisdom damage.
Effect: You may take an additional minor or move action this turn.
Special: Insightful Priest - An ally within 5 squares of the target may spend a healing surge.
Meh as a level 27 power.

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
Hit: 1d6 radiant damage.
Effect: Allies in the burst regain hit points equal to your intelligence modifier. Make the following secondary attack.

Secondary Target: Each enemy in Close Burst 2.
Secondary Attack: Wisdom vs. Reflex
Hit: 2d6 radiant damage.
Effect: Allies in the burst gain temporary hit points equal to your wisdom modifier. Make the following tertiary attack.

Tertiary Target: Each enemy in Close Burst 4.
Tertiary Attack: Wisdom vs. Reflex
Hit: 2d6+wisdom modifier radiant damage.
Effect: Each ally in the burst can spend a healing surge.


I'd make it a multi-turn cascade, starting off as a Minor Action. Each round it gets more powerful and more powerful. It lasts until the end of the encounter, or until no enemy ever targeted by the effect remains undefeated (that is some nice flavorful wording methinks, and it avoids "chaining it between encounters").


Clever Prayer
Prerequisite: Cleric
Benefit: Add your Intelligence modifier to your healing surge value.
Again with the self heals. Leader, not defender.

Guarded by the Light
Prerequisite: Cleric
Benefit: When you use a power that allows an ally to spend a healing surge, you get a +1 bonus to all defenses until the end of your next turn.Slightly better, but bonus is untyped. And too small to track.

Spirit Shell
Prerequisite: Healing Word, Intelligence 13
Benefit:When you use your Healing Word to allow a character to spend a healing surge, you may choose for that character to gain temporary hitpoints equal to their surge value instead of regaining hit points.How about "they may choose"?

Retributive Shields
Prerequisite: 11th Level, Spirit Shell, Charisma 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.Hurm. Not sure about that.

Shield Discipline
Prerequisite: 11th level, Insightful Priest's Lore
Benefit: Increases the Resist All granted by your Insightful Priest's Lore by +2 (+4 at 21st level). I get it, but I'd almost rather roll the "right amount" directly into the feature.


Atonement
Prerequisite: 21st Level, Cleric, Int 17, Cha 15
Benefit: Whenever you score a critical hit with a Cleric power, you gain an additional use of your Healing Word ability for this encounter.Both Int and Cha is harsh. Neither are primary attributes for a Cleric.

Whenever is bad. "The first time in an encounter" prevents crit spamming exploits. You could also let the Cleric use it as a free action without expending or requiring a use, which boosts that first crit nicely (and weakens the feat somewhat, as minor actions are cheap, but when to healing word is often strategic).

Hawk7915
2014-02-28, 06:14 PM
First off, thank you so, so much for the feedback. I scribbled a lot of these ideas a year ago and the rest in a hurry last night. I like to think I have good ideas but I desperately need editing help and a second set of eyes, so I really appreciate you taking the time to read through my stuff!


"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)."

Attaching it to actually spending a healing surge can prevent some abuse.

Or int+1/2 level?

Staff/Wand I might be tempted to split off into another feature. Maybe give up Shields, Chain and Hide armor proficiency? Maybe not.

Resist all is put at a premium in 4e.

"implements for cleric powers" is old school wording. "You gain proficiency in Wands and Staffs as implements".

Updated the wording as per your suggestion. O-Clerics only have one class feature to swap out (Healer's Lore, Battle Cleric Lore, or with this Insightful Cleric lore), so I kept the implement thing all wrapped into this ability.


"The 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."

This simplifies the power, and prevents the healing from becoming trivial at later levels. (At level 1, 3 HP is 15% of your HP -- at level 30, 8 HP is 5% of your HP, while 23 HP is 14%)

Tieing both to the same trigger makes things simpler as well.
Good catch and good suggestions, thanks!


Too strong I think: stunned with a persistent penalty. Could completely lock down even a solo with a bit of save penalty boosting.

We could make the chains more interesting. "The target is stunned (save ends). 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 Int modifier radiant damage 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."

Now it starts off as a stun, then a damaging hinderence. Moving away from it can cause it massive pain (especially with radiant vulnerability), but it can plow through the pain if it chooses to. It does cost you your standard action to keep up on a target.

I agree this was too strong. The Stun is now just one turn, no save. There's no penalty to saving throws. And you can keep a Weakened + Radiant Punisher sustained as a standard action. Still potentially useful in the right encounter, significantly more flavorful, and not encounter-dominating (which is inappropriate for a CD power).



At least one of those intelligences should be wisdom.

I'm not sure I like this power, as it is more of a utility heal than an attack power in most contexts. Range 10 is also long for a cleric power (cleric powers are short ranged to encourage positional play on the part of the cleric).

I'm not sure if bag of rats prevents you from giving everyone 4+int temporary HP between each fight (does implement add to the temporary HP? Probably not!)

Now, damage+temporary HP is already done by other powers. But we can have some fun.

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 ally and one enemy
Attack: Wisdom vs. Reflex on the enemy
Hit: 1d6+wisdom modifier radiant damage (increasing to 2d6+wisdom at level 21). The first time the creature causes damage to an ally of yours before the end of your next turn, the ally targeted gains temporary HP equal to the damage done by this power plus your intelligence modifier.Now we catch-22 the foe, and tie damage to temporary HP.

Healing is larger, as it is conditional on hitting.

Note that it no longer works on yourself. Sacrifices must be made.
I wasn't totally happy with this power either. I'm not sure how to change it though. I worry that while my version had weird targeting and Bag of Rats issues, your version is too strong as an at-will. It will probably just end up double-tapping of zapping an enemy and handing out Int-mod THPs. Boring but it does the job of being an Int-rider-ey at-will that interacts with THPs for this build.


For a second I thought it was a utility power.

This does step on the toes of Warlords (granting attacks), which we should avoid. The automatic defence buff is also troubling. As a ranged power, it provokes when you cast it on yourself (!) which is a bit of a surprise for many players I'd suspect.
Power Word: Shield -- Cleric Attack 1
You sheathe an ally in a shell of cackling radiant energy. Invigorated and invincible, they launch a quick attack against your foes.
Encounter * Divine, Implement
Standard Action -- Close Burst 5
Target: You or one ally in burst
Special:Insightful Priest: The target gains additional temporary HP equal to your intelligence modifier.
Effect: The target gains temporary HP equal to one half your level (min 1) and are Shielded by the Word until the end of your next turn. While Shielded by the Word they have a +2 power bonus to all defences and can use the following power:
Shield Retribution -- Cleric Attack 1
Encounter
Free action -- unbounded
Trigger: A creature hits you and deals damage or you hit a creature.
Target: The creature that hit you, or the creature you hit.
Special: This power uses the original Cleric's modifiers on damage etc.
Effect: After the attack is resolved, you deal 1d6+Wisdom modifier damage +any remaining temporary HP from Power Word: Shield. The temporary HP are removed, and you are no longer Shielded by the Word.

which is sort of fun -- the shield discharges on the first sucker to attack you. If not discharged, you can discharge it by hitting someone.

The tap comes (effectively) from the cleric, not the target of the prayer, and it feels very different from a warlord power. It might be a bit too artificier-esque however?[/spoiler]
I wanted the Cleric to get some manner of enabling, but homogeneity between classes is indeed bad. I didn't quite take your version but I did a version very similar. Does that work?



Ya, no. Those penalties are going to be large enough to completely nullify a target. Stack on some save penalties and you just crippled a level 30 solo with a level 1 encounter spell.

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 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.
which turns attack penalties into pain. Pain makes combat shorter. Attack penalties generate zzz grind.
Fair enough. I changed the power as you suggested, to make more pew pew and less qq :smallbiggrin:.


Almost useless, as it is a reaction, so cannot be used on your turn. Plus, self-healing? As a leader? Pfah.
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 HP to increase the amount you heal by half that amount.
Now the healing sloshes around! It burns your own life force, but no such thing as a free lunch.
Good suggestion. Much more thematic as the Insightful Priest is supposed to be "manipulating" THPs.


Drop range to 5 -- positional play rocks. You could also make it "the closest enemy": the word stops once it reaches the ears of a foe.

It is a single word. We could change it to a minor action! Cut the damage completely: target is dazed until the end of your next turn, and gains vulnerability equal to your intelligence modifier.

No special for Insightful Priest. Int rider is enough, and without int rider the power sucks, so why have it available?
Changed as suggested. Helps make it feel different from the other "Power Word"-ish powers coming up.


Let's be cruel.
Target: Any number of allies in burst
Effect: You lose one healing surge per ally targeted.
...

• A healing surge
• A +2 power bonus to Fortitude.
• A +2 power bonus to Endurance checks and Constitution ability checks.
• Resist Poison/Necrotic equal to your intelligence modifier.
now it really hurts.
I like this change. Done.


Up to 4?! Why?
Because I wanted to make "Cause Fear as a level 9 daily and a legit, top-tier choice"? Clearly I was far, far too successful :smalltongue:. The power is now just up to two enemies, but pushes int mod on a miss instead of a flat three squares. Is that better?


This fails to fly. No good.

You fly a number of squares equal to your Intelligence modifier.
You jump a number of squares equal to your Intelligence modifier.

Something to do with actually leaping, man.
I am deeply, deeply ashamed. Power lets you fly now.


Lack of level 13 power?
Not anymore. I was starved for ideas last night, but now they have the interesting Power Word: Silence as a weaken + slow that strips away resistances to make your party sorcerers and frost-cheesers smile. Thoughts?


Too defensive, and goes off after you need it. I guess the temporary HP stick around.
This is a cloth-wearing leader who wants to be within 5 squares most of the time. Some players may not want it, but a survivability utility isn't a terrible thing. Besides, I have ideas for a Paragon Path that will make extra THPs for anyone (including the cleric) handy.


This should be a Wall power just from the name.

Again, with the granting attacks. Find another way to boost damage!

You create a Wall 5 within 10 that lasts until the end of your next turn. This wall is difficult terrain to your enemies.

All allies who start their turn in or adjacent to wall gains temporary HP 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.

Sustain: Standard. You take damage equal to your healing surge value, and the wall shrinks by 1 square.

Maybe too complex, but fits the name better. And the boost is more cleric-like and less warlord-like.

I agree, I went too far with the enabling and ended up stepping on what makes Bards and Warlords unique compared to the divine leaders. I like your suggestion a lot, so I went with that.


Make it a Close Blast 5, all creatures in blast. More positional.

Maybe make it Wisdom vs Reflex, Will and Fortitude (one roll, compare vs all 3) (level 23 power, add some quirks)? And have it deal 1d10 per defence it hits, plus wisdom? Maybe not.
Done on the first, but not on the second. No need to complicate a nice, clean blast + heal and slide.


Meh as a level 27 power.
I can see that now, so I've changed it to a new power: Borrowed Time. A hit enemy takes damage and is slowed and dazed. Hit or miss, you get an extra move and Insightful Priests get a free not-Healing Word.


I'd make it a multi-turn cascade, starting off as a Minor Action. Each round it gets more powerful and more powerful. It lasts until the end of the encounter, or until no enemy ever targeted by the effect remains undefeated (that is some nice flavorful wording methinks, and it avoids "chaining it between encounters").
I changed it to be something like this. What do you think now?



Again with the self heals. Leader, not defender.
Slightly better, but bonus is untyped. And too small to track.
How about "they may choose"?
Hurm. Not sure about that.
I get it, but I'd almost rather roll the "right amount" directly into the feature.

Both Int and Cha is harsh. Neither are primary attributes for a Cleric.

Whenever is bad. "The first time in an encounter" prevents crit spamming exploits. You could also let the Cleric use it as a free action without expending or requiring a use, which boosts that first crit nicely (and weakens the feat somewhat, as minor actions are cheap, but when to healing word is often strategic).
Cunning Priest - Some people like survivability, this is better than Swift Recovery for these Clerics (probably), and it's an interesting multiclass feat for, say, a Swordmage.

Guarded - Now a +2 power bonus. Less stacking, but more beneficial.

I cut the "increased DR" feat, and followed your advice in updating the epic feat.

Thanks again for all the help!

Hawk7915
2014-03-04, 12:53 PM
Updated the first post with a new Paragon path. The path is actually available to any divine class with a Channel Divinity power, and I'd hope it might be attractive to some Invokers (particularly Invokers who want to minor in leading), but it's first and foremost designed ass a fun option for Insightful Clerics.

I don't have any intentions of designing additional powers or feats at this time. While I'm always thrilled to receive feedback and comments, I feel comfortable calling this project finished :smallsmile:

Ilorin Lorati
2014-03-04, 03:51 PM
I've never played 4e so I can't really give any mechanical feedback, but as a former Discipline Priest main, seeing some of my favorite abilities converted for use in tabletop made me grin a little bit. This looks like it'd be a lot of fun.