Warding Cleric, Cleric (4e Class Variant)
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Creating a Cleric
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.
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.
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.
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)" is not in the list (At-Will, Encounter, Daily) of allowed values for the "4e Power Usage" property.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.
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.
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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