Might of Eden: Cleric of Eden

The Cleric is the corner stone of Eden’s religions. Speakers for the will of the spirits, Clerics are invested with a piece of power from a greater spirit, a shard of its very spirit essence drawn from the ether. Since the time of investiture, the Cleric has a deeper connection to the spirits than any other can boast. Whenever, they pray, they can feel the embrace and will of their God speaking to them, pushing them onward. A Cleric’s destiny is up to him or her ultimately, but they have no lack of guidance.

Clerics belong to church organizations, however small these may be, who first performed the sacred rites of investiture. Church organizations and their customs vary greatly, and there is no one most powerful religion or organization in Eden. Religion in Eden is too individual and personal for an organization to use it as boldly as they would like to – but this does not mean they are lacking in resources. Quite the contrary, with many of their members capable of miracles, even a small church has a lot of power they can call upon. However, they know they are not the only sources of these powers. The sacred rites are no secret, and many an unscrupulous once-devotee has made off with the instructions and formed secret sects and cults of illegitimate Clerics.

The powers granted by investiture can be used for good or ill and only through the wielder are they made discriminate. To the invested shard within each Cleric, the only limit is the user’s Willpower. This can never be taken from him or her. Clerics can wield radiant or necrotic energies at their choice when they learn these prayers or when they retrain them (the default is the type written) – but they should be wary of the hand of fate upon their actions if they betray the source of their borrowed power.

Many of a Cleric’s prayers are sang as powerful prayer songs, though many others are mundane chants. All prayers can be sang, however, and the voice of a Cleric determined to serve its God and its allies can be the most beautiful or most terrifying sound to behold. A Cleric may at any other time have a thoroughly mundane voice, but when focused and praying, that changes instantly.

Features

Channel Divinity: A cleric can choose the following Channel Divinity in place of “Divine Fortune” (PHB).

Channel Divinity: Blood for Blood
You surrender some of yourself to finish a dangerous enemy.
Encounter @ Divine
Minor Action Personal
Effect: The next attack you make deals extra damage on a successful hit equal to 1 + Power level (basic attacks are level 1). You take that much damage.

LEVEL 1 AT WILL POWERS

Mshuko Cleric Attack 1
You sing a prayer that calls upon a host of minor spirits that assail and bind your enemies.
At Will @ Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wisdom + 2 vs Reflex
Hit: The target grants combat advantage to all creatures until the end of your next turn. The first ally to hit it before the end of your next turn deals extra damage equal to your wisdom modifier.

Hymn of Exuberance Cleric Attack 1
Through song you bring grief and guilt to a creature and strength to its judge.
At-Will @ Divine, Implement, Necrotic
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs Will
Hit: The next attack against the target made by one of your allies before the end of your next turn deals your charisma modifier extra damage and that ally regains 1 + your charisma modifier hit points.

Majini Cleric Attack 1
Mischievous spirits erupt from under your enemy, tormenting it with jeering voices and painful touch.
At-Will @ Divine, Implement, Radiant or Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs Reflex
Hit: 1d6 + Wisdom modifier radiant or necrotic damage and the target takes a -2 penalty to attack rolls against your allies or to a defense of your choice when being attacked by your allies, until the end of your next turn.
Level 21: 2d6 + Wisdom modifier radiant or necrotic damage

Sabatos Cleric Attack 1
You sing a resounding, glorious lyric to the spirits that stirs the auras of those around.
At-Will @ Divine, Implement, Thunder
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs Fortitude
Hit: 1d6 + Wisdom modifier thunder damage. One ally who can hear you has a +1 bonus to attack rolls and a +2 power bonus to damage rolls until the end of your next turn.
Level 21: 2d6 + Wisdom modifier necrotic damage; +3 power bonus to damage rolls.

Spirit Spark Cleric Attack 1
Channeling power from the surroundings and converting it for your use, you launch a brilliant ray of light or an inky black pulse of necrotic energy.
At-Will @ Divine, Implement, Radiant or Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs Reflex; if an ally is adjacent to you, you have a +1 bonus to the attack roll.
Hit: 2d4 + Wisdom modifier radiant or necrotic damage. Choose one ally adjacent to you, and that ally gains temporary hit points equal to 1 + the number of allies adjacent to it.
Level 21: 4d4 + Wisdom modifier radiant or necrotic damage.

Oath of Protection Cleric Attack 1
The spirits you venerate whisper songs within the depths of your mind, giving you courage to stand for your allies.
At-Will @ Divine, Radiant, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Wisdom vs AC
Hit: 1[W] + Wisdom modifier radiant damage. If you are bloodied, you mark the target.
Level 21: 2[W] + Wisdom modifier radiant damage.
Effect: One ally within 5 squares has a +1 bonus to its next attack roll made before the end of your next turn.

Inflict Wounds Cleric Attack 1
Faith can conquer many barriers, but at times violence is the only recourse.
At-Will @ Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength or Wisdom vs AC
Hit: 1d10 + Strength or Wisdom modifier damage and the target is slowed until the end of your next turn.
Level 21: 2d10 + Strength or Wisdom modifier damage.

Intensify Weapon Cleric Attack 1
Your weapon burns with a holy aura that wards off blows meant for others, drawing them to you.
At-Will @ Divine, Weapon, Radiant
Standard Action Melee Weapon
Target: One creature
Attack: Strength or Wisdom vs AC
Hit: 1[W] + Strength or Wisdom modifier radiant damage and allies adjacent to you have a +2 power bonus to AC and one non-AC defense of your choice against attacks made by the target until the end of your next turn.
Level 21: 2[W] + Strength or Wisdom modifier radiant damage; +3 power bonus.
Effect: You grant combat advantage to the target until the end of your next turn.

LEVEL 1 ENCOUNTER POWERS

Meanaptas Cleric Attack 1
Your songs calls down a brilliant snowfall that covers your wounded allies and harms your enemies.
Encounter @ Divine, Implement, Radiant, Healing
Standard Action Close Blast 3
Target: Each enemy in blast
Attack: Wisdom vs Reflex
Hit: 1d12 + Wisdom modifier radiant damage.
Effect: Enemies in the blast are slowed until the end of your next turn. Allies in the blast regain 3 + charisma modifier hit points.

Stifling Stream of the Wakuira Cleric Attack 1
Your enemy struggles to move against a stream of seemingly aqueous essence.
Encounter @ Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom + 2 vs Fortitude
Hit: The target grants combat advantage to all creatures, can’t shift and takes an extra 5 damage from the next attack made against it, all until the end of your next turn.

Driving Gust of the Muikara Cleric Attack 1
A small whirlwind covers your weapon and wraps around your enemy.
Encounter @ Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength or Wisdom vs Reflex
Hit: 1[W] + Strength + Wisdom modifier damage and you slide the target 2 squares in any direction.

The Fable of Queshape Cleric Attack 1
You sing a prayer that draws a swift blade towards an enemy.
Encounter @ Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Wisdom + 2 vs Will
Hit: The target takes a penalty to attack rolls and all defenses equal to 1 + your charisma modifier until the end of your next turn.

Soul-Chilling Fog Cleric Attack 1
A dark fog leaves its mark upon an area.
Encounter @ Divine, Necrotic, Implement, Zone
Standard Action Area Burst 1 Within 10 Squares
Target: Each enemy in burst
Attack: Wisdom vs Fortitude
Hit: 1d8 + Wisdom modifier necrotic damage.
Effect: The burst creates a zone of fog until the end of your next turn. Enemies in the zone take a -2 penalty to attack rolls.

LEVEL 1 DAILY POWERS

Greater Spirit’s Subsumed Blade Cleric Attack 1
You channel your essence into a weapon, striking as though a fearsome warrior spirit.
Daily @  Divine, Radiant, Stance
Minor Action Melee Touch
Target: One weapon or implement
Effect: You imbue the item you touch to give it added strength. Attacks with the item deal 1d8 extra radiant damage and can mark the target with a successful hit. The wielder can end this effect to gain a +2 power bonus to attack rolls and damage rolls until the end of the encounter.

Burning Spread of the Phoenix Cleric Attack 1
You mark a location with a burning sigil; your ally’s weapons within become heated and their armor wards off blows.
Daily @ Divine, Implement, Fire, Zone
Standard Action Area Burst 1 Within 10 Squares
Target: Each enemy in burst
Attack: Wisdom vs Reflex
Hit: 2d6 + Wisdom modifier fire damage.
Miss: Half damage
Effect: The burst creates a zone of warding fire that lasts until the end of your next turn. Your allies in the zone have a +2 power bonus to attack rolls and all defenses.
Sustain Minor: The zone persists. You can move the zone up to 3 squares whenever you persist it.

LEVEL 2 UTILITY POWERS

Greater Spirit’s Agility Cleric Utility 2
You imbue yourself with the grace and speed of the gods themselves.
Encounter @ Divine
Minor Action Personal
Effect: You gain a +7 bonus to your next Athletics or Acrobatics check performed before the end of your turn.

LEVEL 3 ENCOUNTER POWERS

Chains of Gold Cleric Attack 3
Shackles and links of spiritual energy burden your enemy with its own sins.
Encounter @ Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs Will
Hit: 1d12 + Wisdom modifier radiant damage and the target is weakened until the end of your next turn.

Damani Cleric Attack 3
Your prayer song makes a creature vanish into a rainfall of glowing red autumn leaves.
Encounter @ Divine, Implement, Radiant, Teleport
Standard Action Close Burst 1 centered on a creature you can see
Target: Each enemy in burst
Attack: Wisdom vs Reflex
Hit: 1d12 + Wisdom modifier radiant damage and one enemy in the burst falls prone. If this attack originated from an ally, that ally can teleport 2 squares and has a +1 power bonus to attack rolls until the end of your next turn.

The Tale of Syrriki Cleric Attack 3
You sing a prayer song that distracts your opponent with worry.
Encounter @ Divine, Implement
Standard Action Close Burst 4
Target: Each enemy in burst you can see.
Attack: Wisdom vs Fortitude
Hit: The target is dazed until the end of your next turn.

Hymn of the Hill Path Cleric Attack 3
Your prayer song gifts a divine spark to an ally, giving it the swiftness of a spirit.
Encounter @ Divine, Implement
Minor Action Close Burst 5
Target: One ally in burst you can see.
Effect: The target shifts 1 square and makes a melee basic attack. In addition, it gains temporary hit points equal to your charisma modifier, and while it benefits from these temporary hit points, it can shift 1 square as a minor action once per round.

Bushuti Cleric Attack 3
A brilliant cloak of runic light appears etched behind you, and dozens of rays of light launch from its intricate pattern and impale your enemies through their flesh or auras.
Encounter @ Divine, Implement, Radiant
Standard Action Close Blast 5
Target: Each enemy in blast
Attack: Wisdom vs Reflex
Hit: 1d10 + Wisdom + Charisma modifier radiant damage and the target has a -2 penalty to a defense of your choice until the end of your next turn. You can choose a different defense for each target.

LEVEL 5 DAILY POWERS

Ethereal Tempest Wind
Cleric 5
You surround your foe in a storm of light and color that strikes it blind.
Daily @  Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier radiant damage and the target is blinded (save ends).
Miss: Half damage and the target treats your allies as having concealment until the end of your next turn.

Sirsesek Cleric Attack 5
Your melody turns your ally’s blade to fire that explodes upon striking an enemy.
Daily @ Divine, Implement, Fire, Reliable
Minor Action Ranged 10
Target: One creature
Attack: Wisdom + 2 vs Will
Hit: Attacks against the target made by your allies deal 1d6 + your charisma modifier extra fire and radiant damage until the end of the encounter.

Burning Fang of the Apekar Cleric 5
Your weapon erupts into a fiery maw that bites down on your opponent.
Daily @ Divine, Weapon, Fire
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier fire damage and the target is immobilized (save ends).
Miss: Half damage and the target is immobilized until the end of your next turn.
Effect: Your allies have a +2 power bonus to attack rolls against the target while it remains immobilized.

Necrotic Breath Cleric Attack 5
You rot your enemies’ bodies with a single gasp.
Daily @ Divine, Implement, Necrotic
Standard Action Close Blast 5
Target: Each enemy in blast
Attack: Wisdom vs Fortitude
Hit: 2d8 + Wisdom modifier necrotic damage.
Effect: One creature in the blast takes ongoing 5 necrotic damage (save ends). While it suffers from the ongoing damage, it is weakened and grants combat advantage to you and to your allies.

Oath of Defense Cleric Attack 5
You sing a prayer of self-submission to the unseen flows of fate to defend your allies.
Daily @ Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs Will
Hit: 3d6 + Wisdom modifier radiant damage.
Effect: The target has combat advantage against you but it has a -4 penalty to attack rolls against your allies (save ends). As long as the target is taking this penalty or has combat advantage against you, it cannot make opportunity attacks against your allies, and all of your allies’ attacks against the target apply your charisma modifier as a bonus to damage. Whenever the target attacks you, it takes a -5 penalty to its next saving throw against this condition.

LEVEL 6 UTILITY POWERS

Prayer of Good Fortune Cleric Utility 6
Your song tempers the target’s essence flow to safeguard it from physical harm.
Daily @  Divine, Healing
Minor Action Ranged 5
Target: One ally
Effect: The target regains 10 hit points and has a +2 power bonus to AC until the end of the encounter or for 5 minutes. If you can see the target and it is successfully attacked, you can end the effect as an immediate reaction to halve the damage the target takes from that attack.

LEVEL 7 ENCOUNTER POWERS

Akon Ahci Cleric Attack 7
Phantasmal spirits flow forward in a wave and seize your enemies while ushering forth your allies.
Encounter @ Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs Will
Hit: 1d10 + Wisdom modifier radiant damage.
Effect: The target takes a -2 penalty attack rolls and an ally you can see gains a +2 power bonus to attack rolls, both until the end of your next turn.

Creeping Ice Cleric Attack 7
You call an ephemeral frost spirit, and its restless cold works its way into and around your opponent’s body.
Encounter @ Divine, Implement, Cold
Standard Action Ranged 10
Target: One creature
Attack: Wisdom + 2 vs Fortitude
Hit: The target is immobilized and cannot attack until the end of your next turn.

Burning Spirits Cleric Attack 7
You draw from your own essence the majesty of a hundred fire spirits that swoop down upon your enemies.
Encounter @ Divine, Implement, Fire
Standard Action Close Blast 5
Target: Each enemy in blast
Attack: Wisdom vs Reflex
Hit: 2d6 + Wisdom modifier fire damage and one of your allies in the blast can make a saving throw.

The Canon of Arcline Cleric Attack 7
At once, the sounds of battle cease, and your prayer song is heard above all.
Encounter @ Divine, Implement, Healing
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Wisdom vs Will
Hit: The target cannot attack until the end of your next turn or until it is attacked. One ally in the burst can spend a healing surge and regain extra hit points equal to your charisma modifier.

Enervating Ray Cleric Attack 7
You launch a ray which wraps around the target’s heart like a foul worm and wrenches its life at your command.
Encounter @ Divine, Necrotic, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs Fortitude.
Hit: The target is weakened until the end of your next turn.
Effect: The first time the target attacks one of your allies before the end of your next turn, you can make a secondary attack against it as a free action.
Secondary Attack: Wisdom vs Will
Hit: 2d10 + Wisdom modifier necrotic damage.

Vorpal Sword Cleric Attack 7
Your weapon leaves behind a terrible wound that can only get larger.
Encounter @ Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Wisdom vs AC
Hit: 2[W] + Wisdom modifier damage. The next Weapon attack against the target made by one of your allies before the end of your next turn deals 2 extra damage per point of enhancement bonus on the weapon used for the attack.

LEVEL 9 DAILY POWERS

Kaamoto Cleric Attack 9
You smite your enemy with divine flames that remain dancing upon its body, causing great agony.
Daily @  Divine, Implement, Fire
Standard Action Area Burst 1 Within 10 Squares
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier fire damage and the target gives combat advantage to your allies (save ends).
Miss: Half damage and the target gives combat advantage to your allies until the end of your next turn.

Harrowing Chill of the Remuko Cleric Attack 9
A spiraling storm of ice launches from the palm of your hand and gets under the enemies’ skins, freezing their blood.
Daily @ Divine, Implement, Cold
Standard Action Close Blast 5
Target: Each enemy in blast
Attack: Wisdom vs Reflex
Hit: 2d10 + Wisdom modifier cold damage and ongoing 5 cold damage (save ends). If the target fails its first saving throw against the ongoing damage, it becomes weakened and slowed (save ends both).
Miss: Half damage and the target is slowed until the end of your next turn.

Flight of the Indigo Butterflies Cleric Attack 9
Harbingers of death and rebirth, you release a wave of essence butterflies seeking out living shells to inhabit.
Daily @ Divine, Radiant, Necrotic, Healing, Implement
Standard Action Close Blast 3
Target: Each enemy in blast
Attack: Wisdom vs Will
Hit: 2d6 + Wisdom modifier radiant and necrotic damage.
Effect: Any target who is at full hit points is infected by an essence butterfly. When it first becomes bloodied, it is weakened (save ends). When it first becomes reduced to 0 hit points, you can make a Wisdom vs Will attack against it as a free action. If you hit, it is dominated and remains alive at 0 hit points and can accept commands until the end of its next turn.

Hymn of Avalon Cleric Attack 9
Your song recalls a great land where heroic deeds occurred.
Daily @ Divine, Implement, Fire
Minor Action Close Burst 2
Target: Each ally in burst
Effect: Until the end of the encounter, the target deals extra damage equal to your charisma modifier with its attacks against the last enemy to have dealt damage to it or against enemies it has marked. It can end the stance to gain a +4 power bonus to attack rolls and damage rolls with its next attack made during the turn it ended the effect.

LEVEL 10 UTILITY POWERS

Prayer Song of Martyrdom Cleric Utility 10
You stand before the enemy, praying while you are impaled by a blade.
Daily @  Divine
Immediate Interrupt Personal
Trigger: You are attacked by an enemy.
Effect: The triggering attack becomes a successful critical hit. You gain an action point and have a +2 power bonus to attack rolls and damage rolls until the end of the encounter.

Brave Challenger Cleric Utility 10
You trade places with an ally, switching to more suitable targets.
Encounter @ Divine
Move Action Close Burst 5
Requirement: You and the target must both be adjacent to different enemies.
Target: One ally in burst you can see.
Effect: You and the target switch places, and the target gains a +2 power bonus to its next damage roll made before the end of your next turn.

LEVEL 13 ENCOUNTER POWERS

Reweave Fate Cleric Attack 13
Your opponent’s future runs headlong into the end of your blade.
Encounter @ Divine, Weapon
Standard Action Close Burst 3
Target: One creature in burst adjacent to one of your allies.
Effect: You slide the target to a square adjacent to you.
Attack: Strength + 2 vs AC
Hit: 2[W] + Strength modifier damage.

Hymn of the Hopeful Field Cleric Attack 13
Your prayer fills your allies with a sense of heroism and pushes them to strive for the goals they believe in.
Encounter @ Divine
Standard Action Close Burst 3
Target: Each ally in burst
Effect: The target can shift 1 square and make a melee basic attack with combat advantage.

The Tale of Corali Cleric Attack 13
You sing a melancholic song that casts your enemy into despair.
Encounter @ Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Wisdom + 2 vs Will
Hit: The target is dazed and weakened until the end of your next turn.

A Thousand Heroic Arrows Cleric Attack 13
You conjure a brilliant projectile for every hero who gave his life upon the land you stand on, and launch them at every villain in your sights.
Encounter @ Divine, Implement, Radiant
Standard Action Close Blast 5
Target: Each enemy in blast you can see
Attack: Wisdom vs Reflex
Hit: 2d8 + Wisdom modifier radiant damage. You deal 1 extra point of damage for each of your allies in the blast. The target takes a penalty to attack rolls equal to 1 + the number of your allies in the blast until the end of your next turn.

Crimson Miasma Cleric Attack 13
A thin fog escapes from your body and covers an area, enervating enemies and granting your strength to your allies.
Encounter @ Divine, Necrotic, Implement
Standard Action Area Burst 2 Within 20 Squares
Target: Each creature in burst
Attack: Wisdom vs Fortitude
Hit: 2d8 + Wisdom modifier necrotic damage.
Effect: You grant combat advantage to all enemies until the end of your next turn. Your allies in the burst have a +2 power bonus to attack rolls and enemies in the burst are weakened, both until the end of your next turn.

Korpare Cleric Attack 13
You sing a prayer song that gives the warmth and health of your body to another creature and the illness and pain to another.
Encounter @ Divine, Implement, Healing
Minor Action Ranged 10
Target: One creature
Attack: Wisdom vs Will
Hit: You and the target have a -2 penalty to all defenses and grant combat advantage to all creatures until the end of your next turn. You can spend a healing surge without regaining any hit points, and one ally you can see regains hit points equal to your healing surge value.

LEVEL 15 DAILY POWERS

Rashine’s Divine Storm Cleric Attack 15
You call down a torrential rain from the heavens themselves.
Daily @ Divine, Implement, Radiant, Healing, Zone
Standard Action Close Burst 10
Target: Each enemy in burst
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier radiant damage.
Effect: The burst creates a zone of divine rain that lasts until the end of your next turn. Allies in the zone regain your charisma modifier hit points with each successful attack that they make against an enemy in the zone.
Sustain Standard: When you sustain the power, repeat the attack, and the zone persists.

Orvial’s Invisible Blade Cleric Attack 15
Your weapon vanishes from your hands, but your strike comes ever deadlier.
Daily @ Divine, Weapon, Stance
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs Reflex
Hit: 3[W] + Strength modifier damage.
Effect: You have combat advantage against the target and apply your charisma modifier as extra damage to attacks against the target. You can end this stance as a minor action and grant an ally combat advantage against the target until the end of the encounter.

Tyrant of Skulls Cleric Attack 15
You become a wraith with control over death, and enemies near you slowly age and decay.
Daily @ Divine, Implement, Stance, Zone
Standard Action Close Burst 3
Target: Each enemy in burst
Attack: Wisdom vs Reflex
Hit: 3d6 + Wisdom modifier necrotic damage.
Miss: Half damage
Effect: The burst creates a zone of necrotic energy centered on you. Whenever you move, the zone moves with you, remaining centered on you. Enemies in the zone are weakened and take 5 necrotic damage at the start of each of their turns. Whenever an ally in the zone attacks an enemy, he or she deals 5 extra necrotic damage. You can end the stance as a minor action to make an enemy in the zone weakened (save ends).

Grand Crucifixion Cleric Attack 15
You are wrapped in steel thorn vines and nailed to an ethereal blade, the aura your martyred self  increasing tenfold.
Daily @ Divine, Implement, Stance
Standard Action Close Burst 10
Target: Each enemy in burst you can see.
Attack: Wisdom vs Will.
Hit: 1d10 + Wisdom modifier damage. This damage cannot be resisted.
Effect: You are immobilized and grant combat advantage to all enemies. You can make only Close attacks. Each ally in the burst that can see you gains a +4 power bonus to attack rolls, can apply your charisma modifier as bonus damage to all of its attacks and can take a second wind as a minor action. You can end this effect as a Minor action.

LEVEL 16 UTILITY POWERS

Prayer Lyric of Vigor Cleric Utility 16
You sing a song that unlocks the hero in any person.
Encounter @ Divine
Minor Action Close Burst 5
Target: One ally in burst
Effect: The target has a +2 power bonus to its next attack roll and to all defenses, until the end of your next turn.

Fledgling Wings Cleric Utility 16
You sprout wings of essence that take some time to grow but can become truly majestic.
Daily @ Divine, Stance
Minor Action Personal
Effect: You have a +1 bonus to your Speed. You gain a fly speed of 6 (clumsy) until the end of your next turn. While you fly, you grant combat advantage to all enemies.
Sustain Minor: The Flight effect persists. The first time you persist the effect, your fly speed is no longer clumsy. The second time you persist the effect, you no longer grant combat advantage to all of your enemies while you fly. The third time you persist the effect, you gain the ability to Hover in flight. The fourth time you persist the effect, your fly speed improves to 8.

LEVEL 17 ENCOUNTER POWERS

The Legend of Tohno Cleric Attack 17
You sing a prayer of great heroism and bitter betrayal.
Encounter @ Divine, Implement, Healing
Standard Action Close Burst 5 centered on an enemy you can see
Target: Each enemy in burst
Attack: Wisdom vs Will
Hit: Allies in the burst regain 5 + your charisma modifier hit points and have combat advantage against and deal 2d6 extra radiant damage with their attacks against the target until the end of your next turn.

Executioner’s Axe Cleric Attack 17
Your weapon becomes coated in a black aura that lingers upon an enemy stricken by it, making weapons deadlier to its hide.
Encounter @ Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Wisdom vs AC
Hit: 3[W] + Wisdom modifier damage. The next weapon attack against the target made by one of your allies before the end of your next turn deals half damage on a miss, and can reroll all rolls of 2 or lower on its damage dice.

Hymn of Sequestering Cleric Attack 17
Your voice carries your allies towards you and your enemies away.
Encounter @ Divine, Implement, Charm, Teleportation
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Wisdom vs Will
Hit: 2d6 + Wisdom modifier damage and you slide the target your charisma modifier squares.
Effect: You teleport all allies within the burst to a square adjacent to you.

Beloved Flowers of Kerala Cleric Attack 17
Conjured by your hymn, a breeze of glowing flower petals sweeps across the field, attaching themselves to the enemy.
Encounter @ Divine, Implement, Radiant, Fire
Standard Action Close Blast 5
Target: Each enemy in blast
Attack: Wisdom vs Reflex
Hit: 3d6 + Wisdom modifier radiant and fire damage and if the target attacks one of your allies during its next turn, that ally is cannot be reduced below 1 hit point by that attack and regains 7 + your charisma modifier hit points.

Everlit Teardrops Cleric Attack 17
It rains burning droplets of pure radiant essences upon your enemies.
Encounter @ Divine, Implement, Radiant
Standard Action Area Burst 2 Within 20 Squares
Target: Each enemy in burst
Attack: Wisdom vs Reflex
Hit: 2d8 + Wisdom modifier radiant damage. Allies in the burst can roll a saving throw with a +2 power bonus.

LEVEL 19 DAILY POWERS

Arcline’s Protective Light Cleric Attack 19
A column of light of a thousand hues drives the enemy from your ally.
Daily @  Divine, Implement, Radiant, Healing
Standard Action Close Burst 3 centered on an ally you can see
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Hit: 4d6 + Wisdom modifier radiant damage. The target is pushed 2 squares.
Effect: Your ally can spend a healing surge and regains extra hit points equal to your charisma modifier. Until the end of your next turn, your ally’s movement does not provoke opportunity attacks from the target and it can move through enemy squares, but must end its movement on an unoccupied squares.

Inunkuru’s Grand Conspiracy Cleric Attack 19
Your target is bound by the strings of fate and plays right into your hands.
Daily @ Divine, Implement, Charm
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs Will
Hit: The target is dominated and immune to daze (save ends both).
Aftereffect: The target is dazed until the end of your next turn.
Miss: The target is dominated until the start of your next turn or until it is attacked by you or your allies.

Shumushi Cleric Attack 19
From the sky drops a single droplet of the sun, covering the battlefield in fire.
Daily @ Divine, Radiant, Fire, Implement, Reliable
Standard Action Area Burst 2 Within 20 Squares
Target: Each enemy in burst
Attack: Wisdom vs Reflex
Hit: 3d6 + Wisdom modifier fire and radiant damage. If you used your Channel Divinity during the turn you made this attack, allies who can see you gain a +1 bonus to attack rolls until the end of the encounter.

LEVEL 22 UTILITY POWERS

Prayer Song of Spring Renewal Cleric Utility 22
Your song is like a gentle kiss that reinvigorates your allies.
Daily @  Divine, Healing
Minor Action Close Burst 5
Target: You and each ally in burst
Effect: The target regains hit points as if it had spent a healing surge. In addition, it has a +2 power bonus to attack rolls and is treated as though it has an action point, both until the end of your next turn.

LEVEL 23 ENCOUNTER POWERS

Magaokate Cleric Attack 23
You tug on the strings of destiny, ruining your enemy.
Encounter @ Divine, Implement, Radiant
Minor Action Ranged 10
Target: One creature
Attack: Wisdom vs Will
Hit: The target has vulnerability 10 to all damage until the end of your next turn. You can spend an action point to give the target Vulnerability 10 to all damage (save ends) instead.

Evernight Miasma Cleric Attack 23
Thick black fog sears the eyes and ears of all within.
Encounter @ Divine, Necrotic, Implement
Standard Action Area Burst 2 Within 20 Squares
Target: Each enemy in burst
Attack: Wisdom vs Fortitude
Hit: 3d8 + Wisdom modifier necrotic damage and target is blinded and deafened until the end of your next turn.

Prayer of Regalia Cleric Attack 23
You sing a melody of intense sounds that sharpens the edges of blades.
Encounter @ Divine, Implement
Minor Action Ranged 5
Target: One creature
Attack: Wisdom vs Will
Hit: The next attack made against the target before the end of your next turn deals 2d6 + your charisma modifier extra damage. If the attack is made by one of your allies and is an opportunity attack, it scores a critical hit in addition to the extra damage.

Savior’s Canticle Cleric Attack 23
Your hymn forms a center upon which you pull all allies and spread wings hard as steel to defend them.
Encounter @ Divine, Implement, Radiant, Healing, Teleportation
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Wisdom vs Fortitude
Hit: 2d10 + Wisdom modifier damage and the target is blinded until the end of your next turn.
Effect: You teleport up to your charisma modifier worth of allies within 10 squares to squares adjacent to you and they can use their Second Wind as an immediate reaction, even if not bloodied. They regain 2d6 extra hit points.

LEVEL 25 DAILY POWERS

Armor of Trudgar Cleric Attack 25
You seal your opponent’s ability to attack, for good.
Daily @  Divine, Implement, Radiant
Immediate Reaction Ranged 10
Trigger: You are attacked by an enemy in range.
Attack: Wisdom vs Will
Hit: 3d10 + Wisdom modifier radiant damage and the target cannot attack until the end of the encounter or until it is attacked by you or your allies.
Miss: Half damage and the target cannot attack (save ends).

Wings of Paikar Cleric Attack 25
A cape of rainbow wings covers your shoulders and releases a spray of color.
Daily @  Divine, Implement, Radiant, Fire, Cold, Psychic, Healing
Standard Action Close Burst 5
Target: Each enemy in burst.
Attack: Wisdom vs. Fortitude, Reflex, Will
Hit (Fortitude): If the attack hits the target’s Reflex defense, it takes 2d6 + Wisdom modifier cold and radiant damage and allies in the burst have a +2 power bonus to AC for the duration of the encounter.
Hit (Reflex): If the attack hits the target’s Fortitude defense, it takes 1d6 + Wisdom modifier fire and radiant damage, and allies in the burst can spend a healing surge and regain extra hit points equal to your charisma modifier.
Hit (Will): If the attack hits the target’s Will defense, it takes 1d6 + Wisdom modifier psychic and radiant damage, and allies in the burst have a +2 power bonus to attack rolls for the duration of the encounter.
Special: You make only one attack per target but compare it to each defense. As long as you successfully affect each defense at least once across any number of targets, allies in the burst gain the benefits outlined.

Claw of Koyki Cleric Attack 25
Your weapon becomes the claw that will cleave your foes.
Daily @  Divine, Weapon, Necrotic, Reliable
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage and ongoing 5 necrotic damage (save ends). If the target fails its first save against the necrotic damage, it becomes weakened (save ends) as well. If it fails its first saving throw against the weakened condition, it cannot regain hit points for the duration of the encounter.

Colossus of Fear Cleric Attack 25
Cackling skulls protrude from your shoulders and your lower body becomes wraith-like, wreathed in black fire. You exude an aura that decays your enemies down to their souls.
Daily @ Divine, Implement, Stance, Zone
Standard Action Close Burst 3
Target: Each enemy in burst
Attack: Wisdom vs Reflex
Hit: 3d12 + Wisdom modifier necrotic damage.
Miss: Half damage
Effect: The burst creates a zone of necrotic energy centered on you. Whenever you move, the zone moves with you, remaining centered on you. While you are in the zone, you gain a fly speed of 5 and can hover. Enemies in the zone are weakened. Whenever an enemy in the zone hits you with an attack, it takes 15 necrotic damage.

Acheros Cleric Attack 25
With a powerful declaration, you focus a surge of spirit flames upon an area as though the sun itself were against it, leaving black and red glowing flame upon all scorched by the column.
Daily @ Divine, Implement, Radiant, Necrotic
Standard Action Area Burst 3 Within 20 Squares
Target: Each enemy in burst
Attack: Wisdom vs Reflex
Hit: 6d6 + Wisdom modifier radiant and necrotic damage.
Effect: The target has ongoing 10 radiant and necrotic damage (save ends).

End To The Battle Cleric Attack 25
Your voice resounds within the enemy and strikes them down.
Daily @ Divine, Implement
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Wisdom vs Fortitude
Hit: The target is stunned (save ends).
Miss: The target is dazed, weakened and slowed until the end of your next turn.

LEVEL 27 ENCOUNTER POWERS

The Soulsworn Blade Cleric Attack 27
The blades of your allies follow your own towards a shared destiny.
Encounter @ Divine, Weapon, Radiant
Standard Action Melee Weapon
Target: One creature
Attack: Wisdom vs AC
Hit: 3[W] + Wisdom modifier radiant damage and the next attack against the target made before the end of your next turn deals an extra 2d6 radiant damage.
Effect: The target and enemies adjacent to it have a -2 penalty to all defenses until the end of your next turn.

The Epic of Peshutem Cleric Attack 27
You sing a verse of the great Iomadi war epic, bringing to bear the valor of great heroes.
Encounter @ Divine, Implement
Minor Action Ranged 10
Target: One creature
Attack: Wisdom vs Will
Hit: The target is stunned until the start of your next turn. You cannot attack the target while it is stunned.

Ghanima Cleric Attack 27
Spirits of fortune ride on a breeze that sweeps the battlefield.
Encounter @ Divine, Implement, Radiant
Standard Action Close Blast 5
Target: Each enemy in blast
Attack: Wisdom vs Will
Hit: 4d6 + Wisdom modifier radiant damage. Until the end of your next turn, whenever an ally in the blast misses with an encounter power, that power is not expended.

The Tragic Tale of Kutune Cleric Attack 27
You sing a prayer of fatal portent.
Encounter @ Divine, Implement, Radiant
Minor Action Ranged 5
Target: One creature
Attack: Wisdom vs Will
Hit: The next successful hit against the target becomes a critical hit.

LEVEL 29 DAILY POWERS

Kaehma’s Rune of Annihilation Cleric Attack 29
You carve a rune in blood upon your opponent’s forehead, marking it for death.
Daily @ Divine, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 5d10 + Wisdom modifier necrotic damage and ongoing 0 damage (save ends). If the target fails its first save against the false damage, it becomes unable to attack (save ends) instead. If it fails its next saving throw after that, it becomes petrified (save ends) instead. If it fails its next saving throw after that, it is reduced to 0 hit points.
Aftereffect: If the target succeeds on any of the saving throws, it becomes stunned until the end of your next turn.
Miss: Half damage

Ravindra’s Wrathful Flames Cleric Attack 29
A terrifying column of fire strikes down from the sky.
Daily @ Divine, Implement, Fire, Radiant
Standard Action Area Burst 2 Within 20 Squares
Target: Each enemy in burst
Attack: Wisdom vs Reflex
Hit: 4d10 + Wisdom modifier fire and radiant damage.
Effect: The target is stunned until the end of your next turn.

Majaliwa Cleric Attack 29
The grace of the greater spirits enters your body, and your aura becomes thick with their power.
Daily @ Divine, Implement, Radiant, Stance, Zone, Healing
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Wisdom vs Will
Hit: 6d10 + Wisdom modifier radiant damage.
Effect: Spend a healing surge without regaining any hit points. The burst creates a zone of thick aura centered on you. Whenever you move, the zone moves with you, remaining centered on you. Enemies in the zone treat it as difficult terrain, and allies in the zone regain hit points equal to your charisma modifier at the start of each of their turns. If an ally in the zone dies, you can end the stance as an immediate reaction to return that ally to life as though by a Raise Dead ritual.

Paragon Path: Canon

I am the voice of my god, and it wishes that I speak now.

Prerequisite: Cleric, 11th level, trained in Diplomacy

An advanced member of his or her hierarchy, a Canon has learned all of the lore behind his or her greater spirit power and has a special connection to that power. A Canon’s prayer songs reverberate with the strength of the very greater spirit that he or she serves. A valued member of a church, a Canon is oft away from the temple and spreading the lore and mission of his or her god out into the greater world.

Canon Path Features

Canon’s Action (11th level): Whenever you spend an action point to take an extra action, if you use that action to use Healing Word, you can select an additional target to receive the benefit of your Healing Word.

Canon’s Presence (11th level): Whenever you use Healing Word while not bloodied, the target of your Healing Word has a +2 bonus to attack rolls and all defenses until the end of your next turn.

Extra Healing (12th level): You can use your Healing Word an extra time during an encounter, but the target of the extra use does not regain the extra dice worth of hit points conferred by Healing Word. If you use Healing Word per day instead of per encounter, you gain an extra use of it each day instead, and both uses work in the same way (they offer the extra dice).

Spirit Expansion (16th level): Whenever you use Healing Word during an encounter, you can slide the target of the Healing Word 1 square and all enemies adjacent to the target take 1d6 + Wisdom modifier radiant damage.

Canon Powers

Voice of the Porokami Canon Attack 11
You sing a prayer in the voice of your deity, sending an echo of essence across the battlefield that reverberates differently in each heart.
Encounter @ Divine, Implement, Thunder, Healing
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Wisdom vs Will
Hit: 2d6 + Wisdom modifier thunder damage and allies in the burst regain half that many hit points.
Effect: Enemies in the burst have a -2 penalty to attack rolls and cannot shift until the end of your next turn. Allies have a +2 power bonus to attack rolls and can shift 1 square as a minor action until the end of your next turn.

Living Shrine To The Porokami Canon Attack 20
You become a pillar of strength infused with your deity’s magic, a beacon of its message on the world for a limited time, unable to move and crucified in a way appropriate to your servitude.
Daily @ Divine, Implement, Stance
Minor Action Personal
Effect: You become immobilized and weakened. You can end this effect as a minor action. You can make the following attack:

Standard Action Close Burst 10
Target: Each enemy in burst
Attack: Wisdom vs Fortitude, Reflex or Will (choose one)
Hit: Depending on the defense chosen, the target suffers one of the following conditions. You can attack each defense only once, then the stance immediately ends. Each condition lasts until the end of your next turn.
Fortitude: The target is weakened and allies in the burst have a +4 power bonus to damage against the target.
Reflex: The target is immobilized and allies in the burst can shift 2 squares as an immediate reaction.
Will: The target is dazed and allies in the burst can take an extra standard action during their next turn.
Miss: The target has a -4 penalty to attack rolls until the end of your next turn (Fortitude); one ally can shift 2 squares as an immediate reaction (Reflex); the target grants combat advantage to your allies (save ends) (Will).

Paragon Path: Fell Master

The darkest powers on this plane bow their heads at my command.

Prerequisite: Cleric, 11th level

Essence is entirely neutral in its natural state. It is a force that surrounds and permeates all, good or evil. It is in its application that it can become different; fire or cold, necrotic or radiant. The foul powers you have been exposed to have permeated and clung to your essence, making your aura black with sins that may not even be your own. You are either cursed or blessed, or perhaps it does not matter in your eyes. Horrible beings gaze upon your aura and see you as one of their own, and their most deadly and terrifying powers are partly yours to use.

FELL MASTER PATH FEATURES

Foul Action (11th level): You can spend an action point to slide one enemy you can see 2 squares and have it make a basic attack against one other enemy of your choice.

Fell Might (11th level): Once per encounter, you can lay a curse mark upon one enemy as a minor action. Your attacks against that enemy that have the Necrotic keyword deal 2d6 extra damage.

Necromantic Might (12th level): If you know the rituals “Lesser Necromancy”, “Adept Necromancy” or “Master Necromancy” (Spirits of Eden), you do not have to spend a healing surge as part of their costs when you cast them. Once per day, after a milestone, you can cast one of these rituals of your level or lower at no cost at a casting time of 5 minutes.

Roiling Aura (16th level): You have variable resistance 5 + your charisma modifier. You can change the keyword you resist once per encounter, choosing from the following: Fire, Cold, Necrotic, Radiant, Lightning, Poison. A critical hit ignores your resistance to damage.

FELL MASTER POWERS

Engulf Energy Fell Master Attack 11
You block your opponent’s attack and fire it back alongside your own.
Encounter @ Divine, Implement, Necrotic
Immediate Interrupt Ranged 20
Trigger: An enemy in range makes a ranged attack against you or an ally within 2 squares of you.
Effect: The target of the triggering attack has a +4 power bonus to all defenses against the triggering attack. After the attack, you can make the following attack against the triggering enemy.
Attack: Wisdom vs Reflex
Hit: 3d10 + Wisdom modifier necrotic damage. If the triggering attack was successful, this attack deals extra damage equal to half the damage done by the triggering attack.

Nightmare Fell Master Attack 20
Your lower body turns into that of a dark steed, your aura turns into a black lance in your hands and your fell powers turn all the greater.
Daily @ Divine, Implement, Necrotic, Stance
Minor Action Personal
Effect: You gain a +10 bonus to Athletics checks, a +2 power bonus to speed, defenses, attack rolls and damage rolls and can shift 2 squares after every successful attack. You can make the following attack as an At-Will power.
-Standard Action Melee 3 or Ranged 10
-Target: One creature
-Attack: Wisdom vs Reflex
-Hit: 2d8 + Wisdom modifier necrotic damage and you can choose one of the following secondary effects to apply to the target:
•You knock the target prone.
•The target is weakened until the end of your next turn.
•You push the target 2 squares.
•The target is affected as though by your “Fell Might” path feature.

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Categories: D&D 4e | 9 Comments

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9 thoughts on “Might of Eden: Cleric of Eden

  1. I like the epic destiny. It seems to involve more avoiding death than making it happen, though. I wonder if it would be impractical to have some sort of power that heals your allies each time you fail a death saving throw, or something of that sort?

  2. It avoids death because it has a destiny to fulfill. You can’t die until your final sacrifice at the end. Much like the Bearer of Pandemonium, except that one is because an evil entity doesn’t ALLOW you to die.

  3. I get that, I’m just worried about players abusing this and refusing to let any situation be the one in which they’re sacrificed. (Mostly because my fighter is whiny and would totally pull that. Our paladin and ranger would love this.)

    You should allow them to thwart the destiny via suicide. Because that’s how the Greeks would’ve done it.

  4. If they commit suicide, that WAS the destiny. At least in any game I run.

    Also in any Eden game I run, you would, if you took this, have your sacrifice (metaphorically or not) either if you permadie before level 30th, or at the end of your level 30th quest. Even if the enemy must spontaneously grow a “You permadie” power to accomplish it.

    Different DMs would have different perspectives. But if I have a player who took this epic destiny, he can’t whine to me about when his time comes. This would have already been discussed and set into stone the moment this played selected this epic destiny. If he does whine, it wouldn’t matter to me.

  5. I wish you would come and smack some sense into my fighter. He has this fatal combination of being insufferable when he whines and being adorable when he’s happy that makes it really hard to say no to him. One or the other, I could handle, but both? It’s like kicking a puppy. A puppy that pees on your rug when it doesn’t get its way.

    I like this epic destiny a lot. I have sent my characters knowingly to certain death in more than one game. I think the DM was astonished at how three PCs and one NPC managed to go into the ice caves, and only one of the four survived. Granted, only two of those deaths were directly my fault. The other one was only indirectly my fault.

  6. I kick my cat routinely so I don’t see a problem. I am, however, the anti-christ, so this may just come with the territory.

  7. I thought cats were supposed to like the anti-christ? After all, they hate the rest of humanity.

  8. Pingback: Spirits of Eden: The Work So Far « The Spirits of Eden

  9. Pingback: Might of Eden Week, Part 1: Paladin « The Spirits of Eden

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