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Holy Smoke! A Cleric's Handbook
8 months ago  ::  Aug 02, 2009 - 8:45PM #1
GelatinousOctahedron
Posts: 1,446
Date Joined: 06/30/08

 


Holy Smoke! A Cleric's Handbook


PHB35_PG31_WEB.jpg


Your God(s) wants you to go forth out into the world and wreck havoc/bring peace/do something to the world, depending on who you choose to serve. Many beings may worship your god, but you are invested with divine power as a leader and your god expects that you will be out there in the thick of battle. Your profession has several options in battle from smashing stuff to shooting lazers out of your holy symbol to preaching at your enemies to summoning stuff to doing all of these at once. You tend to be better at healing than other leaders and no matter what choices you make healing will always be some part of your abilities. But if you want to, you can be the best at this. You can be strong, wise, and/or charismatic. Finally, what god you choose to follow will effect what you can do to a huge extent as well. You have lots of choices ahead of you. So choose wisely!


Rating System:


Red: Don’t take this, there is always something better
Purple: Might be useful sometimes, but there are almost always better options
Black: Good enough
Blue: Good choice and might be the best depending on different factors.
Sky Blue: Almost always one of the best choices


Sources: PHB: Player's Handbook; PHB2: Player's Handbook 2; DP: Divine Power; FRPG: Forgotten Realms Player's Guide; MM: Monster Manual; MM2: Monster Manual 2; AV: Adventurer's Vault; AV2: Adventurer’s Vault 2; D#: Dragon Magazine #; MOTP: Manual of the Planes; PHBH: Player's Handbook Heroes; MP: Martial Power; AP: Arcane Power; EPG: Eberron Player's Guide Thanks to everyone who contributes! If you do contribute try to include sources since there are so many books and dragon magazine articles now it is tough to know where these things are from and readers (including me) may need some help. I used Litigation's Paladin Guide as my base template.

Lastly a favor to ask, if you respond to another person's long post please just quote the relevant parts and if you post a complete build or something similar try to hide it in a spoiler box (["sblock=title]text[/"sblock] without the quote marks) since that will make the handbook less cluttered.  Also if you note any errors/typos let me know via private message since I used both the compendium and the books to make this and they sometimes disagree with each other on things like if a power is encounter or daily, who it targets etc.


So Why Play A Cleric?


The Warlord is great at granting extra attacks and damage, the Shaman gets lots of tactical tricks, the Bard gets to multiclass a lot, and the artificer gets to enhance allys in different ways:  What do clerics offer:


You can heal like no other: Clerics are the best class out there for healing, particularly surge free healing.  You have to try to make your cleric not good at this.  You are pretty good at most other things a leader is good at too like boosting allies hit chances and granting saves.


Versatility: Clerics have some of widest variety of build options out there, from front line guy cutting orcs down with a big sword to the back line healer who never directly hurts an enemy.  Your channel divinity and domain options further help to make sure no two clerics play quite the same.

Great Team Player: Everyone wants a cleric on the team.  Your teammates will thank you and you will be able to help make everyone else play better by leading as well as debuffing enemies and providing some additional help with controlling or defending.  Whether helping your barbarian to hit more often with righteous brand or using sacred flame to let your wizard make his ongoing damage save before his turn starts with everyone will be glad you are there.

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8 months ago  ::  Aug 02, 2009 - 8:45PM #2
GelatinousOctahedron
Posts: 1,446
Date Joined: 06/30/08

 



Hit points, healing surges, proficiencies, and bonuses


Hitpoints: 12+con (+5/lvl) (not a wilting flower, but you're no paladin)
Surges: 7+con mod
Proficiences: Cloth, leather, hide, chain, Simple melee and ranged weapons, Holy Symbols.  (many clerics will want to spend some feats on armor/shield proficiencies and most battle/balanced clerics will want to pick up a weapon proficiency feat as well)
Bonus: +2 to will



Features


Channel Divinity: You start out able to use this once an encounter and all clerics get divine fortune, which is ok and adds a small bonus to an attack. You also get to pick either turn undead (PHB) or healers mercy (DP). Turn undead is really useful when you need it and can be augmented to effect creatures other than undead, but is situational and at higher levels battle clerics may not have the wisdom or implement to hit with it. Healer’s mercy is pretty useful when your party is all bloodied, but weakens you (no problem for healics). You also can take dozens of different feats that give you more choices, but these are deity/domain dependent. If you pick your deity solely for role playing reasons you might get stuck with a lemon of a feat choice, but with domains this is less of a problem now.


Healers Lore: Add your wisdom bonus to cleric powers with the healing key word. Since one of your main jobs is to heal, this is always nice.
Healing Word: Heal as a minor action, close burst 5 at least twice an encounter (range grows as you level). So you can still do fun stuff the same round you heal.
Ritual Caster: You're no wizard, but you can still cast healing rituals and create items if you want to, including potions at first level.


Basic Job of A Cleric:


Clerics are leaders that tend to minor in either controller when ranged or defender when in melee.  Leaders have a couple of main functions that revolve around providing direct help to theit allies: Healing, buffing (providing bonuses to hit, damage, AC, resistances, temp hitpoints etc.), granting saves, granting extra attacks, and movement. Clerics are particularly good at healing and with the right feats, powers, stats, and equipment can be the best without too much trouble.  With divine power they became evern better at offering surge free healing, but still have a large number of powers that heal and require the use of surges.  Clerics are also good at buffing.  That is mainly a function of power selection, but all clerics can be good at this without much trouble.  Their ability to grant saves varies dramatically with feat and power selection, with melee clerics tending to fall behind the curve since most save granting powers are ranged.  Extra attacks and ally movement are the areas they are weakest in since they only have a couple of powers that slide or teleport allies or that grant extra attacks.


Almost all of the cleric at wills help with these functions: Righteous Brand/Lance of Faith/Gaze of Defiance provide bonuses to hit, Sacred Flame gives extra saves or temp hitpoints, and Astral Seal/Recovery Strike provide surge free healing.  Don't repeat the funtion (i.e. don't take both recovery strike and astral seal) unless you are playing a human with a third at will and even then you are better off trying to take three different functions.


Clerics also effect enemies in different ways depending on builds.  Battle Clerics tend to be best at dealing the most single target and can sub as defenders to some extent.  They have a decent amount of powers that are saves ends and that debuff enemies in various ways.  Range clerics are much more focused on control abilities.  Lazer clerics tend to do the most multitarget damage of any cleric build and can easily sub for a controller with lots of blast/burst powers and have a decent number of debuffing powers as well.  Healics are the best debuffers so they tend to focus on that type of control making it easier for enemies to be damaged and/or harder for them to damage allies and have some forced movement powers as well, but are bad at minion clearing since they tend to have only a few powers that do any damage.



Builds


You have 2 main attack stats, but these break down into 4 basic builds. I am broadly rating them compared to other leaders based on a variant of what LordDuskBlade uses in his warlord handbook: Healing, Saving throws (condition removing), Buffing  (Temp Hitpoints, Buffing Attacks, Buffing Defenses)  Debuffing Enemies (Attacks, Debuffing Enemies Defenses) Enabling (Ally Movement, Ally Extra Attacks)


Battle Cleric: Strength is your most important stat, but do not neglect wisdom too much since you still need to heal and charisma can still come in handy. You smash and heal/buff at the same time! Not as durable as a defender or as mobile as a melee striker so watch out. Also there are not that many str cleric PP choices  Healing, Saving Throws Buffing Debuffing Enabling


Lazer Cleric (aka devoted): You shoot radiant “lazers” at enemies and hide behind your allies, buffing and healing them. Wisdom is your most important stat, with charisma often second. Your AC might suffer from lack of armor proficiency if you dump strength.Healing, Saving Throws Buffing Debuffing Enabling


Focused Healer/Controller “healics” (aka shielding): Similar to the lazer cleric, but you forgo being good at dealing damage and instead are the best healer in the game. You also have a good minor in control with this option. But you really do not do much, if any, damage so make sure the party has that covered and your healing may get redundant in a leader heavy party. You should consider taking a couple of damaging powers so that you help out some with damage since even with the pacifist healer feat you will not always be attacking bloodied enemies. Wisdom is your most important stat, with charisma a close second. Healing, Saving Throws Buffing Debuffing Enabling


Balanced Cleric: You do not settle for one focus and are comfortable in range or melee. You cover all the bases, but the danger is being spread to thin on feats, ability scores, and having to have both an implement and a weapon. Make wisdom and strength equal or close to equal as your highest stats.Healing, Saving Throws Buffing Debuffing Enabling



Ability Scores


You have lots of options here depending on the build and have 2 different stats you can attack with. The following recommendations are before adjusting for racial bonuses.


Strength: If you are a battle cleric than this is your most important stat, even more important than wisdom. Balanced want this as number 1 or 2. Lazer clerics and healics mainly care about this to help get better armor proficiencies so they can even use this as a dump stat. (Recommended: battle 16-18, balanced 14-16, lazer and healics 8-13.)


Constitution: Always useful and helps with armor proficiencies and some feats, but it should probably be the third or forth stat you invest in. If you want scale proficiency you need at least a 13 here post racial adjustment. (Recommended 10-13)


Dexterity:  There are some useful feats that require dex as a prereq, but some clerics can start with this as low as 8 and you may not have any points left to invest in it.  Very useful for lazer clerics and healics who do not have the strength to get scale and want to stick with hide, but this generally limited to a small minority of elf and eladrin clerics. (Recommended: 8-13, unless going for a specialized build then 16)


Intelligence: You would think clerics care about int, but many do not. If you are playing a race with a boost in int you might consider boosting this a little instead of dex to help your reflex, but otherwise this should be your dump stat. Depending on how much you use or care about rituals this may up its importance a little. (Recommended: 8-10)


Wisdom: This is your main stat for the class so start with this pretty high. Even battle clerics want to put some points into it since you get to add you wisdom bonus to all your heals. Battle clerics can get away with this being lower than 16 before racial bonuses to start with, but they are the only build that can. (Recommended battle clerics 13-16, balanced 14-16, lazer/healics 16-18)


Charisma: This can range from very useful to not very important depending on build and powers. It helps with some at wills and your turn undead ability along with a lot of other powers, but you can build a fairly effective battle/balanced cleric who dumps this as well. It is a bit more important for lazer clerics and healics. (Recommended Battle 10-16 balanced 10-14 Lazer/healics 13-16)


A long note about Clerics, Abilities Scores, and AC Show

AC and defense is one of the trickiest parts of building a cleric (your will defense should usually be fine though). You have ok proficiencies, but lack scale, plate or any shields. And none of your three main stats directly adds to your AC and except for strength do not help with getting the armor/shield feats.

For battle clerics this is not a big issue since you probably have the stats to invest in better armor and shields if you want it and might even qualify for some of the specialist feats later on without much effort.  Also, a lot of magic armors that are very useful for clerics are only avaiable in chain so many clerics might want to stick with chain for that reason.  The battle cleric armaments feat from dragon magazine gives you light shield proficiency and a marital weapon proficiency so for a lot of clerics that is as good as two feats for the price of one.


Balanced clerics have the strengh for armor and shields and depending on race and stats might have the con for better armor or even the con/dex for the specialtist feats. Half orc with starting stats of Str 18 Con 12 Dex 14 Int 8 Wis 16 Cha 10 could.get the shield feats in heroic and scale in paragon.


Ranged clerics have problems though since you are still expected to be in the thick of battle and many of your powers have a range of 5 or are close burst/blast so you are a very tempting target.


Option 1:You can stick with chain and accept that you have lower AC and try extra hard to use good tactics and heal yourself. Dwarf lazer cleric can do a Str 10 Con 13 Dex 10 Int 8 Wis 20 Cha 14 and put all points into wisdom and charisma. One option is to spend a feat for weapon proficiency parrying dagger (AV1) or cutting wheel (EPG) which will boost your AC by 1.  Getting a Rythm blade enchantment (AV2 and if your dm allows it) will up that by another 1.   That takes a feat, but does not have any prereqs and ranged clerics often have a free hand.  Pros: Saves stats points and feats and allows for high charisma.  Many good armors are chain. Cons: Lower AC and low reflex and fortitude


Option 2: You can invest in str and possibly con to get the feats, but you will not use the stats for much of anything else. This can be a good choice if you want to put all your stat bumps into charisma and wisdom, with the caveat that then both your reflex and fortitude defenses will be low. A Dwarf healic for instance can use a point buy of str 13 con 13 dex 10 int 8 wis 18 cha 16 and get scale and light shield proficiency and then put the rest of his points bumps into wisdom and charisma. Pros: Good AC and allows for high charisma. Cons: little bit of wasted points and cost feats. Low fort and reflex.


Option 3 You can put your points into dex or int and stick with hide. This gives you mobility and unique multiclassing options, but at the cost of a low charisma. An Elf lazer cleric can start with a Str 10 Con 13 Dex 16 Int 8 Wis 18 Cha 14 and then put all of his point bumpss into dex and wisdom to keep up his AC (and Reflex) and Attack, but your charisma riders suffer. If you with an epic destiny that boosts dex or int, you will have slightly higher AC in epic than if you just had chain.  Really you need to start with a 18 in dex/int to make it worth while since then you are ahead of chain almost all the time, but only races like devas and elfs can really pull this off Pros: Good Reflex, potentially higher AC then chain, mobility, and saves feats. Cons: lots of “wasted points” for some builds. Low charisma and fortitude.


Comparison ACs  for chain and hide with starting dex of 18 with bumps to dex each opportunity (leaves out variables for shields, armor specialization, demigod stat bumps, assumes equal level armor, etc.)  Hide almost always is about 1 point higher.


Chain L1,AC=16  L4,AC=19  L8,AC=22


L11,AC=26  L14,AC=28 L18,AC32


L21,AC=35 L24,AC=37 L28,AC=40  L30,AC=43


Hide L1,AC=17  L4,AC=20  L8,AC=24 


L11,AC=26  L14,AC=29 L18,AC=33


L21,AC=36 L24,AC=38 L28,AC=42  L30,AC=44


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8 months ago  ::  Aug 02, 2009 - 8:46PM #3
GelatinousOctahedron
Posts: 1,446
Date Joined: 06/30/08

 


Races


(note for races, colors are in general for the builds they are best at. With two different primary attack stats most races are good for at least one build)


PHB/PHB2/PHB3 Show

Deva Can make pretty good lazer clerics with their wisdom and int bonus.
Dragonborn Bonus to strength and charisma is good for battle clerics
Dwarf Good for pretty much any build and extra durable so you will spend less time healing yourself. Several racial cleric PPs as well for battle/balanced builds
Eladrin Not much for clerics here, although teleporting is good and so is the racial PP from DP.
Elf Probably the best race for ranged clerics (and good for other builds too) and they get a good racial PP for clerics that uses bows.
Githzerai (PHB3) Wis and dex bonuses and nice racial features and feat support. Might be equal of elves for lazer clerics.
Gnome Passable ranged clerics
Goliath
Really good for battle clerics and very durable. Plus this is one of the few builds that can make good use of heavy war picks!
Half-Elf I am sure there is some build out there that can make good use of the dilettante power. Racial stats are both tertiary. Read this if you want help picking your dilettante power
Half-Orc Good for battle clerics who like heavy blades and doing extra damage
Halfling You could make a good lazer cleric if you tried hard.
Human Extra feat and at will are nice, but your stats will be a little low.
Minotaur Good tough battle clerics or great balanced clerics as of PHB3. (No over sized weapons for PCs however)
Shardmind Good ranged clerics.
Shifter, Longtooth Great for balanced since you get to boost both attack stats.
Shifter, Razorclaw Good for lazer and ok for other builds
Tiefling At least you get a charisma boost. And there are a good number of fire powers.
Wilden Good ranged clerics and decent battle clerics as well.


Settings: Eberron/FR Show


Changling (EBPH) No primary stats but there is a racial feat that lets you pick any channel divinity feat you want.
Drow (FRPH) Not much for clerics here with 2 tertiary stats, but you could go ranged. The racial powers work well for ranged clerics.
Genasi (FRPH) Good for battle or balanced clerics
Kalashtar (EBPH) Bonuses to both wis and cha and skill boosts to class skills. Would be good for ranged, but the racial features seem to want you to be close to enemies. Racial PP is very good.
Warforged (EBPH) Good for battle clerics and durable. Decent racial PP for leaders. 


Dragon Mag/MM/other Show


Bladeling (MOTP) Make good lazer clerics and decent other clerics. Bonus to wis. No feat support.
Gnoll (D374) Bumps to 2 tertiary stats. Make decent battle clerics
Revenant (D372) Teritary stats, but access to any 1 race's abilities.
Shadar-kai (D372) not much obvious to offer in stats, but they do have good feats.


MM  Races (warning no feat support for these races)


Bugbear (MM) make good heavy blade battle clerics
Bullywug (MM2) tertiary stats.
Duergar (MM2) Same stats as dwarf's, but without the nifty feats and racial abilities.
Githyanki (MM) Very teritary stats
Goblin (MM) decent lazer clerics with 2 teritary stats. small and shifty
Hobgoblin (MM) Ok ranged or melee with 2 teritary stats and a good racial power.
Kenku (MM2) decent lazer cleric teritatry stats, but no useful racial features.
Kobold (MM) charisma boost and shifty. small
Orc (MM) tough and fast battle clerics 


 


Skills


You get religion and 3 others.  Also a lot of the domain feats will add bonuses to different skills so take a look at those.


Relgion (int) You have to take it, but at least it helps with rituals and monster knowledge
Arcana (int) again good for rituals and monster knowledge
Diplomacy (cha) this helps you be the party face
Heal (wis) good for out of combat heal checks and rituals.
History (int) meh
Insight (wis) useful and uses wisdom 


Non-Class: Athletics is good for battle clerics and perception is always nice.


Superior Holy Symbols


PHB3 has opened up the use of superior holy symbols at the cost of a feat.  So far there are four of them for ranged and balanced clerics to consider.


Accurate +1 to hit is boring. but solid since most of your powers need you to hit for the leader rider to go off.


Astral +2 to range and a boost to radiant damage.  Lazer clerics in particular will want these.


Warding Shield bonus to defenses when you hit with a power and bonus when targeting fort.


Wrathful Bonus to crit damage and when targetting will.  Great for divine oracles, who crit more than most clerics and who target will.


 


Weapons


Battle and balanced clerics care more about melee weapons, but there are a few choices like bows and maces that lazer and healics should take a look at. Your race and possibly your epic destiny will probably play a factor in your choice since you are already spread thin on stats you need for the weapon group feats.   Generally I prefer +3 to hit over damage for clerics since many of your powers require you to hit for all of the effects to work, but some races/builds are better off with +2 weapons.


Axes Good damage and many races will qualify for the feats without too much trouble.
Bows Elf lazer clerics want these and other lazer clerics should consider them.
Flails The tripple headed flail is not a bad choice for str/dex boosting races. Spike chain is decent for campaigns restricted to PHB material.  If you do not plan to put enough into your stats to get teh epic level crit feats, then a +3 flail works as well as a +3 sword.
Hammers It is tricky to get the con you need for all the feats so you should probably go with axes. Dwarves should consider them since they get some free proficiencies and a potential paragon path.
Heavy Blades The +3 to hit with many of these helps with hitting with your powers and if you are a battle cleric with a dex boost you could qualify for the feats.
Light Blades Low level/low strength ranged clerics might want a dagger for that rare opportunity attack.  Also parrying daggers (AV) and cutting wheels (EPG) can boost AC, but require a feat so some ranged clerics might want one.
Mace You are already proficient with basic maces and there are some good maces that help heal and double as implements. Battle clerics have better options.
Pick Unless you are a Goliath with a heavy war pick you can pass this up. Axes have better feat support, have superior versions, and have slightly better enchantments.
PoleArm You might qualify for some feats like polearm gamble and can hide behind defenders, but unless you are going for a specific build that needs a heavy blade or axe, then great spear is probably your best choice.
Spear Great spears are an excellent choice with +3 to hit and reach. And you have proficieny with basic spears already so battle clerics might want to grab a javelin for ranged attacks.  Only probelm  is in epic where you need a 19 dex to get the mastery feat, but even that is possible if you really want it.
Staff You are better off with almost anything else.


Backgrounds


Depending on what backgrounds you have available, ones that add perception to your list of class skills will in particular be a good choice for any cleric with a high wisdom.  Backgrounds that add athletics or endurance as skills for battle or balanced clerics are also good choices.

Some other useful ones are listed below, but these are setting/campaign dependent and several of them your DM may think are overpowered (I know I think some of them are).  The ones that give you bonuses like a martial weapon proficiency, resistances, or let you use wisdom or strength to determine your starting hitpoints are all good choices depending on build:

Eberron/FR Show

Forgotten Realms Background: From FRPH or Dragon 366, 376, or 371

Hitpoints:
Auspicious Birth: Substitute highest ability score to determine initial hitpoints.
Born Under a Bad Sign: Substitute highest ability score to determine initial hitpoints.
Impiltur: You can choose to add your wisdom score  to your starting hit points

Resistances:
Akanul: Gain resitance to cold, fire, and thunder.
Calmishan: Resist 4 fire, +5 to endurance checks related to thirst

Saves:
Arcane Student who Saw too Much: +1 bonus to saving throws to end daze, stun, immobilize, or restrain.
Crusading Zealot: +1 bonus to saving throws until you fail a saving throw.
Former Gladiator: It takes 4 failed death throws to kill you
Haunted Vetern: Encounter: Trigger (failed a fear saving throw) Effect: Reroll that saving throw
Necromancer's Chattel: +2 bonus to fear saving throws
Scorned Noble: +2 bonus saving throws when no allies are within 5 squares of you.
Touched by Darkness: +1 to save against ongoing necrotic effects.
Wandering Mercenary: It takes 4 failed death throws to kill you

Proficiencies
Gritty Sergeant: Simple or Martial Weapon Proficiency, +1 to initiative.
Nobile Bred for War: Simple or Martial Weapon Proficiency, +1 to Diplomacy checks.

Crafting
Imbuer: You can construct implements and wondrous items. Implement takes 2 days, wondrous takes 4 days. Item cost is the same as if in store.
Warsmith: You can create weapons and armor and can cast creation rituals.

Attack Bonuses
Chessenta: +1 to rolls made with action point.
Restless Dead: +1 to damage against undead

Other
Monster Hunter: +2 to monster knowledge checks
Sarifal D376: Gain Terrain walk Earth/Forest/Ice/Swamp
Windrise Ports D376: You can multiclass twice.
Officer Who Came Out of Retirement: History class skill. +1 to History and initiative checks.
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8 months ago  ::  Aug 02, 2009 - 8:47PM #4
GelatinousOctahedron
Posts: 1,446
Date Joined: 06/30/08

Picking a Deity


There are a few things to consider before picking your Deity.  First off you need to consider role playing reasons and settings.  Some DMs may be pretty flexible about what domains and CDs are avaiable for characters in home brew settings so if you use a homebrew setting you might be able to ignore the rest of this advice and just pick which one looks good.  For many campaigns you are restircted to just a few gods, usually the good/unaligned ones.  Also some DMs may allow you to worship a pantheon and to pick from multiple gods feats/domains and the rules do not explicitly forbid this and imply that you can serve a pantheon at several points.   After you have done that you need to look at the mechanical choices and here is where it gets tricky.  You can actually build a prefectly functional cleric who does not take any Deity/domain specific feats.  But a lot of the domain and CD feats along with some of the paragon paths are pretty useful besides making your cleric feel more unique and they require you to worship specific dieties or specific types of deities.  So if you want to focus on radiant damage for instance it is ok to pick what flavor or powers you want for your cleric to be and then work backwords from there.  Here is a guide to picking a diety/optimizing the diety you picked I started writiing recently.  So far it does not have much more information than this handbook, but it will eventually. 


At Will Prayers


These are some of the powers you will be using most, especially at lower levels.  Pretty much everyone needs to have at least 1 of the following: Righteous Brand, Recovery Strike, Sacred Flame, or Astral Seal.  At-will powers from PHB and DP (excepting sacred flame) can become much more effective depending on what domain feats you take.


Strength:
Invigorating Assault
(PHBH1) Gives adjacent ally temp hit points. This is more of a sure thing than Recovery Strike since there someone has to hit the same enemy. But you will be giving out more real hitpoints with that one, potentially a lot more since it has the healing keyword. Some clerics might want to start out with this and retrain out later when you get better at healing and human battle clerics might want this as a third at will, if they do not branch out with sacred flame.


Priest's Shield (PHB) More AC is always nice, but your ally needs to be adjacent for them to benefit.


Recovery Strike (DP) C Healing without surges. Encourages you to invest in Charisma and the ally needs to hit. Can potentially heal a lot.


Righteous Brand (PHB) So good it needs errata. Gives an ally in burst 5 a melee static power bonus to attack. Post errata this is still pretty good and about equal to lance of faith.


Wisdom:
Astral Seal
(DP) + C +2 to hit on top of wisdom bonus and a nice debuff. And healing without spending a surge. It does no damage which is a big + for some healics, but a big minus for everyone else.


Gaze of Defiance (PHBH) Only at will that targets will and is about equal to lance of faith (don't take both), but the bonus to hit also does not scale. Divine Oracles will want this and it works with psychic lock, but there is no domain support if you care about that and clerics do not have many psychic powers.


Lance of Faith (PHB) Innocent Targets reflex and bonus works with any sort of attack instead of just melee like righteous brand, but is always just +2. Does radiant


Sacred Flame (PHB) Innocent C Gives an ally temp hitpoints, which is nice. But extra saving throws get really valuable latter on. No domain support, but good enough without it and that just means pick another power that does get support if you really want it.  Does radiant damage


At Will Buffs From Domains: Your domain feats can buff 1 at will power turning even things like priest's shield into a pretty effective power and gives you a skill boost as well. Here are the at will powers and the relevant domains (I am not sure about the creation domain since dragon/compendium/DP are not in synch).  The rankings are for at will buffs, not for domain channel divinity powers.  Most of them are pretty useful, but there are a couple that can make your at wills worse for most builds since they change damage type from radiant to some other type that you get a lot less use out of like necrotic or cold.


Astral Seal (DP): Fate, Knowledge, Life, Torment, Tyranny, Vengeance
Lance of Faith (PHB): Arcana, Luck, Strife, Sun, Undeath, Winter
Priest's Shield (PHB): Civilization, Darkness, Protection, Strength, War
Sacred Flame (PHB): Creation? (dragon 374 says it is sacred flame, DP says righteous brand)
Righteous Brand (PHB): Creation?, Death, Destruction, Freedom, Hope, Justice, Madness, Moon, Poison, Skill, Storm
Recovery Strike (DP): Change, Earth, Love, Sea, Trickery, Wilderness


List copied from despo1na Sorry Sacred Flame, Invigorating Assault and Gaze of Defiance.


Domains and Deities


Dieties and Domains Show

Domains & Associated Deities
Avandra: Change, Freedom, Luck
Bahamut: Hope, Justice, Protection
Corellon: Arcana, Skill, Wilderness
Erathis: Civilization, Creation, Justice
Ioun: Fate, Knowledge, Skill
Kord: Storm, Strength, War
Melora: Life, Sea, Wilderness
Moradin: Creation, Earth, Protection
Pelor: Hope, Life, Sun
The Raven Queen: Death, Fate, Winter
Sehanine: Love, Moon, Trickery

Asmodeus: Civilization, Tyranny
Bane: Skill, War
Gruumsh: Destruction, Strength
Lolth: Darkness, Trickery
Tharizdun: Destruction, Madness
Tiamat: Strife, Vengeance
Torog: Earth, Torment
Vecna: Knowledge, Undeath
Zehir: Darkness, Poison


FR
Amaunator: Civilization, justice, sun
Angharradh: Hope, protection
Bahamut: Justice, strength
Berronar: Truesilver Life, protection
Chauntea: Earth, hope, life
Corellon: Arcana, skill, wilderness
Garl Glittergold: Creation, trickery
Gond: Creation, knowledge
Ilmater: Freedom, hope
Kelemvor: Death, fate, justice
Mielikki: Freedom, wilderness
Moradin: Creation, earth, protection
Oghma: Knowledge, skill, trickery
Selûne: Arcana, change, moon
Sheela Peryroyl: Love, wilderness
Silvanus: Life, storm, wilderness
Sune: Love, skill, trickery
Tempus: Protection, strength, war
Torm: Civilization, justice,protection
Tymora: Change, luck
Waukeen: Civilization, knowledge
Asmodeus: Knowledge, torment,tyranny
Auril: Storm, winter
Bane: Civilization, tyranny, war
Beshaba: Fate, trickery
Cyric: Madness, strife, trickery
Ghaunadaur: Destruction, earth, madness
Gruumsh: Destruction, storm,strength
Lolth: Darkness, poison, strife
Loviatar: Torment, vengeance
Luthic: Earth, protection
Shar: Darkness, knowledge,undeath
Sseth: Arcana, darkness
Talona: Destruction, poison
Tiamat: Tyranny, vengeance
Umberlee: Sea, storm
Zehir: Darkness, poison


Eberron
The Silver Flame: Hope, justice, protection
The Sovereign Host: Civilization, fate, knowledge
Arawai: Life, storm, wilderness
Aureon: Arcana, justice, knowledge
Balinor: Earth, strength, wilderness
Boldrei: Civilization, justice, protection
Dol Arrah: Hope, sun, war
Dol Dorn: Skill, strength, war
Kol Korran: Civilization, skill, trickery
Olladra: Change, freedom, luck
Onatar: Civilization, creation, strength
The Blood of Vol: Death, undeath
The Path of Light: Freedom, skill, sun
The Spirits of the Past: Protection, vengeance, war
The Undying Court: Fate, knowledge, undeath
The Dark Six: Destruction, wilderness
The Devourer: Destruction, sea, storm
The Fury: Madness, vengeance
The Keeper: Death, torment
The Mockery: Trickery, war
The Shadow: Arcana, darkness
The Traveler: Change, creation, trickery
Cults of the Dragon Below: Darkness, madness


Dragon #378 is the source for the FR and Eberron domains.

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8 months ago  ::  Aug 02, 2009 - 8:47PM #5
GelatinousOctahedron
Posts: 1,446
Date Joined: 06/30/08

Heroic Prayers


Power notes:  + is for non damaging attack powers/powers that do not trigger the pacifist stun.
Innocent powers with  radiant keyword. 
C powers have charisma riders. 


Also note that strength powers require a weapon, while wisdom powers require an implement. There are some exceptions to this. Consecrated ground keys off of charisma and is an implement power for instance. If so I will note it in the power in bold or put it in another section. Also, almost all cleric attack powers just target enemies and I will note it if this is not the case. Finally, be careful to not overload on one type of effect for your powers. There are many powers that grant saves, temporary hit points, power bonuses to AC, let allies spend a healing surge, etc. so try to get at least a little bit of variety.


Level 1 Encounter


Level 1 Encounter Show


Strength:

Healing Strike (PHB) Innocent Good damage: heals, marks, and deals radiant. Still probably the best str prayer for this level, but it does have some competition now. vs. AC

Numinous Shield (DP) Innocent  Not much damage and similar to Priest's Shield.

Mighty Hew (D383) Immediate interrupt vs ac when ally is hit.  Best part about this is that it is an immediate action and you not have many attack powers that are immediate actions.  Does decent damage and reduces damage by an enemy.

Wrathful Thunder (PHB) Unless you have an abundance of healing in your party or a trick that uses thunder this is not that good. It does daze at least, but at low levels you will probably rather heal or buff. vs AC

War Priest's Strike (DP) Innocent Good radiant damage and target grants combat advantage.

Wisdom:

Bane (DP) + C Ranged 10 vs will with a really good debuff based on your charisma mod.

Cause Fear (FHB) + C Targets will and makes them run away. You do not do damage, but they may get hit by opportunity attacks.

Divine Glow (PHB) Innocent Blast that does radiant damage vs ref and gives a slight boost to allies. Only area of effect power for level, but short range.

Exacting Utterance (DP) + Short range and grants vulnerability to enemy and temp hitpoints to ally.

Shield Bearer (DP) Innocent  Only long range power of level that does direct damage. The conjuration boosts allies AC until end of next turn, but there is a good chance it won't be near ally


Vengeful Flare (D379) Innocent C Potentially highest single target damage of all ranged powers of level and decent debuff of enemy's defenses. targets reflex


Level 1 Daily


Level 1 Daily Show



Strength:

Avenging Flame (PHB) OK damage and the saving throw requirement discourages them from attacking a little bit.

Gift of Incomparable Strength (D368) Marks for the rest of the encounter vs AC for good damage.  So only take it if you really want to sub as a defender.  You can use it on a charge as well.

Inflict Light Wounds (D384) Weakened (Save ends) is a nice effect, but it only goes off if you hit vs AC.  Does little damage and not much of anything on a miss.

Shield of the Gods (DP) A close blast that damages and knocks prone. Potentially very useful +3 shield effect that you can transfer for rest of encounter

Weapon of Astral Flame (DP) Targets reflex. Minor action to deal 1(W) fire damage each round.

Wisdom:

Astral Condemnation (DP) Innocent C Short range, but even if you miss it has a nice sustainable debuff that they do 5 + Cha mod less damage for the rest of the encounter. Better/longer effect than cascade of light.

Beacon of Hope (PHB) + Best level 1 power overall, especially for healics. Use it early and boost your heals for the rest of the encounter and it has a nice effect, targets will, and is close burst. Even battle clerics will want to consider this one.

Cascade of Light (PHB) Innocent Good against undead, but not that good for a daily. Only deals damage on a miss.

Font of Tears (DP) + Close burst dazed saves ends. Ok sustainable zone that lowers enemies attack.

Guardian of Faith (PHB) Innocent At least it does not need to be sustained and does radiant damage. Slow, short ranged, targets fort, and limited to who it targets, but it attacks on its own.

Moment of Glory (DP) + Large blast with an ok effect on enemies, but a nice sustainable resist 5 for all your allies in it.  I had this as blue at first, but a lot of people are saying that in real game experience at low levels the resist 5 is actually vastly overpowered.  At higher levels this might drop back down to blue and I still do not much care for the non resist part of the power.


Either STR or WIS:


Curse of Misfortune (D380) This is an implement power, close burst vs will.  Debuff penalizes enemies attacks (save ends) and does some automatic psychic damage.  Blue for low level battle clerics and balanced builds.



Level 2 Utility


Level 2 Utility Show


Unfortunately clerics do not have any great utility powers this level.  Almost all of them are standard actions as well, which is the big problem.  Angelic Witnesses, Divine Skill and Return From Death's door are the only two that are not standard actions.

Daily:


Armor of Faith
(DP) +4 power bonus to one ally's defense of your choice.


Angelic Witnesses (D379) Too many conditions and does not heal much more.  Lacks healing keyword too.  The angels can't be moved so it is only worth using if you are in a relatively small and confined space of some sort.

Bless (PHB)  Just a +1 power bonus so it does not even stack with righteous brand.

Cure Light Wounds (PHB)  Possibly useful at lower levels if you have a low con party with long workdays. Less useful at higher levels when you have more surge free healing options so if you do take it at 2nd retrain it later.

Holy Vestments (DP) Daily. You and potentially other allies get some resistance. Retrain this at latter levels when resistance becomes more common.

Life Transference (DP) Erratted to be a daily, which knocks it from potentially skyblue to black.  Only worth taking if you have access to temp hit points, lots of surges, or regeneration and squishy allies.  Otherwise cure light wounds is better.

Return From Death's Door (DP) Good long ranged immediate interrupt for dying allies. If you are doing your job right you will not you need it much, but it is great when you need it.

Sacrificial Aegis (D384) You take a surge worth of damage and an ally gets twice as much in temp hitpoints.  Main thing going for it vs life transference is that it is a minor action.

Shield of Faith (PHB) I rated this lower at first since there many other ways to get AC bonuses to allies, even at low levels. But if you do not have any of those it is useful. it is a power bonus so little stacking and it is a standard action.

Encounter:

Divine Aide (PHB) C Extra saving throws are always good and you get to add your cha bonus. Good for those who do not have sacred flame.

Divine Skill (DP) C High Charisma clerics in campaigns with lots of skill challenges might like this.

Sanctuary (PHB) Useful when allies are in real trouble: stunned, petrified, etc.


Level 3 Encounter


Level 3 Encounter Show



Strength:

Blazing Beacon (PHB) Innocent Good if you have ranged attackers in your party. Targets AC

Hammer of the Gods (DP) Innocent Only potentially does extra damage. Targets AC. Blah.

Focus of Cascading Power (D383) Another one that has a charisma rider so it competes with sacred shielding.  Gives power bonus to ally melee damage.  Without a good charisma bonus pick something else. Targets AC

Split the Sky (PHB) Pushes and knocks prone. Thunder. Targets Fort.

Sacred Shielding (DP) Innocent C Gets better with high charisma. Without a good charisma bonus pick something else. Targets AC

Wisdom:

Astral Flare (DP) + Close burst vs will that dazes. Better choices that don't damage.

Command (PHB) + C Targets will and Slides or knocks prone and dazes. Sliding is nice if you have high charisma especially.

Daunting light (PHB) Innocent Good if you have rogues or need help getting combat advantage. OK damage vs reflex.

Destined Duel (D379) Innocent vs reflex Best single target damaging attack for level.  Provides nice attack boost for ally, especially if you have used healing word this time.

Hymn of Resurgence
(DP) + Large blast (errata confirms this is a blast) that can potentially knock enemies prone and lowers their defenses (errata says until the end of your next turn).  It is an encounter power with a nice effect that works (even on a miss) like sacred flame on all your allies in the blast.  Targets fort, but who cares and it is still very good even after errata. 

Light of Arvandor (DP) Innocent Short range and small area. Grants allies AC power boost. First AoE ranged damage power, but not much damage.


Level 5 Daily


Level 5 Daily Show



Strength:


Augment of War (D384) Big damage buff to an ally's weapon that keys off of your strength.  Also causes hit enemies to grant CA.  More of a utility power, but it works well. 

Divine Juggernaut (D379) C vs AC Interesting effect, but only if you have a high charisma and use the power right at the start.  If you do not have a high charisma take something else.


Hallowed Advance (DP) vs AC Kind of a warlordish power. Teleport a striker to let them get a basic attack in when they need to spend a healing surge.

Rune of Peace (PHB) Low damage for a daily, but targets will and a save ends "can not attack". Even if you miss you deny the enemy an round of attacks.

Wisdom:


Halo of Consequence (DP) + vs ref I think it is inferior to Iron to Glass since save ends is worse than until end of encounter even with a penalty and the Iron to Glass debuff will often be bigger. Very similar powers.

Hold Foe (DP) vs will Daze and immobilize (save ends). Boring compared to other powers this level.

Iron to Glass (DP) + vs will. Very fun attack debuff that gets worse and does not go away.

Revealing Light (DP) Innocent Targets reflex and great against lurkers, but not much else. You ignore concealment and cover and they can not become hidden (save ends). Much more situational than the other powers.

Spiritual Weapon (PHB) Implement that targets AC does little damage, but good for granting combat advantage. Can be sustained.

Other:

Weapon of the Gods
(PHB)  Innocent Makes weapon do more radiant amage and debuffs. I like the other strength powers more, although you can put this on an allies weapon.

Consecrated Ground (PHB) Innocent C + Best overall power this level for most builds, but there are other good choices this level for some common builds.  Lots of debate over how this one works because of the wording (ask your DM about things like moving the power), but no disputes that it can be pretty useful. Uses charisma for auto damage and healing (no implement or weapon keyword and no attack roll so it does not stun pacifists).


Level 6 Utility


Level 6 Utility Show


Daily:

Blades of Holy Fire (DP) Innocent Helps allies overcome resistances/exploit vulerabilties, but only does a little damage.

Cure Serious Wounds (PHB) Good for long work days out of combat healing, but with DP there are better surge free options at this level now.

Divine Favor (DP) It is a standard action, but a good buff to put on a striker or controller.

Divine Vigor (PHB) Not bad for very large parties in huge battles, but with encounter long surge free healing from other powers it is not as useful as it used to be. For some parties it is worth taking.


Spirit of Healing (DP) Surge free healing for allies at twice your wisdom mod per round for whole encounter (really three times since you get to add your wisdom mod since it has the healing keyword). Eats up actions, but worth it and heals more than Stream of Life. Danger of losing it if stunned, etc.  Some argue this is better than Stream of Life and with some party makeups it will be, especially since it can potenitally heal a lot more if you have people like wizards and rangers in your party with lots of multiattacks.

Stream of Life (DP) Seems pretty easy to abuse if you have any access to regeneration since regeneration does not "reduce" damage (like a potion, divine power or are a longtooth shifter), which will heal at about the same rate you take damage. Encounter long surge free healing to potentially all your allies is really nice. Heals more at lower levels than spirit of healing, does not need to be sustained, and uses less actions, but has shorter range and damages you.  Can be used out of combat to bring entire party back from 0.  I prefer this to spirit of life since you can use it the same encounter as another sustainable daily, especially for melee clerics who have to worry more about move actions and for higher level characters since you can get regeneration potions easily then.

Seized Destiny (D370) Temp hitpoints and Will defense bonus for potentially all of party.  Not bad, but with 2 other daily powers providing so much surge free healing you will probably want one of those.

Encounter:

Bastion of Health (PHB) C OK long range healing. Becomes less useful over time as you get more healing powers.

Gift of Good Fortune (D379)  Grants save at range, but better if you have focused on divine fortune

Holy Celerity (DP) Allows someone to ignore pretty common conditions.

Walk Among The Wounded (PHBH1) Encounter. You take a move action and all of your adjecent allies get AC power bonuses until end of your next turn. Often you will be moving that way anyway, but it is just a +1 or 2 bonus. It is not bad, but seems a bit underpowered.

At Will:

Holy Lantern (PHB) At least it is at will. Slight enhancement to perception and insight. Buy a torch instead.


Level 7 Encounter


Level 7 Encounter Show



Strength:

Awe Strike (PHB) vs Will. Lowest damage for level, but immobilizes.

Bolts of Warding (DP) vs AC. Slight damage discouragement for enemies that stay next to your allies.


Forgemaster's Flame (D379) vs AC.  Potentially does the same as healing strike (with fire instead of radiant damage), but might slow/grant combat advantage instead if you have not used a CD power yet.

Strengthen the Faithful (PHB) C Targets AC, but your allies need to be adjacent to the target to spend the surge. Bonus for high charisma You will hit more with strike of judgment, but probably heal more with this one when you do hit.

Strike of Judgment (DP) vs will Good surge free healing for an ally within 5 if the target attacks someone. Easier to use and more accurate than strengthen the faithful, but no healing if the target fails to attack for whatever reason.  Probably the best strength power for this level, but this is the weakest level for strength powers.

Wisdom:

Break the Spirit (PHB) Innocent C Targets will, decent range and radiant damage, and nice debuff for those with high charisma. Similar to denunciation, but does damage, has better range, and slightly worse debuff so if you want to do damage pick this one first.

Searing Light (PHB) Innocent Targets reflex with ok radiant damage. Blind is a good debuff.

Denunciation (DP) + C vs will. The high charisma ranged clerics might want this and the debuff to their defenses can be greater than price of violence since both dazed and blinded grant CA. If you want a non damaging power you probably have a good charisma so I would put this slightly above price of violence.

Price of Violence (DP) + immediate reaction vs fort. Trigger is that enemy hits you or ally. Blinded is a good condition to apply, but it does not stop the hit since it is a reaction and only lasts till the end of your next turn so depending on initiative order the enemy will not be blind for long. Searing light also blinds (and technically for a little longer), has longer range, and does damage so if you want so if you want to blind I would pick that first and denunciation has a better debuff for the vast majority of ranged clerics.  The only thing keep this from being red is that you do not have many immediate powers and that can save some time.

Zealous Sanction (DP)Innocent  vs will Only ranged healing power this level, but it only helps the next ally that hits.


Level 9 Daily


Level 9 Daily Show



Strength:


Crucial Resurgence (DP) vs AC Only guaranteed healing power of the level. You have to be bloodied, but it covers a good number of allies.

Divine Fury (DP) Innocent vs fort Small burst of damage. Creates a zone of potential surgeless healing for your allies. The zone seems pretty small, can't be moved, and they have to hit. At least with consecrated ground you do auto damage and auto healing and you can move it.

Divine Surge (D384) vs AC.  Small burst of good damage and those hit grant CA.

Divine Power (PHB) Innocent  Burst 2 attack with your weapon, targets fort, and ok damage and push. But you get regeneration 5 and you and your allies in the burst get a +2 power bonus to AC all encounter long. There are enough utilities that damage you to make the regeneration very valuable now

Wisdom:

Astral Defenders (PHB) Innocent vs ref Summon 2 soldiers that do not have to be sustained and can make opportunity attacks. Pretty slow.

Blade barrier Auto damage and auto save ends damage. Combine with forced movement for fun. Autodamage so battle clerics can use it fine.

Dismissal (DP) + vs will Interesting power. Guaranteed to remove an enemy from the battle for at least 1 round, possibly a lot more depending on if you hit and its type. About equal to rebuke violence.

Flame Strike (PHB) Decent damage and high ongoing fire damage (save ends) to a large area. vs reflex, but not much on a miss.

Rebuke Violence (DP) + vs will. Target can't attack (save ends), the save is potentially tougher and you can keep attacking it unlike with dismissal.


Level 10 Utility


Level 10 Utility Show



Daily:

Astral Refuge (PHB) Standard action that lets an ally escape for a couple rounds. Most of the time I would rather use word of vigor or even cure serious wounds. If they are out of the fight they aren't helping.

Godsight (DP) Truesight. Depends too much on what the DM throws at you, but if you DM likes invisibile creatures it is worth taking. Several of the other powers of this level will be more consistently useful.

Knights of Unyielding Valor (PHB) Interesting control options.

Mass Cure Light Wounds (PHB) C The sixth level surgeless healing powers will probably heal more, but this is faster. Possibly worth taking in very large parties and better than the previous "cure" powers.

Sacred Beneficence (DP) Lets an ally regenerate, but you can't be bloodied.

Transcendent Advisor (D384) Get a lot of help with party knowledge checks.

Encounter:

Healer's Balm (DP) Short range, but lets you relieve an ally with a save bonus for you. Strength clerics might want this since they tend to be short granting saving throw abilities, but other types might not be as interested.


Recall Ally (DP) Help out a trapped ally or helps bring a straggler/immobilized ally back to the group.


Reverent Mettle (D379) C Reduces damage ally takes as close burst immediate interrupt.  You get to keep using this each time you use a CD power.  This is skyblue if you have access to multiple uses of CD.

Shielding Word (PHB) Immediate Interrupt. Kind of like shield for the wizard, but just AC for an ally. Blue if you know how close your DM came to hitting.

Word of Vigor (DP) Short range surge healing. Helps if you run out of healing words.

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8 months ago  ::  Aug 02, 2009 - 8:48PM #6
GelatinousOctahedron
Posts: 1,446
Date Joined: 06/30/08

Paragon Prayers


Level 13 Encounter


Level 13 Encounter Show



Strength:

Angel's Rescue (DP)  vs AC . You can use when you charge, it does more single target damage than the other weapon powers of this level, and you automatically move an ally.   Errata changed the attack stat to strength.

Arc of the Righteous (PHB) Melee lightning attack that targets AC and potentially hits another target 3 squares away for a liitle bit of control. Unfortunately clerics do get enough lightning powers to specialize in it easily. Promise of victory can do more damage if you set it up right without much difficulty and it debuffs.

Inspiring Strike (PHB) C Targets AC with 15 plus charisma mod surge free healing for you or an ally. Good for battle clerics who find themselves low on healing, but does the least damage of the strength powers for this level.

Invocation of War (D384) Targets AC for a little damage.  Gives bonus damage to next hit against target, with more damage if you wield it two hanged.  This is red if you are wielding a one handed weapon.

Promise of Victory (DP) vs AC Its a close burst that debuffs multiple enemies' defenses. If you find yourself next to multiple enemies a lot and have enough healing this is a good choice for battle clerics.

Wisdom:


Chains of Blazing Light (D379) Innocent C Daze up to four creatures in burst.  If they get hit they take extra damage next time.  Similar to remorse, but bigger area, debuff is slightly worse, and does nothing for allies. targets reflex.


Crown of Light (DP) Innocent C vs reflex Gives a nice power boost to an ally based on your charisma and then attack every enemy next to them. Use it on a surrounded ally.

Deadly Lure (DP) + vs will This makes them vulnerable to damage but has the +/- of also making them come right next to you because of its short range. The DM gets to decide how they move to you. Ranged clerics in general do not want enemies right next to them, so balanced clerics might find this more useful. There are lots of possibilities, but it really depends on the encounter and how the field is set up. I would take remorse first since it is similar and has more targets, but is less situational.

Mantle of Glory (PHB) Innocent Large blast that targets will, hurts enemies, and heals allies. Biggest size for level by far and does not provoke.

Plague of Doom (PHB) C Targets fort, but potentially very powerful debuff for one enemy if you have a high charisma and does ok damage.

Remorse (DP) + vs will Makes enemies vulnerable and lets allies in small burst spend a healing surge.


Strength or Wisdom:


Union of Three Fates (D380) Another implement power from this dragon article, but this one is actually ranged, so strength clerics with a decent implement or weapon/implement might want it for varity.  It does cold and/or necrotic damage to three different creatures and heals one other one.



Level 15 Daily


Level 15 Daily Show



Strength:


Holy Spark (PHB) Targets will and does ongoing lightning damage to enemy and nearby allies so has potential to do the most overall damage of strength powers for this level. Miss effect is not good.

Ivory Rampart (DP) vs AC Doesn't do much damage, but creates a decent sized sustainable wall that provides cover for allies and immobilizes enemies. You do not get many wall powers so worth taking a look.

Wrath of the Faithful (DP) vs AC Good damage, reliable, and you get a bonus if enemy is surrounded so you will hit with it eventually. But no leader or control effects.

Wisdom:


Brilliant Censure (DP) +Innocent  vs fort Close burst that blinds (save ends) and for the rest of the encounter your allies do extra damage if they are near you.

Divine Reprisal (DP) Innocent Immediate reaction vs will Lets you help an ally by letting them spend a surge and make a save, while doing a little bit of damage. Good for when the attack really messes them up and can prevent them from going below 0 or suffering from a nasty save ends effect. Only single target wisdom power of level.

Penance of Blood (DP) + Gives enemies vulnerability until end of encounter and greatly increases effectiveness of other vulnerability powers. If you took lots of powers like remorse this stacks well with them and increases its rating to skyblue.

Purifying Fire (PHB) C Burst 2 power that does ongoing fire damage and surge free healing for you allies next to those taking the ongoing damage. If you did not take flame strike this is similar, but with healing. Not much on a miss.


Sacred Armistice (D379) Targets allies too! + Large blast vs will that prevents creatures from attacking and your healing word alse buffs defenses for rest of encounter.  (The excerpt has a typo that refers to the Angelic Witnesses utility, but they fixed it in the final version.  It still targers all creatures)

Seal of Warding (PHB) Innocent Close burst, targets will for good damage and does radiant. Creates sustainable zone of difficult terrain that grants you and your allies cover from ranged attacks. The difficult terrain effects your allies to and they may not want to be in it. I would take tree of creation over this.

Summon Black Reaper (D372) C Minor Action Fast flying summoned creature with reach that attacks AC with your wisdom, but deals necrotic damage based on your charisma. If it kills something you and one ally get surge free healing. Power says that it has reach 2 for OAs, but does not says it has threatening reach so that is your DMs call. Clerics get few summoning powers, but this one will not hit that often.

Tree of Creation (D375)Innocent  Close burst vs will that does radiant damage. Sustainable zone that protects against will/psychic attacks and lets allies make saves against dazed, domniated, and stunned conditions at beginning of turn. Does a little bit of auto radiant damage. Really good effects, but situational.



Level 16 Utility


Level 16 Utility Show



Daily:

Air Walk (DP) Kind of like flying, but not really.

Cloak of Peace (PHB) Really nice defensive buff for an ally in trouble, but it ends if they attack.

Cure Crit Wounds (DP) This should bring your ally from 0 to near full hitpoints, but takes a standard action. Not that this is bad, but with something like Divine armor, cloak of courage, or hallowed ground you could probably proactively do more to help multiple allies not need to be healed in the first place. And many parties will have lots of surge free healing options by this point.

Divine Armor (PHB) The bonus you get is only ok, but encounter long damage resistance is nice. Depending on your party this might become less useful at epic when this sort of resistance becomes more common.

Hallowed Ground (PHB) The bonuses are all power bonuses, but they are varied and it is a large zone.

Healing Circle (PHBH2) C Big zone that increases your healing effects when allies spend healing surges. Good for non pacifist healers with high charisma.

Radiant Beams (DP) Innocent High resistance, but limited to necrotic and they do a little bit of auto radiant. Good if you face a lot of undead.


Encounter:

Astral Shield (PHB) Untyped AC bonus that lasts till the end of the encounter every encounter that can be moved around.

Cloak of Courage (DP)  Surge worth of temporary hitpoints for nearby allies. Its not a healing power so you do not get to add bonuses. Less useful if your party has hellocks, rageblood barbarians, etc. in it.

Unexpected Return (DP) Like return from deaths door, but shorter range. Hopefully you will not have allies dropping to 0 each encounter.

At will:

Eternal Barrier (D384): Lets you use a standard action to create a sustainable zone where your party can ignore difficult terrain. Why can't clerics get any good at will utilities like the warlock?


Level 17 Encounter


Level 17 Encounter Show



Strength:


Blinding Light (PHB) Innocent Targets fort and blinds. Ok damage

Divine Phalanx (DP) Innocent vs AC Not much damage, but a useful teleport/buff power that works even if you miss to rearrange your party so the defenders are in front of you with the ranged strikers and other squishes behind you (with a power bonus to their ac and attack!) Good to action point and follow up with a close burst utility like cloak of courage.

Halo of Peace (DP) Innocent vs AC Ok Damage and good debuff. It help protects all your allies instead of the 1 sentinal strike definitely protects from damage.

Sentinal Strike (PHB) Targets AC and decent damage. Reduces damage from that enemy against 1 ally to 0 until end of your next turn. That will come in handy for battle clerics subbing as defenders.

Wisdom:

Entrall (PHB) targets will in fairly big burst and enemies immobilized unable to attack you until end of your next turn.

Life stealing light (D372) Close burst that targets will, does necrotic damage and potentially grants allies a little bit of surge free healing. 

Malediction (DP) + vs will Short range, weakened and dazed. Not bad, but the other no damage power of the level autohits and that is hard to pass up.

Starry Snare (DPInnocent )vs fort Very useful against certain enemies like insubstantial undead, but it immobilizes everyone. Only single target, while enthrall also immobilizes, targets will, and has better range.

Thunderous word (PHB) C Big blast that targets Reflex and pushes enemies 3 plus cha mod and lets your allies shift 1. Clerics do not have many ally moving powers, but this one is only ok for that. The push effect can be pretty big by this point for high charisma types. It gets bumped up to blue for parties that really need help with movement of allies and enemies.

Other:
Sever the Source (DP) + This auto hits, but keys off of wisdom for the vulnerablility and prevents helaing. Short range so possible choice for battle clerics who want a ranged attack. Use with penance of blood.


Level 19 Daily


Level 19 Daily Show



Strength:

Beacon of Doom (DP) vs AC A Warlordish power that can be good if you have lots of people who can make good basic attacks. It does just a little damage and half that on a miss. The effect is a big penalty to defense (save ends with a penalty) and your allies get to make a series of basic attacks against it. Depending on party make up and equipment (cunning blade) this can be more useful and rates up to a skyblue, but its usefulness is party dependent.

Holy Wrath (PHB) Innocent Note that this is an implement power Vs AC for close burst radiant damage. Gives you regeneration 10 and +2 power bonus on attacks for rest of encounter so all clerics can find this effect useful. Really only balanced will take this unless you are a strength cleric that ended up with a good implement.

Greater Augment of War (D384) 5+ str mod bonus damage to ally's weapon and the hit enemy is slowed and grants CA to you.

Indomitable Spirit (PHB) Vs AC for ok damage. Lets everyone, including you, within 5 squares heal as if they spent a healing surge even if you miss.

Necrotic Transference (D372) C Vs Will and does most single target damage. On hit lets one ally regain a healing surge, which is good for long days. Does not actually heal. Indomitable spirits effect is significantly better since it is as if everyone nearby spent a healing surge, even if you miss. You will hit more with this and possibly do more damage, but it is not worth it.

Realm of Battle (DP) Innocent vs AC Does good damage and Creates a large zone that gives a small power bonus of ac and attack to your allies and enemies provoke OA on a shift.

Wisdom:

Firestorm (PHB) Giant area burst vs Reflex. Sustainable zone of fire that autodamages. By far does the most damage for this level, but no other effect.

Knight of Glory (PHB) Conjure knight that targets AC for ok damage. Does not need to be sustained and attacks as a minor action.

Miraculous Intervention (DP) + Immediate int vs will. Let target spend a surge and attack enemies around him for stunned save ends.

Moment of Peace (DP) + vs will Target in giant blast: attacks deal no damage (save ends) or for until end of your next turn if you miss.


Suprenal Radiance (DP) Innocent vs will Some damage and ongoing damage/stops enemies from being concealed. Large blast that is good against lurkers.



Strength or Wisdom:


Breath of the Raven Queen (D380) TARGETS ALLIES! Implement close blast vs fort.  Strength clerics might want this for variety if they have a good weapon/implement since they might be at the forefront of the party anyway.  Does some cold damage and If you hit it has a series of save ends effects like immobilize and ongoing necrotic damage.  Moment of peace and Firestorm are both better choices for most ranged clerics since dragon mag writers do not mind clerics targetting allies.

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8 months ago  ::  Aug 02, 2009 - 8:48PM #7
GelatinousOctahedron
Posts: 1,446
Date Joined: 06/30/08

Epic Prayers


Level 22 Utility


Level 22 Utility Show



Daily:

Angel of the eleven winds (PHB) Lets an ally fly and you can switch which ally flies each turn.


Clarion Call of the Astral Sea (PHB) Teleports them till the beginning of their next turn, heals them up, range and lets them move to a new location

Cloud Chariot (PHB) Five people can fly around all day with cover. You are in trouble if you have more than 5 or 1 of party can become/is large which can happen at epic.

Death for Death (D380) Ally trades surge for reroll of attack with your wisdom mod as a bonus.  That is a sweet boost and all but gaurantees your barbarian friend hits with a dialy he just missed, but the other dailies are pretty good for this level.

Heal (DP) Must be adjacent. Mass cure serious wounds will usually be more useful. And clarion call of the astral sea also brings them up to max, but has better range and moves/protects them


Mass Cure Serious Wounds (DP) Heal most (if not all) of the damage for everyone around you without spending any surges. Probably best healing power of the level.

Prayer Made Real (D379) Power bonues to saves and potentially defenses and attacks if you have used CD and healing word powers recently.  Power bonuses and conditions.  I like adjure the chosen more.

Purify (PHB) Ends all save ends condition in a burst


Revive (DP) If you screw up and someone dies, this brings em back, I prefer powers that prevent them from dying in the first place. The second level return for deaths door is better in some ways for mid combat since it is immediate interrupt and has better range. If you do not have that power that ups the value of this one to blue.

Sealing Deaths Door (Drag 372) No one can die while in this sustainable zone, but they can take damage. If they get pulled/bullrushed/teleported out of the zone they can die if they were at zero.

Spirit of Health (PHB) All it does is let allies spend healing surges.

Encounter:

Adjure the chosen (DP) Everyone in a close burst gets a power bonus to speed, damage, and attacks and crits on a 18-20.

Ramparts of Light (DP) Good range and prevents a good amount of damage for one ally. Adjure the chosen is the only other encounter power and it does a lot more for the party.


Level 23 Encounter


Level 23 Encounter Show



Strength:


Divine Censure (PHB) Huh? Targets AC, Ok damage, and gives the same debuff as an at will wizard power. Why is this level 23? You are better off with healing strike than this power. Divine fervor does more damage and has a better effect.

Divine Fervor (DP) Innocent Upgraded healing strike vs AC. You and an ally spend a healing surge and does good damage.

Haunting Strike (PHB) Targets AC with a +2, Good Damage, and you get a power bonus on your next attack against him.

Mortal Terror (DP) vs AC Target runs away by safest path.

Wisdom:


Astral Blades of Death (PHB) Innocent Great name, but just does radiant damage vs ref.

Healing Torch (PHB) Innocent C Huge area of radiant damage, targets will, and even if you miss all of your allies in the area get to spend a healing surge plus your charisma mod and gets a power bonus to their ac equal to your charisma mod.

Rebuke the Wrathful (DP) + vs will Can be better with a party with lots of good basic attacks, but enemies can move out of range or not attack..

Spirit Flame (DP) vs ref End a bunch of bad conditions on yourself and some on your party (stunned, weakened, etc.) in a large blast. Not much damage.

Word of Deterrence (DP) Innocent vs will Immediate reaction. (I originally had this as a non-damage power, but the power causes direct damage, it just has a condition) Good against creatures who have action points/immediate interrupt attacks.


Level 25 Daily


Level 25 Daily Show



Strength:

Nimbus of Doom (PHB) Innocent Vs Ac. Good damage and an ok -2 to defense (save ends). But suffers when compared to powers like righteous might.

Flames of Torment (DP) C Vs ref, but better for those with high charisma because of the debuff

Prayer of Victory (DP) Innocent Vs AC and grants ally shifting and power bonus to attacks.

Righteous Might (DP) Vs AC nice effect that increases your reach, damage, and speed, and ac. Batlle clerics probably want this.

Seal of Protection (PHB) Innocent This power uses an implement vs reflex. Close burst radiant damage. The effect is nice. A sustainable zone that gives untypes +2 bonus to you and your allies AC and enemies end their movement when they enter the zone. Good for balanced builds

Wisdom:
Divine Intervention (DP) + Immediate Interrupt vs fort. Switch positions and blind adjecent allies. You take damage and they get temp hitpoints. Not that impressive.

Life Lanterns (DP) + vs will Weakens (save ends) up to 3 enemies and can daze enemies/provide some surgeless healing.

Sacred Word (PHB) Stuns enemies with pyschic damage in big close burst area, but no stun on a miss and targets fortitude.

Seal of Binding (PHB) Targets will and stuns. This is possibly broken since you can keep the target stunned for a long time as long as you can absorb the damage and can spend standard actions, which is not to hard.  They errated this so that if you are bloodied you can't sustain it, but with a second leader in the party or some other way for another party member to heal you is still really good.

Other:


Soulshock Field (D375) Ok sustainable zone that does auto lighting damage to enemies. If an enemy dies while in the zone you or an ally gets to spend a healing surge. If you or an ally takes lightning or thunder damage while in the zone you can spend a surge as an interrupt. There are much better choices.


Level 27 Encounter


Level 27 Encounter Show



Strength:

Brutal Grace (D384) vs AC for good damage and lets allies make a save.

Punishing Strike
(PHB) +4 bonus to hit vs AC and good damage single target damage. Boring and does not help you be a better leader, but accurate.

Sacrificial Healing (PHB) C Vs AC. Every ally within 10 gets to spend a healing surge and add you charisma modifier.

Scouring Smite (DP) Innocent Vs Fort and good area debuff. Will probably cause most overall damage of all str powers.

Stroke of Ruin (DP) vs ac and weakens and damages or stuns with no damage if it has resistance to necrotic.

Wisdom:

Divine Contempt (DP) C vs will Some damage, stuns and debuffs their attack after they are stunned

Healer's Reproof (DP) + Close burst 1 vs will Stuns multiple targets and then heals 1 ally in area.

Scourge of the Unworthy (PHB) Good range, but only ok debuff and damage for that level and does necrotic vs ref.

Sublime Light (DP) Innocent vs ref Blast that damages and blinds. Lets you and allies make a save and cancels enemies invisibility even if you miss.

Sunburst (PHB) Innocent C Targets will in area burst for radiant damage. Each ally in area gets some surge free healing with your charisma mod as a bonus and makes a saving throw.


Level 29 Daily


Level 29 Daily Show


Strength:

Astral Exile (DP) Innocent vs AC Does damage and exiles an enemy (Save ends) on a hit and dazes.

Godstrike (PHB) Innocent Targets AC for 7(W) Radiant damage. Not really better than nimbus of Doom, which is level 25. Generally less useful than other choices since it has no leaderish benefits to it. I like some of the level 25 dailies more.

Stern Judgment (DP) vs will. Potential blinding when they take the ongoing damage.

Wisdom:


Astral Storm (PHB) Big area burst that targets reflex and creates a big zone and potentially ignores resistances for the first attack. Sustainable zone does lightning damage.

Breath of the Stars (DP) Innocent vs Fort. Big blast of cold that pushes and dazes. Allies in blast get lots of surge free healing.

Chains of the Peacemaker (DP) + vs Will Really hinders one creature's attacks with a save ends and an aftereffect

Enforced Surrender (DP) + vs will Dominates and then lets allies beat up on one creature.

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8 months ago  ::  Aug 02, 2009 - 8:49PM #8
GelatinousOctahedron
Posts: 1,446
Date Joined: 06/30/08

Heroic Feats


Cleric Class/Divine


 Cleric Class/Divine Feats Show


Battle Healer (DP)  Battle clerics will want this.  It is surge free self healing based on your strength mod, possibly multiple times each encounter and lets you worry less about keeping yourself up.  There have been some questions in the comments about if these hitpoints stack and the answer is that they stack with everything since it is additional hitpoints not any sort of "bonus".  This is a great feat for battle clerics and should on the top of their list unless maybe if you are playing a dwarf or longtooth shifter who can self heal reliably without using your other leader powers.


Battle Cleric Armaments (D379) Better than light shield proficiency, but most of the good martial weapons for clerics are 2 handed.  If you want to use shields at a low level this is a decent choice and if you are going hammer of moradin PP this avoids the feat tax if you want to use a craghammer.  And longsword/light shield, while low damage, works well for most battle/balanced builds.


Dark Mantle (D380) Must worship raven queen.  Short term necrotic resistance in exchange for lower healing word healing.  Bleh.  Not worth a feat.


Defensive Grace (DP) Anyone who takes healer's mercy and has a good charisma will want to consider this.  Its usefulness really depends on how often you end up using that power and you will probably not use it each encounter.


Defensive Healing Word (DP) I like this better than Defensive Grace since you are probably going to get a lot more uses out of it.  Power bonus that stacks with shielding word


Demonbane (DP) Target elementals.  You probably will face enough of these to get more out of turn undead.


Devilbane (DP) Target immortals.  You probably will face enough of these to get more out of turn undead.


Divine Boon (D371) Why not just use turn undead instead of divine fortune?


Domain Synergy (D379) +2 to hit with domain at will after using domain CD.  This really depends on whther the two are good to begin with.


Fate's Warning (D380) Must worship Raven Queen.  If you like divine fortune a lot this makes it better.

Greater Turning
(D371) Push when you miss with turn undead.  Ok for turning focused builds.


Greater Divine Fortune (D379) Only take this if you do not like your other CD options or you have some way to get multiple CDs per encounter.


Harbinger of Rebirth (D379) Bonus to heal skill and allie bonus to death saves.


Healer's Implement (DP)  Add yet another bonus to your heals.  Even battle clerics who are using implement/weapons or who have picked up a decent holy symbol will want to consider this.


Holy Speech (DP)  If you meet the prereq and have a DM who uses a lot of skill challenges then you might use this.  But I would still probably take something else.


Nimbus of Light (DP)  This is only black if you focus on radiant powers and if your party has melee types that focus on radiant powers.


Pacifist Healer (DP) Skyblue for healics, Red for everyone else.  If you take this feat you need to build your character around it focusing mostly on non damage dealing powers.  This has been errated basically to only stun when you make an attack roll: so ongoing damage, sustained zones etc. do not stun.


Pacifist's Reward (D379) Really only for pacifist builds, but gives you temp hitpoints when you hit without doing damage.


Purifying Light (D371) Saling bonus to hit with radiant prayers, but only against undead.  This is very campaign dependent.


Shielding Word (D378) Targets of healing word get untyped bonus to defenses. Stacks with defensive healing word.


Versatile Channeler (DP)  This has a lot of potential, especially if you are not interested in any other channel divinity feats or want to multiclass as another divine class.  There are some powers like Divine Mettle that are just worth taking by themselves.  Or if you are a battle cleric who multiclasses paladin you can take the feat Tireless Wrath and use the divine strength power until the end of your next turn.


Word of Retaliation (D379) Healing word heals your allies a little more if they are next to enemies.  For some parties this can be black such as when you have a warden/fighter good at surrounding themselves all the time.



General


A quick note on damage feats: in general for leaders its better to focus on boosting "to hit" bonuses than it is to worry about boosting damage.  Not that boosting damage is bad, but you only have so many feats and most leader at will and encounter powers have riders that only take effect if you hit.  Usually getting these riders to take effect is more important than doing a little more damage.  I encourage clerics to look at feats like weapon/implement expertise, distant advantage, and coordinated explosion before looking at astral fire or weapon focus. 
General Show


Alertness (PHB) The bonus to perception never hurts, but divine oracles definitely do not wnat this.


Astral Fire (PHB) You have enough radiant and fire powers so that lazer clerics could get good use out of this.  Other clerics probably won't get as much out of it, but if you care about doing damage then this is a good choice.


Combat Medic (PHB2) You should have enough healing powers that those are usually a better option than trying to stabilize someone.  It does help your heal checks.


Combat reflexes (PHB) Battle clerics probably should not take this since there


Coordinated Explotion (PHB2) Lazer clerics should definitely take this.  Really helps you hit with Aoe Powers and you already want to include your allies in them.


Corageous Example (D377) When you succeed on a saving throw an ally gets a bonus to a save


Crusaders Fury (D377) You will probably not be getting enough oppotunity attacks to make this worth it, even with a high charisma.


Dark Fury (PHB) Very few clerics will have enough psychic or necrtotics powers to take this.


Defensive Mobility (PHB) Some ranged clerics might consider this.


Distant Advantage (PHB2) Ranged clerics will want to get this if they can find room for it.


Durable (PHB) If you find that you run out of healing surges consider this.  It is not a bad feat, but with surgefree healing it is less useful than it used to be,


Echoes of Thunder (PHB2) There are very few thunder powers.


Expert Ritualist (PHB2) You are better off taking another skill boosting feat. 


Fast Runner (PHB) Only very specific builds will get much out of this.


Improved Initiative (PHB) Better initiative never hurts, but you have better things to worry about.


Jack of all trades (PHB) This also never hurts, but only a few clerics will qualify for it.


Linguist (PHB) There is a first level ritual that does almost the same thing.


Melee Training (PHB2) Lazer clerics might want to consider it, especially if they have an implement/weapon.  Healics should not bother and balanced and battle don't need it.


Oncoming Storm (PHB2) There are not enough lightning and thunder powers to make this worth it.


Power Attack (PHB) To hit is more important than damage for clerics.


Quick Draw (PHB) Most clerics will not be switching items out that much.


Raging Storm (PHB) You will probably not meet the prereqs and there are not enough lighting and thunder powers to make this worth it for most clerics


Restful Healing (PHB2) helps with out of combat healing.  I would take the in combat healing feats first.


Skill Focus (PHB) Your skills are generally not important enough to invest in this feat.  And there are lots of feats like the domain feats that do pretty much the same thing, but do something else as well.


Skill Training (PHB) Perception (for everyone) and Athletics (for balanced/battle) are both worth taking.  But you are probably better off if you can get these through MC options since those give you something extra.


Student of Moil (D371) Bonus to Cold and necrotic powers.


Surging Flame (PHB2) If you have a lot of fire powers this is ok.


Toughness (PHB) Never hurts to have more HP, but only battle clerics who want to off tank should probably spend a feat for this.


Wintertouched (PHB) only 2 level 29 powers have the cold keyword.  The only reason to take this is if you get a cold weapon, but clerics have a lot of other interesting options for weapons.  Ranged clerics need to almost always avoid this and look for radiant and to a lesser extent fire, feats.



Damage Types and Powers


Damage types and powers Show


Here is a rundown on cleric and damage type powers to give you a hint on how the damage type feats play out.  I am not including CD powers (except turn undead), racial, item, paragon path, or epic desitiny powers, just pure cleric ones.


Acid No cleric powers


Cold 4 powers: 2 Paragon (1 of which damages allies), 2 Epic


Fire 13 powers: 7 heroic, 3 paragon, and 3 epic


Force 1 power: 1 heroic


Lightning 5 powers: 1 heroic, 2 paragon, and 2 epic


Necrotic 7 powers: 2 heroic, 3 paragon (1 of which damages allies), 2 Epic


Psychic 6 powers: 1 at will, 1 heroic, 2 paragon, and 2 epic


Radiant 56 powers: 1 class feature, 2 at will, 25 heroic, 15 paragon, and 13 epic


Thunder 5 powers: 2 heroic, 1 paragon, and 2 epic


This list is updated to include PHB, DP, and up to Dragon 380



Racial Feats


Racial Show


Several of these feats require that you are a cleric or in a divine class.


PHB Show


Dragonborn


Breath of Life (DP) Breath weapon only targets enemies and you get temp hitpoints.  Combines nicely with enlarged dragonbreath


Adaptable breath (D365) Breath weapon can do a second type of damage


Hurl Breath (D365) Use breath weapon as ranged area attack


Avowed Dragonfoe (D365) get bonuses to attack dragons.  Might be useful if you face a lot of dragons.


Broken shackles (FRPG) Will and charm save bonus


Dragonborn Frenzy (PHB) do more damage when bloodied


Dragonborn senses (PHB) low light vision and feat bonus to perception.


Enlarged Dragon Breath (PHB) Bigger blast


Radiant Breath (D378) Breath weapon is also radiant


Dwarf


Dodge Giants  Later on you fill face a good number of large creatures.


Dwarven Battle Priest (DP) Get temp HP when you use healing word


Dwarven Weapon Training (PHB) Great for battle and balanced clerics since it combines superior weapon proficiency and (kind of) weapon focus.


Gold Dwarf Pride (FRPG) Get bonus to attack and AC if you drop to 0.  You will not use this much


Shield the Fallen (FRPG) +2 bonus to defenses of adjecent bloodied or helpless allies


Eladrin


(I really do not like the fey step add ons since they add extra conditions to an encounter power, but Healing step is probably the best of the bunch)


Eladrin Soldier (PHB) A good feat in general, but they few Eladrin clerics out there are probably going to be ranged clerics.  And spears and longswords are best for balanced clerics.


Fey Escape (D373) Use fey step as an immdediate reaction to avoid being stuck.


Healing Step (DP) Fey step grant temp HP and shift to adjacent ally


MoonElf Resilience (FRPG) Spend a healing surge if you are bloodied and fey step to an isolated spot.  Lots of conditions.


SunElf Grace (FRPG) +1 bonus to defenses after you fey step and if you are not yet bloodied.  Too many conditions.


Elf


Blessing of Corellon (DP) Allies get to spend a healing surge when you use elven accuracy.


Wild Elf Luck (FRPG) Add 1d4 (average of 2.5) to elven accuracy.


Wood Elf Agility (FRPG) Ups average of athletics/acrobatics rolls.


Elven Precision (PHB) Add +2 to elven accuracy


Light step  Ok skill bonuses and increases party speed.


Half-Elf


Remember you can pick from Human and Elf, though not all of them will do anything for you.


Religious Dabbler (DP) A second divine dilletante power, but you can't use both in same encounter.  Retrain this at paragon


Group insight (PHB) Group gets +1 to insight and init.


Halfling


Blessed Scoundrel (DP) Successful use of second chance lets you spend surge.


Blessing of Avandra (DP) Successful use of second chance and ally can spend surge.


Ghostwise Heritage (drag 376) Share perception rolls


Halfing Agility (PHB) Enemy takes -2 on second roll for second chance.  If you take one of the above "Bless" feats this synergizes.


Lost in the Crowd ){PHB) +2 to AC when next to 2 larger enemies, which is most of your enemies


Melee halflings will want to consider multiclassing fighter since that opens up a bunch of useful feats from dragon that make up for your small size.


Human


Divine Approval (DP) Get a free save when you use a CD power.


Shared Perseverance (DP) when you let an ally make a save they get a +1 bonus. 


Stubborn Survivor (FRPG) +2 to saves when no action points.


Action Surge (PHB) +3 to attacks with action point


Human perseverance (PHB) +1 to saves


Human Resolve (D377) Temp hitpoints that key off your charisma when you spend an action point.


Tiefling


Infernal blessing (DP) Surgefree healing and an attack bonus for an adjacent ally when you you infernal wrath.


Scion of the gods (FRPG) bonus to will and fort that you should retrain at paragon


Ferocious Rebuke (PHB) When you hit with inferanal wrath push 1


Hellfire blood (PHB) Clerics have a good number of fire and fear powers.



PHB2/3 Show


Deva


Battle intuition (D374):  Better than improved initiative.


Heavenly heritage (D374) Gain Temp hit points when you take cold/fire damage.


Immortal Skill (D374) Makes memories of a lifetime do about 1 more on average.


Majestic presence (DP)  Gives adjacent allies necrotic and radiant resistance and scales.


Scourge of the Fellen (D374) extra damage, but must be good and only works on a small catagory of targets and only when using memories.  Way too situational


Upright Revival (D374) Stand up and shift when you come back from 0,  Probably won't be used enough.


Auspicious Lineage (PHB2) average of +1 more to memories power.


Potent Rebirth (PHB2) +2 to attacks after you drop to 0.  Probably won't be used that much, but a little better than upright revivial.


Radiant Power (PHB2)  Power attack for radiant implement attacks.  I do not like trading to hit for damage.


Githzerai (PHB3)


Alhahn's Mindful Relocation (PHB3) Shift your speed with racial power.


Dakshai's Body-Mind Union  Trade iron mind for a save with bonus.  Do not take with other feats that boost Iron Mind.


Iron Resolve of Zerthadlun Does not really help clerics.


Miryath's First Strike Do a lot of extra psychic damage.  Take psychic lock if you take this feat.


Zuwoth's Enlightened Step This is useful for lazer clerics who win initiative since you can use a ranged attack up close.


Gnome  


Feyborn Fortune (DP) You are not going ro be using divine fortune enough for this to be worth it.


Hidden Channeling (drag 376) Gain concealment after channel divinity.


Fey Trickster  (PHB2) Mage hand can be useful.


Group Stealth (PHB2) Party Dependent


Shadow Skulk (PHB2)Stay hidden when you miss with ranged attacks.  Lazer clerics might want this.


Goliath I like all the heroic racial feats so far for Goliaths


Kord's resilience (DP) Adjecent allies get to share your stone endurance power.


Goliath Great Weapon Prowess (PHB2) If you do the math taking a superior weapon and weapon focus does a tiny bit more damage than taking this power when you are dealing with multi (W) powers, an average of 1 point per extra W.  But this is a still very good deal as it is almost the equivalent of those 2 feats in 1.  Great Axe is probably your best bet stat wise, but maul and heavy war pick also use con and greatsword gives you increased accuracy.


Makings of the blessed (PHB2) Roll twice for first save.


Markings of the Victor (PHB2) Roll twice for first attack


Half-Orc


Furious Devotion (DP) +2 bonus to damage after you use CD power.  Does not scale weapon focus is more consistent so battle clerics take that first.  Applies to non weapon powers too.


Anger Unleahed (PHB2) +2 to damage for round after bloodied. Does not scale weapon focus is more consistent so battle clerics take that first.  Applies to non weapon powers too


Savage Assault (PHB2) After furious assault take enemy takes -1 to defenses.


Thirst for Battle +3 to init and another healing surge.


Shifter


Holy Savagery  (DP)+1 to melee attacks till end of next turn while bloodied after using CD.  Too conditional, but some battle clerics might want it.


Shifter's Agility (EBPG)+5 to acrobatics and athletics while using shifter power.


Sturdy Shifter (EBPG)Get scaling temp hitpoints when using your shifter power.  Probably the best of the lot.


Blurring Claws (PHB2) (razorclaw) when using shifter power +2 to melee damage.  Get weapon focus first.


Gorebrute Charge (PHB2) (longtooth) +3 damage while charging and using shifting power.  Clerics do not charge that much.  Get weapon focus first


Wild Senses (PHB2) If you have perception training then this might actually be worth taking because you also get an init bonus.



Other Show


Changeling (EBPH)


Fickle Servant (DP) Pick whatever domain feats you want and get a +3 to religion.


Shapeshifting Contortionist  (EBPG) Will almost never use


Drow (FRPG)


Brilliant Darkfire (DP) Darkfire power causes radiance vulnerability


Darkfire Vitality (DP) Conditional


Instinctive Darkness (drag 367)Cloud of Darkness as immediate reaction frees up actions


Lolth's Meat (Drag 367) +1 to attack after reducing someone to 0.  Too conditional


Shadowslip (drag 367) You will use the shifting


Xendrik Weapon training (EBPG) Not that useful for a cleric.


Clutch of Darkness (FRPG) not bad improvements


Shield of Shadows (FRPG) Conditional


Genasi (FRPH)


Elemental Blessing (DP) Racial Power gives ally temp hitpoints


Earthshock master (Drag 367) reliable and more damage


Fast Manifestation (Drag 367) More manifestation Power usage is good


Firepulse master (Drag 367) reliable and more damage


Genasi Fire Affinity (Drag 367) Clerics With fire (save ends) powers will want this


Genasi Frost Affinity (Drag 367) ok resistance/immunities


Primordial Surge (Drag 367) Temp hitpoints are nice


Extra Manifestation (FRPG) Combine with fast manifestation


Manifest Resistance (FRPG)Possibly overkill


Versatile resistance (FRPG) Best if you do not have any of them already  Does not scale


Kalashtar (EBPH)


Clarity of Spirit (DP) Use racial power, ally spends surge


Group Mindthink (EBPG) Depends how much tabletalk is allowed by DM.  Useful in RP


Quori Shield (EBPG) Rare resistance


Telepathic Sensitivity (EBPG) DM dependent


Warforged (EBPG)


Holy Resolve (DP) More healing after using racial power


Warforged Faith (DP) If adjacent then ally gets good effects when you use warforged resolve.  Conditional


Component Modification (EBPG) Makes resolve power better, but only if you have lots of modifications.


Immutability (EBPG) Better saves with warforged resolve


Improved Warforged Resolve (EBPG) Purple by itself, but it is a prereq to some very good feats like immutability.  More temp hitpoints, but does not scale


Warforged Tactics This situation will happen enough that battle clerics can make good use of the untyped +1 to attack


Gnoll


Butcher's Lure (Drag 367) Ghost Sound?


Carrion Eater (D367) Too rare to be that useful


Claw Fighter (D367) You are better off just taking short sword proficiency since at least you enchant those.


Gnoll Tracker (D367) If you have the perception skill this is ok.


Minotaur


Goring Shove (D369) Push 1 once an encounter?  If you building your character around this power it is ok since they are prone too.


Greathorn (D369) 1 more average damage. If you building your character around this power it is ok.


Natural Cunning (D369) Better than skill foce perception and it is an important skill.


Opportunity Gore (D369) This is pretty useful since it is an OA that knocks prone if it hits.  Good for those battle clerics who want to defend.


Revenant (I am not going do all the double racial feats.  They are generally worth taking.)


Chill of the Grave (D376) Helps racial power overcome resistances and opens up some cold exploitation.


Dark Feasting (D376) Temp hitpoints when you hit with racial power. 


Death's Blessing (D376) I doubt that most players worry much about eating.  The not being a living creature part might have some exlpoits.


Death's Quickening (D376) Extra minor action when you drop to 0.  Get off a healing word.


Empowered Reaping (D376) Racial power does a little more damage


Grave Forture (D380) Must worship Raven Queen.  Extra damage with diving fotune.


Past Life Flashbacks (D376) If you do not mind going last more often this is a nice boost.


Reaper's Resistance (D376) Scaling damage resistance is good.


Remembered Knack (D376) Slightly better than regular skill training.


Spectral Reaping (D376) Probably too rare to be useful.


Shadar-kai


Benighted Birthright (D372) Non scaling resistance with a save bonus.  Goodfor heoric


Deathly Disruption (D372) You probably do not have enough necrotic powers for this to be worth it.


Devious Jaunt (D372) If you have the int this is decent


Life on the Edge (D372) If you save your action points this is not bad.


Winter Favored (D372) Non scaling resistance with a save bonus.  Goodfor heoric



Weapon/Implement/Armor Feats


Weapon/Implement/Armor Show


These need to be some of your first feats.  You only have so many feats so do not go overboard here.  Spend 2 at most on armor/shield proficiencies and 1 on weapon prof.  See my "A long note about Clerics, Abilities Scores, and AC" above for more details.:


Battle Cleric Armaments (D379) Take this instead of light shield proficiency or a martial weapon proficiency feat if you have 15 strength.  This gives you both and can let you take a weapon like a longsword or warhammer until you have a free feat slot later on for a superior 1-H weapon if you really want one.  This makes not taking a superior weapon a decent option if there are other feats you want more.


Shield Proficiency light (PHB) Not bad, take battle cleric armaments instead.


Shield Proficiency Heavy (PHB) If you have low con this is easier to qualify for than scale prof.

Scale Proficiency
(PHB) If you have the stats for it upgrade your armor proficiencies pretty soon. 


Implement/Weapon Expertise (PHB2) Try to convince your DM to give these to you free.  You definitely need take one or focused expertise by mid paragon. Balanced clerics sadly will need both unless they can get hold of a weapon that doubles as an implement, in which case take focused expertise instead.  Battle clerics should just take focused expertise since it works the same as weapon expertise and they may someday get a weapon that doubles.  Ranged clerics should take implement expertise unless they decide to use a weapon/implement instead of a regular holy symbol.


Focused Expertise (D375) Battle clerics should take this instead of Weapon expertise.  Balanced clerics should as well and they should try to get a hold of an weapon/implement as soon as possible, unless they want to use a specific weapon that does not count as both.


Weapon Focus You are probably not going to have room for this, but it is not a bad choice for battle clerics. It does not really help you be a better leader, but is a better choice than astral fire for battle clerics.  Balanced clerics have even less space for it.


Weapon Proficiency (PHB) Unless you have a racial weapon feat (Goliath, Dwarf, Eladrin) then battle clerics will want to pick up a superior weapon proficiency based on their prefered weapon choice/stat bonuses or else a polearm proficiency (halberd/glaive) fairly soon.  Elves probably do not want greatbow proficiency since they already get longbow proficiency for free at 1st level and can't use a great bow as an implement. Balanced clerics can put this off for a while, but they will want to improve their weapon fairly soon as well unless they stick with a mace for magic property reasons.  Other ranged clerics can ignore these and stick with a mace and possibly pick up proficiceny with a parrying dagger for the +1 to AC.  The only other reason you do not take this feat is if you want a shield and decide to save on feats through battle cleric armaments and settle for a martial weapon or if you use a background to get a martial weapon proficiency.


Other Heroic Feats:


Blade opportunist (PHB) I suspect you will not be making enough opportunity attacks to make this worth taking and definitely take the expertise and superior proficiency feats first.


Nimble blade (PHB) why are you using a light blade?


Polearm momentum (PHB) you probably do not have enough powers that push to make it worth it.


(Note that if you multicass in fighter or other martial class more weapon and shield feats are opened up to you from martial power, PHB and dragon.  There are really too many of these to fit into a cleric's guide, but some will be mentioned in the multiclassing section)


Channel Divinity & Domain Feats


There are currently around 100 different channel divinity feats you can take. I recommend picking CD feats based on three main criteria: 1. How often will I get to use it? Most CD powers either have a trigger or else only help in certain situations. Some you will be able to use every encounter and others will only come up occasionally. 2. How helpful is the effect? Sometimes effects can be great for every character, but sometimes they only help melee characters or have some other limitation, and sometimes the powers do not do much for anyone. 3. Is the power ranged or another type? This is mainly important for balanced or battle clerics since they are more likely be adjacent to an enemy and have to worry about provoking OA.


I base my color ratings on those criteria and anyone with a black or higher is worth taking for at least some builds. In general you only get to use 1 CD power each encounter, but there are feats and items that let you do multiple CD uses. Nothing in the rules says you can not worship more than 1 god or take more than 1 CD feat so if you worship a pantheon this might be appropriate, but check with your DM. It may be overkill since in general you still only get to use 1 each encounter. CD powers with the healing keyword are not cleric prayers so you do not get to add a lot of the bonuses you normally add to healing powers. They may still be worth taking. Also, many CD powers are ranged, even ones that are used in melee situations or on yourself, so be careful since they provoke OA. The ones that are interrupts do not trigger the enemy's OA if it is their turn since no one can take opportunity actions on their own turn, but any other enemy next to you will get one.


Ways to get more uses of CDs: epic feat glorious channeler; cleric paragon path: astral savant; avenger paragon paths: dervish of dawn and radiant visage; Items: Champion’s Hauberk armor. Here is a miniguide that expands on how to get multilple uses of CD per encounter and may be more complete than my list.

Domains and CD Show

Source is DP unless it says otherwise. You do not need the domain feat to take the CD power.  Most of the power of feats are worth taking if you want to use the at will and you can always train them out at paragon if you no longer use them.  Note that I think there is some conflict about what at will powers are effected between what the compendium says and what DP says.  Generally you are better off taking weapon focus instead of one of the domain powers that boosts damage a melee at will does.


Arcana
CD Arcana Ward Potential scaling resistance
Power of Arcana (DP) Arcana. bonus and lance of faith becomes arcane.  Bonus to arcane powers.  Only decent for MC arcane characters.


Change
CD Cycle of Change Transfer a save ends effect
Power of Change (DP) Thievery.  Recovery strike.  Bonus to next encounter/daily attack.


Civilization
CD Anthem of Civilization You or ally gets attack bonus while you flank. For battle/balanced clerics.
Power of Civilization (DP) Diplomacy. Priest's shield does more damage when you sre adjacent to enemies


Creation
CD Creation Secret Chance to not expend a daily magic item usage
Power of Creation (D374/DP) religion. Sacred flame(D374)/or Righterous brand (DP) gives ac bonus to ally.  This is the only sacred flame domain power so far if you go by Dragon over Divine power.


Darkness
CD Darkness Consumes Close burst concealment
Power of Darkness (DP) stealth. priest shield gives concealment


Death
CD Death Knell Kill an enemy or use other CD power later on
Power of Death (DP) Religion. Righteous brand does extra damage against bloodied enemies


Destruction
CD Path of Destruction  Roll twice for melee damage
Power of Destruction (DP) intimidate. Righteous brand does extra damage against non bloodied enemies


Earth
CD Earth Hold Automatically slow close enemies.
Power of Earth (DP) Athletics. recovery strike slows


Fate
CD Fate Rolls On Ranged. Penalize/reward someone who makes/fails a save. Only worth taking if you have a lot of save ends powers.
Power of Fate (DP) insight. astral seal gets bonus to hit vs bloodied enemy


Freedom
CD Path of Freedom Mass saves against a couple of movement effects.
Power of Freedom (DP) acrobatics. righteous brand gives bonus to ally's save


Hope
CD Hope Remains This provides nice bonuses and should be used with powers like Return from deaths door or other healing powers.
Power of Hope (DP)Diplomacy. Righteous brand gives another ally a bonus to attack


Justice
CD Immediate Justice (D374) Do radiant damage when ally hits 0. Knowledge
Power of Justice (DP)Insight. Righteous brand gives bonus to all your bloodied allies on their next attack


Knowledge
CD Sure Knowledge Reroll a knowledge check
Power of Knowledge (DP) history.  Astral seal gives you a bonus to defenses


Life
CD Pulse of Life Make sure an ally makes their death save.
Power of Life (DP) Heal. Astral Seal also gives temp hitpoints


Love
CD Loving Sacrifice Ranged. Better take one that actually heals them and hurts no one.
Power of Love (DP) Diplomacy. Recovery strike can give temp hitpoints instead of doing damage


Luck
CD Imminent Luck This is really nice for elves or if you have other reroll abilities
Power of Luck (DP) Acrobatics. Lance of faith crits on 19-20


Madness
CD Screaming Madness Fun, but you do not have that many fear powers.
Power of Madness (DP) Bluff. Righteous brand penzlizes the enemies next round's attacks


Moon
CD Moon Touched OK healing and possible temp hitpoints for an ally.
Power of Moon (DP) Perception. Righteous brand lowers their AC until the end of your next turn


Poison
CD Original Poison You do not have poison powers.
Power of Poison (DP) bluff. Makes righteous brand poisonous and do extra damage with it.


Protection
CD Sure Protection Extra protection from second wind
Power of Protection (DP) Heal.  Priests shield gives ally bonus to all defenses

Sea
CD Sea Surge Slide an ally
Power of Sea (DP) Athletics. Recovery strike lets you take a save or give an enemy a save penalty


Skill
CD Divine Excellence Bonus to skill checks
Power of Skill (DP) Bonus to all trained skills and righteous brand is a basic attack.  This is like heavy blade opportunist only a lot better since you can use it with charges and with other basic attack situations and there are no prereqs other than domain access.


Storm
CD Storm Sacrifice You do not have many lightning/thunder powers.
Power of Storm (DP) Intimidate. righteous brand thunder and does extra damage.


Strength
CD Strength of the Gods Battle clerics should give the bonus to the wizard or sorcerer in the party.
Power of Strength (DP) Athletics.  Priests shield does extra damage


Strife
CD Sudden Strife Ranged Good when combined with slowing/immobilizing powers.
Power of Strife (DP) Bluff. Lance of faith does more damage to enemies near other enemies.


Sun
CD Solar Enemy Close burst radiance vulnerability!
Power of Sun (DP) Insight. Lance of Faith makes enemy vulnerable to radiant


Torment
CD Perfect Torment Untyped save penalties! Good for parties that focus on this
Power of Torment (DP) Intimidate. Astral Seal grants CA


Trickery
CD Trickster's Fortune Penalize a save and potentially give an ally a save.
Power of Trickery (DP) Thievery. Recovery Strike lets you or an ally shift


Tyranny
CD Master of Tyranny Bonus to attack bloodied creatures.
Power of Tyranny (DP) Intimidate. Astral Seal automatically lowers enemies saves


Undeath
CD Undeath's Ally Ally gets lots of temp hitponts
Power of Undeath (DP) Religion. lance of faith becomes necrotic instead of radiant and does extra damage.  Radiant is better.


Vengeance
CD Small Vengeance Just a little damage
Power of Vengeance (DP) Intimidate. Astral Seal causes enemies to take damage if they attack. 


War
CD Path of War Untyped bonuses to attack/penalty to defenses for allies
Power of War (DP) History. Priest's Shield gets bonus to attack against unbloodied enemies


Wilderness
CD Grasp of the Wild Creates area of difficult terrain
Power of Wilderness (DP) Nature. Recovery Strike lets you and allies ignore difficult terrain.


Winter
CD Path of Winter resist cold
Power of Winter (DP) Endurance. Priest's shield becomes cold and does extra damage, it is possible to make this useful like by a using seldarine dedicate with a cold longbow, but most of the time you are best off leaving the damage type radiant.  Cold in general is not a good damage type for clerics.



PHB Show

Armor of Bahamut Ranged interrupt. Turn a crit into a normal hit.
 
Avandra's Rescue switch places with an ally as a move action.

Correllon's Grace
Ranged interrupt. Get a free move when someone else spends an action point

Harmony of Erathis
Ranged Give ally power bonus to next attack

Ioun's Pose
Ranged Give ally bonus to will defense

Kord's Favor
Ranged Let someone spend a healing surge on a melee crit, at high levels this becomes black with a high melee crit party (barbarians, daggermaster rogues, TWF rangers etc.)

Melora's Tide
Ranged. You or ally get regeneration while bloodied.

Moradin's Resolve
Power bonus to next attack against a large creature. BY late heroic you will be facing a decent number of large creatures.

Pelor's Radiance
Attack against undead. You can already take turn undead and I think you are better off not doubling up on that.  If you take healers mercy this is a better choice.

Raven Queen's Blessing
Ranged. Drop an enemy to 0, you or ally can spend healing surge.

Sehanine's Reversal
Ranged When you roll a 20 on a save an enemy gets your condition. Won't happen each encounter.


Forgotten Realms Show

Angharradh's Favor Ranged After someone makes a save an ally gets a bonus to their saves.

Berronar's Salve
Ranged reaction. Ally that hits 0 gets to spend a surge. This duplicates a couple of utility powers

Blessing of sylvanus
Gives a bonus to an ally's healing surge, probably equal to your wisdom mod.
Chauntee's Blessing lets ally reroll a save with a bonus.

Eyes of Selune
Reroll a failed save.

Fleetness of Mlelikki
bonus to speed and ignore difficult terrain.

Glittergold's Gambit
Ally gets to reroll attack or skill check

Gond's Craft
. Bonus with a magic item power. This will not be useful to many characters and many item powers are dailies as well so you will probably not get much use out of it, at least not untill paragon.

IImater's Martyrdom
An ally hit by a cirt gets to spend one of your healing surges.

Kelemvor's Judgment
Kind of a toned down version of turn undead with bigger AoE.

Oghma's recall
Bonus to knowledge checks

Power of Amaunater
Extra radiant damage. Lazer clerics will find this useful since it effects everyone hit by the power.

Righteous Rage of Tempus
They issued eratta for this, but it is still a lot of damage.

Sheela Peryroyl's Gift
Someone gets to make a save.

Sune's touch
Ally next to you gets bonus to next attack roll or skill check.

Torm's Justice
+2 bonus to attack rolls against bloodied creatures. This applies to all attacks so all clerics should get use out of this almost each encounter.

Tymora's Coin
Roll a 1 or 20 and get a double roll later on. Clerics with lots of AoE effects will get more out of this since they are rolling more.

Waukeen's Silver Tongue
Ally rerolls social skill check with a bonus


Eberron Show


Ancestral Guidance Add your wisdom mod to a skill check


Arawai's Abundance Ally gets to spend a healing surge and +2 to defenses


Aureon's Instruction Roll twice for monster knowledge checks.


Balinor's Prey Just a little more damage


Beacon of Dol Arrah This is always good for lazer clerics and gets even better when there are paladins or other radiant damage dealers in your party.


Boldrei's Shelter Close burst power bonus to defenses, ok for battle/balanced clerics.


Kol Korran's Boon Makes sure excess healing does not go to waste.


Light Within This can be tricky to set up, but potentially multiple allies can get a healing surge worth of free healing if your party has a lot of movement powers.


Might of Dol Dorn Temp hitpoints for battle clerics each encounter.


Onatar's Gift Battle clerics might want this for when they miss.


Shield of the Silver Flame You won't use this each encounter but it is about the only mass saving throw CD power I have seen.


Sovereign Justice Temp hitpoints for an ally when you get hurt.


Traveler's Gift Allies get a shift each encounter and freed from marks.


Undying's Command Dominate an undead.


Other Show


Favor of Tymora (D365) Bonus to Attack and saving throws when first bloodied.


Divine Rage (D368) Good for ranged clerics since it automatically pushes enemies away.Works with all dieties


Bane's Tactics (D372) Use at will with OA


Pervasive Gloom (D380) Must worship raven queen and be shadra kai.  Create Obscured area.


Shadow Legacy (D380) Must worship raven queen and be shadra kai. Teleport or make an ally insubstantial when they are bloodied.


Dragonmarks


Dragonmarks Show


Aberrant Mark of Contagion (EBPG)
Enemies take penalty to ongoing damage saves, probably worth it if you have multiple damage dealing save ends powers.


Aberrant Mark of Madness (EBPG)
Enemy's will defense is lowered when you hit with a daily


Aberrant Mark of Terror (EBPG)
Enemies take penalty to attacks if you hit them with a daily,


Mark of Detection (EBPG)
Roll twice for perception and get some rituals.


Mark of Finding (EBPG)
Shift after an enemy.  More for defenders.


Mark of Handling (EBPG)
Mounted combat powers.


Mark of Healing (EBPG)
Allies get a save when you use a healing power.


Mark of Hospitality (EBPG)
Allies heal max during rests


Mark of Passage (EBPG)
Really good for other characters, but you do not have many self teleport or shifting powers


Mark of Making (EBPG)
Helps with item creation and alchemy, probably not worth it.


Mark of Scribing (EBPG)
Learn languages and get a diplomacy bonus.  Only really good for roleplaying reasons


Mark of Sentinel (EBPG)
Shift before or after OA.  You will not be getting many.


Mark of Shadow (EBPG)
When you miss while hidden stay hidden.  More for rogues.


Mark of Storm (EBPG)
Only useful if you plan on taking the rare thunder and lightning powers available to clerics.


Mark of Warding (EBPG)
This increases the effectiveness of all of your defense granting powers


Heritage




heritage Show

Ghost Touhced (D371) Lets sacred flame resist necrotic instead of other abilities, but only when attacking undead.  Yeah there really are not any other ways to boost sacred flame, but that is pretty lame.


Radiant Soul (D371) Righteous Brand lets ally do extra radiant damage when used against undead.


Raven Queen Devotee (D371) Priests sheild can grant necrotic resistance instead of AC, but only when attacking undead


Shadow Soul (D371) Lance of faith pushes undead


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8 months ago  ::  Aug 02, 2009 - 8:49PM #9
GelatinousOctahedron
Posts: 1,446
Date Joined: 06/30/08

Paragon Feats


Cleric Class/Divine


Cleric Class/Divine Feats Show


Armored By Faith (DP) Temp hit points whenever you use a CD power.


Assured Healing (D379) A lot of clerics have healing powers with no effects on a miss, so you get to heal your charisma mod in hp.


Clinging Radiance (DP) Good against lurkers

Darkfoe (DP) You will not need necrotic resistance enough to make it worthwhile to have it only 1 round some encounters.


Dazing Rebuke (D371) Daze undead instead of immobilizing them

Divine Cleansing (DP) This only helps in encounters where you face undead. I do not think Demonbane type powers trigger this.


Dragonbane (D378) Divine powers like turn undead also target dragons.

Extended Healing (DP) If you face large areas then this can be very useful.

Greater Fortune (DP) Even with this feat I think you are better off focusing on another Channel divinity power.

Invigorating Critical (DP) In paragon tier lazer clerics will be targeting more enemies so are more likely to get crits. It is pretty conditional and has a decent amount of healing.

Merciful Power (DP) If you use healer's mercy a lot this is useful since by the time they need it they will likely need to make saves as well.

Pervasive Light (DP) If you do not have many radiant power this is pretty useful, but most clerics will have too many radiant powers to make it worth it.


Gambler's Word (D379) This can be even better depending on the build and is skyblue if you have a Champion's Hauberk.  By epic this gets better for battle clerics since melee clerics will be critting more and lazer clerics should already be getting crits most encounters if they take a good number of blast/burst powers.

Merciful Shift (D378) Healer's Mercy lets allies shift.


Radiant Vessel (DP) Boosts healing word. Battle clerics with low wisdom and lots of radiant power will want this to improve their healing word. Other clerics will not be hurt by taking it.


Raven Queen's Outrage (D380) Must worship RQ.  Slide undead with radiant attacks.


Saving Grace (DP) Sacrifice for your allies. If you have a high wisdom they will almost always save and for death saves you will help them top 20 more often.

Swift Turning (DP) If you have lots of opportunities to use turn undead this is worth taking. I like the ones that effect other enemy types more.


Undead Ward (D371) Turn undead creates a radiant zone against undead.


Racial


Racial Show


Deva


Immortal Resilience (D374) Very conditional saving throw boost.

Remembered Mother Tongue (D374) The linguist feat is better than this and I do not like that faet.

Shared Channeling (D374) Lets allies be effected by some of your personal channel divinity powers, i.e. lets your barbarian use RROT. Depending on what CD powers you took this can be very useful.

Ascendant Lineage (PHB2) Possible reuse of memory power.

Astral Renewal (PHB2) You will use this enough so that most encounters you will get a +2 untyped attack bonus.

Dragonborn

Admixture Breath (D365) use two damage types at once. Good for overcoming resistances.

Dragonborn Zeal (D365) Lots of prereqs for a pretty decent utility power.

Empowered Dragon Breath (PHB) Definitely take this if you have been taking the related feats.

Dwarf

Dwarven Durablity (PHB) More and better surges. This makes sure you are worrying less about healing yourself and more on your allies.

Eladrin

Fey step trailblazer (D366) Take an ally with you. Some of the other feystep feats look a little better if you have this.

Reactive Feystep (D366) Fey step to stop forced movement.

Fey Death (D366) Fey step when you kill.

Feywild Protection (PHB) Bonus to defenses after you step. This might encourage you to step into battle rather than away from it

Elf

Running Shot (PHB) Encourages mobility

Githzerai (PHB3)

Githzerai Planewalker (PHB3) Helps with some portal rituals. Very group dependent.

Iron Hands (PHB3) Battle clerics will get enough out of this to make it worth it, but the race is better as ranged clerics.

Shared danger sense (PHB3) Group racial bonus to initiative

Wind's Fortune (PHB3) Teleport rather than shift when using racial power.

Gnome

Fade Ally (PHB2) Clerics will probably make decent use of this particularly for the strikers in the party.

Surprising Disappearance (PHB2) Ok debuff, but I like the other augmenting powers more.

Goliath

Unyielding Stone (PHB2) Good temp hitpoints 1/encounter

Half Elf

Versatile Master (PHB2) Get a third at will. And recover encounter powers.

Half Orc

Strength From Pain (PHB2) Extra untyped damage once per encounter.

Unrelenting Assault (PHB2) You will hit eventually so I do not think this is worth it.

Halfling

Underfoot (PHB) Need acrobatics and lets you move through larger creatures spaces

Human

Action Recovery (PHB2) Make saving throws when you spend an action point

Shifter

Beasthide Shifting (PHB2) Gain resist 2 while under shifter power and that is always useful.

Cliffwalk Shifting (PHB2) Climbing bonus

Tiefling

Fiery Rebuke (PHB) Extra damage with racial power. Fairly useful

Changling (EBPH)

None.

Drow (FRPH)

Flickering Shroud (FRPG) Use darkfire to help an ally. You have lots of powers like this already.

Highborn Drow (FRPG) This gives you another racial power "webs of darkness". I think the ones you get ar e good enough and this power targets allies as well which goes against one of the clerics main benefits which is area powers that encourage you to include allies in the AoE.

Shadowborn (FRPG) Better for rogues than clerics.

Eyedark Strike (FRPG) Use cloud of darkness as a free action.

Master of Fire and Darkness (FRPG) You can now use both of your racial powers each encounnter.

Merciless Killer (FRPG) This is only black if you combine it with feats like distant advantage or have a party that dazes a lot or another way to get CA a lot, since ranged clerics do not get much combat advantage on their own.

Venomous Heritage (FRPG) Non scaling poison resistance.

Genasi (FRPH)

Shocking Flame (FRPG) Battle clerics will want this.

Stonegaurd (FRPG) Kind of situational. I am not sure how many ranged attacks vs your AC you will be facing.

Stormrider (FRPG) Speed and hovering are both good.

Kalashtar (EBPG)

Extended Telepathy (EBPG) This one seems a bit campaign dependent

Quori Backlash Nice punishment for pyschic enemies and it keys of wisdom.

Warforged (EBPH)

Improved Immutability
(EBPG) End a save ends effect 1/day. The only reason this is rated so low is that it replaces another paragon/epic utility power and that is a big sacrifice. It is a prereq for the good Warforged Fortification epic feat.

Gnoll

Fierce Charge (D367) Use at will power when you use your racial charage power. There are other ways to do this depending on what domain you have that might be more versatile, but this is the prereq for the very nice epic Brutal Charge feat.

Swift Bite (D367) Extra damage when you bloody someone.

Minotaur

Bloody Gore (D369) I am not sure your racial power benefits clerics enough to take a feat to recharage it in some encounters.

Brutal Ferocity (D369) This is not a bad feat, but your at wills benefit your allies more than you so I am not sure that this is going to help much when you drop to O.

Revenant

Death Scorned (D376) In my experience you should be spending feats on stuff that prevents you from having to make death saving throws to begin with. And this is maxed at 5.

Distant Reaping (D376) Extend the range of your reaping power.

Double Reaping (D376) Possibly effect one more creature with your reaping power.

Fierce Vitality (D376) Lets you stay conscious while at 0 a little longer.

Reaper's Strike (D376) Attack bonus after using reaping power.

Reaping Burst (D376) 1/encounter do extra necrotic damage with a blast/burst power to everyone you hit. If you have high con and are a lazer cleric this is worth it.

Resilience of Death (D376) Scaling poison resistance and immunity to disease, but has a feat tax.

Thin the Herd (D376) Increase the range of your reaping power to include bloodied creatures withinn 10.

Unnatural Stamina (D376) get varied, non scaling resistance when you spend a surge and an extra surge.

Shadar kai

Ghostly Rejuvenation
(D372) Insubstantial allies!

Reactive Jaunt (D372) Shadow Jaunt as a reactive power.


Weapon/Implement/Armor


Weapon/Implement/Armor Show



Deadly Axe (PHB) Relatively cheap to get, but not all axes need it. If you go with a waraxe and shield or urgrosh then get it.

Hammer Rhythm (PHB) Requires a bigger stat investment than deadly axe, but if you are in a con boosting race it is worth considering. The biggest issue is that to get the most out of it you are not putting points into wisdom or charisma, which means you are doing more damage at the expense of being a weaker leader.  If you go hammer of moradin as you path it is a decent choice.

Light blade precision (PHB) Why are you using a light blade?

Heavy blade opportunist (PHB) how many opportunity attacks do you think you will get as a cleric? Enemies should be running to kill you, not away from you. With polearm gamble and a glaive it becomes a different story, but this is more for specialized builds and more for defenders/strikers.  Also consider power of skill which is similar, but does a lot more if you have access to the skill domain.

Sweeping Flail (PHB) If you know your DM is throwing a lot of enemies with shields at you I guess this is good. I think they wrote this feat because they could not think of anything better under a deadline.

Polearm gamble (PHB) This is a consideration since enemies are going to try to get up close to you and you should have the stats for it. But it does not really make you a better leader and you grant combat advantage.  Combine it with power of skill and it gets much better

Scimitar Dance (PHB) Battle clerics should not have the dex for this and you should be using a different weapon anyways.

Spear Push (PHB) Unless you mutliclass there are not enough powers to make this worth it and even then it is probably not worth it.

Hide Specialization (PHB) A lot of people do not like this feat, but if you are a ranged cleric without a shield it is worth taking.

Chain Specialization (PHB) If you decided to not invest in the str to get scale/shield proficiencyand have a medium dex score (ranged elf who put all their points into wisdom and charisma for instance) then take this.

Scale Specialization (PHB) this is costs as much as plate proficiency and you lack skill penalties, but requires points in dex and con.

Plate Specialization (PHB) Only for those with high con scores. Does not reduce skill check penalty.

Shield Specialization (PHB) Better than many of the armor ones since it also gives a feat bonus to reflex, but requires high dex and does not stack with armor specialization


General


General Show


Agile Opportunist (PHB2) Your melee basic attacks are ok if you augment them some. If you have someone in the party that moves you a lot and you are a balanced/battle cleric this gets a lot better.

Back to The Wall (PHB) If you do a lot of dungeon crawls this is goog for battle clerics.

Blood thirst (PHB) Only battle clerics should even consider this and they should take weapon focus and a lot of other feats first.

Combat Anticipation (PHB) It does not stack with similar feats and those are easier to remember to include anyways.

Danger Sense (PHB) Improved init is better (other people have done the math) and this does not stack with the divine oracle's 2 rolls.

Devastating Crit (PHB) Not bad. Lazer clerics with lots of AoEs are going to be getting a decent number of crits so if you take a lot of large AoE powers this is blue.

Distant Shot (PHB) Only bow clerics should even consider this one.

Evasion (PHB) Not bad if you have the dex, but I like the simpler feats that just add solid consistent numbers.

Fleet Footed (PHB) This si useful to just about any character, but there are other feats that provide the same bonus so they do not stack.

Great Fortitude (PHB) I think you are best off just taking paragon defenses.

Iron Will (PHB) I think you are best off just taking paragon defenses.

Lasting Frost (PHB) Almost no cold powers so red for ranged clerics.  If you have a cold weapon you can pull off the winter touched combo, but cold weapons are usually not a cleric's best choice.

Lightning Arc (PHB) If you have loaded up on lightning powers this is ok.

Lightning Reflexes (PHB) I think you are best off just taking paragon defenses. This bonus also does not stack with shield speicialization.

Mettle (PHB) Similar to evasion. Not bad, but I like the simpler feats that just add solid consistent numbers.

Paragon Defenses (PHB2) I think you are better off taking this then the similar feats.

Point Blank Shot (PHB) Ranged clerics should consider this since lots of your attacks will be within 5.

Psychic Lock (PHB) If you have gaze of defiance and a few of the psychic powers this is worth it.

Quick Recovery (PHB2) You have enough other ways to get hp back

Reserve Maneuver (PHB2) A lot of people like this one since it lets them "retrain" a paragon path power that they do not like for a cleric heroic power. If you are happy with your powers, this is probably purple at best.

Resounding Thunder (PHB) Not enought blast powers have the thunder keyword for thsi to be worth it.

Sly Hunter (PHB) Bow clerics will qualify for this, but I think they are better off with lots of other feats first.

Solid Sound (PHB) There is 1 force power and only 5 thunder powers so far.

Uncanny Dodge (PHB) You should have the wisdom for it and it is a useful feat for battle clerics.


Unfailing Courage (D377) Spend a healing surge with an action point.  Most clerics have enough healing to not need this, but it lets you use your powers on allies instead.

Vexing Flanker (PHB2) Battle clerics flank enough for this to be worth it, but if your ranged party members have distant advantage then it is not that useful.


Epic Feats


Cleric Class/Divine


Cleric Class/Divine Feats Show


Beatific Healing (DP) Add your charisma mod to heals.

Divine Health (DP) Poison resistance and no disease.

Divine Mastery (DP) Get an extra encounter power whenever you spend an action point.


Echo Of Letheran (D380) Must worship RQ.  Radiant powers also do necrotic damage and gain necrotic ketword.  There are probably some exploits out of this.


Epic Turning (DP) If you have augmented turning with other feats then keep on with this one.


Fires of Heaven (D377) When you do ongoing radiant damage, also do extra ongoing fire damage.

Glorious Channeler (DP) 2 CDs an encounter. If you have not taken another CD from a domain or other class now is the time.

Icon of Hope (DP) Other feats are just more useful.

Icon of Purity (DP) Necrotic resistance

Punishing Radiance (DP) Lazer clerics definitely want this, and it is not bad for anyone with radiant powers who potentially crits a lot.

Radiant Advantage (DP) CA most of the time for your party when you hit.

Reactive Healing (DP) Most likely you will have already used this power before they go to 0, but just in case. Take supreme healing first.

Shared Healing (DP) Community surges. You may have enough surgefree healing to make surges not much of an issue by this point.

Supreme Healing (DP) Doubles the usefulness of healing word

Torm's Radiance (D381) Encoutner and Daily powers ignore radiant resistance.


Racial


Racial Show



Deva
Immortal Prowess (D374) Like Immortal skill, but for attacks.

Winged Revival (D374) Improves upright revival. These just do not seem to happen enough to be worth spending an epic feat slot, especially since at epic you have other things that happen when you hit 0 already.

Transcendent Lineage (PHB2) Reroll memory and pick better. Might not want to take this and Immortal prowess since that seems too much.

Dragonborn

None so far for clerics.

Dwarf

None so far for clerics.

Eladrin

None so far for clerics

Elf

None so far for clerics

Githzerai (PHB3)

Adamantine Mind (PHB3) Makes Iron Mind twice as good.

Iron Body (PHB3) Gain damage resistance equal to your wis mod. Nice

Peerless Reaction (PHB3) Use second wind as immediate interrupt. I like the other 2 epic feats that help iron mind more.

Gnome

Vanishing Act (PHB2) Teleport out of trouble.

Goliath

Ancient Stone (PHB3) Gain an extra resist 10 1/encounter

Half-Elf

None so far.

Half-Orc

Ferocious Critical (PHB2) Big bonus to your next attacks when you crit. You should be critting at least 10% of that time by about now and with action points and close burst attacks you should get this bonus most encounters.

Halfling

None for clerics

Human

None for clerics

Shifter

Burst of Savagery (PHB2) Decent bonus when you end your shifter power.

Tiefling

None for clerics

Changeling (EBPG)

Fluid Anaotmy (EBPG) Turn a cirt into a normal hit most of the time. Worth taking and you do not have many other racial feats to pick from.

Drow (FRPG)

None for clerics so far.

Genasi (FRPG)

Double Manifestation (FRPG) two manifestations at once!

Kalashtar(EBPG)

Quori Desperation Keep going when you hit 0 for a round. The only thing is at epic you may have other things that happen when you hit 0 as well.

Warforged (EBPG)

Warforged Fortification (EBPG) high prereqs but 1/encounter turn a cirt into a normal hit.

Gnoll

Brutal Charge (D367) Use an encounter power when you use your racial charge power,. But you have to pay a feat tax to get this.

Minotaur

Uncanny Scent (D369) Ignore total concealment and invisibiity near you

Revanant

Eerie Resurgence (D376) Retrain one of your other death saving throw feats for this one.

Ghostly Vitality (D376) Insubstatial while at zero and get a move action.

Reaping Renewal (D376) Dark reaping 2/enc.

Reaping Synergy (376) From my reading of this feat it gives you a bonus to attck with necroctic powers some of the time. You do not have that many necrotic powers.

Shadar-kai

Deathless Warrior (D372) Occasional damage reduction

Spirit Jaunt (D372) Phasing with racial power.


Weapon/Implement/Martial


Weapon/Implement/Armor Show

These are pretty much all worth taking if you have the stats for it. Bludgeon, Flail, and Spear are a bit of an investment in stats, but if you really want to go that route it is worth taking the feat. Color Ratings are by how hard it is to get.

Axe Mastery (PHB) requires moderate con

Bludgeon Mastery (PHB) requires high con

Bow Master (PHB2) Only for bow clerics, but no prereqs.

Flail Mastery (PHB) Requires High dex

Heavy blade mastery (PHB) Requires moderate dex.

Light Blade Mastery (PHB) Why are you using a light blade?

Pick Mastery (PHB) If you are playing a goliath or ignored my earlier advice and chose this route, might as well take it.

Spear mastery (PHB) Requires High Dex.


General


General Show


Blind Fight (PHB) If you have the perception skill this is worth taking for battle clerics.

Epic Fort/Ref/Will (PHB2) I think you are best off taking robust defenses and adding more diverse abilities.

Font of Radiance
(PHB) You should have lots of radiant powers by this point and should be getting crits farily often. This makes all that better.

Indomitable Will (PHB2) I think you are best off taking robust defenses and adding more diverse abilities.

Irresistible Flame (PHB) If you took a lot of fire powers, then this is ok.

Opportune Reflexes (PHB2) I think you are best off taking robust defenses and adding more diverse abilities.

Robust Defenses (PHB2) I think you are best off just taking this one and spending your epic feats on more diverse things. Retrain paragon defenses for this if you took that.

Triumphant Attack (PHB) Battle clerics who were able to take an improved crit feat will want to try to take this, probably after font of radiance.

Unyielding Fortitude (PHB2) I think you are best off taking robust defenses and adding more diverse abilities.

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8 months ago  ::  Aug 02, 2009 - 8:50PM #10
GelatinousOctahedron
Posts: 1,446
Date Joined: 06/30/08

Paragon Paths


Cleric Specific


Cleric Specific Show



For paths that have a strength/wisdom encounter power that you do not want you can take the reserve manuever feat from PHB2 to rotate out the path power for a lower level cleric power. For instance if a battle cleric wants to take the angelic avenger path he can switch out the level 11 wisdom encounter power for a level 7 strength power to get more out of it.

Angelic Avenger (PHB) Innocent C Gives you proficiency with a heavy blade of your choice and has wisdom encounter and daily strength powers. So really for balanced builds. But battle clerics can replace the encounter power if they want to.

Anointed Champion (DP) C A very good buffing path for ranged clerics. You really need a high charisma to get the most out of it, but balanced clerics can get good use out of it if they have a decent charisma.

Astral Savant (DP) Innocent C Good for balanced and lazer clerics. Focuses on radiant and cold damage. The level 16 power lets you reuse a CD power any time someone in your party gets hit with a crit, which should happen most encounters.

Battle Chaplain (DP) One of the few strength based paths. It gives you heavy shield proficiency and the ability to mark so lots of battle clerics who want to minor in defending will like this. The daily power is pretty situational. Probably the best nonracial cleric based PP for battle clerics.


Chromatic Bane (D378) Another good choice for any battle cleric.  Variable resistances when you use an action point and a good defensive CD power.  Also you can use strength, wisdom, or charisma for the petty good encounter and daily attack powers, both of which encourage mobility.

Compassionate Healer (DP) +OK for those with a high number or healing surges. I think you have better options. Messenger of Peace and miracle worker are both better.  Also the 11th level feature compassionate blessing got nerfed in errata.

Divine Oracle (PHB) The most versatile path in the game since any character can make use of it (my gnome illusionist uses it). Good for any cleric who wants to target will and the other features are nice too from higher initiative to auto crits. Even useful for battle clerics with low wisdom since the encounter power does not require a roll and the daily is semi reliable.

Hammer of Moradin
(DP) Finally another strength focused path with nice features and powers. But must worship Moradin and be proficient in a warhammer or throwing hammer.  For craghammer/ shield wielders you can use the battle cleric armaments feat to get a free warhammer proficiency (you can use superior hammers for the powers, but they do not count for the prereq, which I would houserule away as a DM and should be changed). I had this as black before the battle cleric armaments feat came out and some backgrounds will give you proficiency in a martial weapon so that is another option.  It is blue for dwarfs and for craghammer wielders since they do not have to worry about the prereqs, black for nondwarf Mordenkrad wielders if you can't avoid the feat tax.

Holy Emissary (DP) C Good ally buffing.  Saving throw bonus from gift of hope is only +2 due to errata.  Gift of grace is also now charisma based via errata.  For lazer, balanced, and healics who do not mind doing damage. 

Luckbringer of Tymora (drag 365) Very good for balanced builds. It gives you a heavy blade proficiency, but the powers are wisdom implement powers (you can use luckblades as implements). Very good encounter power with a powerful buff/debuff effect.

Messenger of Peace
(DP) + My favorite path for healics that do not want to do any damage. Insane almost constant bonuses (if you use non-damaging powers) to your defenses and constant penalties to your enemies attacks at 16. Plus good powers.

Miracle Worker (DP) semi + since the encounter power damages. Best healing path for balanced, lazers, and healics that are willing to do damage.

Radiant Servant (PHB)Innocent Default path for lazer clerics who focus on radiant powers since you crit on a 19-20. Ok for some balanced builds as well. Focused on undead and demons, but still useful against other enemies as well. 

Scourge of Io (D369) Good against dragons and ok against other things. The action point benefit only works against dragons.

Soul Guide (MOTP) InnocentRanged radiant path. Best against shadow and undead and the utility power only effects them. The other radiant themed paths are more consistently useful.

Soul Reaper (D380) Must worship Raven Queen.  Ignore necrotic resistance, but not many cleric powers are necrotic.  Action point movement is very situational.  The utility power is a very nice ally reroll effect.  Both the encounter and daily powers (which potentially can hurt allies) are str or wis implement powers.

Truthseeker (DP) Very good against specific enemies (those that use fear, polymorph, & psychic powers and against phasing/insubstantial/teleporting) but just ok in general. Very powerful utility and good daily power. Good for balanced and lazer. I prefer paths that are always useful.

Warpriest (PHB) Really for balanced clerics more than battle clerics since both the powers use wisdom and the encounter power is a weapon power. The utility power and 16th level abilities require you to use a weapon. If a battle cleric has a decent wisdom and a weapon/implement it is a good choice for them.


Zealous Demagogue (D377) + Good bonuses for allies, but I do not like the encounter powers.


Cleric Racial

Seldarine Dedicate (DP) Lets you use a bow as your implement, but you have to be elf or eladrin (or half-elf). Long range powers, along with shifting and extra uses of healing word. I will put a specialized build for this later on.

Stone Keeper (DP) Another rare strength path, but you have to be a dwarf trained in history. It is a solid path all around that lets you do extra damage and knock larger creatures prone on a crit. Also you get to use divine fortune as your go to CD power.


Other Classes


Other Classes Show


Because there are not many strength based cleric paragon paths battle clerics especially should consider multiclassing and then taking a path from another class like barbarian, paladin, or fighter.  I generally ignored paths that work better when you start from that class in favor of ones that work well for all classes who take them.


Avenger
Dervish of Dawn (DP) Bonus to defenses when you use radiant powers, potential second CD each encounter, and you get extra shiffting with your powers.


Radiant Visage (DP) If you are a balanced cleric or battle cleric with a weapon/implement this is an ok choice.  Flight extra shifting, and a potential second use of CD.


Serene Initiate (DP)  helps if you have a high dex, but this path lets you target more enemies with your oath ability


Weapon of Fortune (DP) Chance to reuse action points and intersting powers based on chance, definitly not for everyone.



Barbarian
As of now all the paths for barabarians from PHB2 revolve around you raging most of the time, but you can only rage 2 times a day in paragon assuming you used a power substitution to swap out a daily. 


Wildrunner (PHB2) Lots of extra shifting and battle clerics usually are not this mobile.

Fighter
Battle and balanced clerics should take a look at these.

Doomguard Marauder (MOTP) Deal extra damage

Dreadnought (MP) For hammer, maces, and axes

Kensei (PHB) Solid for any melee character.  You can also apply the attack/damage bonuses to prayers through your weapon if you have a weapon that doubles as a holys symbol.

Pit Fighter (PHB) The damage bonus keys off wisdom and the other stuff is ok too.

Polearm Master (MP) Good for pole arm users

Shield Adept (MP) Ok if you have a shield.

Draeven Marauder (D365) Not bad if you use a great spear.

Invoker
Also uses wisdom, but requires a different implement.


Adept of Whispers (DP) Good for lazer clerics focusing on blast/burst powers.


Divine Philosopher (DP) only good if you have lots of knowledge skills.


Angelic Aspect (PHB2) Flight, resistances, and higher defenses.


Blightspeaker (PHB2) I am tempted to make this sky blue for lazer clerics with lots of save ends powers.  Get free hp (keys off your wisdom) when you score a crit, your enemies are vulnerable to your attacks when you spend an action point, and they take damage when they save against your powers.  The only thing holding back a better rating is that the powers are not that great.,


Paladin
Paladin is a good choice for some battle clerics who are focusing on charisma like dragonborn.


Champion of Corellon (DP) Best paladin path for high charisma strength clerics, but diety specific.  Boosts your ac and speed.  You need a decent dex as well, but starting with 14 is enough to get the full armor bonus.


Demonslayer (DP) Another choice for strength clerics.  Good against creatures with resistances.


Knight of the Chalice (DP) Only for battle clerics with a high charisma, but it gives battle clerics 1 more choice.


Questing Knight (DP) Another choice for strength clerics with a high charisma


Slayer of the Bead (DP) not a bad choice for strength clerics, but the utility only effects undead.


Ranger
GiantSlayer
: (MP also works with fighter MC) Lots of bonuses if you are fighting larger creatures.


Horizon Walker (MP) A couple of nice bonuses that key off wisdom.  You need to use a weapon to make the most of it.


Thay Infiltrator (D370) This is setting specific for forgotten realms but is designed for ranged rangers that mc cleric and vice versa.

Warden
Like the barbarian and rages most of these revolve around you being in a polymorphed form, which you can only do twice a day.


Storm Sentinel (PHB2) Extra lighting damage, extra self healing, flight, and an encounter close burst 2 weapon powers

Warlord
Many paths eithe key off of int or benefit warlords
Earthfast Brigadier (MP) If you have a high con and use axe/hammer and shield this is an ok choice and has some leader abilities.


Pack Master (MP) Lots of ally movement and some concealment


Knight Commander (PHB) Good static attack bonuses for nearby allies


Racial


Racial Show


Racial paths that require you be a cleric are in the cleric section of paths.

Deva
Ancestral Incarnate (PHB2) Keys of wisdom and your implement. But the powers are not that great.

Dragonborn
Scion of Arkhosia (PHB2) Decent for battle/balanced clerics.

Dwarf
Firstborn of Moradin (PHB2) Ok, but Hammer of Moradin and stone keeper are both a lot better.

Eladrin
Sphere knight (PHB2) I like Seldarine Dedicate a little more, but this is a decent choice.

Elf
Twilight Guardian (PHB2) Not a bad choice, but I like Seldarine Dedicate more.

Githzerai (PHB3)

Gnome
Fey Beguiler (PHB2) A diverse set of abilities and if you have a high int this can be an ok choice for lazer clerics.

Goliath
Stoneblessed (PHB2) Reach, threatening reach, and extra damage. Good choice for battle clerics.

Half Elf
You get versatile master instead.

Half Orc
Bloodfury Savage (PHB2) Good choice for battle clerics.

Halfling
Halfling Scoundrel (PHB2) Not much for clerics

Human
Adroit Explorer (PHB2) This is a decent paragon path for any character. More action points and you get extra encounter powers.

Shifter
Moonstalker (PHB2) Actually a decent choice. It has a wisdom power and a strength/weapon power. Lots of movement benefits.

Tiefling
Turanthi Highborn (PHB2) Good choice for a lazer cleric with a high int.

Changeling (EBPG)
Chameleon (EBPG) Its usefulness depends on your allies since you pick their powers for your paragon path powers.

Drow (FRPG)
Curseborn (D367) Good choice for lazer clerics who want to exploit their racial powers.

Drow Wanderer Not really much for clerics, but would be ok for battle clerics.

Genasi (FRPG)
Elemental Tempest (FRPG) Good way for battle clerics to focus on a variety of racial abilities.

Wildfire Genasi (FRPG) Good way for battle or balanced clerics to concentrate on fire powers and clerics have a couple of fire powers already.

Whirlwind Genasi (FRPG) Genasi make better battle clerics and this is more geared towards lazer/balanced clerics. Does have lots of flight.

Kalashtar (EBPG)
Lightwalker (EBPG) the utility power seems overpowered. Other effects are good as well with resistances, surge free healing, and radiant powers.

Warforged (EBPG)
Warforged Juggernaut (EBPG) Built around charging, which is usually not a clerics deal but it is ok for battle clerics. Does not really enhance your leader skills.

Warforged Lifeseeker (D364) Much better choice than juggernaut for a cleric. Lots of self healing and giving out temp hitpoints.


Setting Specific


Forgotten Realms Show



Steelsky Liberator (FRPG) Human, Half orc, Dragonborn or genasi. OK choice for battle clerics. The powers are ok and geared against fighting dragons and other specific creatures. You get an extra use of your racial power when you spend an action point so it is a good choice if you like using racial powers.


Morninglord (FRPG) Lots of radiant vulernability and high crit.  High charisma helps.




Eberron Show


Exorcist of the Silver Flame (EPG) Must worship silver flame.  Lots of fire and radiant boosts and bonuses against certain creature types,  Lazer and Balanced clerics will like it.


Gallandra Sanctuary Guardian (EPG) Requires mark of Hospitality.  A good choice for batle clerics since it is str/weapon powers and it boosts your healing abiities.


Jorasco Jadehand (EPG) Requires Mark of Healing.  Good choice for balanced and ranged clerics who want to boost their healilng and save granting abilities,


Orien Swiftblade (EPG) Requires Mark of Passage.  Ok choice for battle/balanced clerics who want some movement abiliies.



Epic Destinies


Cleric/Divine


Cleric/Divine Show


Avatar of Death (DP) To get the most out of this you need to take as many necrotic powers as you can, and clerics do not have that many.  Bonus to int is only going to help a few lazer clerics.  The other class features are pretty good and you have to have the Death Knell feat.


Avatar of Hope (DP) Good stat bonuses for any cleric and useful immunity.  Useful conjuration utitlity. Requires hope remains feat

Avatar of Justice
(DP) Bonus to int is only going to help a few lazer clerics and requires Immediate justice.  That 30th level feature is real nice and the other class features punish enemies/reduce their effectiveness well.

Avatar of Freedom (DP) Stat bonuses are pretty good, especially for lazer clerics but also could help battle/balanced clerics pick up a heavy blade or spear mastery feat.  .Lots of save bonuses for allies and the level 30 feature is wonderful.  Requires path of freedom

Avatar of War (DP) Good stat bonuses for battle or balanced clerics.  You do not grant CA and the other class features are ok.  The utility is ok for a daily.

Avatar of Life
(DP) Good stats for any cleric and the best healing abilities of any of the epic destinies. Requires pulse of life

Avatar of Storm
(DP) good stat bonuses for battle clerics, but it focuses on lightning and thunder powers and clerics do not have many of those.  The utility is nice and at 30 you fly. Requires storm sacrifice

Exalted Angel (DP) resistances and flight with a pretty good encounter utility power.

Saint (DP) Nice bonuses to defense and immunity to domination. Extra saves and healing surges for people next to you.  Lots of extra healing at level 30.  The daily utility is very nice and might free up some other utilities that you set up to use on dying allies.


Radiant One (D366) You need a high int for this to be useful.



Prison of the Winds
(D371) Bonus to con and dex and speed.  Other powers ok.

General


General Show


Deadly Trickster (PHB)  If you have the skill and stat prereq this is a fine choice, but only ranged clerics with high dex or those who maxed charisma will probably qualify.


Demigod (PHB) (variants appear as "chosen" in FRPG/DP) You might wonder why your cleric is becoming a "god" like character so you might want to go with chosen for flavor reasons. This is always a solid choice stat bonuses and good powers.  The level 30 has been errated to only work with encounter attack powers and has been errated a second time to only work 1/enc.

Eternal Seeker (PHB) Some might look into this, but for the most part your powers are solid enough that you do not need to dip into other classes.  Battle clerics who did not MC into another melee class might use this to pick up things like a fighter encounter power or a barabarian rage.  And some bow clerics might also find it useful for getting ranger powers.


Harbinger of Doom (PHB2) I really like this one for lazer/balanced clerics who take burst and blast powers since you get to reroll 1s.  Not bad for any type.


Lorekeeper (PHB2) Utility power lets your party do extra damage against some type of creatures equal to your wisdom mod.  Level 30 power is best one for clerics since you get to use daily utilities as encounter powers.



Revered One
(PHB2) the level 21 and 30 features are only ok, but you can pick and use any gods CD feat and use all of them every encounter.  The daily resistance utility is nice as well.


Punisher of the Gods (D372) This is just an ok choice for clerics, although the flavor may feel a bit off since you serve a god.  Battle clerics and bow clerics should have the improved crit feat by 21st level so they can get some extra action points.  You do not get multiple attacks against the same target like rangers or barbarians so you will not get as much from this path as they will since the desitiny is built around mutliple single target attacks to increase the chance of crits with your immortal curse, but if you pick up multi attack powers from multiclassing this is a better choice

Reborn Champion (D365) Pretty standard/boring destiny.  Better skill checks and good utility and level 30 powers.


Darklord (D372) The level 24 and 30 powers are nice, but not very leaderish.


Keybearer (D372) The traveler's tricks power will let lazer clerics with burst/blast powers teleport all over the place.


Planeshaper (D372) Int bonus probably does not do much for you, but you can use one of your encounter powers twice.


Prince of Hell (D372) Charisma bonus and your fire attacks ignore fire resistance. Some lazer clerics can use this.


Storm Soverign (D372) Con bonus and thunder/lighting theme.


Bahamuts Vessel (D378) (must worship Bahamut) Boost wisdom, strength, or charisma, regain HP when spending an action point.  Get a nice utilty power and evenutally turn into a dragon.


Raven Knight (D380) (Must worship Raven Queen) Con, dex and speed bonus.  Not a bad choice for battle clerics who need those stats bumped and it gives adjecent enemies -2 penalities to hit you.  Decent utility and level 30 abilities.



Racial


Racial Show


Deva
Disincarnate  (D385) Boosts to wisdom and another stat and interrsting powers based on transforming into a raksahasa  and debuffing with your memory power.  Gives you radiant and necrotic immunity at 30.

Soul of the World (D385) Similar to reincarnate champion, but with a boost to wisdom and inteliigence.  Also you get to swap out powers with another class.

Dragonborn
Avatar of Io (Races Drag) Bonus to Str and Cha.  Fly and pick your breath weapon type.  Unfortunately radiant is not a choice, but fire and lightning are and you get a bonus to attacks when you use that type of attack afterwards.  More interesting than demigod.





Setting Specific


Settings Show


Eberron
Mourning Savior (EBPG) Very Setting specific

Sublime Flame
(EBPG) InnocentRevolves around fire and radiant damage (your two most common damage types), with you getting an extra daily attack power and at 30 doing extra damage with those damage types.


Champion of Prophecy (EBPG) Pick your stat bonuses and get bonuses for milestones


Dispossessed Champion (EBPG) Decent Leadership powers with shifting and healing surge sharing.


FRPG
Harper of Legend (D367) Some restirctions, but extra encoutner powers and action points.



Multiclass


Multiclass Show


Archmage
(PHB) Unless you MC into wizard this does not do much for you.  If you did this is not a bad choice, but it is really designed for pure arcane casters and there are probably better choices for you.

Eternal Defender
; (MP - Fighter) good choice for battle clerics who MC fighter.  Increase your reach, strength, and size of your weapon.

Undying Warrior (MP - Fighter) Ok choice, but I think eternal defender and adamantine soldier both offer a lot more.


Adamantine Soldier (MP - Fighter or Warlord) Lots of defensive buffs for battle clerics.

Legendary General (MP - Warlord) Some good leadership benefits with power recovery for you and your allies, action point sharing, and letting allies spend some healing surges.

Warmaster (MP - Warlord) Lots of extra actions.

Godhunter (MP - ranger or Rogue) Nice bonuses when fighting higher level creatures.

Mythic Sovereign (D367 - paladin, Fighter, warlord, or ranger)  Really only for battle/balanced clerics.  Some extra actions and a decent utility power.


Glorious Sprit (PHB2 - Primal) Ok choice for battle/balanced.  Good movement and extra damage.


Primal Avatar (PHB2 - Primal) The teleport ability is nice, but the rest of the class abilities are just ok.  The attack bonus works for either strength or wisdom.

Martial Archetype (MP -paragon MC as a martial class)  Get lots of neat reusable martial powers.

Immanence (AP -Arcane) Lots of resistances.  You can get those other ways and the main benefit of this class is that what you first take damage from is what you resist

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