Originally posted by GelatinousOctahedron:
I am mainly going to include black and above for feats unless it is feat specific to clerics or divine characters.
Heroic Feats
Feats I would look at for each build. You will need to put off some of the recommended feats until paragon: weapon proficiency, mark of healing (a few warpriests shouldn't take it), healer's implement, expertise (varies by build which one), improved defenses, superior will, channel divinity or domain (depending on deity/domain) Last Legion Officer. Also: multiclass & racial feat.
Battle (str/cha): Battle healer, defensive healing word, mark of warding
, improved initiative
Balanced (str/wis): battle healer, Shielding word, battlewise, coordinated explosion
Lazer: Defensive healing word, battlewise, coordinated explosion. distant advantage, superior implement training, implement focus
Healic: Pacifist Healer, Defensive healing word, battlewise, distant advantage, superior implement training,
Warpriest & Zealot (wis/con) Shielding Word, Battlewise, melee training,
scale proficiency(warpriest)
Cleric Class/Divine Feats
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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) Obsoleted by Drag 400. This used to be
darkblue.
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. With
str/cha builds this is one feat I would try to get in there. Power bonus that stacks with shielding word
Demonbane (DP) Target elementals with turn undead
Devilbane (DP) Target immortals with turn undead
Domain Synergy
(D379) +2 to hit with domain at will after using domain CD. This really depends on whether the two are good to begin with since this the third feat in the chain, but ok choice for sun domain for instance. For a few hybirds and half elfs this is
sky blue since it can apply to hybrid paladin, avenger, and invoker at wills so it will cover both your at wills. I have an avenger/cleric sun domain built based on this feat.
Fate's Warning
(D380) Must worship Raven Queen. If you like divine fortune a lot this makes it better, but you should not take divine fortune
Fortifying Word (D385) Target of healing word gets +4 fortitude bonus and bonus to saves against poison.
Greater Turning (D371) Push when you miss with turn undead. Only for those focusing on turn undead.
Greater Divine Fortune(D379) Don't take divine fortune to begin with
Harbinger of Rebirth (D379) Bonus to heal skill and ally 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. Errated to only work on power's where the PC spends a surge, so this knocks it down from skyblue.
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.
Light of Order (D381) If you don't like the level 2 utilities this lets you swap it out for the Light of Order power, a free action radiant damage boost and CA onto one hit target per encounter. So for
radiant builds
this lets something like Death Surge or Flame Strike trigger radiant vulnerabilities on a target.
Pacifist Healer (DP)
Skyblue for healics,
Red for everyone else.
Note that I think pacifist is the weakest of the 6 main cleric builds and I wouldn't take it. A lot of people insist on going this route, but you don't need to go pacifist to heal well and it cuts off a lot of good options. If you take this feat you need to build your character around it focusing mostly on powers that won't trigger the stun and not every party is right for a pacifist healer. On the plus side this has been errated to only stun when you make an attack roll and do damage: so ongoing damage, sustained zones, powers that make other people attack, etc. do not stun. There is confusion on the most recent errata and stuns since the summary of the errata used the original stunning text from diving power, but the official final errata document and I think the RAI as well is that it does not stun unless you make an attack roll and the attack does direct immediate damage.
Pacifist's Reward(D379) Really only for pacifist builds, but gives you temp hitpoints when you hit without doing damage.
Pupil of the all-father(D385) Moradin clerics. You can enchant weapons and armors as if you were a higher level and can start enchanting at level 1. Retrain this out later.
Purifying Light (D371) Scaling bonus to hit with radiant prayers, but only against undead. This is very campaign dependent.
Shared Vitality (D385) Use your second wind on an ally. Dwarves should maybe consider this
Shielding Word (D378) Targets of healing word get untyped bonus to defenses. Stacks with defensive healing word.
Spirit of Hestevar
(D387) Adjacent allies get scaling bonus to surge value, but you must worship Erathis.
Templars' Domain (CC) Only for Str/Cha builds and was darkblue, but obsoleted by battle cleric's lore.
Versatile Channeler (DP) This has some potential and counts as your multiclass, but even then some builds might put it off until they have ways to recharge channel divinity like with glorious channeler. It was a better choice for clerics before Favor of the Gods was published. There are some powers like Divine Mettle that are 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.
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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 many 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 implement or weapon focus. The big exception to this rule of thumb now is if you are taking some of the newer weapon powers that have come out since essentials since a lot of those have effects that trigger on a miss or hit.
General
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Battle Caster Defense
(PHB3) bonus to OA defense for your ranged/area attacks.
Battlewise(PLES) Eventually you will want this or an equivalent feat unless you are a pure strength/charisma cleric or doing a dex build. You can put it off for awhile.
Coordinated Explosion (PHB2) Laser clerics should definitely take this as should some pacifists. Really helps you hit with AoE powers and you already usually want to include your allies in them. You can put this off for a while since you want things like expertise first.
Disciple of Freedom (PLES1) Warpriest won't qualify for this, but other melee clerics might want it since you don't have much movement ability as is.
Disciple of Light (PLES1) Giving your allies scaling temp hitpoints when you spend a surge while bloodied is a decent boost for many builds.
Disciple of Stone (PLES1) Give yourself temp hitpoints when you spend a surge.
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 and not doinga con build consider this. It is not a bad feat, but with surgefree healing it is less useful than it used to be.
Focused Mind (PHB3) Dazed and stunned are bad for you as is, but won't happen that often. However, combined with
superior will this gets to be a lot better for divine oracles and pacifist clerics with damaging powers.
Grounding Shot (PHB3) Worth taking for ranged clerics if your party knocks people prone often.
Impending victory (PHB3) +1 to hit with at wills against bloodied targets.
Improved Initiative (PHB) Better initiative never hurts, but you have better things to worry about and probably only pure strength clerics should take this.
Battlewise is better for all but pure strength clerics and dex builds.
Improved Defenses (PLES1) I think you are better off just taking this one feat than any of the other three general improved defenses feats. You are short of feat slots as it is, but
superior will is awfully tempting and you can take both if you really want to.
Last Legion Officer (D396) Your surge spending powers let allies shift or give them an untyped bonus to AC/reflex. That stacks with feats like defensive healing word and works on non-healing word powers too.
Melee Training (PHB2)
Blue mainly for warpriests, who might get good use out of it. But there are now wisdom at will powers that work as melee attacks for wis primary builds. Healics should not bother and balanced and battle don't need it.
Resilient Focus
(HOFL) If you can fit it in its a +2 feat bonus to saves. This outdates a lot of other feats.
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.
Superior Fortitude/reflexes(PLES1) These are good feats, but you are better off with just impoved defenses because you already have other feats you could take.
Superior Will (PLES1) This is the exception to the ones above. You will qualify for it and it lets you save for dazed/stunned at the beginning of the round. For pacifists who want damaging powers and divine oracles at level 16 this is
skyblue.
Toughness (PHB) Never hurts to have more HP, but only battle clerics who want to off tank should probably spend a feat for this.
Vicious Advantage (PHB3) If you take powers that slow and immobilize (clerics have some) this is pretty good. Or else if your party takes powers that do this it is worth taking.
Wintertouched (PHB) Hardly any cleric 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.
Worldserpent's Grasp (HOFL) Clerics often have other ways to prone, but this works in some parties.
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Damage types and powers (not really feats, but relevant)
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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/smite undead), racial, item, paragon path, or epic destiny powers, just pure cleric ones. Warpriests tend to do thunder damage with the storm domain, radiant with the sun domain, untyped with earth, and necrotic/psychic with death. In general radiant is the one for templars to focus on, with fire and thunder your other two main options. I haven't updated this for recent dragon articles, but it is close enough
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 78 powers: 2 class feature, 4 at will, 35 heroic, 21 paragon, and 16 epic
Thunder 13 powers: 1 at will 5 heroic, 3 paragon, and 4 epic (half of these are storm warpriest)
This list is updated to include PHB, DP, PLES1 and up to Dragon 380
Here is a guide to optimizing damage types.
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Racial Feats
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Several of these feats require that you are a cleric or in a divine class.
PHB1/2/3
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Deva
Battle intuition (D374) Better than improved initiative or battlewise.
Radiant Recovery (D374) Temp hitpoints when you take or deal radiant damage keyed to con? Oh Yeah! For warpriests and zealots.
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.
Auspicious Lineage (PHB2) average of +1 more to memories power.
Radiant Power
(PHB2) Power attack for radiant implement attacks. I do not like trading to hit for damage.
Dragonborn
Breath of Life (DP) Breath weapon only targets enemies and your allies get temp hitpoints. Combines nicely with enlarged dragonbreath.
Adaptable breath (D365) Breath weapon can do a second type of damage
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 so this can be darkblue in
paragon.
Dwarven Battle Priest (DP) Get temp HP when you use healing word. This is solid for wis/con builds.
Dwarven Weapon Training
(PHB) Great for battle, warpriest and balanced clerics since it combines superior weapon proficiency and almost gives you weapon focus too. The damage bonus applies to implement attacks made through the weapons also.
Quick Steps (D391) If you can fit it in another +1 to speed.
Shield the Fallen (FRPG) +2 bonus to defenses of adjacent 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 not many Eladrin clerics out there.
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.
Elven Precision(PHB) Add +2 to elven accuracy
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.
Gitzerai Blade Master Fullblades and extra feat damage.
Miryath's First Strike Potentially do a lot of extra psychic damage with your first attack of the encounter. For builds with good blast/bursts this is good if you have boosted your initiative. Take psychic lock if you take this feat.
Zuwoth's Enlightened Step This is useful for laser clerics who win initiative since you can use a ranged attack up close.
Gnome
Armored Warrenguard The rare gnome cleric probably wants this as his first feat since it gives you a +1 to your 4 speed in chain/scale armor. And a AC bonus against large enemies.
Hidden Channeling
(drag 376) Gain concealment after channel divinity.
Goliath
Kord's resilience(DP) Adjacent 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. Morningstar is the best if you want simple weapon powers.
Makings of the blessed
(PHB2) Roll twice for first save.
Markings of the Victor (PHB2) Roll twice for first attack
Half-Elf
Remember you can pick from Human and/or Elf, though not all of them will do anything for you.
Adept Dilletante (D385) This lets you use Wisdom for your dilletante power, but restricts your MC choice to the class the power came from. Still if you want something like twin strike or thunderwave to key off wisdom its a really good choice.
Religious Dabbler (DP) A second divine dilettante power, but you can't use both in same encounter. Retrain this at paragon.
Halfling
Blessing of Avandra (DP) Successful use of second chance and ally can spend surge.
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.
Half-Orc
Invigorating Assault (D386)
When you are first bloodied you get to add the amount from your temp hitpoints to your healing for the next round.
Thirst for Battle+3 to init and another healing surge.
Human
Divine Approval (DP) Get a free save when you use a CD power. Non sun warpriests will struggle with giving themselves saves, but you might not need one when you use a CD power.
Action Surge(PHB) +3 to attacks with action point. Use with your AOE dailies.
Human Resolve (D377) Temp hitpoints that key off your charisma when you spend an action point.
Minotaur
Bloodied Ferocity (PHB3) Free MBA most encounters.
Vigilant Recovery (D385) Decent way to avoid CA.
Shifter
Sturdy Shifter(EBPG)Get scaling temp hitpoints when using your shifter power. Probably the best of the lot.
Wild Senses(PHB2) If you have perception training then this might actually be worth taking because you also get an init bonus.
Tiefling
Infernal blessing (DP) Surgefree healing and an attack bonus for an adjacent ally when you use infernal wrath.
Scion of the gods (FRPG) bonus to will and fort that you should retrain at paragon
Hellfire blood (PHB) Clerics have a good number of fire and fear powers.
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Other
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Changeling(EBPH)
Fickle Servant (DP) Pick whatever domain feats you want and get a +3 to religion.
Drow(FRPG)
Brilliant Darkfire(DP) Darkfire power causes radiance vulnerability
Instinctive Darkness(drag 367)Cloud of Darkness as immediate reaction frees up actions
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
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
Goblin
Ankle Biter
(DHS) Better than weapon or implement focus since it works with most of your attacks with either a weapon or implement.
Hobgoblin
Hobgoblin Phalanx Soldier If you refuse to take battle cleric's lore this is a must have. If do take battle clerics lore and you are playing a build that only needs a one handed weapon its a +2 shield bonus to your reflex.
Hobgoblin Weapon Proficiency Proficiency in all flails and spears (Spiked Chain, Gogue, Great Spear) and bonus to weapon attack damage.
Kalashtar(EBPH)
Clarity of Spirit
(DP) Use racial power, ally spends surge
Quori Shield(EBPG) Rare resistance
Telepathic Sensitivity(EBPG) DM dependent
Kobold (DSH)
Dragon's indominability (DHS) This plus superior will means you will almost never be stunned or dazed.
Svifneblin (DSH)
Deepstone Blessing (DSH) Good for zealots and most warpriests. Some warpriests already do the equivalent (domination and sun) with their healing words and selune also grants a lot at 10 with her attacks, but its useful for the other domains.
Warforged(EBPG)
Holy Resolve (DP) More healing after using racial power
Warforged Tactics This situation will happen enough that battle clerics can make good use of the untyped +1 to attack
Revenant (I am not going do all the double racial feats. They are generally worth taking.)
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.
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.
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Weapon/Implement/Armor Feats
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Proficiency feats often need to be some of your first feats and you will need an expertise feat by late heroic. You only have so many feats so do not go overboard here:
Expertise Feats You need one of these by late heroic or early paragon at the latest. Pure weapon using battle clerics and warpriests should usually take the specific weapon ones, but those don't apply to weapliment attacks. Warpriests should also consider Devout Protector Expertise since it gives a nice shield bonus to all your allies. Pure implement users should take holy symbol expertise or whatever implement you are using like staff expertise. Weapliment users should go with versatile expertise or staff if you use a staff.
Holy Symbol Expertise (HoS) Helps avoid CA
Versatile Expertise
(PHB3)
Holy symbol for everyone and then mace or whatever weapon you plan on using. If you are planning on using a weapliment or both a weapon and holy symbol take this.
Devout Protector Expertise (Drag402) Bonus to holy symbol attacks and weapon attacks, but not implement attacks through a weapon. Gives a shield bonus to AC to all your allies when you have a shield. The only drawback to this for warpriests is that it doesn't boost weapliment attacks. But a holy symbol using death domain or another domain without a weapliment this is a good choice.
Axe Expertise (PLES1)
Lets you reroll 1s for damage.
Bludgeon Expertise (PLES1) Adds to pushes/slides. Earth domain warpriests and others with bruden of earth should consider it.
Heavy Blade Expertise (PLES1) Bonus to AC vs opportunity attacks.
Light Blade Expertise (PLES1) Bonus to damage with CA. Mainly small clerics should be using these with the rapier.
Pick Expertise For pixies and other small clerics who don't mc fighter.
Spear Expertise (PLES1) Bonus to damage when charging.
Staff Expertise (PLES1) No OA when you cast ranged prayers. Only for those who MC into a staff wielding class or if you take staff fighting.
Armor and Weapon Feats:
Hafted Defense (PHB3) Obsolete unless you went with healer's lore.
Armor Proficiency (Plate) (PHB) If you have the stats for it consider this, but its not essential anyone.
Superior Implement Training (PHB3) Accurate or astral are your best bets, but warding is good for a small number of builds. Not for battle clerics or non death domain warpriests.
Implement Focus (PLES1) Only good for lazer clerics and a few death domain clerics, but a good choice for them.
Weapon Focus (PHB1) Not a bad choice, but does not really help you be a better leader and no longer works with weapliments.
Weapon Proficiency (PHB) Unless you have a racial weapon feat (Goliath, Dwarf, Eladrin etc.), are going to use simple weapon powers, or have a good martial weapon proficiency from a feat/background/race, then battle/balanced clerics and most warpriests will want to consider getting a superior weapon proficiency based on their preferred weapon choice/stat bonuses fairly soon. This should probably be your first feat in a lot of cases. Other ranged clerics can ignore these and stick with a mace and possibly pick up proficiency with a singing stick for the +1 to AC.
Moonbow Dedicate
(D386) This is only for sehanine worshippers. Gives you proficiency with the shortbow, the equivalent of weapon focus for the shortbow, and you can use it as a divine implement. For specialized builds, but pretty useful since you can do some interesting things with it.
Serene Archery
(D386) Must worship Sehanine. Use wisdom for bow basic attacks.
Silvery Glow (D386) Must worship Sehanine. 2/3/4 scaling radiant and cold damage.
Staff Fighting (D391) If you want to go with with a staff weapon you will want this feat. With the simple weapon powers in dragon 400 staff is now a good option for melee clerics.
Staff of Travel (D391) If you took staff fighting, follow up with this and hopefully staff of the traveler.
Symbol of the Sonnlinar(D385) Moradin Worshippers can gain proficiency with military axes, hammers, and picks and use them as holy symbols.
(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)
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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. LFR does not allow it and neither does the CB. 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 miniguidethat expands on how to get multilple uses of CD per encounter and may be more complete than my list.
Domains and CD
[sblock] Source is DP unless it says otherwise. You do not need the domain feat to take the CD power. Many 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. 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. Can be pretty good for MC arcane clerics when you combine with quickened spellcasting or the white lotus feats.
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 are adjacent to enemies
Creation
CD
Creation's Secret Chance to not expend a daily magic item usage. Skyblue rating assumes you have items like a Symbol of Victory.
Power of Creation(D374/DP) religion. Righteous brand (DP) gives ac bonus to ally.
Darkness
CD
Darkness Consumes Close burst concealment
Power of Darkness
(DP) stealth.
priest's shield gives concealment
Death
CD
Death Knell Kill a bloodied 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 +1 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 LuckThis 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 penalizes the enemies next rounds attacks
Moon
CD
Moon Touched OK healing and possible temp hitpoints for an ally.
Power of The 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.
Priest's 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 Storm warpriests and clerics with allies that do thunder or lightning damage can get a lot out of this.
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.
Priest's 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, but cold in general is not a good damage type for clerics.
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PHB
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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 blackwith 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. [/sblock]
Forgotten Realms
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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. This only becomes skyblue if you can use a CD more than once an encounter now that there is Favor of the Gods. This is slightly better than favor of the gods.
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 until 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 for any attack. Laser clerics will find this useful since it effects everyone hit by AOE power so it lets them pick up good non-radiant encounter or daily AOE powers and still do vulnerability tricks with them.
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 [/sblock]
Eberron
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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 laser 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.
Sky Blue for healics.
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.
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Other
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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 deities
Shadow Legacy(D380) Must worship raven queen and be shadra kai. Teleport or make an ally insubstantial when they are bloodied.
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Other Feats
Dragonmarks
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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 Healing (EBPG)
Allies get a save when you use a healing power. Str/cha clerics especially want this since most of the save granting attack powers clerics have are wisdom powers. Dragonmarks are not allowed in all campaigns or LFR, but this feat lets you not need nearly as many save granting powers. Recently I noticed that every single leader I make takes this feat
Mark of Hospitality(EBPG)
Allies heal max during rests
Mark of Storm(EBPG)
Storm Domain war priests can use this, but otherwise only useful if you plan on taking the thunder and lightning powers available to clerics.
Mark of Warding(EBPG)
This increases the effectiveness of all of your defense granting powers and incerases the penalty to your marks if you have any.
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