Fixing the Cleric

Nifft

Penguin Herder
I liked Clerics in 3.5e, but felt they weren't customizable enough for different faiths. (Not just different gods, but different "gestalt view", if you will.) Imagine my disappointment when 4e took away even the smallest traces of customization!

So, without further ado, here are some powers which I hope won't step on the toes of the Cleric's existing powers, nor the powers of other classes. Note that most of these powers don't add anything to damage -- that's deliberate. I want them to be secondary choices, more flavorful alternatives to the four Cleric powers presented in the PHB.


Guiding Light
At-Will • Divine, Implement, Radiant
Standard • Ranged 5 (or Ranged 10)
Target: one critter
Attack: Wis vs. Will
Hit: 1d8 radiant damage, and one ally adjacent to the target may Shift one square.
Special: If you have the feat Corellon’s Grace, this power's range increases to 10.
Special: If you have the feat Harmony of Erathis, your ally gains a +1 power bonus to AC until the end of your next turn.
Special: Increase this power's damage to 2d8 at 21st level.



Purity of Will
At-Will • Divine, Radiant, Weapon
Standard • Melee attack
Target: one critter
Attack: Strength vs. Will
Hit: Cha radiant damage, and the target suffers a -2 penalty to AC until the end of your next turn.
Special: If you have the feat Kord's Favor, add your Wis bonus to damage.



Produce Flame
At-Will • Divine, Implement, Fire
Standard • Ranged 5 (or 10)
Target: one critter
Attack: Wis vs. Fortitude
Hit: 1d8 fire damage.
Effect: The target creature cannot gain concealment from darkness until the end of your next turn.
Special: If you have the feat Ioun's Poise, add your Charisma bonus to damage.
Special: If you have the feat Pelor's Radiance, this power's range increases to 10.
Special: Increase this power's damage to 2d8 at 21st level.


Steel Dictum
At-Will • Divine, Thunder, Weapon
Standard • Melee attack
Target: one critter
Attack: Strength vs. Fortitude
Hit: 1[w] thunder damage
Special: If you have the feat Moradin's Resolve, add your Charisma bonus to damage.
Special: Increase this power's damage to 2[w] at 21st level.


Thoughts? Thanks, -- N
 
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I really like where you're going with this. But, y'know, that last one isn't just stepping on the warlord, it's a total cop-out. :)

Produce Flame is a little odd in that in many situations the miss effect may be preferable to hitting.
 

I agree with mattdm; I don't have my books handy, but isn't the general form of the effect of a miss a scaled down version of the hit effect? All of these powers have miss effect's different from their hits. Otherwise, great idea.
 

mattdm said:
I really like where you're going with this. But, y'know, that last one isn't just stepping on the warlord, it's a total cop-out. :)
Well, they do work a bit differently. The Warlord can get any ally ANYWHERE to attack a foe within the Warlord's weapon's reach; the Cleric can get an ally adjacent to the Cleric to attack any foe. The Cleric's power is better for a guy NOT on the front line, while the Warlord should be out in front, and can inspire an archer or mage.

The other thing is, the Warlord's version adds Int for free, while this one requires another feat to get that benefit.

I currently think this power is weaker than the Warlord's version, but I'm open to arguments otherwise. :)

mattdm said:
Produce Flame is a little odd in that in many situations the miss effect may be preferable to hitting.
Yeah. :\ I think the secondary effect should be something less powerful... maybe just "Effect: Illumination in a 2-square burst centered on the target's square." Then I could up the damage a tiny bit.

Thanks, -- N
 

Nifft said:
Yeah. :\ I think the secondary effect should be something less powerful... maybe just "Effect: Illumination in a 2-square burst centered on the target's square." Then I could up the damage a tiny bit.

Thanks, -- N
Leave it out, make it "Effect: The target has no illumination-based concealment until the end of your next turn" or something like that. It's still pretty specific (as the group will probably carry around light sources), but can come it pretty handy in some situations.

Cheers, LT.
 

Lord Tirian said:
Leave it out, make it "Effect: The target has no illumination-based concealment until the end of your next turn" or something like that. It's still pretty specific (as the group will probably carry around light sources), but can come it pretty handy in some situations.
Ah, that is nice! Thanks. :) -- N
 


Nifft said:
I currently think this power is weaker than the Warlord's version, but I'm open to arguments otherwise. :)

I really can't judge the power properly until I've actually played the game for at least a few months. I just mean that I'd really like to see 11 (or 19 or 20, depending on if this is for NPCs too) really unique feats, not one that works basically the same for different gods.

Because conserving space in the PHB isn't my concern. :)
 



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