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Holy Smoke! A Cleric's (Templar's) Handbook (by GelatinousOctahedron)
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<blockquote data-quote="Nibelung" data-source="post: 6707079" data-attributes="member: 74499"><p><strong>Originally posted by GelatinousOctahedron:</strong></p><p></p><p> </p><p> </p><p style="text-align: center"><span style="font-size: 15px"><strong>Multiclassing</strong></span></p><p> </p><p> </p><p>If you can you should try to mulitclass at some point since almost all builds will benefit from it. With the new implement rules from essentials, you can now use a holy symbol for other classes implement attacks and vice versa. Staffs, ki focus, and rods are your best choices if you go that route. For multiclassing into a divine class the basic MC feats usually give you religion as a skill, which you already have. Divine power has a couple of feats that help with that, divine channeler gives you a channel divinity power (but no skill) and divine secret keeper, hero of faith, and soldier of virtue let you pick something besides religion as a skill. If you multiclass swordmage you can use heavy/light blades as your implement and for monk you can use a ki focus (but not a weapon as a ki focus) and wield a weapon so for balanced clerics those are good choices if you want to make all your attacks through one item. The main skills you should probably try to pick up through multiclassing are perception and athletics, but other ones like endurance or a wisdom/charisma one can be a good addition as well.</p><p> </p><p> </p><p>i have added other useful class feats for those who mulitlcass, but I left out ones that have racial or other tough prereqs. The ones that are included almost every cleric will qualify for. I have included recommended paragon paths, but see the actual paragon path section for more details.</p><p> </p><p> </p><p>For power swaps, I generally only recommend doing that if you are going for enabling encounter powers and possibly enabling daily powers. Something like a battle cleric mc warlord or a ranged cleric mc shaman should consider a power swaps to help out the weakest area of the cleric's leading. And most warpriests should power swap for encounter attack powers, but I go over that in detail in my warpriest guide.</p><p></p><p><strong>Ardent </strong></p><p><strong>ardent</strong></p><p>[sblock]</p><p>Weapon attacks with cha so not that bad of a choice for melee clerics who bump charisma. The basic intro feat is fine for anyone with a 13 charisma and some of the level 2 utilities might be worth swapping for. Also if you are doing a full str/cha build powers like ire strike or forward thinking cut might be worth swapping out if you want to do a power swap for some enabling. Warlord works better for this, but this is an ok route. Unfortunately ardent is only an ok hybrid choice.</p><p></p><p>Feats</p><p></p><p>The intro feat <strong>Fervent Talent</strong> is the only one usually worth taking since the feats either only boost your ardent surge power or have a prereq. The feat <strong>Blood's passion</strong> is ok in that it lets you use an adent mantle power as a daily.</p><p></p><p>Paragon Paths</p><p>Warmaster <span style="color: #800080"></span></p><p><span style="color: #800080"></span></p><p><span style="color: #800080">[/sblock]</span></p><p></p><p><strong>Artificer</strong></p><p></p><p><strong>artificer</strong></p><p>[sblock]</p><p>There are some specialized builds that can use this, but not many can and the stats don't really line up for all clerics since int is usually a dump stat. A few builds however can go with int as a secondary stat, which makes this a better choice in that case. You get rods and staffs, a new skill, lets you get a familiar and other arcane feats, and you get a daily healing infusion. </p><p></p><p>Spell commander is one of the best leader paragon path in the game, but that assumes you made int your secondary stat and you need a ranged weapon for spell tracer so its more for bow clerics or corellon warpriests. Arcane armorer is an interesting choice if you take a bunch of resistance powers like ramparts of light and granite shield. It adds your wis mod to all resistance you give out.</p><p></p><p>Feats</p><p><strong>Master Crafter </strong>(EPG) If you are the ritual caster for your group this might be worth looking at. <strong>Dungeon Enchanter</strong> might also be something you are interested in.</p><p></p><p>[/sblock]</p><p></p><p><strong>Assasssin</strong></p><p></p><p><strong>assassin</strong></p><p>[sblock]</p><p><strong>Shadow initiate</strong> gives you access to stealth, you can use a ki foxus with a weapon sort of like a weapliment and you can get 2 shrouds that you can enhance with some feats, but I don't think its worth it. I like <strong><span style="color: #0000ff">acolyte of the veil</span></strong> a bit more if you don't plan to take the additional feats since the shadow step power actually helps you move around more and you can pick between stealth and acrobatics. <span style="color: #0000ff"><strong>Practiced killer</strong></span> is good for shortbow users. They also have good feat support for fear powers and some of the clerics best powers are fear powers.</p><p></p><p>Feats</p><p></p><p><strong>Fear</strong> keyword feats: <span style="color: #0000ff"><strong>nightmare master</strong></span> gives free dazing on a hit (until start of next turn), <strong>nightmare killer</strong> is better than weapon focus, and <strong>nightmare step</strong> is a slide on a miss.</p><p></p><p><strong>Death Sight</strong> (D366) Bloodied Creatures don't get the benefits of cover and concealment against your attacks. </p><p></p><p><strong>Vengeful Shade</strong> (D386) Make your shroud damage radiant. For radiant damage builds this means twice per encounter you can do some radiant damage to a target, even if you miss.</p><p></p><p><strong>Minion of the Dark</strong> (D379) Darkvision.</p><p></p><p><strong>Death's Pall</strong> (D379) Concealment from enemies not under your shroud. Melee clerics can get some use out of this since you have to be adjacent to a shrouded enemy for this to work.</p><p></p><p><strong>Drawn Shadows</strong> (D379) Concealment when near dim light or darkness. This is very party dependent.</p><p></p><p><span style="color: #0000ff"><strong>Soul in Shadow</strong></span> (D379) Ranged clerics especially will like this one. Concealment from enemies 5 squares from you.</p><p>[/sblock]</p><p></p><p><span style="color: #0000ff">Avenger</span></p><p><strong>avenger</strong></p><p>[sblock]</p><p>Hero of Faith pre errata was sky blue, but it is now an ok choice for clerics although you can pick up a non religion skill for that feat and still get to double roll until you hit an enemy 1/encounter. The class powers are not that good but use wisdom and holy symbols/weapons. The feats below are the ones</p><p></p><p>Intro feats: <span style="color: #0000ff"><strong>Hero of faith</strong></span> vs <span style="color: #0000ff"><strong>Disciple of Divine Wrath</strong></span>. Most people on the boards seem to like disciple of divine wrath more because the oath is a bit better, but I prefer hero of faith because you can pick up the perception skill that way.</p><p></p><p>Feats</p><p><strong>Oath Strike</strong> (DP) Mark your oath target</p><p></p><p><strong>Inspiring Oath</strong> (DP) Ally gets to shift closer to your oath target.</p><p></p><p><strong>Painful Oath </strong>(DP) This is better for those who took disciple of divine wrath. Extra radiant/necortic damage to your oath target.</p><p></p><p><strong>Onslaught of Enminy</strong> (PHB2) Shift when you use your oath.</p><p></p><p><strong>Enmity Shared</strong> (DP) Get Ca against your oath target.</p><p></p><p><strong>Hand Of Divine Guidance</strong> (D382) If you took disciple of divine wrath and don't have another easy way to get a good crit range consider this. </p><p></p><p><strong>Mighty Enmity</strong> (PHB2) This is better for those who took hero of faith since the oath lasts until they are dead or you hit them.</p><p></p><p>Paragon Paths</p><p><span style="color: #0000ff">Dervish of Dawn</span></p><p></p><p>Radiant Visage </p><p></p><p>Serene Initiate</p><p></p><p>Weapon of Fortune</p><p></p><p>[/sblock]</p><p></p><p>Barbarian</p><p><strong>barbarian</strong></p><p>[sblock]</p><p>If you have the con this is good choice for battle clerics looking for a damage boost and some of the powers like curtain of steel are worth swapping out. Most of the feats key off barbarian class features. Clerics hybrid really well with barbarian so that is normally a better option.</p><p></p><p>Feats</p><p></p><p><strong>Slayers shift </strong>(PP) You get a free shift when you bloody or kill an enemy.</p><p></p><p>Paragon Paths</p><p></p><p>Wildrunner</p><p></p><p><span style="color: #0000ff"><strong>Winter Fury</strong></span></p><p></p><p>[/sblock]</p><p></p><p>Bard</p><p><strong>bard</strong></p><p>[sblock]</p><p>Bards have abilities that do compliment you and you probably have the charisma anyways. Makes a better hybrid. <strong>Master of Stories</strong> gives you a daily heal power that doesn't use your actions, wand proficiency, and a class skill. Opens up arcane feats at least. Wizard and swordmage are a little better, but this and sorcerer are arcane multiclass that most clerics will qualify for without trouble.</p><p></p><p>Feats</p><p></p><p><span style="color: #0000ff"><strong>Bard of all Trades </strong></span>(D383) a big untrained skill boost.</p><p></p><p><strong>Bardic Knowlege </strong>(PHB2) Another good skill boosting feat</p><p></p><p>[/sblock]</p><p></p><p><strong><span style="color: #800080">Battlemind</span> (<span style="color: #00ccff">skyblue for warpriests</span>)</strong></p><p><strong>battlemind</strong></p><p>[sblock]</p><p>Very few non warpriest clerics will make use of the high con needed for the attacks and the mark only lasts until the end of your next turn. Templars normally shouldn't take this. <strong><span style="color: #00ccff">Much better for warpriests</span></strong></p><p><strong></strong>than templar clerics, expecially by late heroic/early paragon since they will often want to power swap out for lightning rush or brutal barrage.</p><p></p><p>Feats</p><p></p><p><strong>Wild Advance </strong>(PsP) If you are going the warpriest defender route this is ok. Blurred step as an encounter power.</p><p></p><p><strong>Unstoppable Speed</strong> (PsP) You might get a decent move out of this 1/encounter.</p><p></p><p>[/sblock]</p><p></p><p>Druid </p><p><strong>druid</strong></p><p>[sblock]</p><p><strong>Sentinel Initaite</strong> gets you an extra daily use of healing word, nature skill, and staff/totem implements. <strong>Harbinger of Nature's Wrath</strong> is ok too, but gets you nature's growth 1/day.</p><p></p><p>Some power swaps are good for warpriests since they have some wisdom based domination encounter powers, but templars are probably better off hybridding to pick up the good powers.</p><p></p><p>[/sblock]</p><p></p><p><span style="color: #00ccff">Fighter</span></p><p><strong>fighter</strong></p><p>[sblock]</p><p>Good for battle clerics and wis weapon templars/warpriests. Also has many good feats to poach. <span style="color: #00ccff"><strong>Battle Awareness</strong></span></p><p><span style="color: #00ccff"></span>is probably the best of the intro feats for most clerics who want to sub defender, but warpriests & zealots should consider <span style="color: #0000ff"><strong>wrathful warrior</strong></span>. There are many more fighter feats that are potenitially useful depending on what intro feat you took, your race, and what weapon you use, but these are the ones that stuck out to me as being most commonly useful.</p><p></p><p>Feats</p><p></p><p><span style="color: #33cccc"><strong>Dizzying Mace</strong></span></p><p><span style="color: #33cccc"></span>This takes a specific type of build (see here(x)), but a wisdom focused cleric with con as a secondary stat can focus on daze with a mace weapliment for a lot of debuffing.</p><p></p><p><strong>Focused Superiority</strong> (D378) Only worth it for balanced clerics and warpriests, but if you regularly get a decent number of OAs take it.</p><p></p><p><strong>Hindering Shield</strong> (D385) Earth/Domination Warpriests or anyone else who pushes will want this.</p><p></p><p><span style="color: #0000ff"><strong>Grit</strong></span> (MP) Warpriests/zealots should take this for a decent number of temp hitpoints.</p><p></p><p><strong>Shielded Resurgence</strong> (D378) Mainly for dwarf clerics, unless you have some other way to second wind easily.</p><p></p><p><strong><span style="color: #00ccff">Small Warriors Defense</span></strong> (D378) For the small templars out there. Even ranged ones should consider this. If you qualify for this consider <strong>advantageous perspective</strong> as well. With battle cleric's lore you can get scale +4 Ac +2 reflex at level 2. </p><p> </p><p><strong>Striking Resurgance</strong> (MP2) If you have <span style="color: #0000ff"><strong>power of skill</strong></span> this is pretty good and its not bad for other clerics.</p><p></p><p><span style="color: #00ccff"><strong>Wary Fighter</strong></span> (D378) Improves your initiative and gives you bonus to perception and insight.</p><p></p><p><strong>Marked Scourge</strong> (MP) Warpriests (Paragon Path), or if you have some other way to regularly mark, should consider this. If this feat works also consider <strong>daunting challenge</strong>.</p><p></p><p><span style="color: #0000ff"><strong>Polearm Momentum</strong></span> (MP) For polearm gamble builds. Combine with rushing cleats.</p><p></p><p><span style="color: #0000ff"><strong>Slashing Storm</strong></span> (MP2) Good for balanced clerics and warpriests. You will be doing an extra free 8 or 9 points of damage most rounds in epic with this.<strong> </strong></p><p></p><p>Paragon Paths</p><p></p><p>Doomguard Marauder</p><p></p><p><span style="color: #0000ff">Dreadnought</span></p><p></p><p><span style="color: #0000ff">Kensei</span></p><p></p><p>Polearm Master</p><p></p><p><span style="color: #0000ff">Draeven Marauder</span></p><p></p><p>[/sblock]</p><p></p><p><span style="color: #00ccff">Invoker</span></p><p><strong>invoker</strong></p><p>[sblock]</p><p>You share the same main attack stat, you get rods and staffs and the invoker at wills will increase your control; particularly hand of radiance, visions of blood, grasping shard's and vangaurds lightning. And good feat support for clerics. The only thing holding this back from being perfect is that the religion skill training is wasted on you with acolyte of divine secrets. Cleric/invokers benefeit a lot from the hybrid since they have the same attack stat and have a lot of similar powers.</p><p></p><p>Intro Feats: <span style="color: #0000ff"><strong>Acolyte of Divine Secrets</strong></span> does not give you a skill, but gives you an invoker power. <strong>Divine Secret Keeper</strong> gives you a skill and invoker implements so maybe pacifists would prefer this one. </p><p></p><p>Feats</p><p>Some of the feats that boost invoker powers might be worth taking if you do some power swaps, but several of the feats below boost all divine attack powers.</p><p></p><p><span style="color: #00ccff"><strong>Invokers Blaze </strong></span>(DP) this is a better than implement focus for lazer clerics.</p><p></p><p><strong>Invoker's Control</strong> (DP) if you have save ends powers this is can be pretty good since it gives you potential power bonus to hit.</p><p></p><p><span style="color: #0000ff"><strong>Speaker of the Gods</strong></span></p><p><span style="color: #0000ff"></span>(PHB2) This lets you crit on a 18-20 after using a channel divinity power. Retrain in epic.</p><p></p><p><span style="color: #0000ff"><strong>Invokers Aura</strong></span> (PHB2) A radiant damage aura when you us a channel divinity power.</p><p></p><p><span style="color: #00ccff"><strong>Invoker Implement</strong></span></p><p><span style="color: #00ccff"><strong>Expertise </strong></span>(D387) Crit range of 19-20 when using a staff or rod for divine attack powers. One of the easiest ways for an implement cleric to get a good crit range in epic.</p><p></p><p>Paragon Paths</p><p></p><p><span style="color: #0000ff">Adept of Whispers</span></p><p></p><p>Divine Philosopher</p><p></p><p>Angelic Aspect</p><p></p><p><span style="color: #0000ff">Blightspeaker </span></p><p>[/sblock]</p><p></p><p><span style="color: #0000ff"><strong>Monk</strong></span></p><p><span style="color: #0000ff"></span></p><p><strong>monk</strong></p><p>[sblock]</p><p>Uses dex to attack. But the skill choices are nice and the flurry of blows 1/encounter is good for melee clerics. The main benefit is that you can now use a ki focus and a weapon for your cleric melee attacks and use a ki focus for your cleric implement attacks. My goliath battle cleric took this and I was happy with it for athletics skill, flurry of blows, and fluid motion.</p><p></p><p>Feats</p><p></p><p><strong>Monastic Adept</strong> (PsP) If for some reason you are using dex as your secondary stat this is very good. If not it still gives you a monk movement technique once per encounter and another monk skill.</p><p></p><p><span style="color: #0000ff"><strong>Fluid Motion</strong></span> (PsP) Untyped +1 boost to speed in heroic, +2 in paragon.</p><p></p><p><strong>Confounding Technique </strong>(PsP) Swap places with an ally.</p><p></p><p><strong>Keep Your Feat</strong></p><p>(PsP) Stand up from getting knocked prone as an immediate reaction.</p><p></p><p>Paragon Paths</p><p></p><p><strong>Radiant fist</strong></p><p></p><p>[/sblock]</p><p></p><p><span style="color: #0000ff">Paladin</span></p><p><strong>paladin</strong></p><p>[sblock]</p><p>Some possibilities with battle clerics and you share the same main three stats. For the basic intro feat you best choice is usually <span style="color: #00ccff"><strong>walker of the dark path</strong></span>. That gives a choice of skills instead of religion and consistent melee damage boost based on you cha mod 1/encounter along with shroud of shadow as a daily. You can also either get divine challenge 1/encounter (but no new skill) with <span style="color: #0000ff"><strong>Soldier of the Faith,</strong></span> a defender aura with righteous radiance 1/enc with <span style="color: #0000ff"><strong>squire of righeousness</strong></span>, or virtue's touch once a day with <strong>Soldier of Virtue</strong>, more for ranged clerics.</p><p></p><p>The main reason to mc paladin besides some decent encounter powers you get is that they have good feats for you, specifically Virtuous Recovery for wisdom builds and Hero's Poise for charisma heavy builds.</p><p></p><p>Feats</p><p></p><p><span style="color: #0000ff"><strong>Protectors Commitment</strong></span> (DP) +1 untyped attack bonus when enemy or you are adjacent to a bloodied ally.</p><p></p><p><span style="color: #00ccff"><strong>Virtuous Recovery </strong></span>(DP) DR equal to your wis mod when you spend a healing surge.</p><p></p><p><strong>Divinity's Shield</strong> (DP) Bonus to NADs afer using channel divinty.</p><p></p><p><strong>Mercy's Reward</strong> (DP) Extra healing for you or an ally when you score a critical hit.</p><p></p><p><strong>Resurgent Attack</strong> (DP) +2 power bonus to attack when you spend a surge.</p><p></p><p><span style="color: #0000ff"><strong>Hero's Poise</strong></span> (DP) When you make a save allies near you get a bonus to saves equal to your charisma mod.</p><p></p><p>Paragon Paths</p><p></p><p><span style="color: #0000ff">Champion of Corellon</span></p><p></p><p>Knight of the Chalice</p><p></p><p>Questing Knight</p><p></p><p>[/sblock]</p><p></p><p><strong><span style="color: #ff0000">Psion </span></strong></p><p><strong>psion</strong></p><p>[sblock]</p><p>You need int to get the MC feat and you attack with with int. A few builds are probably possible, but unless you are playing an int/wis character pass. None of the feats are good for clerics either.</p><p></p><p>[/sblock]</p><p></p><p><span style="color: #0000ff">Ranger</span></p><p><strong>ranger</strong></p><p>[sblock]</p><p>Elf Ranged clerics in particular can get a lot out of this. The dual wielding stuff does not easily help you, but the ranged powers are a possibility and even just the basic intro feat is worth taking.</p><p></p><p>Warrior of the Wild is the intro feat to take. Get a skill and hunter's quarry 1/encounter.</p><p></p><p>Feats</p><p></p><p><strong>Retreat Technique</strong> (MP2) Move away after you hit with a melee attack without provoking</p><p></p><p><span style="color: #0000ff"><strong>Slashing Storm</strong></span> (MP2) Good for balanced clerics and warpriests. You will be doing an extra 8 or 9 points of damage most rounds in epic with this.</p><p></p><p><strong>Suprise Action </strong>(MP) Get an extra action in a suprise round.</p><p></p><p>Paragon Paths</p><p></p><p><strong>GiantSlayer</strong></p><p></p><p>Horizon Walker</p><p></p><p><span style="color: #0000ff">Thay Infiltrator</span></p><p></p><p>[/sblock]</p><p></p><p><span style="color: #ff0000"><strong>Runepriest</strong></span></p><p><strong>runepriest</strong></p><p>[sblock]</p><p>So far this does not have much to offer despite being another divine melee leader class that uses strength and wisdom. You get skill training religion, which you already have, and a poorer version of healing word 1/day. Some of the powerswap feats might be worth it, but it does not look like you get any runestates. Eventually this might get upgraded, but for now you are better off with any other MC leader feat. Can be a good hybrid.</p><p></p><p>Feats</p><p>No feats that benefit a cleric.</p><p></p><p>[/sblock]</p><p></p><p><span style="color: #800080">Rogue</span></p><p><strong>rogue</strong></p><p>[sblock]</p><p>Not much here and you probably do not have a light blade. If you are a halfling using a rapier or something this is an ok choice and there are some good feats.</p><p></p><p>Feats</p><p><strong>Blade and Buckler Duelist </strong>(D381) If you took battle cleric armaments this is a good choice to boost your shield bonus some.</p><p></p><p><strong>Duelist Panache</strong> (D381) Feat bonus to athletics and acrobatics. </p><p></p><p><strong>Risky Shift</strong> (MP2) Shift an extra square, but grant CA</p><p></p><p><strong>Suprise Knockdown</strong> (MP2) Knock enemies prone on crits when you have CA. Works with implement powers too, but you need 15 strength.</p><p></p><p><strong>Expert Sneak</strong> (MP2) CA against deafened slowed, immobilized or weakened enemies.</p><p></p><p><span style="color: #0000ff"><strong>Shadow Eyes</strong></span></p><p><span style="color: #0000ff"></span>(MP) Ignore concealment</p><p></p><p>[/sblock]</p><p></p><p><strong>Seeker</strong></p><p><strong>seeker</strong></p><p>[sblock]</p><p>This is only for specialized bow builds, but can be a good choice for those. See the bow cleric guide in my signature.</p><p></p><p>Feats</p><p>No feats for clerics.</p><p></p><p>[/sblock]</p><p></p><p><span style="color: #00ccff">Shaman</span></p><p></p><p><strong>shaman</strong></p><p>[sblock]</p><p>Multiclassing shaman is one of the most overpowered mulitclass dips in the game since you get a spirit companion and a bunch of other stuff. You share the same main stat and I have now upgraded this to skyblue since any cleric can make use of the spirit companion with the addition of spirit prey and shared implements, although without spending any feats it still takes a standard action to summon the spirit. Investing in <strong>mending spirits </strong>(and possibily<strong> sudden call</strong>) is very effective at boosting your healing. With the intro feat of <strong>Spirit Talker</strong> you get a spirit companion, 1/encounter spirit attack, the nature skill, speak with spirits 1/day, and access to totems & mace and hammer weapliments.<span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span>Feats<span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span><strong><span style="color: #00ccff">Mending Spirits</span></strong></p><p><span style="color: #00ccff">This is healing spirits as an encounter power. Better than gambler's word in paragon if you not investing in healing word boosting feats. </span></p><p><span style="color: #00ccff"> </span></p><p><span style="color: #00ccff"><strong>Sudden Call</strong> (PHB2) Summon the spirit as a free action 1/encounter. Nimble spirit only works for pure shamans and hybrids.</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"><strong>Resilient Spirit </strong>(PHB2) Only take this if your DM likes to attack your spirit and you are trying to keep it on the board.</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Paragon Paths</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">[/sblock]</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Sorcerer</span></p><p><span style="color: #00ccff"><strong>sorcerer</strong></span></p><p><span style="color: #00ccff">[sblock]</span></p><p><span style="color: #00ccff">Laser clerics might get something out of this with their high charisma. The access to staffs is nice as well. Makes a better hybrid,</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"><strong>Soul of Sorcerery</strong> is a good intro feat if you only want it for staff implements since you can pick the damage resistance you get so pacifists should go with this one. </span><span style="color: #0000ff"><strong>Arcane Prodigy</strong></span><span style="color: #00ccff"> is good for lazer clerics with big AeO effects and you also get arcana.</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Feats</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"><strong>Champion of the Bloody Circle </strong>(D390) A decent skill boost.</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">[/sblock]</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span>Swordmage<span style="color: #00ccff"></span></p><p><span style="color: #00ccff"><strong>swordmage</strong></span></p><p><span style="color: #00ccff">[sblock]</span></p><p><span style="color: #00ccff">You dumped int didn't you? If you didn't you can use heavy/light blades as implements and the other features are ok. A few of the utilities can be useful, but I think in general this is a better choice for hybridding. Genasi balanced clerics or other zealots, balanced, and warpriests from races with an int bonus should consider this.</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"><strong>Blade Intiate</strong> is the intro feat to take since it boosts your ac while you are wielding a blade 1/day for the entire encounter.</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Feats</span></p><p><span style="color: #00ccff">None for clerics</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">[/sblock]</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span>Warden<span style="color: #00ccff"></span></p><p><span style="color: #00ccff"><strong>warden</strong></span></p><p><span style="color: #00ccff">[sblock]</span></p><p><span style="color: #00ccff">Some possibilities for battle clerics and the daily forms are very nice for battle and balanced clerics. An encounter mark with a good skill list including perception and athletics is the base benefit.</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Feats</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"><strong>Sudden Roots </strong>(PHB2) If you do make a lot of OAs take this. Warpriests who take this should also consider taking <strong>crippling crush </strong>since clerics don't normally have many ways to slow/immobilize with weapon attacks.</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"><strong>Forceful Smash</strong> (PP) knock prone on a crit with hammer or mace.</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"><strong>Manueving Attack</strong> (PP) For polearm/spear builds if you did not go fighter for some reason.</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Paragon Paths</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span><span style="color: #0000ff">Storm Sentinel</span><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">[/sblock]</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span><span style="color: #0000ff">Warlock</span><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"><strong>warlock</strong></span></p><p><span style="color: #00ccff">[sblock]</span></p><p><span style="color: #00ccff">Most non pacfists can get good use out of this, mainly because you can get the feat starfire womb. Warlock gives you access to rods along with access to some racial weapliments and powers like eyebite and dire radiance can be a decent addition.</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Intro feats: <strong>Student of malediction</strong> with give you a boost to damage and has good feat support for those who mc into warlock, but clerics with a decent charisma or constitution should usually take </span><span style="color: #0000ff"><strong>Pact initiate</strong></span><span style="color: #00ccff"> instead for the extra attack power.</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Feats</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"><strong>Star Fire Womb </strong></span>(D366) Roll a save when you deal damage with a radiant or fear power. This feat is the main reason for clerics to mc Warlock.</p><p></p><p><strong>Relentless Curse</strong> (AP) If you took student of Malediction, I think this recharges your curse. Ask your DM.</p><p></p><p><strong>Two Fold Curse</strong> (AP) For those who took student of malediction. Curse two at once.</p><p></p><p><strong>Curse of Doom Ensured</strong> (AP) For those who took student of malediction. If you took two fold curse then this is ok as your enemies grant CA to your allies</p><p></p><p><strong>Warding Curse</strong> (AP) Again for those who are boosting their curses. This gives you a bonus to defenses.</p><p></p><p><strong>Inevitable doom</strong> (AP) Again for those boosting their curses. More damage when you miss.</p><p></p><p>[/sblock]</p><p></p><p><span style="color: #0000ff">Warlord</span></p><p><strong>warlord</strong></p><p>[sblock]</p><p>The dark blue rating assumes you are following up with novice power. If you want a good skill and another daily heal for a strength/balanced cleric this is a good choice. Also some of the encounter power swaps are worth taking, for instance level 7 and <span style="color: #00ccff"><strong>On My Mark</strong></span>. I don't normally recommend templar clerics take novice power, but clerics are usually not good at enabling in heroic and low paragon and you can poach powers like <span style="color: #00ccff"><strong>Death From Two Sides</strong></span> and<strong><span style="color: #ff9900"> Hail of Steel</span></strong> this way. If you are wis primary, then you can get bracers of mental might to hit with on my mark or hail of steel.</p><p> </p><p>Intro feats: <span style="color: #0000ff"><strong>Inspiring leader</strong></span> gives you another way to grant temp hitpoints 1/encounter. <span style="color: #00ccff"><strong>Resourceful leader</strong></span></p><p><span style="color: #00ccff"></span>is similar, but works with each action point an ally spends. <strong>Student of battle</strong> gives you another daily heal.</p><p></p><p>Feats</p><p>Most of the good warlord feats have racial or class feature prereqs.</p><p></p><p><strong>Enabling Shot </strong>(MP2) This is good for ranged and pacifist since you grant allies extra basic attacks when you crit with a ranged attack.</p><p></p><p><strong>Reliable Action</strong> (MP2) Allies don't expend encounter powers when they miss while spending an action point.</p><p> </p><p>Paragon Paths</p><p></p><p><span style="color: #0000ff"><strong>Captain of Fortune</strong></span></p><p></p><p>Earthfast Brigadier</p><p></p><p>Pack Master</p><p></p><p><span style="color: #0000ff">Knight Commander</span></p><p></p><p><strong>White Raven</strong></p><p></p><p>[/sblock]</p><p></p><p>Wizard</p><p><strong>wizard</strong></p><p>[sblock]</p><p>If you really want to some ranged clerics can multiclass this way and it gives you access to staffs and orbs along with the arcana skill. Most clerics won't have int high enough to make use of most of the at wills you can pick from, but storm pillar and the dailies don't need a high int to be effective. Pacifist's can use storm pillar and magic missile since they do not have attack roles.</p><p></p><p>Feats</p><p></p><p>All the good feats relate to wizard powers or class features. Some of the racial ones might be worth looking into if you are playing a tiefling.</p><p></p><p>[/sblock] </p><p> </p><p style="text-align: center"><span style="font-size: 15px"><strong>Hybrids</strong></span></p><p> </p><p> </p><p>Clerics make better hybrids than they do straight templars and are one the best classes to hybrid with. With Battle Cleric's Lore you do not have to spend your hybrid feat for armor, which solves the AC problems for classes like ranger, barbarian and shaman. You do not lose that much for going hybrid cleric and many other classes use strength and wisdom for their attack stats or at least use them as a secondary stat. Templars hybrid well with over a dozen other classes. The main thing you lose is uses of healing word and usually channel divinity.</p><p></p><p>Hybridding lets you pick the good powers and paragon paths and often the good features from both classes. So a cleric who wants to be a good enabler can hybrid shaman, bard, or warlord, a cleric who wants good control can hybrid wizard or invoker (or even druid or seeker), a cleric who wants to defend can go fighter, paladin, or swordmage, and a cleric who wants to do striker damage can go ranger or barbarian. And you get (sometimes limited) features from the other class as well so a shaman hybrid will have a spirit companion and a barbarian hybrid can use rampage with barbarian powers.</p><p></p><p>Cleric Hybrid: simple weapon prof and holy symbol prof, healing word 1/encounter, and battle cleric's lore. Through your hybrid talent feat you either get 1 cleric CD power that you can chose or armor proficiency (leather/hide/chain) so you are usually better off taking the other classes hybrid talent feat unless you need channel divinity for your build. With battle clerics lore you no longer have to worry about the armor one. You have to pick only one cleric channel divinity with hybrid talent so I would pick favor of the gods if you spend your talent on that.</p><p> </p><p>One of the main benefits from hybrids for battle clerics is to gain easy access to martial weapons and to boost your toughness through higher HP and surges and better melee powers. For ranged clerics the main advantage is access to other classes powers and features along with the potential for a staff or other implement. You never know until you actually try to make one how a hybrid will work out and I have not tried all of these, but really its more which classes should you avoid more than anything else. Right now the best/easiest choices for hybrids are probably Ranger, Invoker, Artificer, Barbarian, Paladin, Swordmage, Shaman, and Fighter. Bards, Avengers, Wizards, Druids, Warlords, Seekers, and Monks have some very good build potential as well. I also like warden and avenger for hybrid cleric, but most other charopers don't like hybrid wardens or avengers. I think they both can work out well with clerics.</p><p></p><p><strong>Hybrids</strong></p><p>[sblock] </p><p> </p><p><span style="color: #800080">Ardent </span>This has only a little potential: A melee leader with charisma is the main stat, with wisdom as a rider stat. This does have decent enabling, but I would probably go bard, shaman, warlord or even artificer once you hit paragon first.</p><p></p><p><span style="color: #0000ff"><strong>Artificer </strong></span>This is a bit tricky, but the two classes can complement each other well as seen here. </p><p>Spell commander is one of the best leader paragon paths in the game and you need a ranged weapon for spell tracer so its more for bow clerics.</p><p></p><p><span style="color: #0000ff">A</span><span style="color: #0000ff">venger:</span>You get martial weapon proficiency, but the main thing is Oath of enmity, though it only works with avenger powers. You do share implements and wisdom is the attack stat, so you should go with essentials warpriest powers and go wis/con or wis/dex or int. I would focus on immediate cleric encounter attacks. I have a wierd build in my cleric build book that uses domain synergy with radiant vengence and lance of faith to get those two powers to be very accurate and that makes almost all the encounter powers immediates. The tricky thing is a normal good avenger is already feat intensive so if you want to focus on that you won't have much room for cleric feats and most charop people don't like hybrid avengers, but I think it works with templars.</p><p></p><p><span style="color: #00ccff">Barbarian</span>: This is more a way to improve barbarians than it is a way to improve clerics, though barbarians do have a few good leaderish powers. I would spend your talent feat on Rageblood even though str/cha works very well. Thaneborn talent still works. The best part is that you can do a str/cha barbarian and not worry about dex. There is a build that does this in my build handbook and other ones floating around out there since this is one of the better ways to make barbarian.</p><p> </p><p> </p><p>Battlemind: Not much to offer in the features besides martial weapons, but it has some good powers and you could do a wis/con build with lightning rush and cleric standard action attack powers. Maybe go tactical warpriest. Most other defenders use strength as a main stat and wisdom as a secondary stat. Out of all the power point classes this is the only one I think worth hybridding with.<span style="color: #800080"></span></p><p><span style="color: #800080"></span></p><p><span style="color: #800080"></span><span style="color: #0000ff">Bard</span><span style="color: #0000ff">: O</span>ne of the better choices for hybrid bow users. Bard now has a strong wis/cha build. Good combination of healing from cleric and enabling from bard. I have a very effective enabling build in my cleric build handbook and a decent bard one in my bow cleric guide.</p><p> </p><p> </p><p><span style="color: #0000ff">Druid</span>: You share the same attack stat and this gives you access to staffs. You get hide proficiency so you can do an int/dex secondary builds if you want to, but I would probably go with scale and a 18 preracial wisdom. Druids have some very good encounter powers now, including heoric and paragon tier stunning/domination. I think you are much better off ignoring wildshape and focusing on close and ranged AOE, though you can now maintain non druid powers while in beast form.</p><p> </p><p> </p><p>Fighter:</p><p>Get martial weapon proficiencies. You get combat challenge, but have to use fighter powers to mark normally. You can get combat superiority if have a good wisdom or one of the fighter techniques. I have seen builds based on this that were fairly good, mainly because fighters have such good powers, feats, and paragon paths to pick from.</p><p></p><p><span style="color: #00ccff">Invoker:</span></p><p>This has some good options for ranged clerics. You share the same attack stat and this gives you rods. Lots of blast and burst powers and radiant damage. Dizzying mace is an option too. Easiest hybrid out there for clerics and there are examples in my build handbook.</p><p></p><p><span style="color: #0000ff"><strong>Monk</strong></span> This is tricky, but has a lot of potential. Monk's secondary stats are str/wis and you could use any weapon you are proficient with as your holy symbol or stick with a holy symbol implement. You need to make dex your main stat, and then take off turn cleric attacks like Death Surge to make up for the monk not really having these. Maybe take a ranged implement or a basic attack melee power like Fell Strike. The fun part is you can use at will monk movement techniques the same round you use cleric standard attack powers. Exampke in my build handbook.</p><p></p><p><span style="color: #0000ff">Paladin</span>: This is another good choice for battle clerics who want to work as defenders. It will boost your toughness, give you martial weapon proficiency, and you get divine challenge/sanction. For the talent feat you can get a paladin or cleric CD since its not worth it to pick up plate/shield. You can do a couple differeny builds here: str/cha or str/wis would be my choices, but wis/cha also works.</p><p></p><p><span style="color: #800080"><strong>Psion </strong>This might be doable, but I think you are better off going invoker, bard, druid, shaman, or wizard if you want to be a controller.</span></p><p> </p><p> </p><p>Ranger Another possible good choice for battle or bow builds since many ranger powers key off wisdom and it lets melee rangers dump dex without any problems. You get hunters quarry and martial weapons proficiency, but really you want this for twin strike and the action economy attacks. For your talent feat I would probably go for prime shot. Example in my bow cleric handbook, but melee builds also work well. You are more a ranger than a cleric with these builds.</p><p></p><p><strong>Runepriest<span style="color: #0000ff">:</span></strong></p><p>Most obvious choice for all the PHB3 classes. Use your cleric powers for healing and your runepriest powers for other buffing and protecting your allies.</p><p></p><p><span style="color: #800080">Rogue</span>: Does not look to have much to offer. You can only sneak attack with rogue powers. You used to be able to stack up the attack bonuses with rogue weapon talent, but that no longer works with implement powers.</p><p></p><p><span style="color: #0000ff">Seeker</span>: Wisdom focused ranged character. You can spend your hybrid feat to use your strength for AC and get a +1 to hit with thrown weapons so clerics can get some use out of that. Also good for elves wanting to make another bow cleric variant. This is one case where you will probably be sticking with cleric powers and the handful of good seeker powers.</p><p></p><p><span style="color: #00ccff">Shaman</span>: shares the same attack stat. You need the hybrid talent feat to get spirits power. Really you want this for all the enabling shaman gives you and the spirit is a nice touch too. It might be a decent choice for pacifist builds since you can pick passive attack powers like claws of the eagle. It also works well to balance out the clerics lack of enabling and can help with your control. While the shaman stuggles some with good encounter powers and lacks good immediate attacks so you can use the clerics for those.</p><p> </p><p> </p><p><strong><span style="color: #0000ff">S</span><span style="color: #0000ff">orcerers</span><span style="color: #800080">: </span></strong>With battle clerics lore this is very doable. Str/Cha is probably your best option and should work well in heroic. I would probably go dragonsoul and do something with staffs, but I don't know much about sorcerers.</p><p></p><p><span style="color: #0000ff">Swordmage</span>: You need to go with a race like a deva or genasi for this and spend your talent for hybrid warding. Not intuitive, but it can be done with a battle cleric and assault swordmage who goes str/int or a ranged shielding sword mage lazer cleric who goes wis/int. Look into swordburst and white louts master riposte, along with intelligent blademaster and battle intuition for wis/int builds. Probably plays like a paladin and you get heavy/light blades as an implement so you can go with a long sword or rapier.</p><p> </p><p> </p><p><span style="color: #0000ff">W</span><span style="color: #0000ff">arden</span>:Your main stats will need to be Strength and Wisdom (or possibly con) You get martial weapons and only get hide and leather (and scale) to start out with, but with battle clerics lore you don't need to spend a fear on your AC and can go two handed. You can get font of life with hybrid talent, which hybrid wardens can't usually afford. You only get to mark 1 adjacent creature per round, but wardens have enough interesting powers to make it worth taking. A lot of charopers don't like warden hybrids, but I think this could work out ok especially if you go tactical warpriest. </p><p> </p><p> </p><p><span style="color: #0000ff">Warlock</span><span style="color: #800080">:</span> I used to have this rated low, but at this point I think a wis/con build with a radiant theme and battle clerics lore could work well. Maybe take some immediate cleric attack powers and starfire womb as one of your first feats. Dire radiance or eldritch strike for your at will. Str/Cha could also work. Your curse only activates on warlock powers and you do not get a pact boon, but can pick up shadow walk or prime shot as a feat. With shadow walk it is a going to be tough to hit.</p><p> </p><p> </p><p><span style="color: #0000ff">Warlord</span>: Another good choice for battle clerics. You get inspiring word 1/encounter, which makes up partially for losing a use of healing word. You get the combat leader feature and can get commanding presence with a feat. It boosts your enabling significantly and you can go str/wis, str/cha, or even wis/con or wis/int with lazy warlord powers. </p><p></p><p><span style="color: #0000ff">Wizard</span><span style="color: #800080">:</span></p><p>Int/wis laser and pacifists clerics might be able to do it and wizards don't loose much by hybridding. You can get implement mastery from a feat as well. Getting access to wizard dailies might make it worth it. And there are good powers like raiant pillar which fit well with clerics. There is a fun build I made of a pacifist cleric/wizard hybrid with hypnotism in my cleric build handbook, but it actually uses healer's mercy as its hybrid talent.</p><p></p><p>[/sblock] </p><p> </p><p> </p><p><span style="font-size: 12px"><strong>Optimizing Hybrid Domains</strong></span></p><p> </p><p></p><p>One good thing about hybriding with another divine class (invoker/paladin/avenger) is a lot of the domain feats get better since it will potentailly effect both of your at wills instaed of one. Here are some of the tricks that work, with a focus on how to use domain synergy. I have the powers that work for each domain listed with the relevant stats, but unfortunately only the older cleric at wills get domain tricks, </p><p> </p><p> </p><p> </p><p> </p><p> </p><p><strong>domain synergy</strong></p><p>[sblock]</p><p></p><p>Domain Synergy is a cleric feat that gives you +2 to hit with an at will, but its normally not worth taking since it only applies to one at will and it takes three feats to get the +2 bonus. But with hybrid avengers, invokers, and paladins, it is sometimes worth taking since it can apply to both your at wills. </p><p> </p><p> </p><p> </p><p>The basic trick is to spend your hybrid talent on channel divinity, usually favor of the gods. Then spend a feat for the channel divinity power and the “power of” feat along with domain synergy. Try to load up on immediate encounter attack powers since that will let you spam your at will. In the first round or so of each fight you use your channel divinity power and then both your at wills get an extra +2 to hit along with doing something else extra for the rest of the encounter.</p><p> </p><p> </p><p>This also works if you go half elf with dilletante master in paragon and any cleric can pick up an invoker one by going mc invoker, but it will only be an encounter power.</p><p> </p><p> </p><p> </p><p><span style="color: #00ccff"><strong>Top Combos:</strong></span></p><p> </p><p> </p><p>Sun works really well with invoker or avenger. And both the feat and power of are all about radiant vulnerability: Lance of Faith (wis) Radiant Vengence (wis) Sun Strike (wis/basic attack) Virtuous strike (cha). Dilletante Sun strike with avenger hybrid and distant vengance means double rolls for sun strike. That is mighty accurate. I have an avenger build based around this trick in my build handbook.</p><p> </p><p> </p><p>Skill easy trigger, just make a knowledge check to start off the encounter. Turns power into basic attack. Righteous Brand (str) Overwhelming Strike (wis) divine bolts (wis) valiant strike (str).</p><p></p><p><span style="color: #0000ff"><strong>Decent Combos</strong></span></p><p> </p><p> </p><p>A lot of these are an ok way to increase damage as well if you don’t want to focus on radiant for some reason: Poison, storm (thunder), undeath (necrotic) and winter (cold). I think storm is the best of these in large part because of mark of storm tricks, but with winter you can potentially do permafrost if you can find the room for feats.</p><p> </p><p> </p><p>Arcana has some potential, but is a bit feat instensive and you need a way to reliably be hit with a fire, acid, lightning thunder or cold power each encounter for the . This "power of" gives you an extra +1 power bonus to hit with arcane powers and the at will counts as arcane. You slmost need to MC something arcane and then taking the good white lotus feats. Divine Bolts (wis) Radiant Vengence (wis) Lance of faith (wis) Virtuous Strike (Cha, MBA) </p><p></p><p>Poison: minor action that gives you a +2 to hit with poison powers for a round. Does poison with extra 2/3/4 damage. Enfeebling strike (Cha, needs mark) Grasping Shards (wis) Overwhelming Strike (wis) Righteous Brand (str). Only drawback is poison damage is normally not a good damage type.</p><p> </p><p> </p><p>Storm: Minor to give thunder/lightning vulnerability. Power of thunder turns damage to thunder and gives 2/3/4 bonus to damage roll. Overwhelming strike (wis) Righteous Brand (str) Valiant Strike (str) Vanguards lightning (wis). Mark of storm is a good addition to this.</p><p> </p><p> </p><p>Destruction, trigger is roll damage for a melee attack. Extra damage vs non bloodied enemy is ok. Ardent Strike (str or cha), bond of censure (wis, with free double rolls), grasping shards (wis), righteous brand (str). Weird combo in that two of the powers are ranged, but the trigger is melee damage. But paladin is easy enough and a str/wis avenger build could work ok.</p><p> </p><p> </p><p>Freedom, sort of easy trigger. Minor action that usually won’t do anything. Bonus to allies next save through power of is decent. Holy strike (str/wis) Leading strike (wis/int), Righteous Brand (str), Vanguards Lighting (wis/int). Paladin is probably only one worth it.</p><p> </p><p> </p><p>Hope Free action trigger. Ally gets +1 power bonus to next attack. Avenging Light (wis/con), Leading strike (wis/int), Righteous Brand (str) Valiant strike (str)</p><p> </p><p> </p><p>Madness, Free action trigger. Enemy takes -1 to attacks from power of madness feat. Enfeebling strike (Cha, needs mark) Overwhelming Strike (wis) Righteous Brand (str) Visions of blood (wis)</p><p> </p><p> </p><p>Strife, Free action trigger, but might take a turn or two and doesn’t work when just one enemy. Ardent Strike (str or cha) bond of retribution (wis/int), lance of faith (wis), sun strike (wis basic attack)</p><p> </p><p> </p><p>Tyranny, Minor action trigger Peanlty to Saves Astral seal (wis/cha), Bond of Censure, bond of censure (wis, with free double rolls) Divine Bolts (wis) Enfeebling Strike (cha, needs mark)</p><p> </p><p> </p><p>Undeath, Minor action trigger. Does necrotic with extra damage. Bond of Censure, (wis, with free double rolls) Enfeebling strike (Cha, needs mark) Grasping Shards (wis), Lance of Faith (wis)</p><p> </p><p> </p><p>Wilderness Minor action trigger. Lets allys ignore difficult terrain. Overwhelming strike (wis), Recovery strike (Str/cha), Sun strike (wis) Valiant Strike (str). Paladin looks like only normally good combo.</p><p> </p><p> </p><p>Winter, easy minor action. Extra cold damage. Bond of censure (wis, with free double rolls), enfeebling strike (Cha, needs mark), hand of radiance (wis), lance of faith (wis).</p><p></p><p><strong>Normally Bad domains For domain synergy</strong></p><p></p><p>These don't work well for domain synergy, normally because the trigger for the channel divinity power won't go off early or easily. But the power of feats might be worth taking by themselves in some cases.</p><p></p><p><strong>Change </strong><strong>Death</strong> Fate Justice Luck Moon Life Protection Sea Trickery Vengence </p><p></p><p><span style="color: #800080"><strong>Normally bad Combos</strong></span>: These all either have a moderately difficult trigger, have weird stat combos, or use Priests Shield. With Priests Shield they might be salvagable if you hybrid and half elf dilletante at the same time for two other classes at wills and some other cleric one. Or if you go with the other classes and mc cleric just for the domain synergy feat.</p><p></p><p>Civilization Creation Darkness Strength Torment War </p><p></p><p>Terrible Domain</p><p></p><p>Don't take power of love unless you are doing some wierd pacifist build and even then I wouldn't take it.</p><p></p><p>[/sblock]</p><p> </p></blockquote><p></p>
[QUOTE="Nibelung, post: 6707079, member: 74499"] [b]Originally posted by GelatinousOctahedron:[/b] [CENTER][Size=4][b]Multiclassing[/b][/size][/CENTER] If you can you should try to mulitclass at some point since almost all builds will benefit from it. With the new implement rules from essentials, you can now use a holy symbol for other classes implement attacks and vice versa. Staffs, ki focus, and rods are your best choices if you go that route. For multiclassing into a divine class the basic MC feats usually give you religion as a skill, which you already have. Divine power has a couple of feats that help with that, divine channeler gives you a channel divinity power (but no skill) and divine secret keeper, hero of faith, and soldier of virtue let you pick something besides religion as a skill. If you multiclass swordmage you can use heavy/light blades as your implement and for monk you can use a ki focus (but not a weapon as a ki focus) and wield a weapon so for balanced clerics those are good choices if you want to make all your attacks through one item. The main skills you should probably try to pick up through multiclassing are perception and athletics, but other ones like endurance or a wisdom/charisma one can be a good addition as well. i have added other useful class feats for those who mulitlcass, but I left out ones that have racial or other tough prereqs. The ones that are included almost every cleric will qualify for. I have included recommended paragon paths, but see the actual paragon path section for more details. For power swaps, I generally only recommend doing that if you are going for enabling encounter powers and possibly enabling daily powers. Something like a battle cleric mc warlord or a ranged cleric mc shaman should consider a power swaps to help out the weakest area of the cleric's leading. And most warpriests should power swap for encounter attack powers, but I go over that in detail in my warpriest guide. [b]Ardent [/b] [b]ardent[/b] [sblock] Weapon attacks with cha so not that bad of a choice for melee clerics who bump charisma. The basic intro feat is fine for anyone with a 13 charisma and some of the level 2 utilities might be worth swapping for. Also if you are doing a full str/cha build powers like ire strike or forward thinking cut might be worth swapping out if you want to do a power swap for some enabling. Warlord works better for this, but this is an ok route. Unfortunately ardent is only an ok hybrid choice. Feats The intro feat [b]Fervent Talent[/b] is the only one usually worth taking since the feats either only boost your ardent surge power or have a prereq. The feat [b]Blood's passion[/b] is ok in that it lets you use an adent mantle power as a daily. Paragon Paths Warmaster [COLOR=#800080] [/sblock][/COLOR] [b]Artificer[/b] [b]artificer[/b] [sblock] There are some specialized builds that can use this, but not many can and the stats don't really line up for all clerics since int is usually a dump stat. A few builds however can go with int as a secondary stat, which makes this a better choice in that case. You get rods and staffs, a new skill, lets you get a familiar and other arcane feats, and you get a daily healing infusion. Spell commander is one of the best leader paragon path in the game, but that assumes you made int your secondary stat and you need a ranged weapon for spell tracer so its more for bow clerics or corellon warpriests. Arcane armorer is an interesting choice if you take a bunch of resistance powers like ramparts of light and granite shield. It adds your wis mod to all resistance you give out. Feats [b]Master Crafter [/b](EPG) If you are the ritual caster for your group this might be worth looking at. [b]Dungeon Enchanter[/b] might also be something you are interested in. [/sblock] [b]Assasssin[/b] [b]assassin[/b] [sblock] [b]Shadow initiate[/b] gives you access to stealth, you can use a ki foxus with a weapon sort of like a weapliment and you can get 2 shrouds that you can enhance with some feats, but I don't think its worth it. I like [b][COLOR=#0000ff]acolyte of the veil[/COLOR][/b] a bit more if you don't plan to take the additional feats since the shadow step power actually helps you move around more and you can pick between stealth and acrobatics. [COLOR=#0000ff][b]Practiced killer[/b][/COLOR] is good for shortbow users. They also have good feat support for fear powers and some of the clerics best powers are fear powers. Feats [b]Fear[/b] keyword feats: [COLOR=#0000ff][b]nightmare master[/b][/COLOR] gives free dazing on a hit (until start of next turn), [b]nightmare killer[/b] is better than weapon focus, and [b]nightmare step[/b] is a slide on a miss. [b]Death Sight[/b] (D366) Bloodied Creatures don't get the benefits of cover and concealment against your attacks. [b]Vengeful Shade[/b] (D386) Make your shroud damage radiant. For radiant damage builds this means twice per encounter you can do some radiant damage to a target, even if you miss. [b]Minion of the Dark[/b] (D379) Darkvision. [b]Death's Pall[/b] (D379) Concealment from enemies not under your shroud. Melee clerics can get some use out of this since you have to be adjacent to a shrouded enemy for this to work. [b]Drawn Shadows[/b] (D379) Concealment when near dim light or darkness. This is very party dependent. [COLOR=#0000ff][b]Soul in Shadow[/b][/COLOR] (D379) Ranged clerics especially will like this one. Concealment from enemies 5 squares from you. [/sblock] [COLOR=#0000ff]Avenger[/COLOR] [b]avenger[/b] [sblock] Hero of Faith pre errata was sky blue, but it is now an ok choice for clerics although you can pick up a non religion skill for that feat and still get to double roll until you hit an enemy 1/encounter. The class powers are not that good but use wisdom and holy symbols/weapons. The feats below are the ones Intro feats: [COLOR=#0000ff][b]Hero of faith[/b][/COLOR] vs [COLOR=#0000ff][b]Disciple of Divine Wrath[/b][/COLOR]. Most people on the boards seem to like disciple of divine wrath more because the oath is a bit better, but I prefer hero of faith because you can pick up the perception skill that way. Feats [b]Oath Strike[/b] (DP) Mark your oath target [b]Inspiring Oath[/b] (DP) Ally gets to shift closer to your oath target. [b]Painful Oath [/b](DP) This is better for those who took disciple of divine wrath. Extra radiant/necortic damage to your oath target. [b]Onslaught of Enminy[/b] (PHB2) Shift when you use your oath. [b]Enmity Shared[/b] (DP) Get Ca against your oath target. [b]Hand Of Divine Guidance[/b] (D382) If you took disciple of divine wrath and don't have another easy way to get a good crit range consider this. [b]Mighty Enmity[/b] (PHB2) This is better for those who took hero of faith since the oath lasts until they are dead or you hit them. Paragon Paths [COLOR=#0000ff]Dervish of Dawn[/COLOR] Radiant Visage Serene Initiate Weapon of Fortune [/sblock] Barbarian [b]barbarian[/b] [sblock] If you have the con this is good choice for battle clerics looking for a damage boost and some of the powers like curtain of steel are worth swapping out. Most of the feats key off barbarian class features. Clerics hybrid really well with barbarian so that is normally a better option. Feats [b]Slayers shift [/b](PP) You get a free shift when you bloody or kill an enemy. Paragon Paths Wildrunner [COLOR=#0000ff][b]Winter Fury[/b][/COLOR] [/sblock] Bard [b]bard[/b] [sblock] Bards have abilities that do compliment you and you probably have the charisma anyways. Makes a better hybrid. [b]Master of Stories[/b] gives you a daily heal power that doesn't use your actions, wand proficiency, and a class skill. Opens up arcane feats at least. Wizard and swordmage are a little better, but this and sorcerer are arcane multiclass that most clerics will qualify for without trouble. Feats [COLOR=#0000ff][b]Bard of all Trades [/b][/COLOR](D383) a big untrained skill boost. [b]Bardic Knowlege [/b](PHB2) Another good skill boosting feat [/sblock] [b][COLOR=#800080]Battlemind[/COLOR] ([COLOR=#00ccff]skyblue for warpriests[/COLOR])[/b] [b]battlemind[/b] [sblock] Very few non warpriest clerics will make use of the high con needed for the attacks and the mark only lasts until the end of your next turn. Templars normally shouldn't take this. [b][COLOR=#00ccff]Much better for warpriests[/COLOR] [/b]than templar clerics, expecially by late heroic/early paragon since they will often want to power swap out for lightning rush or brutal barrage. Feats [b]Wild Advance [/b](PsP) If you are going the warpriest defender route this is ok. Blurred step as an encounter power. [b]Unstoppable Speed[/b] (PsP) You might get a decent move out of this 1/encounter. [/sblock] Druid [b]druid[/b] [sblock] [b]Sentinel Initaite[/b] gets you an extra daily use of healing word, nature skill, and staff/totem implements. [b]Harbinger of Nature's Wrath[/b] is ok too, but gets you nature's growth 1/day. Some power swaps are good for warpriests since they have some wisdom based domination encounter powers, but templars are probably better off hybridding to pick up the good powers. [/sblock] [COLOR=#00ccff]Fighter[/COLOR] [b]fighter[/b] [sblock] Good for battle clerics and wis weapon templars/warpriests. Also has many good feats to poach. [COLOR=#00ccff][b]Battle Awareness[/b] [/COLOR]is probably the best of the intro feats for most clerics who want to sub defender, but warpriests & zealots should consider [COLOR=#0000ff][b]wrathful warrior[/b][/COLOR]. There are many more fighter feats that are potenitially useful depending on what intro feat you took, your race, and what weapon you use, but these are the ones that stuck out to me as being most commonly useful. Feats [COLOR=#33cccc][b]Dizzying Mace[/b] [/COLOR]This takes a specific type of build (see here(x)), but a wisdom focused cleric with con as a secondary stat can focus on daze with a mace weapliment for a lot of debuffing. [b]Focused Superiority[/b] (D378) Only worth it for balanced clerics and warpriests, but if you regularly get a decent number of OAs take it. [b]Hindering Shield[/b] (D385) Earth/Domination Warpriests or anyone else who pushes will want this. [COLOR=#0000ff][b]Grit[/b][/COLOR] (MP) Warpriests/zealots should take this for a decent number of temp hitpoints. [b]Shielded Resurgence[/b] (D378) Mainly for dwarf clerics, unless you have some other way to second wind easily. [b][COLOR=#00ccff]Small Warriors Defense[/COLOR][/b] (D378) For the small templars out there. Even ranged ones should consider this. If you qualify for this consider [b]advantageous perspective[/b] as well. With battle cleric's lore you can get scale +4 Ac +2 reflex at level 2. [b]Striking Resurgance[/b] (MP2) If you have [COLOR=#0000ff][b]power of skill[/b][/COLOR] this is pretty good and its not bad for other clerics. [COLOR=#00ccff][b]Wary Fighter[/b][/COLOR] (D378) Improves your initiative and gives you bonus to perception and insight. [b]Marked Scourge[/b] (MP) Warpriests (Paragon Path), or if you have some other way to regularly mark, should consider this. If this feat works also consider [b]daunting challenge[/b]. [COLOR=#0000ff][b]Polearm Momentum[/b][/COLOR] (MP) For polearm gamble builds. Combine with rushing cleats. [COLOR=#0000ff][b]Slashing Storm[/b][/COLOR] (MP2) Good for balanced clerics and warpriests. You will be doing an extra free 8 or 9 points of damage most rounds in epic with this.[b] [/b] Paragon Paths Doomguard Marauder [COLOR=#0000ff]Dreadnought[/COLOR] [COLOR=#0000ff]Kensei[/COLOR] Polearm Master [COLOR=#0000ff]Draeven Marauder[/COLOR] [/sblock] [COLOR=#00ccff]Invoker[/COLOR] [b]invoker[/b] [sblock] You share the same main attack stat, you get rods and staffs and the invoker at wills will increase your control; particularly hand of radiance, visions of blood, grasping shard's and vangaurds lightning. And good feat support for clerics. The only thing holding this back from being perfect is that the religion skill training is wasted on you with acolyte of divine secrets. Cleric/invokers benefeit a lot from the hybrid since they have the same attack stat and have a lot of similar powers. Intro Feats: [COLOR=#0000ff][b]Acolyte of Divine Secrets[/b][/COLOR] does not give you a skill, but gives you an invoker power. [b]Divine Secret Keeper[/b] gives you a skill and invoker implements so maybe pacifists would prefer this one. Feats Some of the feats that boost invoker powers might be worth taking if you do some power swaps, but several of the feats below boost all divine attack powers. [COLOR=#00ccff][b]Invokers Blaze [/b][/COLOR](DP) this is a better than implement focus for lazer clerics. [b]Invoker's Control[/b] (DP) if you have save ends powers this is can be pretty good since it gives you potential power bonus to hit. [COLOR=#0000ff][b]Speaker of the Gods[/b] [/COLOR](PHB2) This lets you crit on a 18-20 after using a channel divinity power. Retrain in epic. [COLOR=#0000ff][b]Invokers Aura[/b][/COLOR] (PHB2) A radiant damage aura when you us a channel divinity power. [COLOR=#00ccff][b]Invoker Implement[/b] [b]Expertise [/b][/COLOR](D387) Crit range of 19-20 when using a staff or rod for divine attack powers. One of the easiest ways for an implement cleric to get a good crit range in epic. Paragon Paths [COLOR=#0000ff]Adept of Whispers[/COLOR] Divine Philosopher Angelic Aspect [COLOR=#0000ff]Blightspeaker [/COLOR] [/sblock] [COLOR=#0000ff][b]Monk[/b] [/COLOR] [b]monk[/b] [sblock] Uses dex to attack. But the skill choices are nice and the flurry of blows 1/encounter is good for melee clerics. The main benefit is that you can now use a ki focus and a weapon for your cleric melee attacks and use a ki focus for your cleric implement attacks. My goliath battle cleric took this and I was happy with it for athletics skill, flurry of blows, and fluid motion. Feats [b]Monastic Adept[/b] (PsP) If for some reason you are using dex as your secondary stat this is very good. If not it still gives you a monk movement technique once per encounter and another monk skill. [COLOR=#0000ff][b]Fluid Motion[/b][/COLOR] (PsP) Untyped +1 boost to speed in heroic, +2 in paragon. [b]Confounding Technique [/b](PsP) Swap places with an ally. [b]Keep Your Feat[/b] (PsP) Stand up from getting knocked prone as an immediate reaction. Paragon Paths [b]Radiant fist[/b] [/sblock] [COLOR=#0000ff]Paladin[/COLOR] [b]paladin[/b] [sblock] Some possibilities with battle clerics and you share the same main three stats. For the basic intro feat you best choice is usually [COLOR=#00ccff][b]walker of the dark path[/b][/COLOR]. That gives a choice of skills instead of religion and consistent melee damage boost based on you cha mod 1/encounter along with shroud of shadow as a daily. You can also either get divine challenge 1/encounter (but no new skill) with [COLOR=#0000ff][b]Soldier of the Faith,[/b][/COLOR] a defender aura with righteous radiance 1/enc with [COLOR=#0000ff][b]squire of righeousness[/b][/COLOR], or virtue's touch once a day with [b]Soldier of Virtue[/b], more for ranged clerics. The main reason to mc paladin besides some decent encounter powers you get is that they have good feats for you, specifically Virtuous Recovery for wisdom builds and Hero's Poise for charisma heavy builds. Feats [COLOR=#0000ff][b]Protectors Commitment[/b][/COLOR] (DP) +1 untyped attack bonus when enemy or you are adjacent to a bloodied ally. [COLOR=#00ccff][b]Virtuous Recovery [/b][/COLOR](DP) DR equal to your wis mod when you spend a healing surge. [b]Divinity's Shield[/b] (DP) Bonus to NADs afer using channel divinty. [b]Mercy's Reward[/b] (DP) Extra healing for you or an ally when you score a critical hit. [b]Resurgent Attack[/b] (DP) +2 power bonus to attack when you spend a surge. [COLOR=#0000ff][b]Hero's Poise[/b][/COLOR] (DP) When you make a save allies near you get a bonus to saves equal to your charisma mod. Paragon Paths [COLOR=#0000ff]Champion of Corellon[/COLOR] Knight of the Chalice Questing Knight [/sblock] [b][COLOR=#ff0000]Psion [/COLOR][/b] [b]psion[/b] [sblock] You need int to get the MC feat and you attack with with int. A few builds are probably possible, but unless you are playing an int/wis character pass. None of the feats are good for clerics either. [/sblock] [COLOR=#0000ff]Ranger[/COLOR] [b]ranger[/b] [sblock] Elf Ranged clerics in particular can get a lot out of this. The dual wielding stuff does not easily help you, but the ranged powers are a possibility and even just the basic intro feat is worth taking. Warrior of the Wild is the intro feat to take. Get a skill and hunter's quarry 1/encounter. Feats [b]Retreat Technique[/b] (MP2) Move away after you hit with a melee attack without provoking [COLOR=#0000ff][b]Slashing Storm[/b][/COLOR] (MP2) Good for balanced clerics and warpriests. You will be doing an extra 8 or 9 points of damage most rounds in epic with this. [b]Suprise Action [/b](MP) Get an extra action in a suprise round. Paragon Paths [b]GiantSlayer[/b] Horizon Walker [COLOR=#0000ff]Thay Infiltrator[/COLOR] [/sblock] [COLOR=#ff0000][b]Runepriest[/b][/COLOR] [b]runepriest[/b] [sblock] So far this does not have much to offer despite being another divine melee leader class that uses strength and wisdom. You get skill training religion, which you already have, and a poorer version of healing word 1/day. Some of the powerswap feats might be worth it, but it does not look like you get any runestates. Eventually this might get upgraded, but for now you are better off with any other MC leader feat. Can be a good hybrid. Feats No feats that benefit a cleric. [/sblock] [COLOR=#800080]Rogue[/COLOR] [b]rogue[/b] [sblock] Not much here and you probably do not have a light blade. If you are a halfling using a rapier or something this is an ok choice and there are some good feats. Feats [b]Blade and Buckler Duelist [/b](D381) If you took battle cleric armaments this is a good choice to boost your shield bonus some. [b]Duelist Panache[/b] (D381) Feat bonus to athletics and acrobatics. [b]Risky Shift[/b] (MP2) Shift an extra square, but grant CA [b]Suprise Knockdown[/b] (MP2) Knock enemies prone on crits when you have CA. Works with implement powers too, but you need 15 strength. [b]Expert Sneak[/b] (MP2) CA against deafened slowed, immobilized or weakened enemies. [COLOR=#0000ff][b]Shadow Eyes[/b] [/COLOR](MP) Ignore concealment [/sblock] [b]Seeker[/b] [b]seeker[/b] [sblock] This is only for specialized bow builds, but can be a good choice for those. See the bow cleric guide in my signature. Feats No feats for clerics. [/sblock] [COLOR=#00ccff]Shaman[/COLOR] [b]shaman[/b] [sblock] Multiclassing shaman is one of the most overpowered mulitclass dips in the game since you get a spirit companion and a bunch of other stuff. You share the same main stat and I have now upgraded this to skyblue since any cleric can make use of the spirit companion with the addition of spirit prey and shared implements, although without spending any feats it still takes a standard action to summon the spirit. Investing in [b]mending spirits [/b](and possibily[b] sudden call[/b]) is very effective at boosting your healing. With the intro feat of [b]Spirit Talker[/b] you get a spirit companion, 1/encounter spirit attack, the nature skill, speak with spirits 1/day, and access to totems & mace and hammer weapliments.[COLOR=#00ccff] [/COLOR]Feats[COLOR=#00ccff] [/COLOR][b][COLOR=#00ccff]Mending Spirits[/COLOR][/b] [COLOR=#00ccff]This is healing spirits as an encounter power. Better than gambler's word in paragon if you not investing in healing word boosting feats. [b]Sudden Call[/b] (PHB2) Summon the spirit as a free action 1/encounter. Nimble spirit only works for pure shamans and hybrids. [b]Resilient Spirit [/b](PHB2) Only take this if your DM likes to attack your spirit and you are trying to keep it on the board. Paragon Paths [/sblock] Sorcerer [b]sorcerer[/b] [sblock] Laser clerics might get something out of this with their high charisma. The access to staffs is nice as well. Makes a better hybrid, [b]Soul of Sorcerery[/b] is a good intro feat if you only want it for staff implements since you can pick the damage resistance you get so pacifists should go with this one. [/COLOR][COLOR=#0000ff][b]Arcane Prodigy[/b][/COLOR][COLOR=#00ccff] is good for lazer clerics with big AeO effects and you also get arcana. Feats [b]Champion of the Bloody Circle [/b](D390) A decent skill boost. [/sblock] [/COLOR]Swordmage[COLOR=#00ccff] [b]swordmage[/b] [sblock] You dumped int didn't you? If you didn't you can use heavy/light blades as implements and the other features are ok. A few of the utilities can be useful, but I think in general this is a better choice for hybridding. Genasi balanced clerics or other zealots, balanced, and warpriests from races with an int bonus should consider this. [b]Blade Intiate[/b] is the intro feat to take since it boosts your ac while you are wielding a blade 1/day for the entire encounter. Feats None for clerics [/sblock] [/COLOR]Warden[COLOR=#00ccff] [b]warden[/b] [sblock] Some possibilities for battle clerics and the daily forms are very nice for battle and balanced clerics. An encounter mark with a good skill list including perception and athletics is the base benefit. Feats [b]Sudden Roots [/b](PHB2) If you do make a lot of OAs take this. Warpriests who take this should also consider taking [b]crippling crush [/b]since clerics don't normally have many ways to slow/immobilize with weapon attacks. [b]Forceful Smash[/b] (PP) knock prone on a crit with hammer or mace. [b]Manueving Attack[/b] (PP) For polearm/spear builds if you did not go fighter for some reason. Paragon Paths [/COLOR][COLOR=#0000ff]Storm Sentinel[/COLOR][COLOR=#00ccff] [/sblock] [/COLOR][COLOR=#0000ff]Warlock[/COLOR][COLOR=#00ccff] [b]warlock[/b] [sblock] Most non pacfists can get good use out of this, mainly because you can get the feat starfire womb. Warlock gives you access to rods along with access to some racial weapliments and powers like eyebite and dire radiance can be a decent addition. Intro feats: [b]Student of malediction[/b] with give you a boost to damage and has good feat support for those who mc into warlock, but clerics with a decent charisma or constitution should usually take [/COLOR][COLOR=#0000ff][b]Pact initiate[/b][/COLOR][COLOR=#00ccff] instead for the extra attack power. Feats [b]Star Fire Womb [/b][/COLOR](D366) Roll a save when you deal damage with a radiant or fear power. This feat is the main reason for clerics to mc Warlock. [b]Relentless Curse[/b] (AP) If you took student of Malediction, I think this recharges your curse. Ask your DM. [b]Two Fold Curse[/b] (AP) For those who took student of malediction. Curse two at once. [b]Curse of Doom Ensured[/b] (AP) For those who took student of malediction. If you took two fold curse then this is ok as your enemies grant CA to your allies [b]Warding Curse[/b] (AP) Again for those who are boosting their curses. This gives you a bonus to defenses. [b]Inevitable doom[/b] (AP) Again for those boosting their curses. More damage when you miss. [/sblock] [COLOR=#0000ff]Warlord[/COLOR] [b]warlord[/b] [sblock] The dark blue rating assumes you are following up with novice power. If you want a good skill and another daily heal for a strength/balanced cleric this is a good choice. Also some of the encounter power swaps are worth taking, for instance level 7 and [COLOR=#00ccff][b]On My Mark[/b][/COLOR]. I don't normally recommend templar clerics take novice power, but clerics are usually not good at enabling in heroic and low paragon and you can poach powers like [COLOR=#00ccff][b]Death From Two Sides[/b][/COLOR] and[b][COLOR=#ff9900] Hail of Steel[/COLOR][/b] this way. If you are wis primary, then you can get bracers of mental might to hit with on my mark or hail of steel. Intro feats: [COLOR=#0000ff][b]Inspiring leader[/b][/COLOR] gives you another way to grant temp hitpoints 1/encounter. [COLOR=#00ccff][b]Resourceful leader[/b] [/COLOR]is similar, but works with each action point an ally spends. [b]Student of battle[/b] gives you another daily heal. Feats Most of the good warlord feats have racial or class feature prereqs. [b]Enabling Shot [/b](MP2) This is good for ranged and pacifist since you grant allies extra basic attacks when you crit with a ranged attack. [b]Reliable Action[/b] (MP2) Allies don't expend encounter powers when they miss while spending an action point. Paragon Paths [COLOR=#0000ff][b]Captain of Fortune[/b][/COLOR] Earthfast Brigadier Pack Master [COLOR=#0000ff]Knight Commander[/COLOR] [b]White Raven[/b] [/sblock] Wizard [b]wizard[/b] [sblock] If you really want to some ranged clerics can multiclass this way and it gives you access to staffs and orbs along with the arcana skill. Most clerics won't have int high enough to make use of most of the at wills you can pick from, but storm pillar and the dailies don't need a high int to be effective. Pacifist's can use storm pillar and magic missile since they do not have attack roles. Feats All the good feats relate to wizard powers or class features. Some of the racial ones might be worth looking into if you are playing a tiefling. [/sblock] [CENTER][Size=4][b]Hybrids[/b][/size][/CENTER] Clerics make better hybrids than they do straight templars and are one the best classes to hybrid with. With Battle Cleric's Lore you do not have to spend your hybrid feat for armor, which solves the AC problems for classes like ranger, barbarian and shaman. You do not lose that much for going hybrid cleric and many other classes use strength and wisdom for their attack stats or at least use them as a secondary stat. Templars hybrid well with over a dozen other classes. The main thing you lose is uses of healing word and usually channel divinity. Hybridding lets you pick the good powers and paragon paths and often the good features from both classes. So a cleric who wants to be a good enabler can hybrid shaman, bard, or warlord, a cleric who wants good control can hybrid wizard or invoker (or even druid or seeker), a cleric who wants to defend can go fighter, paladin, or swordmage, and a cleric who wants to do striker damage can go ranger or barbarian. And you get (sometimes limited) features from the other class as well so a shaman hybrid will have a spirit companion and a barbarian hybrid can use rampage with barbarian powers. Cleric Hybrid: simple weapon prof and holy symbol prof, healing word 1/encounter, and battle cleric's lore. Through your hybrid talent feat you either get 1 cleric CD power that you can chose or armor proficiency (leather/hide/chain) so you are usually better off taking the other classes hybrid talent feat unless you need channel divinity for your build. With battle clerics lore you no longer have to worry about the armor one. You have to pick only one cleric channel divinity with hybrid talent so I would pick favor of the gods if you spend your talent on that. One of the main benefits from hybrids for battle clerics is to gain easy access to martial weapons and to boost your toughness through higher HP and surges and better melee powers. For ranged clerics the main advantage is access to other classes powers and features along with the potential for a staff or other implement. You never know until you actually try to make one how a hybrid will work out and I have not tried all of these, but really its more which classes should you avoid more than anything else. Right now the best/easiest choices for hybrids are probably Ranger, Invoker, Artificer, Barbarian, Paladin, Swordmage, Shaman, and Fighter. Bards, Avengers, Wizards, Druids, Warlords, Seekers, and Monks have some very good build potential as well. I also like warden and avenger for hybrid cleric, but most other charopers don't like hybrid wardens or avengers. I think they both can work out well with clerics. [b]Hybrids[/b] [sblock] [COLOR=#800080]Ardent [/COLOR]This has only a little potential: A melee leader with charisma is the main stat, with wisdom as a rider stat. This does have decent enabling, but I would probably go bard, shaman, warlord or even artificer once you hit paragon first. [COLOR=#0000ff][b]Artificer [/b][/COLOR]This is a bit tricky, but the two classes can complement each other well as seen [URL=/go/thread/view/75882/26382497/Lightswitch_-_Science_and_Holy_can_meet]here[/URL]. Spell commander is one of the best leader paragon paths in the game and you need a ranged weapon for spell tracer so its more for bow clerics. [COLOR=#0000ff]A[/COLOR][COLOR=#0000ff]venger:[/COLOR]You get martial weapon proficiency, but the main thing is Oath of enmity, though it only works with avenger powers. You do share implements and wisdom is the attack stat, so you should go with essentials warpriest powers and go wis/con or wis/dex or int. I would focus on immediate cleric encounter attacks. I have a wierd build in my cleric build book that uses domain synergy with radiant vengence and lance of faith to get those two powers to be very accurate and that makes almost all the encounter powers immediates. The tricky thing is a normal good avenger is already feat intensive so if you want to focus on that you won't have much room for cleric feats and most charop people don't like hybrid avengers, but I think it works with templars. [COLOR=#00ccff]Barbarian[/COLOR]: This is more a way to improve barbarians than it is a way to improve clerics, though barbarians do have a few good leaderish powers. I would spend your talent feat on Rageblood even though str/cha works very well. Thaneborn talent still works. The best part is that you can do a str/cha barbarian and not worry about dex. There is a build that does this in my build handbook and other ones floating around out there since this is one of the better ways to make barbarian. Battlemind: Not much to offer in the features besides martial weapons, but it has some good powers and you could do a wis/con build with lightning rush and cleric standard action attack powers. Maybe go tactical warpriest. Most other defenders use strength as a main stat and wisdom as a secondary stat. Out of all the power point classes this is the only one I think worth hybridding with.[COLOR=#800080] [/COLOR][COLOR=#0000ff]Bard[/COLOR][COLOR=#0000ff]: O[/COLOR]ne of the better choices for hybrid bow users. Bard now has a strong wis/cha build. Good combination of healing from cleric and enabling from bard. I have a very effective enabling build in my cleric build handbook and a decent bard one in my bow cleric guide. [COLOR=#0000ff]Druid[/COLOR]: You share the same attack stat and this gives you access to staffs. You get hide proficiency so you can do an int/dex secondary builds if you want to, but I would probably go with scale and a 18 preracial wisdom. Druids have some very good encounter powers now, including heoric and paragon tier stunning/domination. I think you are much better off ignoring wildshape and focusing on close and ranged AOE, though you can now maintain non druid powers while in beast form. Fighter: Get martial weapon proficiencies. You get combat challenge, but have to use fighter powers to mark normally. You can get combat superiority if have a good wisdom or one of the fighter techniques. I have seen builds based on this that were fairly good, mainly because fighters have such good powers, feats, and paragon paths to pick from. [COLOR=#00ccff]Invoker:[/COLOR] This has some good options for ranged clerics. You share the same attack stat and this gives you rods. Lots of blast and burst powers and radiant damage. Dizzying mace is an option too. Easiest hybrid out there for clerics and there are examples in my build handbook. [COLOR=#0000ff][b]Monk[/b][/COLOR] This is tricky, but has a lot of potential. Monk's secondary stats are str/wis and you could use any weapon you are proficient with as your holy symbol or stick with a holy symbol implement. You need to make dex your main stat, and then take off turn cleric attacks like Death Surge to make up for the monk not really having these. Maybe take a ranged implement or a basic attack melee power like Fell Strike. The fun part is you can use at will monk movement techniques the same round you use cleric standard attack powers. Exampke in my build handbook. [COLOR=#0000ff]Paladin[/COLOR]: This is another good choice for battle clerics who want to work as defenders. It will boost your toughness, give you martial weapon proficiency, and you get divine challenge/sanction. For the talent feat you can get a paladin or cleric CD since its not worth it to pick up plate/shield. You can do a couple differeny builds here: str/cha or str/wis would be my choices, but wis/cha also works. [COLOR=#800080][b]Psion [/b]This might be doable, but I think you are better off going invoker, bard, druid, shaman, or wizard if you want to be a controller.[/COLOR] Ranger Another possible good choice for battle or bow builds since many ranger powers key off wisdom and it lets melee rangers dump dex without any problems. You get hunters quarry and martial weapons proficiency, but really you want this for twin strike and the action economy attacks. For your talent feat I would probably go for prime shot. Example in my bow cleric handbook, but melee builds also work well. You are more a ranger than a cleric with these builds. [COLOR=#0000ff][b][/b][/COLOR][b]Runepriest[COLOR=#0000ff]:[/COLOR][/b][COLOR=#0000ff][/COLOR] Most obvious choice for all the PHB3 classes. Use your cleric powers for healing and your runepriest powers for other buffing and protecting your allies. [COLOR=#800080]Rogue[/COLOR]: Does not look to have much to offer. You can only sneak attack with rogue powers. You used to be able to stack up the attack bonuses with rogue weapon talent, but that no longer works with implement powers. [COLOR=#0000ff]Seeker[/COLOR]: Wisdom focused ranged character. You can spend your hybrid feat to use your strength for AC and get a +1 to hit with thrown weapons so clerics can get some use out of that. Also good for elves wanting to make another bow cleric variant. This is one case where you will probably be sticking with cleric powers and the handful of good seeker powers. [COLOR=#00ccff]Shaman[/COLOR]: shares the same attack stat. You need the hybrid talent feat to get spirits power. Really you want this for all the enabling shaman gives you and the spirit is a nice touch too. It might be a decent choice for pacifist builds since you can pick passive attack powers like claws of the eagle. It also works well to balance out the clerics lack of enabling and can help with your control. While the shaman stuggles some with good encounter powers and lacks good immediate attacks so you can use the clerics for those. [b][COLOR=#0000ff]S[/COLOR][COLOR=#0000ff]orcerers[/COLOR][COLOR=#800080]: [/COLOR][/b]With battle clerics lore this is very doable. Str/Cha is probably your best option and should work well in heroic. I would probably go dragonsoul and do something with staffs, but I don't know much about sorcerers. [COLOR=#0000ff]Swordmage[/COLOR]: You need to go with a race like a deva or genasi for this and spend your talent for hybrid warding. Not intuitive, but it can be done with a battle cleric and assault swordmage who goes str/int or a ranged shielding sword mage lazer cleric who goes wis/int. Look into swordburst and white louts master riposte, along with intelligent blademaster and battle intuition for wis/int builds. Probably plays like a paladin and you get heavy/light blades as an implement so you can go with a long sword or rapier. [COLOR=#0000ff]W[/COLOR][COLOR=#0000ff]arden[/COLOR]:Your main stats will need to be Strength and Wisdom (or possibly con) You get martial weapons and only get hide and leather (and scale) to start out with, but with battle clerics lore you don't need to spend a fear on your AC and can go two handed. You can get font of life with hybrid talent, which hybrid wardens can't usually afford. You only get to mark 1 adjacent creature per round, but wardens have enough interesting powers to make it worth taking. A lot of charopers don't like warden hybrids, but I think this could work out ok especially if you go tactical warpriest. [COLOR=#0000ff]Warlock[/COLOR][COLOR=#800080]:[/COLOR] I used to have this rated low, but at this point I think a wis/con build with a radiant theme and battle clerics lore could work well. Maybe take some immediate cleric attack powers and starfire womb as one of your first feats. Dire radiance or eldritch strike for your at will. Str/Cha could also work. Your curse only activates on warlock powers and you do not get a pact boon, but can pick up shadow walk or prime shot as a feat. With shadow walk it is a going to be tough to hit. [COLOR=#0000ff]Warlord[/COLOR]: Another good choice for battle clerics. You get inspiring word 1/encounter, which makes up partially for losing a use of healing word. You get the combat leader feature and can get commanding presence with a feat. It boosts your enabling significantly and you can go str/wis, str/cha, or even wis/con or wis/int with lazy warlord powers. [COLOR=#0000ff]Wizard[/COLOR][COLOR=#800080]:[/COLOR] Int/wis laser and pacifists clerics might be able to do it and wizards don't loose much by hybridding. You can get implement mastery from a feat as well. Getting access to wizard dailies might make it worth it. And there are good powers like raiant pillar which fit well with clerics. There is a fun build I made of a pacifist cleric/wizard hybrid with hypnotism in my cleric build handbook, but it actually uses healer's mercy as its hybrid talent. [/sblock] [Size=3][b]Optimizing Hybrid Domains[/b][/size] One good thing about hybriding with another divine class (invoker/paladin/avenger) is a lot of the domain feats get better since it will potentailly effect both of your at wills instaed of one. Here are some of the tricks that work, with a focus on how to use domain synergy. I have the powers that work for each domain listed with the relevant stats, but unfortunately only the older cleric at wills get domain tricks, [b]domain synergy[/b] [sblock] Domain Synergy is a cleric feat that gives you +2 to hit with an at will, but its normally not worth taking since it only applies to one at will and it takes three feats to get the +2 bonus. But with hybrid avengers, invokers, and paladins, it is sometimes worth taking since it can apply to both your at wills. The basic trick is to spend your hybrid talent on channel divinity, usually favor of the gods. Then spend a feat for the channel divinity power and the “power of” feat along with domain synergy. Try to load up on immediate encounter attack powers since that will let you spam your at will. In the first round or so of each fight you use your channel divinity power and then both your at wills get an extra +2 to hit along with doing something else extra for the rest of the encounter. This also works if you go half elf with dilletante master in paragon and any cleric can pick up an invoker one by going mc invoker, but it will only be an encounter power. [COLOR=#00ccff][b]Top Combos:[/b][/COLOR] Sun works really well with invoker or avenger. And both the feat and power of are all about radiant vulnerability: Lance of Faith (wis) Radiant Vengence (wis) Sun Strike (wis/basic attack) Virtuous strike (cha). Dilletante Sun strike with avenger hybrid and distant vengance means double rolls for sun strike. That is mighty accurate. I have an avenger build based around this trick in my build handbook. Skill easy trigger, just make a knowledge check to start off the encounter. Turns power into basic attack. Righteous Brand (str) Overwhelming Strike (wis) divine bolts (wis) valiant strike (str). [COLOR=#0000ff][b]Decent Combos[/b][/COLOR] A lot of these are an ok way to increase damage as well if you don’t want to focus on radiant for some reason: Poison, storm (thunder), undeath (necrotic) and winter (cold). I think storm is the best of these in large part because of mark of storm tricks, but with winter you can potentially do permafrost if you can find the room for feats. Arcana has some potential, but is a bit feat instensive and you need a way to reliably be hit with a fire, acid, lightning thunder or cold power each encounter for the . This "power of" gives you an extra +1 power bonus to hit with arcane powers and the at will counts as arcane. You slmost need to MC something arcane and then taking the good white lotus feats. Divine Bolts (wis) Radiant Vengence (wis) Lance of faith (wis) Virtuous Strike (Cha, MBA) Poison: minor action that gives you a +2 to hit with poison powers for a round. Does poison with extra 2/3/4 damage. Enfeebling strike (Cha, needs mark) Grasping Shards (wis) Overwhelming Strike (wis) Righteous Brand (str). Only drawback is poison damage is normally not a good damage type. Storm: Minor to give thunder/lightning vulnerability. Power of thunder turns damage to thunder and gives 2/3/4 bonus to damage roll. Overwhelming strike (wis) Righteous Brand (str) Valiant Strike (str) Vanguards lightning (wis). Mark of storm is a good addition to this. Destruction, trigger is roll damage for a melee attack. Extra damage vs non bloodied enemy is ok. Ardent Strike (str or cha), bond of censure (wis, with free double rolls), grasping shards (wis), righteous brand (str). Weird combo in that two of the powers are ranged, but the trigger is melee damage. But paladin is easy enough and a str/wis avenger build could work ok. Freedom, sort of easy trigger. Minor action that usually won’t do anything. Bonus to allies next save through power of is decent. Holy strike (str/wis) Leading strike (wis/int), Righteous Brand (str), Vanguards Lighting (wis/int). Paladin is probably only one worth it. Hope Free action trigger. Ally gets +1 power bonus to next attack. Avenging Light (wis/con), Leading strike (wis/int), Righteous Brand (str) Valiant strike (str) Madness, Free action trigger. Enemy takes -1 to attacks from power of madness feat. Enfeebling strike (Cha, needs mark) Overwhelming Strike (wis) Righteous Brand (str) Visions of blood (wis) Strife, Free action trigger, but might take a turn or two and doesn’t work when just one enemy. Ardent Strike (str or cha) bond of retribution (wis/int), lance of faith (wis), sun strike (wis basic attack) Tyranny, Minor action trigger Peanlty to Saves Astral seal (wis/cha), Bond of Censure, bond of censure (wis, with free double rolls) Divine Bolts (wis) Enfeebling Strike (cha, needs mark) Undeath, Minor action trigger. Does necrotic with extra damage. Bond of Censure, (wis, with free double rolls) Enfeebling strike (Cha, needs mark) Grasping Shards (wis), Lance of Faith (wis) Wilderness Minor action trigger. Lets allys ignore difficult terrain. Overwhelming strike (wis), Recovery strike (Str/cha), Sun strike (wis) Valiant Strike (str). Paladin looks like only normally good combo. Winter, easy minor action. Extra cold damage. Bond of censure (wis, with free double rolls), enfeebling strike (Cha, needs mark), hand of radiance (wis), lance of faith (wis). [b]Normally Bad domains For domain synergy[/b] These don't work well for domain synergy, normally because the trigger for the channel divinity power won't go off early or easily. But the power of feats might be worth taking by themselves in some cases. [b]Change [/b][b]Death[/b] Fate Justice Luck Moon Life Protection Sea Trickery Vengence [COLOR=#800080][b]Normally bad Combos[/b][/COLOR]: These all either have a moderately difficult trigger, have weird stat combos, or use Priests Shield. With Priests Shield they might be salvagable if you hybrid and half elf dilletante at the same time for two other classes at wills and some other cleric one. Or if you go with the other classes and mc cleric just for the domain synergy feat. Civilization Creation Darkness Strength Torment War Terrible Domain Don't take power of love unless you are doing some wierd pacifist build and even then I wouldn't take it. [/sblock] [/QUOTE]
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Holy Smoke! A Cleric's (Templar's) Handbook (by GelatinousOctahedron)
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