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Master of My Domain: A Miniguide to Warpriests (by GelatinousOctahedron)
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<blockquote data-quote="Nibelung" data-source="post: 6709521" data-attributes="member: 74499"><p><strong>Originally posted by GelatinousOctahedron:</strong></p><p></p><p><span style="font-size: 12px"><strong>Utility Powers</strong></span></p><p></p><p>Clerics have way too many standard action utility powers. Sometimes they are very good, but you need to watch out that you do not take too many. Go for minor action and immediates when possible. Also don't overload on healing and watch out for duplicating what you do with your attack powers. For instance, a sun warpriest probably dosen't want to focus on healing and save granting utilities.</p><p><strong></strong></p><p><strong>Level 2</strong></p><p></p><p>Unfortunately clerics do not have any absolutely great utility powers this level like they do every other level, but they do have a few good ones. Angelic Witnesses, Bless, Divine Skill, Return From Death's Door, Sacrificial Aegis and Shield of Faith are the ones this level that are not standard actions (several of these were errated to minor actions).</p><p></p><p><strong>2</strong></p><p>[sblock]</p><p><span style="color: #0000ff">Angelic Witnesses</span> (D379) Creates at least on angel that occupies a square and heal an ally extra when they spend a surge. Each time you use healing word or channel divinity it creates another. They need to be sustained, but can be moved. </p><p></p><p><span style="color: #0000ff"><strong>Blackened Soul</strong></span> (HoS) Good bonuses and lots of healing for a dying ally.</p><p></p><p><span style="color: #0000ff">Return From Death's Door</span> (DP) Good long ranged immediate interrupt for dying allies. If you are doing your job right you will not you need it much, but it is great when you need it.</p><p></p><p><span style="color: #0000ff">Sacrificial Aegis </span>(D384) You take a surge worth of damage and an ally gets twice as much in temp hitpoints. </p><p></p><p><span style="color: #0000ff">Shield of Faith </span>(PHB) With the errata this is now a minor action which ups its usefullness a lot in my opinion. Probably the default choice for most clerics.</p><p>[/sblock]</p><p></p><p><strong>Level 6</strong></p><p><strong></strong></p><p>Post errata the two best choices this level are still probably spirit of life and stream of healing and which one you pick should depend on party makeup and how you have otherwise built your character. Divine favor or holy celerity are the other good choices this level, particularly if you think you have enough healing already and are worthy of more attention now and bastion of health is a good choice, but they provoke OA. If you take a daily power this level, you should probably take an encounter power at 10 or vice versa.</p><p><strong>6</strong></p><p>[sblock]</p><p><span style="color: #0000ff">Divine Favor</span> (DP) It is a standard action, but a good buff to put on a striker or controller.</p><p><strong></strong></p><p><strong>Gravesite </strong>(Hos) Creates a decent sized sustainable zone, where you and allies do extra damage and where you all get some surgeless healing when an enemy dies in the zone.<strong> </strong></p><p><strong></strong></p><p><strong>Light of Revelation</strong> (HoFL) <span style="color: #0000ff"><img src="http://community.wizards.com/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> </span>Creates small sustainable zone that deals radiant damage to enemies when they attack in the zone. Also gives you and alles bonus to insight and perception.</p><p></p><p><strong>Mark of Victory</strong> (HoFL) You and allies get +2 power bonus to attack one target.</p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span><span style="color: #0000ff">Siezed Destiny </span>(D380) You and allies get temp hp keyed to your wisdom mod and +2 to will for encounter. Its biggest drawback is that it is a standard action and has good competition from Spirit of Healing/Stream of Life.</p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span><strong>Soul Cage </strong>(HoS) Hard to rank divination power that is mostly useful for roleplaying situations. You can question a dead enemy or view a distant area.<span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"><strong>Spirit of Healing </strong></span>(DP) Surge free healing for allies equal to your wisdom mod per round for whole encounter (pre errata this was 3X wis mod). Eats up actions, but worth it and heals more than Stream of Life for allies with multiattacks. Danger of losing it if stunned, etc. Some argue(x) this is better than Stream of Life and with some party makeups it will be, especially since it can potentially heal a lot more if you have people like wizards and rangers in your party with lots of multiattacks. Post errata this is still a good power, but not as much of a auto choice as before. Post errata this gets knocked down a little since the base healing was lowered by 66%. With the right items this is still skyblue, but you have to work for it now.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #00ccff">Stream of Life </span>(DP) Seems pretty easy to abuse if you have any access to regeneration since regeneration does not "reduce" damage (like a potion, divine power or are a longtooth shifter), which will heal at about the same rate you take damage. Encounter long surge free healing to potentially all your allies is really nice. Heals potentially more at than spirit of healing, does not need to be sustained, and uses less actions, but has shorter range and damages you. Can be used out of combat to bring entire party back from 0. I prefer this to spirit of life since you can use it the same encounter as another sustainable daily, especially for melee clerics who have to worry more about move actions and for higher level characters since you can get regeneration potions easily then. Errata knocked down the amount of healing it gives out, but if you have easy access to regeneration through race, feat, or Divine Power this is the best option for the level</p><p></p><p><span style="color: #800000"><u>Encounter:</u></span></p><p></p><p><span style="color: #0000ff">Bastion of Health</span>(PHB) <span style="color: #008000">C </span>OK long range healing. Becomes less useful over time as you get more healing powers. Its ranged so it provokes if you are in melee.</p><p></p><p><span style="color: #0000ff">Holy Celerity</span> (DP) Allows you or an ally to ignore pretty common mobility conditions for a round. This is blue because you can use it on yourself and it is a minor action, but if you have mark of healing or other at will save granting or teleporting you might not need it. It works on things like immobilized EONT too so its even useful then.</p><p></p><p>[/sblock]</p><p></p><p><strong>Level 10</strong></p><p></p><p>Reverent Mettle is my personal favorite this level for those with a strong charisma since you can potentially get 2 uses of it an encounter in heroic with that number growing if you expand the number of times you can use channel divinity, all as immediate actions. Word of vigor is a good choice for anyone. My favorite daily this level is probably wall of shields, but battle surge is always an easy choice and both knights of unyielding valor and umbral soul are interesting.</p><p><strong>10</strong></p><p>[sblock]</p><p><span style="color: #0000ff"><strong>Battle surge</strong></span> (HoFL) Same as mass cure light wounds, but with a bonus to next rounds attacks. </p><p></p><p>Knights of Unyielding Valor(PHB) Interesting control options.</p><p></p><p><span style="color: #800080"><strong>Phantom Vigor</strong></span> (HOS) This would be a good power if it wasn't a standard action. It gives you and your allies temp hitpoints in exchange for surges and gives out a nice encounter long boost to speed and atheltics. But Battle Surge is pretty similar and doesn't use up surges. And cloak of courage does close to the same thing, doesn't use surges, and is an encounter power at a level where all the good stuff is standard actions.</p><p><span style="color: #993366"><strong>Radiant Armor</strong></span> (HoFL) immediate interrupt to reduce damage from one attack. Reverent mettle will get a lot more use. Battle Surge will heal more.</p><p></p><p><span style="color: #0000ff"><strong>Umbral Soul </strong></span>(Hos) This is a good defensive boost (inubstantial and weakened) to put on an ally that is not focused on damage.<span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong>Wall of Shields</strong></span> (HoFL) Creates a sustainable wall that boosts allies AC and immobilizes enemies. Probably my favorite daily cleric utility this level, though I normally take word of vigor or reverant mettle this level.</p><p></p><p><span style="color: #993300"><u>Encounter:</u></span></p><p></p><p><span style="color: #0000ff">Healer's Balm</span> (DP) Short range, but lets you relieve an ally with a save bonus for you. Strength clerics might want this since they tend to be short granting saving throw abilities, but other types might not be as interested.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>Prophetic Protection(D386) <span style="color: #008000">C </span>Interrupt. When you ar ally is hit with crit, enemy must reroll attack with a penalty = to your cha mod.</p><p></p><p><span style="color: #0000ff">Reverent Mettle</span> (D379) <span style="color: #008000">C</span> Reduces damage ally takes as close burst immediate interrupt. You get to keep using this each time you use a CD power so this makes divine fortune more useful if you have not taken any additional channel divinity powers. At epic this can be used up to 3 times an encounter fairly easily and clerics are normally action starved when it comes to utilities.</p><p></p><p>Shielding Word (PHB) Immediate Interrupt. Kind of like shield for the wizard, but just AC for an ally. <span style="color: #0000ff">Blue</span>if you know how close your DM came to hitting.</p><p></p><p><span style="color: #0000ff">Word of Vigor</span> (DP) Close burst 1 surge healing. Also helps if you run out of healing words.</p><p>[/sblock]</p><p></p><p><strong>Level 16</strong></p><p></p><p>All my favorite ones this level are standard actions: Divine Armor, hallowed Ground, Astral Shield, Cloak of courage.</p><p><strong>16</strong></p><p>[sblock]</p><p><strong>Chosen Servant</strong> (HoFL) Ally gets to make an immediate save whenever subjected to effect.</p><p></p><p><strong>Sphere of Shadows</strong> (HoS) A big stealthy zone for your party. You all get concealment while in the zone and are able to hide more easily. This will vary by party, but is a good bit different than what you normally get and some parties with sniper rogues or others who like to hide will love it.</p><p></p><p><span style="color: #0000ff">Divine Armor</span>(PHB) The bonus you get is only ok, but encounter long damage resistance is nice. Depending on your party this might become less useful at epic when this sort of resistance becomes more common. Hallowed ground gives a better buff, but this effects targets rather than an area.</p><p></p><p><span style="color: #00ccff">Hallowed Ground </span>(PHB) The bonuses are all power bonuses, but they are varied and it is a close burst 5 zone. Main drawback is that it is a standard action, but so is divine armor.</p><p></p><p><span style="color: #993300"><u>Encounter:</u></span></p><p><span style="color: #00ccff">Astral Shield </span>(PHB) Untyped AC bonus that lasts till the end of the encounter every encounter that can be moved around. </p><p></p><p><span style="color: #00ccff">Cloak of Courage </span>(DP) Surge worth of temporary hitpoints for nearby allies. As written you can use it precombat after you short rest, which is cheesy, but works RAW. Its not a healing power so you do not get to add bonuses. Less useful if your party has hellocks, rageblood barbarians, etc. in it. </p><p></p><p><span style="color: #0000ff">Unexpected Return</span> (DP) A reaction healing power for when allies drop. Hopefully you will not have allies dropping to 0 each encounter, but it has good action economy. All the other encounter powers this level are standard actions.</p><p>[/sblock]</p><p></p><p><strong>Level 22</strong></p><p></p><p>Good choices, but again lots of standard actions: Clarion Call of the astral seal is a poweful single target heal/protection power, Mass Cure Serious Wounds is huge multitarget surge free healing, and adjure the chosen is a very good enounter power party buff. The two good minor action powers are purify for those who have neglected saving throw granting and the damage resistence power ramparts of light.</p><p><strong>22</strong></p><p>[sblock]</p><p><span style="color: #0000ff">Clarion Call of the Astral Sea</span>(PHB) Teleports them till the beginning of their next turn, heals them up, range and lets them move to a new location</p><p></p><p><span style="color: #800080"><strong>Death Shield</strong></span> (Hos) I am tempted to rate this red, but it has some action economy value since you can activate it out of combat and the ally stays up for a little longer. The first time your ally would drop to 0 it is at 1 instead. I would be more in favor of this power if it was at a lower level.</p><p></p><p><span style="color: #0000ff">Mass Cure Serious Wounds</span>(DP) Heal most (if not all) of the damage for everyone around you without spending any surges. Probably best healing power of the level. So if you are a battle cleric that neglected your healing powers than this is a good choice, but pacifists clerics probably don't need it by this point.</p><p></p><p><span style="color: #0000ff">Purify</span>(PHB) Ends all save ends condition in a burst. Errata made this a minor action, but it was a good power even before this change.</p><p></p><p><span style="color: #993300"><strong><u>Encounter:</u></strong></span></p><p></p><p><span style="color: #0000ff">Adjure the chosen</span>(DP) Everyone in a close burst gets a power bonus to speed, damage, and attacks and crits on a 18-20. Only reason it is not skyblue is it is a standard action.</p><p></p><p>Ramparts of Light (DP) Minor action DR 20 for an ally. Adjure the chosen is the only other encounter power. CB has listed this as a daily in the past, but its encounter</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6709521, member: 74499"] [b]Originally posted by GelatinousOctahedron:[/b] [Size=3][b]Utility Powers[/b][/size] Clerics have way too many standard action utility powers. Sometimes they are very good, but you need to watch out that you do not take too many. Go for minor action and immediates when possible. Also don't overload on healing and watch out for duplicating what you do with your attack powers. For instance, a sun warpriest probably dosen't want to focus on healing and save granting utilities. [b] Level 2[/b] Unfortunately clerics do not have any absolutely great utility powers this level like they do every other level, but they do have a few good ones. Angelic Witnesses, Bless, Divine Skill, Return From Death's Door, Sacrificial Aegis and Shield of Faith are the ones this level that are not standard actions (several of these were errated to minor actions). [b]2[/b] [sblock] [COLOR=#0000ff]Angelic Witnesses[/COLOR] (D379) Creates at least on angel that occupies a square and heal an ally extra when they spend a surge. Each time you use healing word or channel divinity it creates another. They need to be sustained, but can be moved. [COLOR=#0000ff][b]Blackened Soul[/b][/COLOR] (HoS) Good bonuses and lots of healing for a dying ally. [COLOR=#0000ff]Return From Death's Door[/COLOR] (DP) Good long ranged immediate interrupt for dying allies. If you are doing your job right you will not you need it much, but it is great when you need it. [COLOR=#0000ff]Sacrificial Aegis [/COLOR](D384) You take a surge worth of damage and an ally gets twice as much in temp hitpoints. [COLOR=#0000ff]Shield of Faith [/COLOR](PHB) With the errata this is now a minor action which ups its usefullness a lot in my opinion. Probably the default choice for most clerics. [/sblock] [b]Level 6 [/b] Post errata the two best choices this level are still probably spirit of life and stream of healing and which one you pick should depend on party makeup and how you have otherwise built your character. Divine favor or holy celerity are the other good choices this level, particularly if you think you have enough healing already and are worthy of more attention now and bastion of health is a good choice, but they provoke OA. If you take a daily power this level, you should probably take an encounter power at 10 or vice versa. [b]6[/b] [sblock] [COLOR=#0000ff]Divine Favor[/COLOR] (DP) It is a standard action, but a good buff to put on a striker or controller. [b] Gravesite [/b](Hos) Creates a decent sized sustainable zone, where you and allies do extra damage and where you all get some surgeless healing when an enemy dies in the zone.[b] Light of Revelation[/b] (HoFL) [COLOR=#0000ff][IMG]http://community.wizards.com/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG] [/COLOR]Creates small sustainable zone that deals radiant damage to enemies when they attack in the zone. Also gives you and alles bonus to insight and perception. [b]Mark of Victory[/b] (HoFL) You and allies get +2 power bonus to attack one target. [COLOR=#00ccff] [/COLOR][COLOR=#0000ff]Siezed Destiny [/COLOR](D380) You and allies get temp hp keyed to your wisdom mod and +2 to will for encounter. Its biggest drawback is that it is a standard action and has good competition from Spirit of Healing/Stream of Life. [COLOR=#00ccff] [/COLOR][b]Soul Cage [/b](HoS) Hard to rank divination power that is mostly useful for roleplaying situations. You can question a dead enemy or view a distant area.[COLOR=#00ccff] [b]Spirit of Healing [/b][/COLOR](DP) Surge free healing for allies equal to your wisdom mod per round for whole encounter (pre errata this was 3X wis mod). Eats up actions, but worth it and heals more than Stream of Life for allies with multiattacks. Danger of losing it if stunned, etc. Some argue(x) this is better than Stream of Life and with some party makeups it will be, especially since it can potentially heal a lot more if you have people like wizards and rangers in your party with lots of multiattacks. Post errata this is still a good power, but not as much of a auto choice as before. Post errata this gets knocked down a little since the base healing was lowered by 66%. With the right items this is still skyblue, but you have to work for it now. [COLOR=#0000ff] [/COLOR][COLOR=#00ccff]Stream of Life [/COLOR](DP) Seems pretty easy to abuse if you have any access to regeneration since regeneration does not "reduce" damage (like a potion, divine power or are a longtooth shifter), which will heal at about the same rate you take damage. Encounter long surge free healing to potentially all your allies is really nice. Heals potentially more at than spirit of healing, does not need to be sustained, and uses less actions, but has shorter range and damages you. Can be used out of combat to bring entire party back from 0. I prefer this to spirit of life since you can use it the same encounter as another sustainable daily, especially for melee clerics who have to worry more about move actions and for higher level characters since you can get regeneration potions easily then. Errata knocked down the amount of healing it gives out, but if you have easy access to regeneration through race, feat, or Divine Power this is the best option for the level [COLOR=#800000][u]Encounter:[/u][/COLOR] [COLOR=#0000ff]Bastion of Health[/COLOR](PHB) [COLOR=#008000]C [/COLOR]OK long range healing. Becomes less useful over time as you get more healing powers. Its ranged so it provokes if you are in melee. [COLOR=#0000ff]Holy Celerity[/COLOR] (DP) Allows you or an ally to ignore pretty common mobility conditions for a round. This is blue because you can use it on yourself and it is a minor action, but if you have mark of healing or other at will save granting or teleporting you might not need it. It works on things like immobilized EONT too so its even useful then. [/sblock] [b]Level 10[/b] Reverent Mettle is my personal favorite this level for those with a strong charisma since you can potentially get 2 uses of it an encounter in heroic with that number growing if you expand the number of times you can use channel divinity, all as immediate actions. Word of vigor is a good choice for anyone. My favorite daily this level is probably wall of shields, but battle surge is always an easy choice and both knights of unyielding valor and umbral soul are interesting. [b]10[/b] [sblock] [COLOR=#0000ff][b]Battle surge[/b][/COLOR] (HoFL) Same as mass cure light wounds, but with a bonus to next rounds attacks. Knights of Unyielding Valor(PHB) Interesting control options. [COLOR=#800080][b]Phantom Vigor[/b][/COLOR] (HOS) This would be a good power if it wasn't a standard action. It gives you and your allies temp hitpoints in exchange for surges and gives out a nice encounter long boost to speed and atheltics. But Battle Surge is pretty similar and doesn't use up surges. And cloak of courage does close to the same thing, doesn't use surges, and is an encounter power at a level where all the good stuff is standard actions. [COLOR=#993366][b]Radiant Armor[/b][/COLOR] (HoFL) immediate interrupt to reduce damage from one attack. Reverent mettle will get a lot more use. Battle Surge will heal more. [COLOR=#0000ff][b]Umbral Soul [/b][/COLOR](Hos) This is a good defensive boost (inubstantial and weakened) to put on an ally that is not focused on damage.[COLOR=#0000ff][b] Wall of Shields[/b][/COLOR] (HoFL) Creates a sustainable wall that boosts allies AC and immobilizes enemies. Probably my favorite daily cleric utility this level, though I normally take word of vigor or reverant mettle this level. [COLOR=#993300][u]Encounter:[/u][/COLOR] [COLOR=#0000ff]Healer's Balm[/COLOR] (DP) Short range, but lets you relieve an ally with a save bonus for you. Strength clerics might want this since they tend to be short granting saving throw abilities, but other types might not be as interested. [COLOR=#0000ff] [/COLOR]Prophetic Protection(D386) [COLOR=#008000]C [/COLOR]Interrupt. When you ar ally is hit with crit, enemy must reroll attack with a penalty = to your cha mod. [COLOR=#0000ff]Reverent Mettle[/COLOR] (D379) [COLOR=#008000]C[/COLOR] Reduces damage ally takes as close burst immediate interrupt. You get to keep using this each time you use a CD power so this makes divine fortune more useful if you have not taken any additional channel divinity powers. At epic this can be used up to 3 times an encounter fairly easily and clerics are normally action starved when it comes to utilities. Shielding Word (PHB) Immediate Interrupt. Kind of like shield for the wizard, but just AC for an ally. [COLOR=#0000ff]Blue[/COLOR]if you know how close your DM came to hitting. [COLOR=#0000ff]Word of Vigor[/COLOR] (DP) Close burst 1 surge healing. Also helps if you run out of healing words. [/sblock] [b]Level 16[/b] All my favorite ones this level are standard actions: Divine Armor, hallowed Ground, Astral Shield, Cloak of courage. [b]16[/b] [sblock] [b]Chosen Servant[/b] (HoFL) Ally gets to make an immediate save whenever subjected to effect. [b]Sphere of Shadows[/b] (HoS) A big stealthy zone for your party. You all get concealment while in the zone and are able to hide more easily. This will vary by party, but is a good bit different than what you normally get and some parties with sniper rogues or others who like to hide will love it. [COLOR=#0000ff]Divine Armor[/COLOR](PHB) The bonus you get is only ok, but encounter long damage resistance is nice. Depending on your party this might become less useful at epic when this sort of resistance becomes more common. Hallowed ground gives a better buff, but this effects targets rather than an area. [COLOR=#00ccff]Hallowed Ground [/COLOR](PHB) The bonuses are all power bonuses, but they are varied and it is a close burst 5 zone. Main drawback is that it is a standard action, but so is divine armor. [COLOR=#993300][u]Encounter:[/u][/COLOR] [COLOR=#00ccff]Astral Shield [/COLOR](PHB) Untyped AC bonus that lasts till the end of the encounter every encounter that can be moved around. [COLOR=#00ccff]Cloak of Courage [/COLOR](DP) Surge worth of temporary hitpoints for nearby allies. As written you can use it precombat after you short rest, which is cheesy, but works RAW. Its not a healing power so you do not get to add bonuses. Less useful if your party has hellocks, rageblood barbarians, etc. in it. [COLOR=#0000ff]Unexpected Return[/COLOR] (DP) A reaction healing power for when allies drop. Hopefully you will not have allies dropping to 0 each encounter, but it has good action economy. All the other encounter powers this level are standard actions. [/sblock] [b]Level 22[/b] Good choices, but again lots of standard actions: Clarion Call of the astral seal is a poweful single target heal/protection power, Mass Cure Serious Wounds is huge multitarget surge free healing, and adjure the chosen is a very good enounter power party buff. The two good minor action powers are purify for those who have neglected saving throw granting and the damage resistence power ramparts of light. [b]22[/b] [sblock] [COLOR=#0000ff]Clarion Call of the Astral Sea[/COLOR](PHB) Teleports them till the beginning of their next turn, heals them up, range and lets them move to a new location [COLOR=#800080][b]Death Shield[/b][/COLOR] (Hos) I am tempted to rate this red, but it has some action economy value since you can activate it out of combat and the ally stays up for a little longer. The first time your ally would drop to 0 it is at 1 instead. I would be more in favor of this power if it was at a lower level. [COLOR=#0000ff]Mass Cure Serious Wounds[/COLOR](DP) Heal most (if not all) of the damage for everyone around you without spending any surges. Probably best healing power of the level. So if you are a battle cleric that neglected your healing powers than this is a good choice, but pacifists clerics probably don't need it by this point. [COLOR=#0000ff]Purify[/COLOR](PHB) Ends all save ends condition in a burst. Errata made this a minor action, but it was a good power even before this change. [COLOR=#993300][b][u]Encounter:[/u][/b][/COLOR] [COLOR=#0000ff]Adjure the chosen[/COLOR](DP) Everyone in a close burst gets a power bonus to speed, damage, and attacks and crits on a 18-20. Only reason it is not skyblue is it is a standard action. Ramparts of Light (DP) Minor action DR 20 for an ally. Adjure the chosen is the only other encounter power. CB has listed this as a daily in the past, but its encounter [/sblock] [/QUOTE]
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Master of My Domain: A Miniguide to Warpriests (by GelatinousOctahedron)
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