TEXT: 1
  Power Pack : Heroic Cleric 
  By Kyle Nyce
  Introduction 
  Everyone loves options, especially in dungeons and dragons where character building is half the fun of the game 
  and this is what the Power Packs are about:Options. This power pack for clerics introduces a slew of At-Wills, 
  Encounter,Utility, and Daily powers. All of these powers are designed to work with existing builds and also help 
  shape out the game where the cleric may be lacking in a particular play style.
  These powers will allow you to play the Cleric how you want to play them!
  
  2
  SPECIAL NOTE: Please Read
  When using these powers you may see both ranged and melee included in the power. This is meant for diversity 
  of the power. If you do choose to use one of these powers with this option, please pick either ranged or melee. 
  Once chosen, the power is permanently a melee or ranged power.
  At-Will 
  When designing At-Will powers, what was kept in mind was the fact that player's rely on At-Wills as a backup and 
  also as a first-strike method in any combat to test the waters. In our opinion of 4th edition, at-wills are the most 
  important power to a character as they define what the class does best in any situation.
  Divine Word Cleric Attack 1
  With a single word from your god, you unleash a sting of hurt on foes and a tide of 
  support for allies.
  At-Will  Speech, Divine, Support, Radiant,Implement
  ✦
  Standard Action: Close Blast 3
  Target:All allies and enemies within Blast
  Attack: Charisma vs. Will
  Hit: All enemies take your charisma modifier in radiant damage. All allies are healed 
  for your charisma modifier.
  Battle Cleric: Undead take an additional 2d8 radiant damage.
  Devoted Cleric: Allies may make a saving throw.
  Paragon: Amounts of damage and healing are increased by a d8.
  Epic: Close Blast now increased to 5.
  Holy Host  Cleric Attack 1
  You materialize the divine essence of your belief and bestow it onto the spirit of 
  your companion.
  At-Will Divine, Support, Implement
  ✦
  Standard Action: Range 10
  Target:One Ally within Range
  Your ally gains one of the following until you take another standard action.
  +4 to next attack roll
  +5 to next damage roll
  +4 to a defense of your choice
  Battle Cleric:If an enemy strikes the ally under the effects of this power, that 
  enemy is dazed (save ends)
  Devoted Cleric:At the end of your allies' turn if they are still under the effects of 
  this power, they regain d8+charisma modifier hit-points.
  Paragon: Increase bonus to attack,damage, and defense by 2.
  Epic: This power now has an alternate range of Close Burst 5.
  
  3
  Blaze from Heaven Cleric Attack 1
  With a rumbling shout or a resounding smash of your weapon, the enemy is smitten 
  with flames smashing down from the sky.
  At-Will  Fire,Speech, Weapon, Divine, Implement
  ✦
  Standard Action: Melee or Range 5
  Target:All allies and enemies within Blast
  Attack: Strength vs. AC ( Melee) or Wisdom vs. Will ( Range)
  Hit(Melee):Deal 1[W] damage. That enemy takes ongoing fire damage equal to 
  your strength modifier (save ends).
  Hit(Ranged): Deal d8 radiant damage. That enemy takes ongoing fire damage 
  equal to your charisma or wisdom modifier (save ends)
  Battle Cleric: Undead,Demons,and Devils take an additional ongoing 5 fire 
  damage.
  Devoted Cleric: You can heal any ally within range for d8 hit points.
  Paragon: Ongoing fire damage is increased by 10.
  Epic: Power now can effect all enemies within a Close Burst 1 or a Ranged Blast of 
  3.
  Beacon of Conflict Cleric Attack 1
  You fill the area with your spiritual presence, making all who look away from you 
  see nothing but a shower of burning light.
  At-Will Divine, Support, Radiant
  ✦
  Standard Action; Close Burst 4
  Target:All enemies within Burst
  Attack: Charisma or Strength vs. Will
  Hit: Until the end of your next turn, all enemies who do not attack you take 
  1d6+charisma or strength modifier in radiant damage.
  Battle Cleric:Enemies who attack an ally take a -2 to their attack roll.
  Devoted Cleric: Allies that are attacked by an enemy are healed for d6.
  Paragon:Enemies who do not attack you are weakened until the end of your next 
  turn.
  Epic: Close Burst increased to 6.
  Yawp  Cleric Attack 1
  A horrible cry escapes from your lungs, jerking an ally into divine action.
  At-Will  Speech, Divine, Leadership
  ✦
  Standard Action; Range 10
  Target:Ally within Range
  Ally within range makes a basic ranged or melee attack against an enemy. Their 
  damage is converted to radiant for this attack.
  Battle Cleric:If ally misses with the attack, they deal half damage.
  Devoted Cleric: Ally may make a saving throw.
  Paragon: Ally may critically strike with the attack from a 19-20.
  Epic: That ally gains a +4 to both the attack and damage roll.
  
  4
  Heroic Tier Powers
  Heroic Powers are ther first things a character is capable of and what separate him/her from the others he/she is 
  adventuring with. When it comes to the Cleric we felt that that it was important to present a character that was 
  particularly good at making sure that his allies stayed alive but could hold his/her own if they get separated from 
  the party.
  Encounter
  When designing Encounter powers, it was important to remember that these powers were both renewable but 
  only useable once per combat encounter.
  For the cleric we felt that the roles of defender,striking, and support were important to emphasize. Also for 
  encounters, we wanted to present some new mechanics that allowed powers to be felt long after they were spent 
  since some combat encounters can get lengthy.
  Also, we wanted to play with the fact that although heroic encounters were often replaced with paragon 
  encounters, we thought that presenting the upgradeable options for these powers in paragon and epic were an 
  interesting idea.
  SPECIAL NOTE: Please Read
  When using these powers you may see both ranged and melee included in the power. This is meant for diversity of 
  the power. If you do choose to use one of these powers with this option, please pick either ranged or melee. Once 
  chosen, the power is permanently a melee or ranged power.
  Pulsing Heart; Cleric Attack 1
  Your heartbeat is synchronized with the spirits of your comrades, each pulse comes 
  with renewed life.
  Encounter  Implement, Healing, Support
  ✦
  Standard Action: Close Burst 5
  Target:All Allies within Burst
  All allies within burst gain temporary hit points equal to your wisdom or constitution 
  modifier. These hit points can stack with any other temporary hit points.
  Sustain(Standard): You may sustain this power with a standard action.
  Battle Cleric:Enemies within the burst take a -2 to hit any of your allies.
  Devoted Cleric: Every time you sustain this power your allies within burst get a +2 
  to their next saving throw.
  Paragon: Allies within burst now gain damage resistance 3.
  Epic: This power now grants +10 temporary hit points.
  
  5
  Display of Potence  Cleric Attack 3
  With a quick flash of power or surprise from your weapon, the enemy is hesitant as 
  to who to attack.
  Encounter  Divine, Weapon, Implement
  ✦
  Standard Action: Range 5 or Melee 
  Target:One enemy within range
  Attack: Charisma or Strength vs. Reflex
  Hit(Melee): Deal 2[W]+Strength modifier damage. If that enemy does not attack 
  you on their turn, you may make a basic melee attack against them.
  Hit(Ranged): Deal 2d8+Charisma Modifier radiant damage. If that enemy does not 
  attack you on their turn, they take 10 ongoing radiant damage ( save ends).
  Battle Cleric: The enemy may not shift away from you until the end of your next 
  turn.
  Devoted Cleric: If the enemy does attack you on their turn, you may heal an ally 
  within Range 5 for 2d6.
  Paragon: If enemies do not attack you on their turn, they take an additional 
  ongoing 10 radiant damage (save ends).
  Epic: This power lasts until the end of combat.
  Holy Visitation  Cleric Attack 7
  With the vigor of a victorious strike, you bring down the emanations of your god, 
  making allies act in unison with the holy presence.
  Encounter  Divine, Leadership, Weapon
  ✦
  Standard Action: Melee or Ranged
  Target:One Enemy
  Attack: Strength vs AC
  Hit: Deal 1[W] + Strength Modifier. All allies within close burst 2 of you may shift 1 
  or deal an extra +2d6 radiant damage on their next attack.
  Battle Cleric:You may shift 1 before or after the attack.
  Devoted Cleric: Allies get the additional choice of making a saving throw or being 
  healed for d6+wisdom modifier.
  Paragon: Allies get the additional choice of making a basic melee or ranged attack 
  against an enemy.
  Epic: This ability now can effect allies within close burst 4 of you if you hit.
  Utility 
  Utility powers are a very unique section or every class. Utility powers are meant to not only exist for powers that 
  allow a character to get out of a sticky situation but also powers that are useful outside of combat as well.
  For the Cleric, the powers that were considered most important were the ability to make sure that he could 
  intervene in emergency situations and also be a figurehead for the divine powers representing the group in a 
  social situation.
  
  6
  Blood of Divine Sacrifice Cleric Utility 2
  Your allies wounds are transferred to you through a quick sacrifice of your own 
  blood.
  Encounter  Divine, Support
  ✦
  Immediate Reaction: Range 5
  Trigger: Ally taking Damage
  Target:Ally within Range
  You take any damage that an ally would take.
  Battle Cleric: If an enemy caused damage to your ally, that enemy is dazed (save 
  ends).
  Devoted Cleric: You may extend this effect until the end of your next turn.
  Paragon: You take only half the damage that you normally would take.
  Epic: You may extend this effect to an additional ally within range until the end of 
  your next turn.
  Muse  Cleric Utility 6
  You subsume the essence of your god into yourself, allowing their thoughts and 
  motives to speak clearly through you.
  Daily  Divine, Speech
  ✦
  Standard Action: Personal
  Target:Self
  You gain a +10 to the next diplomacy or Knowledge roll.
  Battle Cleric: You gain a +10 to the next intimidate roll or bluff roll.
  Devoted Cleric: You gain a +10 to the next healing or religion roll.
  Paragon: This effect lasts until the end of the encounter and is renewed every 
  round.
  Epic: All beings within Close Burst 5 of you are Awed ( moved to neutral standing 
  automatically and are dazed) (save ends).
  Restorative Movement Cleric Utility 10
  As you heal your allies, they find themselves invigorated and move quicker.
  Encounter  Divine, Leadership, Healing
  ✦
  Standard Action: Close Burst 5
  Target: Allies within Burst
  All allies that have been healed by you this encounter may shift a number of 
  squares equal to your strength or wisdom modifier.
  Battle Cleric: Any ally that shifts adjacent to an enemy may make a basic melee 
  attack.
  Devoted Cleric: Any enemy that shifts adjacent to an enemy gets +2 to all 
  defenses until the end of your next turn.
  Paragon: Any allies within the burst that have not been healed by you this 
  encounter may spend a healing surge.
  Epic: For each square the allies shift, they are healed for 2d6.
  
  7
  Daily 
  Daily Power are considered to be the most powerful of all the abilities at a characters disposal and also represent 
  the peak of a classes efforts to make a group work.
  For the cleric this meant the strongest and most persevering healing,support, and damaging effects that this class 
  can muster. We felt that the cleric's daily powers should allow him/her to take on a divine aspect of their god and 
  deliver righteous punishment in their name. 
  When using these powers you may see both ranged and melee included in the power. This is meant for diversity 
  of the power. If you do choose to use one of these powers with this option, please pick either ranged or melee. 
  Once chosen, the power is permanently a melee or ranged power.
  Form of Wrath  Cleric Attack 1
  The battlefield is rocked as your physical form is suffused with the absolute wrath of 
  your god in the face of infidels.
  Daily  Divine, Implement, Weapon, Radiant
  ✦
  Standard Action: Melee or Range 5
  Target:One Enemy within melee or range
  Attack: Strength vs. AC ( Melee) or Charisma vs. Will ( Range)
  Hit(Melee):Deal 2[W]+Strength radiant damage. That enemy takes ongoing 10 
  radiant damage(save ends).
  Hit(Ranged): Deal 3d8+Charisma radiant damage. That enemy takes your 
  Charisma modifier in radiant damage when they shift/move.
  Battle Cleric: Each of your melee attacks inflicts 10 ongoing radiant damage and 
  each of your ranged attacks causes your struck enemies to take your charisma 
  modifier in radiant damage when they shift/move. This lasts until the end of the 
  encounter.
  Devoted Cleric: When you successfully attack an enemy you may heal any ally 
  within Range 5 for 2d6. This effect lasts until the end of the encounter.
  Paragon: Any bloodied enemy that is struck while this power is in effect must use a 
  run move action on it's turn ( save ends).
  Epic: Your melee and ranged powers have a Burst 1 area while this power is in 
  effect.
  Web of Life  Cleric Attack 5
  You are able to connect each of your allies' life forces to your own, restoring life 
  where it is lost.
  Daily  Divine, Healing, Support
  ✦
  Standard Action: Close Burst 5
  Target:All allies within Burst
  All allies within burst are healed for 3d6+charisma modifier.
  Whenever an ally within burst takes damage you may replace their lost hit-points 
  with your own hit-points. This effect lasts until the end of the encounter. This effect 
  lasts until the end of the encounter.
  Battle Cleric: Whenever an ally is attacked by an enemy, that enemy takes your 
  charisma modifier in radiant damage.
  Devoted Cleric: As a minor action, you may grant any ally a save.
  Paragon: You may replace an allies' lost hit
  points with another allies' lost hit-points instead of replacing them with your own.
  Epic: The Range of this power is increased to Close Burst 10.
  
  8
  Avatar's Mask Cleric Attack 9
  You don the mask of your god, becoming it's advocate on the field and granting 
  your allies feats of divine power.
  Daily  Divine, Implement, Weapon, Leadership
  ✦
  Standard Action: Melee or Range 5
  Target:One Enemy within melee or range
  Attack: Strength vs. AC ( Melee) or Charisma vs. Will ( Range)
  Hit(Melee):Deal 2[W]+Strength Modifier. If the target enemy does not attack you 
  on their turn, they are weakened and dazed ( save ends both).
  Hit(Ranged): Deal 2d8+Charisma radiant damage. That enemy now takes a -4 to 
  all defenses versus your allies' attacks.
  Battle Cleric: Each of your allies within close burst 5 may shift up to your wisdom 
  modifier as a move action. This effect lasts until the end of the encounter.
  Devoted Cleric: Each of your allies within Burst 5 may spend their second wind as 
  a free action. This effect lasts until the end of the encounter.
  Paragon: This power now has a close burst 1 for melee and a burst 1 within range 
  5 for ranged. Epic: All enemies who can see you are Dazed (save ends).
  Alternative Builds 
  Alternative Builds is a section that builds upon some of the new keywords that you saw in the powers section. 
  These are all very optional and should be approved by your DM just like the extra powers presented.
  The Cleric is an interesting support role that should definitely be filled out by a secondary role such as striker, 
  defender, or leader with a small measure of control.
  The new builds presented here are The Orator, The Crusader, and The Hand.
  These alternate builds are chosen instead of a Devoted Cleric or Battle Cleric.
  The Orator
  The Orator is a Cleric that often uses Holy Text as an implement. As they preach from their god's commandments, 
  divine energy often influences minds and can even cause drastic physical violence in the forms of fire from 
  heaven, meteors, and even earthquakes.
  Bonuses of the Orator:
  (Excellence)When an Orator uses a power with the keyword Speech in it, all allies who can hear them within a 
  Close Burst equal to their Charisma modifier gain a +1 bonus to all defenses and attack rolls.
  (Awe of the Word)When an Orator uses a power with the keyword Radiant in it, any enemy who is struck by the 
  power receives a -2 to any saves they would make until the Orator's next turn.
  The Crusader
  The Crusader is an out and out militant zealot for his/her god. They will go to the ends of the planes and plunder 
  another gods coffers for what they need. Crusaders are often in need of friends to accomplish their goals and so 
  make excellent support members in any group but are also feared for their expertise in weaponry. Nothing is out 
  of a Crusader's ambition.
  Bonuses of the Crusader: 
  (Ambition)When a Crusader uses a power with the keyword Support in it, any ally who benefits from the power 
  gains a +2 to their next roll.
  (Lethality) When the Crusader uses a power with the keyword Weapon in it, any enemy struck by that power 
  suffers a -1 to any defense of the Crusader's choice.
  The Hand
  The Hand is a gifted leader and makes the absolute most of his healing and information in battle to get the 
  highest level of efficiency. Although The Hand is often rivaled by the Warlord, a great leader will always find a way 
  to make everyone shine.
  Bonuses of the Hand
  (Synergy)When the Hand uses a power with the keyword Leadership in it, any ally who benefits from it may 
  make a save.
  (Double Dog)When the Hand benefits from a power from a Warlord, the Hand gets a +2 to all rolls until the end 
  of their next turn.
  
  9
   Last Updated: June 17, 2008 
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  11
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Black Death Publishing/Power Pack - Heroic Cleric.pdf