Power Name
Power Source
Type
None
Will
Encounter
Daily
Action Type
Range Type
Range
Attack and Effects
[?Formula Info]
Uses Available
1
2
3
4
AC Arm/Abil Formula
Fortitude Arm/Abil Formula
Reflex Arm/Abil Formula
Will Arm/Abil Formula
[?Formula Info]
Character Name
Player
Base Class
Paragon Class
Epic Destiny
Race
Size
Age
Gender
Height
Weight
Align
Deity
Current XP
Next XP
Level
Basic Stats
Ability
Score
Temp
Mod
Mod+
½LvL
STR
CON
DEX
INT
WIS
CHA
Total
Mod
Feat
Misc
Temp
Initiative
P. Perception
P. Insight
Other Senses
Total
Base
Feat
Item
Arm
Misc
Temp
Walk
Other Forms of Movement
Skills
Total
Skill Name
Abil
Train
(+5)
Mod+
½LvL
Arm
Feat
Misc
Tmp
Acrobatics
Dex
Arcana
Int
Athletics
Str
Bluff
Cha
Diplomacy
Cha
Dungeoneering
Wis
Endurance
Con
Heal
Wis
History
Int
Insight
Wis
Intimidate
Cha
Nature
Wis
Perception
Wis
Religion
Int
Stealth
Dex
Streetwise
Cha
Thievery
Dex
Defense
Total
10+
½LvL
Arm/
Abil
Race/
Class
Feat
Enh.
Misc
Temp
AC
FORT
REF
Will
Current HP
Max HP
Bloodied
Surges Available
Max Surges
Heal Amount
Armor
Shield
Check Pen
Speed Pen
Heavy
Defensive Notes and Resistances
Resist 13 Necrotic, 13 Radiant
Racial Features
Class Features
Extra Calc Areas
[?]
Name
Total
Formula
1
2
3
4
5
6
Feats
Feat Name
LvL
Other
Second Wind
Death Saves
Powers
Action Points
Action Point Bonus Effects
Melee Basic Attack
Basic Attack
Standard Action
Melee
weapon
`b`Target:`b` One creature`br``b`Attack:`b` Strength vs. AC`br``b`Hit:`b` 1[W] + Str modifier damage.`br`Level 21: 2[W] + Str modifier damage.`br``b`Special:`b` You can use an unarmed attack as a weapon to make a melee basic attack.
`b`Target:`b` One creature`br``b`Attack:`b` Strength vs. AC`br``b`Hit:`b` 1[W] + Str modifier damage.`br`Level 21: 2[W] + Str modifier damage.`br``b`Special:`b` You can use an unarmed attack as a weapon to make a melee basic attack.
Ranged Basic Attack
Basic Attack
Standard Action
Ranged
weapon
`b`Target:`b` One creature`br``b`Attack:`b` Dexterity vs. AC`br``b`Hit:`b` 1[W] + Dex modifier damage.`br`Level 21: 2[W] + Dex modifier damage.`br``b`Special:`b` Weapons with the heavy thrown property (see page 216) use Strength instead of Dexterity for attack`br`rolls and damage rolls.`br``b`Special:`b` Warlocks can use eldritch blast as a ranged basic attack, and wizards can use magic missile as a ranged basic attack.
`b`Target:`b` One creature`br``b`Attack:`b` Dexterity vs. AC`br``b`Hit:`b` 1[W] + Dex modifier damage.`br`Level 21: 2[W] + Dex modifier damage.`br``b`Special:`b` Weapons with the heavy thrown property (see page 216) use Strength instead of Dexterity for attack`br`rolls and damage rolls.`br``b`Special:`b` Warlocks can use eldritch blast as a ranged basic attack, and wizards can use magic missile as a ranged basic attack.
Blessing of Knowledge
Cleric Attack 1
Standard Action
Melee
weapon
`b`Target:`b` One creature`br``b`Keywords:`b` Divine, Weapon`br``b`Attack:`b` Wisdom vs. AC`br``b`Hit:`b` 1[W] + Wisdom modifier damage.`br`Level 21: 2[W] + Wisdom modifier damage.`br``b`Effect:`b` One ally within 5 squares of you gains combat advantage against the target until the end of your next turn.
`b`Target:`b` One creature`br``b`Keywords:`b` Divine, Weapon`br``b`Attack:`b` Wisdom vs. AC`br``b`Hit:`b` 1[W] + Wisdom modifier damage.`br`Level 21: 2[W] + Wisdom modifier damage.`br``b`Effect:`b` One ally within 5 squares of you gains combat advantage against the target until the end of your next turn.
Lance of Faith
Cleric Attack 1
Standard Action
Ranged
5
`b`Target:`b` One creature`br``b`Keywords:`b` Divine, Implement, Radiant`br``b`Attack:`b` Wisdom vs. Reflex`br``b`Hit:`b` 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.`br`Level 21: 2d8 + Wisdom modifier radiant damage.
`b`Target:`b` One creature`br``b`Keywords:`b` Divine, Implement, Radiant`br``b`Attack:`b` Wisdom vs. Reflex`br``b`Hit:`b` 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.`br`Level 21: 2d8 + Wisdom modifier radiant damage.
Destined Duel
Cleric Attack 3
Standard Action
Ranged
5
`b`Target:`b` One creature`br``b`Keywords:`b` Divine, Implement, Radiant`br``b`Attack:`b` Wisdom vs. Reflex`br``b`Hit:`b` 1d10 + Wisdom modifier radiant damage, and an ally within 5 squares of you gains a +2 power bonus to attack rolls against the target until the end of your next turn. If you use healing word on that ally this turn, the ally also gains a +4 power bonus to damage rolls against the target until the end of your next turn.
`b`Target:`b` One creature`br``b`Keywords:`b` Divine, Implement, Radiant`br``b`Attack:`b` Wisdom vs. Reflex`br``b`Hit:`b` 1d10 + Wisdom modifier radiant damage, and an ally within 5 squares of you gains a +2 power bonus to attack rolls against the target until the end of your next turn. If you use healing word on that ally this turn, the ally also gains a +4 power bonus to damage rolls against the target until the end of your next turn.
Healer’s Gift
Heal Utility 2
Standard Action
Melee
1
`b`Target:`b` One dying creature`br``b`Keywords:`b` Healing`br``b`Effect:`b` The target can spend a healing surge.
`b`Target:`b` One dying creature`br``b`Keywords:`b` Healing`br``b`Effect:`b` The target can spend a healing surge.
Mantle of Glory
Cleric Attack 13
Standard Action
Close
blast 5
`b`Target:`b` Each enemy in the blast`br``b`Keywords:`b` Divine, Healing, Implement, Radiant`br``b`Attack:`b` Wisdom vs. Will`br``b`Hit:`b` 2d10 + Wisdom modifier radiant damage.`br``b`Effect:`b` Each ally in the blast can spend a healing surge.
`b`Target:`b` Each enemy in the blast`br``b`Keywords:`b` Divine, Healing, Implement, Radiant`br``b`Attack:`b` Wisdom vs. Will`br``b`Hit:`b` 2d10 + Wisdom modifier radiant damage.`br``b`Effect:`b` Each ally in the blast can spend a healing surge.
So Others Might Live
C.H. Attack 11
Standard Action
Ranged
5
`b`Target:`b` One creature`br``b`Keywords:`b` Divine, Healing, Implement`br``b`Attack:`b` Wisdom vs. Fortitude`br``b`Hit:`b` The target is weakened until the end of your next turn. The first time the target damages one of your allies with an attack before the end of your next turn, you take the damage instead, and that ally can spend a healing surge.
`b`Target:`b` One creature`br``b`Keywords:`b` Divine, Healing, Implement`br``b`Attack:`b` Wisdom vs. Fortitude`br``b`Hit:`b` The target is weakened until the end of your next turn. The first time the target damages one of your allies with an attack before the end of your next turn, you take the damage instead, and that ally can spend a healing surge.
Strength of the Sun
Cleric Attack 17
Standard Action
Melee
weapon
`b`Target:`b` One creature`br``b`Keywords:`b` Divine, Healing, Radiant, Weapon`br``b`Attack:`b` Wisdom vs. AC`br``b`Hit:`b` 3[W] + Wisdom modifier radiant damage.`br``b`Effect:`b` You and one ally within 10 squares of you can spend a healing surge.
`b`Target:`b` One creature`br``b`Keywords:`b` Divine, Healing, Radiant, Weapon`br``b`Attack:`b` Wisdom vs. AC`br``b`Hit:`b` 3[W] + Wisdom modifier radiant damage.`br``b`Effect:`b` You and one ally within 10 squares of you can spend a healing surge.
Turn Undead
Cleric Feature
Standard Action
Close
burst 3
1st level: burst 2`br`11th level: burst 3`br`21st level: burst 5`br``b`Target:`b` Each undead creature in the burst`br``b`Keywords:`b` Channel Divinity, Divine, Implement, Radiant`br``b`Attack:`b` Wisdom vs. Will`br``b`Hit:`b` 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares up to 3 + your Charisma modifier. The target is immobilized until the end of your next turn.`br`Level 11: 2d10 + Wisdom modifier radiant damage.`br`Level 21: 3d10 + Wisdom modifier radiant damage.`br``b`Miss:`b` Half damage.`br``b`Special:`b` You can use only one channel divinity power per encounter.
1st level: burst 2`br`11th level: burst 3`br`21st level: burst 5`br``b`Target:`b` Each undead creature in the burst`br``b`Keywords:`b` Channel Divinity, Divine, Implement, Radiant`br``b`Attack:`b` Wisdom vs. Will`br``b`Hit:`b` 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares up to 3 + your Charisma modifier. The target is immobilized until the end of your next turn.`br`Level 11: 2d10 + Wisdom modifier radiant damage.`br`Level 21: 3d10 + Wisdom modifier radiant damage.`br``b`Miss:`b` Half damage.`br``b`Special:`b` You can use only one channel divinity power per encounter.
Boldrei's Shelter
Feat Utility
Minor Action
Close
burst 1
`b`Targets:`b` You and each ally in the burst`br``b`Keywords:`b` Channel Divinity, Divine`br``b`Effect:`b` Each target gains a +2 power bonus to all defenses until the start of your next turn.`br``b`Special:`b` You can use only one channel divinity power per encounter
`b`Targets:`b` You and each ally in the burst`br``b`Keywords:`b` Channel Divinity, Divine`br``b`Effect:`b` Each target gains a +2 power bonus to all defenses until the start of your next turn.`br``b`Special:`b` You can use only one channel divinity power per encounter
Cry for Mercy
Utility 10
Minor Action
Close
burst 5
`b`Target:`b` You or one ally in the burst; the target must be bloodied`br``b`Effect:`b` Until the end of your next turn or until the target is no longer bloodied, the target’s movement does not provoke opportunity attacks, and the target gains a +4 power bonus to all defenses.
`b`Target:`b` You or one ally in the burst; the target must be bloodied`br``b`Effect:`b` Until the end of your next turn or until the target is no longer bloodied, the target’s movement does not provoke opportunity attacks, and the target gains a +4 power bonus to all defenses.
Favor of the Gods
Cleric Utility
Minor Action
Close
burst 3
`b`Target:`b` One creature in the burst`br``b`Keywords:`b` Channel Divinity, Divine`br``b`Effect:`b` The next time the target misses with an attack roll before the end of your next turn, it can reroll that attack roll. It must use the new result, even if it is lower.`br``b`Special:`b` You can use only one channel divinity power per encounter.
`b`Target:`b` One creature in the burst`br``b`Keywords:`b` Channel Divinity, Divine`br``b`Effect:`b` The next time the target misses with an attack roll before the end of your next turn, it can reroll that attack roll. It must use the new result, even if it is lower.`br``b`Special:`b` You can use only one channel divinity power per encounter.
Healing Word
Cleric Utility
Minor Action
Close
burst 20
1st level: burst 5`br`11th level: burst 10`br`21st level: burst 15`br``b`Target:`b` You or one ally in the burst`br``b`Keywords:`b` Healing`br``b`Effect:`b` The target can spend a healing surge and regain 1d6 additional hit points.`br`Level 6: 2d6 additional hit points.`br`Level 11: 3d6 additional hit points.`br`Level 16: 4d6 additional hit points.`br`Level 21: 5d6 additional hit points.`br`Level 26: 6d6 additional hit points.`br``b`Special:`b` You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
1st level: burst 5`br`11th level: burst 10`br`21st level: burst 15`br``b`Target:`b` You or one ally in the burst`br``b`Keywords:`b` Healing`br``b`Effect:`b` The target can spend a healing surge and regain 1d6 additional hit points.`br`Level 6: 2d6 additional hit points.`br`Level 11: 3d6 additional hit points.`br`Level 16: 4d6 additional hit points.`br`Level 21: 5d6 additional hit points.`br`Level 26: 6d6 additional hit points.`br``b`Special:`b` You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Memory of a Thousand Lifetimes
Deva Racial Power
No Action
Personal
`b`Trigger:`b` You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result`br``b`Effect:`b` You add 1d6 to the triggering roll.
`b`Trigger:`b` You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result`br``b`Effect:`b` You add 1d6 to the triggering roll.
Bear the Wounds
C.H. Utility 12
Standard Action
Melee
Touch
`b`Target:`b` One ally`br``b`Effect:`b` Choose a number up to your bloodied value. The target regains that number of hit points, and you take the same amount of damage. You can then transfer to yourself any effect on the target that a save can end.
`b`Target:`b` One ally`br``b`Effect:`b` Choose a number up to your bloodied value. The target regains that number of hit points, and you take the same amount of damage. You can then transfer to yourself any effect on the target that a save can end.
Blade Barrier
Cleric Attack 9
Standard Action
Area
wall 5 within 10
`b`Keywords:`b` Conjuration, Divine, `b`Implement`b``br``b`Effect:`b` You conjure a wall of spinning astral blades that lasts until the end of your next turn. The wall can be up to 2 squares high. The wall’s squares are difficult terrain. Any creature that enters the wall or starts its turn there takes 3d6 + Wisdom modifier damage, plus ongoing 5 damage (save ends). A creature can take this damage only once per turn.`br``b`Sustain Minor:`b` The wall persists until the end of your next turn.
`b`Keywords:`b` Conjuration, Divine, `b`Implement`b``br``b`Effect:`b` You conjure a wall of spinning astral blades that lasts until the end of your next turn. The wall can be up to 2 squares high. The wall’s squares are difficult terrain. Any creature that enters the wall or starts its turn there takes 3d6 + Wisdom modifier damage, plus ongoing 5 damage (save ends). A creature can take this damage only once per turn.`br``b`Sustain Minor:`b` The wall persists until the end of your next turn.
Brilliant Censure
Cleric Attack 15
Standard Action
Close
burst 3
`b`Target:`b` Each enemy in the burst`br``b`Keywords:`b` Divine, Implement, Radiant, Zone`br``b`Attack:`b` Wisdom vs. Fortitude`br``b`Hit:`b` The target is blinded (save ends).`br``b`Effect:`b` The burst creates a zone of bright light that lasts until the end of the encounter. When you move, the zone moves with you, remaining centered on you. Any ally who begins his or her turn within the zone deals 2d6 extra radiant damage with melee or ranged attacks until the start of his or her next turn.
`b`Target:`b` Each enemy in the burst`br``b`Keywords:`b` Divine, Implement, Radiant, Zone`br``b`Attack:`b` Wisdom vs. Fortitude`br``b`Hit:`b` The target is blinded (save ends).`br``b`Effect:`b` The burst creates a zone of bright light that lasts until the end of the encounter. When you move, the zone moves with you, remaining centered on you. Any ally who begins his or her turn within the zone deals 2d6 extra radiant damage with melee or ranged attacks until the start of his or her next turn.
Cure Serious Wounds
Cleric Utility 6
Standard Action
Melee
touch
`b`Target:`b` You or one creature`br``b`Keywords:`b` Divine, Healing`br``b`Effect:`b` The target regains hit points as if it had spent two healing surges.
`b`Target:`b` You or one creature`br``b`Keywords:`b` Divine, Healing`br``b`Effect:`b` The target regains hit points as if it had spent two healing surges.
Iron to Glass
Cleric Attack 5
Standard Action
Ranged
10
`b`Target:`b` One creature`br``b`Keywords:`b` Divine, Implement`br``b`Attack:`b` Wisdom vs. Reflex`br``b`Hit:`b` Until the end of the encounter, the target takes a -4 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 2 to a maximum of -10.`br``b`Miss:`b` Until the end of the encounter, the target takes a -2 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 1 to a maximum of -5.
`b`Target:`b` One creature`br``b`Keywords:`b` Divine, Implement`br``b`Attack:`b` Wisdom vs. Reflex`br``b`Hit:`b` Until the end of the encounter, the target takes a -4 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 2 to a maximum of -10.`br``b`Miss:`b` Until the end of the encounter, the target takes a -2 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 1 to a maximum of -5.
Healing Circle
Cleric Utility 16
Minor Action
Close
burst 5
`b`Target:`b` You and each ally in the burst`br``b`Keywords:`b` Divine, Healing, Zone`br``b`Effect:`b` Each target regains 15 hit points. The burst creates a zone of healing light that lasts until the end of the encounter. When you or any ally spends a healing surge while within the zone, he or she regains additional hit points equal to 5 + your Charisma modifier.
`b`Target:`b` You and each ally in the burst`br``b`Keywords:`b` Divine, Healing, Zone`br``b`Effect:`b` Each target regains 15 hit points. The burst creates a zone of healing light that lasts until the end of the encounter. When you or any ally spends a healing surge while within the zone, he or she regains additional hit points equal to 5 + your Charisma modifier.
Armor
Level 14
Immediate Reaction
Power
Daily
`b`Thunderhead Chainmail +3`b``br``b`Enhancement Bonus:`b` AC`br``b`Power`b` (Lightning, Thunder)`br`When you take lightning or thunder damage, all enemies within 2 squares of you take 5 damage of the same type.`br`Level 19: 10 damage.`br`Level 24: 10 damage.`br`Level 29: 15 damage.
`b`Thunderhead Chainmail +3`b``br``b`Enhancement Bonus:`b` AC`br``b`Power`b` (Lightning, Thunder)`br`When you take lightning or thunder damage, all enemies within 2 squares of you take 5 damage of the same type.`br`Level 19: 10 damage.`br`Level 24: 10 damage.`br`Level 29: 15 damage.
Neck Slot
Level 1
Enhancement
Personal
`b`Amulet of Protection +1`b``br``b`Enhancement Bonus:`b` Fortitude, Reflex, and Will
`b`Amulet of Protection +1`b``br``b`Enhancement Bonus:`b` Fortitude, Reflex, and Will
Waist Slot
Level 14
Immediate Reaction
`b`Sash of Vitality Ceaseless`b``br``b`Property:`b` When you spend a healing surge while you’re bloodied, you regain additional hit points equal to your Wisdom modifier.
`b`Sash of Vitality Ceaseless`b``br``b`Property:`b` When you spend a healing surge while you’re bloodied, you regain additional hit points equal to your Wisdom modifier.
Weapon
Level 7
Minor Action
Power
Daily
`b`Holy Healer's Morningstar +2`b``br``b`Enhancement Bonus:`b` attack rolls and damage rolls`br``b`Critical:`b` +1d6 damage per plus`br``b`Property:`b` Add this weapon’s enhancement bonus to the amount healed by your healing word.`br``b`Power`b` (Healing)`br`An ally within 5 squares of you can spend a healing surge to regain hit points equal to 5 + your Wisdom modifier.`br`Level 7: regain hit points equal to 10 + your Wisdom modifier.`br`Level 12: regain hit points equal to 15 + your Wisdom modifier.`br`Level 17: regain hit points equal to 20 + your Wisdom modifier.`br`Level 22: regain hit points equal to 25 + your Wisdom modifier.`br`Level 27: regain hit points equal to 30 + your Wisdom modifier.
`b`Holy Healer's Morningstar +2`b``br``b`Enhancement Bonus:`b` attack rolls and damage rolls`br``b`Critical:`b` +1d6 damage per plus`br``b`Property:`b` Add this weapon’s enhancement bonus to the amount healed by your healing word.`br``b`Power`b` (Healing)`br`An ally within 5 squares of you can spend a healing surge to regain hit points equal to 5 + your Wisdom modifier.`br`Level 7: regain hit points equal to 10 + your Wisdom modifier.`br`Level 12: regain hit points equal to 15 + your Wisdom modifier.`br`Level 17: regain hit points equal to 20 + your Wisdom modifier.`br`Level 22: regain hit points equal to 25 + your Wisdom modifier.`br`Level 27: regain hit points equal to 30 + your Wisdom modifier.
Holy Symbol
Level 15
Immediate Reaction
`b`Symbol of the Warpriest +3`b``br``b`Enhancement Bonus:`b` attack rolls and damage rolls`br``b`Critical:`b` +1d6 damage per plus`br``b`Property:`b` Once per round when you hit with an attack using this holy symbol, one conscious ally within 5 squares of you regains hit points equal to the symbol’s enhancement bonus.
`b`Symbol of the Warpriest +3`b``br``b`Enhancement Bonus:`b` attack rolls and damage rolls`br``b`Critical:`b` +1d6 damage per plus`br``b`Property:`b` Once per round when you hit with an attack using this holy symbol, one conscious ally within 5 squares of you regains hit points equal to the symbol’s enhancement bonus.
Holy Symbol
Level 2
Free Action
Power
Daily
`b`Symbol of Life +1`b``br``b`Enhancement Bonus:`b` attack rolls and damage rolls`br``b`Critical:`b` +1d6 damage per plus`br``b`Power`b` (Healing)`br``b`Trigger:`b` You hit an enemy with an attack made with this holy symbol.`br``b`Effect:`b` Until the end of your turn, any creature healed by your encounter powers and daily powers regains 1d6 additional hit points.`br`Level 12 or 17: regains 2d6 additional hit points.`br`Level 22 or 27: regains 3d6 additional hit points.
`b`Symbol of Life +1`b``br``b`Enhancement Bonus:`b` attack rolls and damage rolls`br``b`Critical:`b` +1d6 damage per plus`br``b`Power`b` (Healing)`br``b`Trigger:`b` You hit an enemy with an attack made with this holy symbol.`br``b`Effect:`b` Until the end of your turn, any creature healed by your encounter powers and daily powers regains 1d6 additional hit points.`br`Level 12 or 17: regains 2d6 additional hit points.`br`Level 22 or 27: regains 3d6 additional hit points.
Equipment
Weapon 1
Name
Prof
Attack
Dam.
Properties and Effects
WT.
Groups
Crit
Weapon 2
Name
Prof
Attack
Dam.
Properties and Effects
WT.
Groups
Crit
Weapon 3
Name
Prof
Attack
Dam.
Properties and Effects
WT.
Groups
Crit
Weapon 4
Name
Prof
Attack
Dam.
Properties and Effects
WT.
Groups
Crit
Name
Properties and Effects
WT.
Head
Armor
Hands
Legs
Ring
Name
Properties and Effects
WT.
Neck
Other
Arms
Waist
Ring
Heroic
Milestones
Paragon
Milestones
Epic
Milestones
Inventory
Item Name
Loc
Item Name
Loc
Item Name
Loc
Rituals
Name
Cost
Time
Dur
LvL
Name
Cost
Time
Dur
LvL
Name
Cost
Time
Dur
LvL
Notes and Background Information
[[[ CHOSEN FEATS ]]] RITUAL CASTER Benefit: You can master and perform rituals of your level or lower. MELEE TRAINING (WISDOM) Benefit: Choose an ability other than Strength. When you make a melee basic attack using a weapon with which you have proficiency, you can use the chosen ability instead of Strength for the attack roll. In addition, you can use half of that ability’s modifier, instead of your Strength modifier, for the damage roll. SHIELDING WORD Benefit: Targets of your healing word class feature also gain a +2 bonus to all defenses until the start of your next turn. COMBAT MEDIC Benefit: You can administer first aid to stabilize a dying creature as a minor action, instead of a standard action. Also, you gain a +2 feat bonus to Heal checks. HOLY SYMBOL EXPERTISE Benefit: You gain a +1 feat bonus to implement attack rolls that you make with a holy symbol. This bonus increases to +2 at 11th level and +3 at 21st level. When you attack an enemy with an implement attack using a holy symbol, your enemies cannot gain combat advantage against you until the start of your next turn, unless you use a power or another ability that states that you grant combat advantage. BATTLE CASTER DEFENSE Benefit: You gain a +4 bonus to AC against opportunity attacks that you provoke when using a ranged or an area power. BOLDREI'S SHELTER (DIVINITY) Benefit: You gain the Channel Divinity power Boldrei’s shelter. RADIANT VESSEL Benefit: If you hit an enemy with a cleric attack power that has the radiant keyword, the next time you use healing word before the end of your next turn the target regains 2d6 additional hit points. EXTENDED HEALING Benefit: The burst of your healing word increases by 5. GAMBLER'S WORD Benefit: Once per encounter, when you score a critical hit, you gain an additional use of your healing word power during this encounter. HEALER'S IMPLEMENT Benefit: When you let a creature spend a healing surge to regain hit points with any of your cleric healing powers, add your holy symbol’s enhancement bonus to the hit points the recipient regains. [[[ RACE ABILITIES ]]] ASTRAL MAJESTY You have a +1 bonus to all defenses against attacks made by bloodied creatures. ASTRAL RESISTANCE You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level. IMMORTAL ORIGIN Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin. MEMORY OF A THOUSAND LIFETIMES You have the memory of a thousand lifetimes power. [[[ CLASS ABILITIES ]]] ARMOR PROFICIENCIES Cloth, leather, hide, chainmail WEAPON PROFICIENCIES Simple melee, simple ranged IMPLEMENT Holy symbols BONUS TO DEFENSE +2 to Will CHANNEL DIVINITY Once per encounter you can invoke divine power, filling yourself with the might of your patron deity. With the divine might you invoke you can wield special powers. You can also learn other uses for this feature; for instance, the divinity feats grant characters with access to the Channel Divinity class feature the ability to use additional special powers. Regardless of how many different uses for Channel Divinity you know, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers. HEALER'S LORE When you restore hit points to a creature by using a cleric power that has the healing keyword, add your Wisdom modifier to the hit points regained, but only if the healing involves the creature spending a healing surge. HEALING WORD You gain the healing word power. RITUAL CASTING You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. [[[ PARAGON PATH ABILITIES ]]] COMPASSIONATE HEALER (11th Level) When you let an ally spend a healing surge to regain hit points using a healing power, you can choose to take 5 damage. If you do, one of the power’s targets regains 2d6 additional hit points, and you gain a +2 power bonus to all defenses until the end of your next turn. SELFLESS ACTION (11th Level) When you spend an action point to take an extra action, an ally within 5 squares of you can also spend a healing surge. HEALER'S SACRIFICE (16th Level) When you grant an ally the opportunity to spend one or more healing surges and that ally has no more than one healing surge left, you can spend one or more healing surges but regain no hit points. Each healing surge you spend reduces the number that ally spends by one. The ally regains hit points as if he or she had spent the healing surges.