Power Name
Power Source
Type
Action Type
Range Type
Range
Attack and Effects

[?Formula Info]
Uses Available

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
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.
  •  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.
  •  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.
  •  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.
  •  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.
  •  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.
  •  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.
  •  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.
  •  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.
  •  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.
  •  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
  •  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.
  •  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.
  •  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.
  •  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.
  •  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.
  •  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.
  •  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.
  •  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.
  •  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.
  •  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.
  •  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.
  •  Neck Slot
    Level 1
     Enhancement
    Personal 
    `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.
  •  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.
  •  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.
  •  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.
 

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
Character Portrait