Templars who select the Battle Cleric's Lore class feature gain armor proficiency with scale armor, and a +2 shield bonus to AC. Templars also gain the Ritual Casting class feature. Templars gain either Battle Cleric's Lore or Healer's Lore as a class feature.
Consequently, Wizards of the Coast made the article available to download without a subscription, as an update to the original cleric class, and also included the changes in the June 2011 update. The "Class Compendium: The Templar" article in Dragon issue #399 redefined the original cleric class as the templar subclass, and in the process, made minor changes. They also gain a channel divinity power determined by their choice of domain. They also gain either divine fortune or favor of the gods. Templars gain either healer's mercy, punish the profane, or turn undead. The special ability or power you invoke works just like your other powers. Regardless of how many different uses for Channel Divinity you know, you can use only one such ability per encounter. Some clerics learn other uses for this feature for instance divinity feats. With the divine might you invoke you can wield special powers, such as turn undead and divine fortune. Once per encounter, you can invoke divine power to use a Channel Divinity power, filling yourself with the might of your patron deity.
Templars and warpriests are trained in Religion, plus any three skills from the cleric class skill list: Elves, half-elves, and dragonborn are good clerics too, but they rarely have the same values of piety and reverence found in many human and dwarven cultures. Races: Humans, dwarves, and devas make ideal clerics.
In general, the alignment of the selected deity should either match the cleric, or have either the cleric or deity unaligned. Religion: A cleric can worship any deity, but steer clear of choosing an evil or chaotic evil deity unless you have permission from your DM to choose one. Most of your attacks deal only moderate damage, but they safeguard your allies or provide bounses to their attack. You have a mixed of melee and ranged powers.
The following traits are common to templars and warpriests. Will you protect what is sacred to your god, quest for legendary holy artifacts, pursue a life of evangelical adventuring, or attempt all these deeds and more? They could be a platinum-garbed envoy of Bahamut seeking justice throughout the land, a shadowy follower of Sehanine with a roguish streak, a burly disciple of Kord who believes the virtue of strength is sufficient for all challenges, or a dwarf cleric of Moradin bringing honor to the denizens of their mountain home.
Clerics run the gamut from humble servants of the common folk to ruthless enforcers of evil gods.Īs a cleric, the deity that the cleric chooses to revere goes a long way toward defining them, or at least how other people in the world see them. They blast foes with magical prayers, bolster and heal companions, and lead the way to victory with a mace in one hand and a holy symbol in the other. Ĭlerics are battle leaders who are invested with divine power. There are two cleric subclasses: templar, and warpriest. Cleric is a divine leader class in 4th edition Dungeons & Dragons.