Elemental Priest (Homebrew Class)


(Felix Gonzalez) #1

I know! I know! There is the Theme and Animist Shaman, but it is just not the same! So has any one made a house rule for this such as a homebrew, or am i the only one?

It is kind of a hybrid between the Sorcerer (Elementalist) and the Cleric (Warpriest)

(W.I.P - P.E.A.C.H)

ELEMENTAL PRIEST
Role: Primal Leader
Secondary Role: See description of each elemental domain.
Abilities: Wisdom, Constitution

ELEMENTAL PRIEST TRAITS
Hit Points: You start with hit points
equal to 12 + your Constitution score.
You gain 5 hit points each time you gain a level.
Bonus to Defenses: +1 to Fortitude, +1 to Will
Healing Surges per Day: 6 + your Constitution modifier
Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, simple ranged
Implement Proficiencies: Totems
Class Skills: Arcana, Athletics, Bluff, Diplomacy, Dungeoneering, Endurance, Heal, History, Insight, Intimidate, Nature
Trained Skills: Nature, plus three others from the list of class skills
Class Features: Elemental Conduit, Elemental Guardian, Escalating Elements, Healing Word
Level 1: Elemental Conduit Powers
Benefit: You gain the turn undead power, plus an elemental conduit power associated with your element. You can use only one elemental conduit power per encounter.

Turn Undead Elemental Priest Utility
Encounter ¤ Elemental Conduit, Implement, Primal, Radiant
Standard Action Close burst 2
Target: Each undead creature in the burst
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier radiant damage, and you push the target a number of squares up to 3 + your Constitution modifier. The target is immobilized until the end of your next turn.
Level 11: 2d8 + Wisdom modifier radiant damage.
Level 21: 3d8 + Wisdom modifier radiant damage.
Miss: Half damage.
Special: You can use only one elemental conduit power per encounter.

Level 1: Elemental Domain Features
Benefit: You gain benefits associated with your element, which include special features plus two at-will powers, one utility, and the elemental escalation encounter power.

Level 1: Elemental Magic
Benefit: You gain the following benefits.
Elemental Resilience: While you are not wearing heavy armor, you can use you Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
Elemental Power: At 5th level you gain a +1 bonus to the damage rolls of primal powers. This bonus increases to +2 at 15th level, and +3 at 25th level.
Elemental Versatility:

Level 1: Escalating Elements
Benefit: You gain the elemental escalation power associated with your Elemental Domain: air, earth, fire, or water. At 3rd, 7th, and 13th level, you gain an additional use of the power each encounter, but you can still only use the power once per round.

Elemental Escalation (Air) Elemental Priest Attack
Encounter + Primal, Elemental; Varies
Free Action Personal
Trigger: You use a elemental priest at-will attack power.
Effect: You can make one additional creature a target of the triggering attack. If the attack’s range is melee or ranged, the additional target must be within 5 squares of you. If the attack’s range is area or close, the additional target must be adjacent to the burst or blast. Each target hit by the attack takes 1d10 extra damage of the type dealt by the triggering attack In addition, you fly up to half your speed as a free action.
Level 17: 2d10 extra damage, and you also slide the target up to 2 squares.
Level 27: 3d10 extra damage, and the target is also blinded until the end of your next turn.
Special: You can use this power only once per round.

Elemental Escalation (Earth) Elemental Priest Attack
Encounter + Primal, Elemental; Varies
Free Action Personal
Trigger: You use a elemental priest at-will attack power.
Effect: You can make one additional creature a target of the triggering attack. If the attack’s range is melee or ranged, the additional target must be within 5 squares of you. If the attack’s range is area or close, the additional target must be adjacent to the burst or blast. Each target hit by the attack takes 1d10 extra damage of the type dealt by the triggering attack. In addition, you gain temporary hit points equal to your Wisdom modifier.
Level 17: 2d10 extra damage, and the target is also immobilized until the end of your next turn.
Level 27: 3d10 extra damage, and you also gain resistance to all damage equal to one-half your level until the end of your next turn.
Special: You can use this power only once per round.

Elemental Escalation (Fire) Elemental Priest Attack
Encounter + Primal, Elemental; Varies
Free Action Personal
Trigger: You use a elemental priest at-will attack power.
Effect: You can make one additional creature a target of the triggering attack. If the attack’s range is melee or ranged, the additional target must be within 5 squares of you. If the attack’s range is area or close, the additional target must be adjacent to the burst or blast. Each target hit by the attack takes 1d10 extra damage of the type dealt by the triggering attack. In addition, you shift up to half your speed as a free action.
Level 17: 2d10 extra damage, and ongoing 10 fire damage (save ends).
Level 27: 3d10 extra damage, and the attack also deals half damage on a miss.
Special: You can use this power only once per round.

Elemental Escalation (Water) Elemental Priest Attack
Encounter + Primal, Elemental; Varies
Free Action Personal
Trigger: You use a elemental priest at-will attack power.
Effect: You can make one additional creature a target of the triggering attack. If the attack’s range is melee or ranged, the additional target must be within 5 squares of you. If the attack’s range is area or close, the additional target must be adjacent to the burst or blast.
Each target hit by the attack takes 1d10 extra damage of the type dealt by the triggering attack. In addition, you gain a + 2 power bonus to all defenses until the end of your next turn.
Level 17: 2d10 extra damage, and the target is also dazed until the end of your next turn.
Level 27: 3d10 extra damage, and the target also falls prone.
Special: You can use this power only once per round.

Level 1: Healing Word
Benefit: You gain the healing word power.

Healing Word Elemental Priest Utility
Encounter (Special) ¤ Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain 1d6 additional hit points.
Level 6: 2d6 additional hit points.
Level 11: 3d6 additional hit points.
Level 16: 4d6 additional hit points.
Level 21: 5d6 additional hit points.
Level 26: 6d6 additional hit points.
Special: 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.

ELEMENTAL DOMAINS

Air Domain
Clerics who make pacts with the denizens of the Plane of Air are perhaps the most misunderstood of all the elemental clerics. They are wanderers, diviners, travelers, and mystics.
Like the winds, their minds are constantly wandering, and they rarely seem focused on a current problem or situation. Some say that is because they are empowered by flighty patrons.
The single most important principle of the lords of the air and their initiates is freedom. They loathe restriction in their movements, personalities, beliefs, practices, and clothing, and they rebel against any attempts to impose limitations. This makes them enemies of all forms of bondage, and they are required do what they can to fight slavery whenever possible.
Air Priests lean toward controller as a secondary role.
Benefit: You gain the following features.
Elemental Soul: You gain a +1 bonus to speed. At 5th level, you gain resist 10 lightning. At 15th level, you gain a +2 bonus to saving throws against ongoing lightning damage. At 25th level, choose either cold or thunder. You gain resist 10 to the chosen damage type and a +2 bonus to saving throws against ongoing damage of that type.
Enhanced Healing Word: When you use healing word, the area within the burst becomes difficult terrain until the end of your next turn that you and your allies can ignore.
Fly: At 23rd level, you can fly up to half your speed as a move action.
Elemental Domain Powers: You also gain the following powers.
Domain At-Wills: Howling Zephyr and Static Charge
Domain Utility: Whirling Wind
Elemental Conduit (Air): Step Together

Howling Zephyr Elemental Priest Attack
At-Will + Primal, Elemental, Implement, Thunder
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier thunder damage, and you can slide the target 1 square.
Level 21: 2d8 + Wisdom modifier thunder damage.

Static Charge Elemental Priest Attack
At-Will + Primal, Elemental, Implement, Lightning
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Wisdom vs. Reflex
Hit: 1d8 lightning damage, and one enemy adjacent to the target takes lightning damage equal to your Wisdom modifier.
Level 21: 2d8 lightning damage.

Whirling Wind Elemental Priest Utility
Encounter + Primal, Elemental, Zone
Minor Action Close burst 1
Effect: The burst creates a zone of lightly obscured squares that lasts until the end of your next turn. Creatures in the zone must spend 1 extra square for each square of movement toward you.

Step Together Elemental Priest Utility
Encounter ✦ Elemental, Primal, Elemental Conduit
Move Action Close Burst 1
Target: You and one ally in the burst
Effect: Each target flies up to 5 squares, without provoking opportunity attacks, and must end adjacent to each other.
Special: You can use only one elemental conduit power per encounter.

Earth Domain
Rock, sand, trees, silt: everything of earth is raw material for earth clerics. It is their duty to protect and preserve these, and they constantly strive to enrich and shield the harsh wastes of Athas.
Closely tied to nature, earth priests understand the true nature of the cycle of life. When something dies, its organic material is returned to the soil to provide life for another, and in another form. Therefore, the earth clerics’ outlook on life is a utilitarian one. The death of a comrade, though tragic, is simply one stage in nature’s endless chain of creation and annihilation.
Earth clerics must always be in opposition to defilers. They know that defiling magic lies beyond the normal boundary of the creation/annihilation chain—what defilers destroy never returns.
Earth Priests lean toward defender as a secondary role.
Benefit: You gain the following features.
Elemental Soul: You and each ally within 5 squares of you gain a +2 power bonus to saves against ongoing damage. At 5th level, you gain resist 10 acid. At 15th level, you gain a +2 bonus to saving throws against ongoing acid damage. At 25th level, choose either fire or thunder. You gain resist 10 to the chosen damage type and a +2 bonus to saving throws against ongoing damage of that type.
Enhanced Healing Word: When you use healing word, the target takes half damage from the next attack that hits it before the end of your next turn.
Burrow: At 23rd level, you can burrow up to half your speed as a move action. You have tremorsence 5 while burrowing.
Elemental Domain Powers: You also gain the following powers.
Domain At-Wills: Erupting Earth and Seismic Shock
Domain Utility: Stone Speak
Elemental Conduit (Earth): Stone’s Resolve

Erupting Earth Elemental Priest Attack
At-Will + Primal, Elemental, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier damage.
Level 21: 2d6 + Wisdom modifier damage.
Effect: The area becomes difficult terrain until the end of your next turn.

Seismic Shock Elemental Priest Attack
At-Will + Primal, Elemental, Implement, Thunder
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier thunder damage, and the target grants combat advantage until the end of your next turn.
Level 21: 2d8 + Wisdom modifier thunder damage.

Stone Speak Elemental Priest Utility
Encounter + Primal, Elemental
Minor Action Personal
Effect: You make a Perception check with a +5 power bonus to detect secret doors, hidden objects, and hidden creatures within 10 squares.

Stone’s Resolve Elemental Priest Utility
Encounter ✦ Elemental, Primal, Elemental Conduit
Minor Action Close burst 2
Target: You or one ally in the burst
Effect: The target gains resist 5 to all damage until the end of your next turn.
Level 11: Resist 10.
Level 21: Resist 15.
Special: You can use only one elemental conduit power per encounter.

Fire Domain
The most feared and unpredictable of the Athasian clerics are those of the Elemental Plane of Fire. Some say these individuals become crazed during initiation, and others say that one must be insane to petition the destructive lords of flame in the first place. Whatever the reason for their erratic nature, fire clerics are the most powerful and the most destructive of the elemental priests.
Fire priests have earned their reputations for two reasons, they are very aggressive and very offensive. They will laugh maniacally while their enemies are incinerated, and they appear to thrive only when everything around them is being devoured by the fiery appetites of their patrons.
Fire Priests lean toward striker as a secondary role.
Benefit: You gain the following features.
Elemental Soul: You gain a +1 bonus to damage rolls with primal fire attacks. This bonus increases to +2 at 11th level and +3 at 21st level. Additionally, your attacks ignore fire resistance… At 5th level, you gain resist 10 fire. At 15th level, you gain a +2 bonus to saving throws against ongoing fire damage. At 25th level, choose either lightning or thunder. You gain resist 10 to the chosen damage type and a +2 bonus to saving throws against ongoing damage of that type.
Enhanced Healing Word: When you use healing word, the next time the target makes a damage roll before the end of his or her next turn, he or she deals 2 extra fire damage. The extra damage increases to 4 at 11th level and 6 at 21st level.
Teleport: At 23rd level, you can teleport up to half your speed as a move action.
Elemental Domain Powers: You also gain the following powers.
Domain At-Wills: Blazing Cloud and Ignition
Domain Utility: Ignite
Elemental Conduit (Fire): Ruinous Flames

Blazing Cloud Elemental Priest Attack
At-Will + Primal, Elemental, Fire, Implement
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier fire damage.
Level 21: 2d8 + Wisdom modifier fire damage.
Effect: You gain a + 2 power bonus to AC and Reflex until the start of your next turn.

Ignition Elemental Priest Attack
At· Will + Primal, Elemental, Implement, Fire, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier damage.
Level 11: 2d10 + Wisdom modifier damage.
Effect: The burst creates a zone that lasts until the start of your next turn. Any creature that enters the zone or ends its turn there takes fire damage equal to your Constitution modifier. A creature can take this damage only once per turn.

Ignite Elemental Priest Utility
At-Will + Primal, Elemental
Minor Action Ranged 5
Target: One flammable object that isn’t carried by another creature
Effect You cause the target to catch fire.

Ruinous Flames Elemental Priest Utility
Encounter ✦ Elemental, Primal, Elemental Conduit
Standard Action Close burst 10
Target: One unattended Medium or smaller non-magical, inanimate object in burst
Effect: If the target has hit points equal to 25 + your level or fewer, you destroy it. Otherwise, you deal it no damage and do not expend this power.
Special: A character can use only one elemental conduit power per encounter.

Water Domain
The champions of the dying Plane of Water are few; their lords barely able to empower them. But those who underestimate them are mistaken, for although the champions of water are given less power than most, they are far more desperate, and far more vengeful.
Water is the giver of life, but the elemental lords now perform their sacred tasks grudgingly. Still, it is the duty of water clerics to give water and aid to any in need, of any alignment, of any nature. The only exceptions are those who criminally waste water. In this case, the water clerics are known to be meticulous in the cruelty of their vengeance. This specifically applies to defilers.
Water Priests do not lean toward a secondary role.
Benefit: You gain the following features.
Elemental Soul: You gain a +2 bonus to death saving throws. While within 5 squares of you, your allies also gain this bonus. At 5th level, you gain resist 10 cold. At 15th level, you gain a +2 bonus to saving throws against ongoing cold damage. At 25th level, choose either acid or fire. You gain resist 10 to the chosen damage type and a +2 bonus to saving throws against ongoing damage of that type.
Enhanced Healing Word: When you use healing word, you or an ally in the burst regains 2 hit points. The hit points increase to 4 at 11th level and 6 at 21st level.
Swim: At 23rd level, you gain a swim speed equal to your speed + 2. You also gain the aquatic trait; you can breath underwater, and in aquatic combat, you gain a +2 bonus to attack rolls against nonaquatic creatures.
Elemental Domain Powers: You also gain the following powers.
Domain At-Wills: Deluge and Ice Prison
Domain Utility: Create Water
Elemental Conduit (Water): Soothing Tide

Deluge Elemental Priest Attack
At-Will+ Primal, Elemental, Implement
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage, and you push the target 1 square.
Level 21: 2d8 + Wisdom modifier damage.

Ice Prison Elemental Priest Attack
At-Will + Primal, Cold, Elemental, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier cold damage, and the target is slowed until the end of your next turn.
Level 21: 2d8 + Wisdom modifier cold damage.

Create Water Elemental Priest Utility
Daily ¤ Elemental, Primal
Minor Action Melee 1
Target: One empty cup, flask, or similar container that can hold up to a gallon of liquid.
Effect: You cause the container to fill with fresh, potable water.

Soothing Tide Elemental Priest Utility
Encounter ✦ Elemental, Primal, Elemental Conduit, Healing
Minor Action. Ranged 5
Target: You if bloodied, or one bloodied ally.
Effect: The target gains regeneration 2 until the end of the encounter or until he or she is no longer bloodied.
Level 11: Regeneration 4.
Level 21: Regeneration 6.
Special: A character can use only one elemental conduit power per encounter.


(Felix Gonzalez) #2

Bump! Moved to 5e, but still want to know if anyone saw this and what they think.