- In addition to the paragon paths in this chapter, the
hammer of Moradin paragon path (page 100) is open
to clerics.
Anointed Champion
“Ancient blessings have I spoken over my armaments. I do
not fear any power that stands against me.”
Prerequisite: Cleric
In times long past, when the gods warred with the
primordials, the divine armies were arrayed in majestic regalia blessed by angelic armorers with powerful
wards against their foes. By long study of holy texts,
you have learned those ancient prayers and rites.
As an anointed champion, you ward yourself
against your foes by sanctifying the arms and armor
you bear into battle with sacred oil and special ceremonies. You speak prayers that have not been heard
by mortals for centuries, conferring the ancient blessings upon your companions as well. As you perform
your holy tasks, you can feel the pull of history urging
you on to the same glory the armies of the gods knew
as they bested their enemies in ages past.
Anointed Champion
Path Features
Anointed Regalia (11th level): You can choose
to anoint one item you wear or carry. Doing so confers a benefit based on the item. Only one item can
be anointed at a time, and the benefit lasts until you
anoint a new item. As a free action, you can anoint
a different item or choose a different benefit (if the
anointed item is a weapon) during a short rest or after
you use an anointed champion power.
Anointed Armor: You gain a +1 bonus to AC.
Anointed Weapon: You gain resistance equal to your
Charisma modifier against a damage type of your
choice: fire, necrotic, radiant, or thunder.
Anointed Amulet: You gain a +1 bonus to Fortitude,
Reflex, and Will.
Anointed Action (11th level): When you spend
an action point to take an extra action, you also gain
a bonus to attack rolls and damage rolls equal to your
Charisma modifier. The bonus lasts until the end of
your turn.
Additional Anointed Regalia (16th level): Your
Anointed Regalia path feature includes two additional types of items.
Anointed Holy Symbol: When you hit with a divine
attack, you grant temporary hit points equal to your
Charisma modifier to yourself or to an ally within
your line of sight.
Anointed Helm: You gain a +2 bonus to saving throws.
Anointed Champion Prayers
Blessed Blade lessed Blade Anointed Champion Attack 11
You smite your foe with a spectral sword, and you speak a blessing for your allies to match that of your own armaments.
Encounter ✦ Divine, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier force damage, and each ally
within 5 squares of you gains your current Anointed Regalia benefit until the end of your next turn.
Exaltation Anointed Champion Utility 12
Fired by your ancient blessing, your ally’s armaments and armor glow with supernatural power.
Encounter ✦ Divine, Healing
Minor Action Close burst 5
Target: One ally in burst
Effect: The target can make a saving throw or spend a
healing surge. Until the end of your next turn, the target
gains a +2 power bonus to his or her next attack roll and
all defenses.
Anointed Army Anointed Champion Attack 20
Divine brilliance burns your foes and grants your companions
blessings that once warded the armies of the gods.
Daily ✦ Divine, Implement, Radiant
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Wisdom vs. Will
Hit: 2d10 + Wisdom modifier radiant damage.
Miss: Half damage.
Effect: Until the end of the encounter, each ally in the
burst gains a +4 power bonus to all defenses and a +2
power bonus to attack rolls and damage rolls.