Astral Savant

"Beyond the world you know, higher powers dwell. There lies the font of my strength, and the source of your doom."

Prerequisite: Cleric

You are a theologian, and you have devoted yourself to learning the nature of the gods and their dominions. Through years of study, you have developed a philosophy that grants you a deep understanding of higher realities and the properties of divine power.

As an astral savant, you use your uncanny insights to tap into the raw power of the forces that shape the Astral Sea, creating a wide range of effects with your prayers. You wield divine energy in ways that other clerics cannot, warding and sustaining your allies against their foes.

ASTRAL SAVANT PATH FEATURES

    Astral Mask (11th level): You are considered an immortal creature for the purpose of effects that relate to creature origin.
    Radiant Healing (11th level): Whenever you use the healing word power, each enemy adjacent to the power’s target takes radiant damage equal to your Charisma modifier.
    Savant’s Action (11th level): When you spend an action point to take an extra action, one ally within your line of sight can also spend a healing surge.
    Divine Resurgence (Astral Savant) (16th level): When an enemy scores a critical hit against you or an ally within your line of sight, you regain the use of a Channel Divinity power you have used during this encounter. If you haven’t used a Channel Divinity power during this encounter, you gain a +2 bonus to all defenses until the end of your next turn.

Astral Savant Attack 11Astral Flood

A wave of raw energy drawn from the Astral Sea flows through you and lashes out at your enemies.

Encounter        Divine, Implement ; Cold or Radiant
Standard Action      Close blast 5

Target: Each enemy in the blast

Attack: Wisdom vs. Reflex

Hit: 2d8 + Wisdom modifier cold or radiant damage (choose one for all targets). The attack has an additional effect based on the damage type.
• Cold: The target takes a -2 penalty to attack rolls until the end of your next turn.
• Radiant: The target cannot see creatures more than 5 squares away from it until the end of your next turn.


Update (6/14/2010)
In the power’s Radiant entry in the Hit entry, add “until the end of your next turn” to the end of the sentence.

Astral Savant Utility 12Swim the Astral Sea

You and your companion move effortlessly through astral currents, bypassing mundane impediments.

Daily        Divine
Minor Action      Close burst 10

Target: You and one ally in the burst

Effect: Each target can shift a number of squares equal to his or her speed, ignoring difficult terrain. Each target is unaffected by the immobilized, restrained, and slowed conditions during this movement.


Astral Savant Attack 20Astral Terrain

You assail your enemies with the raw stuff of the Astral Sea, creating a temporary echo of that plane.

Daily        Divine, Implement ; Cold or Radiant
Standard Action      Area burst 2 within 10 squares

Target: Each enemy in the burst

Attack: Wisdom vs. Reflex

Hit: 3d8 + Wisdom modifier cold or radiant damage (choose one for all targets).

Miss: Half damage.

Effect: The burst creates a zone of shimmering substance that lasts until the end of your next turn. The zone’s effect depends on the attack’s damage type.
• Cold: Any enemy that starts its turn within the zone takes a -2 penalty to all defenses until the end of your next turn.
• Radiant: Any ally within the zone who spends a healing surge regains 2d6 additional hit points.

Sustain Minor: The zone persists.


Published in Divine Power, page(s) 45.