Cleric enhancements (history)

Level 5

 * Cleric Divine Might I
 * Benefit: Activate this ability to gain a +2 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability. Requires a 14 base Charisma.
 * Cost: 1 action points
 * Spent: 15 action points

Level 10

 * Cleric Divine Might II
 * Benefit: Activate this ability to gain a +4 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability. Requires a 16 base Charisma.
 * Cost: 2 action points
 * Spent: 34 action points
 * Requires All Of: Cleric Divine Might I

Level 15

 * Cleric Divine Might III
 * Benefit: Activate this ability to gain a +6 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability. Requires a 18 base Charisma.
 * Cost: 3 action points
 * Spent: 53 action points
 * Requires All Of: Cleric Divine Might II

Level 20

 * Capstone: Cleric Divine Intervention
 * Benefit: You are a strong conduit of positive energy and can expend a turn attempt to ward your target against mortal damage. When an ally is warded, incoming hit point damage cannot lower their hit point total below -9. When a warded ally is incapacitated, this effect will heal the target after a few seconds for 10 to 39 hit points and then fade.
 * Cost: 2 action points
 * Spent: 74 action points


 * Cleric Divine Might IV
 * Benefit: Activate this ability to gain a +8 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability. Requires a 20 base Charisma.
 * Cost: 4 action points
 * Spent: 72 action points
 * Requires All Of: Cleric Divine Might III