Hello there, D&D Beyond peeps! I'm relatively new to the game, and I have recently been involved in a campaign with a couple of buddies. I gotta say, it's really frickin' fun! I've been playing as a Dragonborn Cleric (Life Domain; as I haven't bought anything else. I know, I'm a scrub.) And the thing is, it's plenty fun to play around with r.p.ing characters, but when it comes to healing my level 2 party mates, it seems difficult, confusing, and outright not always fun. I once tried to just focus on fighting one guy while everyone else did their own thing, and that was nice to do.
Main question though; when I've got a bard with healing magic and druid on my team already, along with a long-range wizard, I don't find any enjoyment in sort of standing around waiting for someone to get hit so I can heal them. Should I keep playing to get more out of being a cleric, or should I ask my DM to allow my character to move on so I can try something else?
Though healing is the primary feature of the cleric, there are some pretty good damaging spells in the cleric spell list, like inflict wounds or guiding bolt.
Animate dead could be useful, animating the bodies of fallen foes or allies.
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Spiritual weapon is also a solid spell. In addition to that, two channel divinities per short rest becomes quite the boon once you hit 6th level (iirc that's the level where that kicks in).
Really though, in addition to the mechanics you want to explore and the party role you want to take up, your choice of class is also one of character and roleplay. Sure, mechanically speaking, a dragonborn might be more fitted for a paladin, which, from the sound of your party composition might smooth out the party roles a little. Which could be more fun in its own right.
But before making that decision, consider whether or not this particular character of yours wanted to be a cleric instead of a paladin or whatever else you might be looking at. A character that's on theme with what you envision in your head can be rewarding in a different way.
Generally speaking, you don't want to be healing your colleagues unless they are knocked out or between combats. It's otherwise a much better use of your Action to cast Bless or Guiding Bolt, a cantrip, or my favourite spell, "Mace in the Face". A healed companion can still be knocked back down: a dead enemy can do no more damage. As mentioned, Spiritual Weapon is a ridiculously good use of your bonus action.
when I've got a bard with healing magic and druid on my team already,
Well, yeah, but as a Life cleric, you can heal circles around both of them.
But yeah, you shouldn't just be standing around waiting for someone to need healing. There's other stuff you can do in the mean time, whether it's melee combat, spamming Sacred Flame, or something else.
Also, don't forget that you can cast Sacred Flame (Cantrip, 1 action) or attack with a weapon (1 action) and cast Healing Word (1 bonus action) in the same turn.
Although Clerics are supposed to be healers, they have a good secondary function as tanks. Given how they can have shields and occasionally wear heavy armour, they are good for taking hits that other players can't.
I like to describe the Cleric as a 2nd Rank character.
To explain this I divide each class into one of 3 "ranks" in how close to the front line the character class usually is. 1st Rank: Barbarian, Fighter, Paladin, Ranger. These classes usually are melee focused and are often mixing it up with enemy. 2nd Rank: Cleric, Druid, Monk, Ranger, and Rogue. These classes are often "support". They can hold their own in melee or prefer to stay at ranged. 3rd Rank: Bard, Sorcerer, Warlock, and Wizard. These classes are often "in the back". Raining down arrows and magic and if the bad guy gets in their face their primary concern is leaving melee combat instead of finishing them off first.
That said these are general guidelines, not hard rules. A Hexblade Warlock or Bladesinning Wizard is going to be 2nd Rank, probably 1st Rank. A blaster or healing focused Cleric might be closer to the 3rd Rank. Note: I put Ranger twice because their builds can very often not want to be in melee.
I like 2nd Rank because it allows for a versatile character. If the enemy is in your face you can hold your own, if they are within 30' or 60' you're still participating in combat. You might not always be in your element, but you're rarely out of your depth. Clerics have strong magic can handle many situations even surprises.
I'm presently playing an arcana cleric. I absolutely /love/ the character. We had one of our players re-roll into a bard and that crimps my healing (which I enjoy), but honestly it allows me to use my spell slots for much more as well. Bless is very useful nearly every fight, and I have some decently potent offensive spells as well. the fact that I am not the only one responsible for healing, allows me to really use the cleric's flexibility. I don't feel as much like I need to save those spell slots for healing, which frees up my options. Before the bard (and while lower level) I hoarded my spell slots because a single hit could put some of my party in jeopardy. Now, I can drop bless nearly every battle, and use some heavier offensive spells from time to time too.
If the party wants to force me into blasting things, I'm perfectly fine with that!
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Clerics are good at early levels, mid levels, and late levels. A War Cleric with a Warhammer, Longbow, and Plate mail at Level 2 can best the roles of the Brute, Archer, Board Control, Spell Slinger, and Support all-at once. A Forge Cleric can Fabricate at Level 7, and do many other Wizard-only tricks before and after. An Arcana Cleric can do absolutely-amazing things with Spell Slinging that no-other class or subclass can do. A Light Cleric can Fireball at Level 5, but also can prevent more damage from enemy attacks than your average Bard.
A Tempest Cleric can consistently do more damage compared to any other class or subclass in the game (as long as they have remaining spell slots) -- especially starting around Levels 5-7. Even before Level 5, the Tempest Cleric can land Thunderwave and Shatter attacks that will make the entire party jealous. I've even seen Grave, Life, Nature, and Knowledge Clerics do amazing things in combat due to their game-changing abilities (especially because they can concentrate more on Spell Slinging because they are not spread thin like the other Domains). The Trickery Cleric comes online around Level 9 for Contagion and you wouldn't want to compare to a Rogue or Shadow Sorcerer/Monk, but they remain extremely-unique and fun in their own right.
All Clerics can attack with a melee or ranged weapon while Spiritual Weapon and Spirit Guardians do their jobs automatically. Instead of attack, they can swap in a cantrip for versatility, especially with Guidance (or Resistance) and now Toll the Dead. They keep the party refreshed between combats without having to park for a short rest. They have some of the best Support spells in the game.
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Hello there, D&D Beyond peeps! I'm relatively new to the game, and I have recently been involved in a campaign with a couple of buddies. I gotta say, it's really frickin' fun! I've been playing as a Dragonborn Cleric (Life Domain; as I haven't bought anything else. I know, I'm a scrub.) And the thing is, it's plenty fun to play around with r.p.ing characters, but when it comes to healing my level 2 party mates, it seems difficult, confusing, and outright not always fun. I once tried to just focus on fighting one guy while everyone else did their own thing, and that was nice to do.
Main question though; when I've got a bard with healing magic and druid on my team already, along with a long-range wizard, I don't find any enjoyment in sort of standing around waiting for someone to get hit so I can heal them. Should I keep playing to get more out of being a cleric, or should I ask my DM to allow my character to move on so I can try something else?
Though healing is the primary feature of the cleric, there are some pretty good damaging spells in the cleric spell list, like inflict wounds or guiding bolt.
Animate dead could be useful, animating the bodies of fallen foes or allies.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Spiritual weapon is also a solid spell. In addition to that, two channel divinities per short rest becomes quite the boon once you hit 6th level (iirc that's the level where that kicks in).
Really though, in addition to the mechanics you want to explore and the party role you want to take up, your choice of class is also one of character and roleplay. Sure, mechanically speaking, a dragonborn might be more fitted for a paladin, which, from the sound of your party composition might smooth out the party roles a little. Which could be more fun in its own right.
But before making that decision, consider whether or not this particular character of yours wanted to be a cleric instead of a paladin or whatever else you might be looking at. A character that's on theme with what you envision in your head can be rewarding in a different way.
Generally speaking, you don't want to be healing your colleagues unless they are knocked out or between combats. It's otherwise a much better use of your Action to cast Bless or Guiding Bolt, a cantrip, or my favourite spell, "Mace in the Face". A healed companion can still be knocked back down: a dead enemy can do no more damage. As mentioned, Spiritual Weapon is a ridiculously good use of your bonus action.
Even a blind squirrel finds a nut once in awhile.
Clerics can heal?
That seems like a waste of a spell slot.
Roleplaying since Runequest.
Well, yeah, but as a Life cleric, you can heal circles around both of them.
But yeah, you shouldn't just be standing around waiting for someone to need healing. There's other stuff you can do in the mean time, whether it's melee combat, spamming Sacred Flame, or something else.
Also, don't forget that you can cast Sacred Flame (Cantrip, 1 action) or attack with a weapon (1 action) and cast Healing Word (1 bonus action) in the same turn.
Although Clerics are supposed to be healers, they have a good secondary function as tanks. Given how they can have shields and occasionally wear heavy armour, they are good for taking hits that other players can't.
I like to describe the Cleric as a 2nd Rank character.
To explain this I divide each class into one of 3 "ranks" in how close to the front line the character class usually is.
1st Rank: Barbarian, Fighter, Paladin, Ranger. These classes usually are melee focused and are often mixing it up with enemy.
2nd Rank: Cleric, Druid, Monk, Ranger, and Rogue. These classes are often "support". They can hold their own in melee or prefer to stay at ranged.
3rd Rank: Bard, Sorcerer, Warlock, and Wizard. These classes are often "in the back". Raining down arrows and magic and if the bad guy gets in their face their primary concern is leaving melee combat instead of finishing them off first.
That said these are general guidelines, not hard rules. A Hexblade Warlock or Bladesinning Wizard is going to be 2nd Rank, probably 1st Rank. A blaster or healing focused Cleric might be closer to the 3rd Rank.
Note: I put Ranger twice because their builds can very often not want to be in melee.
I like 2nd Rank because it allows for a versatile character. If the enemy is in your face you can hold your own, if they are within 30' or 60' you're still participating in combat. You might not always be in your element, but you're rarely out of your depth. Clerics have strong magic can handle many situations even surprises.
I'm presently playing an arcana cleric. I absolutely /love/ the character. We had one of our players re-roll into a bard and that crimps my healing (which I enjoy), but honestly it allows me to use my spell slots for much more as well. Bless is very useful nearly every fight, and I have some decently potent offensive spells as well. the fact that I am not the only one responsible for healing, allows me to really use the cleric's flexibility. I don't feel as much like I need to save those spell slots for healing, which frees up my options. Before the bard (and while lower level) I hoarded my spell slots because a single hit could put some of my party in jeopardy. Now, I can drop bless nearly every battle, and use some heavier offensive spells from time to time too.
If the party wants to force me into blasting things, I'm perfectly fine with that!
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Clerics are good at early levels, mid levels, and late levels. A War Cleric with a Warhammer, Longbow, and Plate mail at Level 2 can best the roles of the Brute, Archer, Board Control, Spell Slinger, and Support all-at once. A Forge Cleric can Fabricate at Level 7, and do many other Wizard-only tricks before and after. An Arcana Cleric can do absolutely-amazing things with Spell Slinging that no-other class or subclass can do. A Light Cleric can Fireball at Level 5, but also can prevent more damage from enemy attacks than your average Bard.
A Tempest Cleric can consistently do more damage compared to any other class or subclass in the game (as long as they have remaining spell slots) -- especially starting around Levels 5-7. Even before Level 5, the Tempest Cleric can land Thunderwave and Shatter attacks that will make the entire party jealous. I've even seen Grave, Life, Nature, and Knowledge Clerics do amazing things in combat due to their game-changing abilities (especially because they can concentrate more on Spell Slinging because they are not spread thin like the other Domains). The Trickery Cleric comes online around Level 9 for Contagion and you wouldn't want to compare to a Rogue or Shadow Sorcerer/Monk, but they remain extremely-unique and fun in their own right.
All Clerics can attack with a melee or ranged weapon while Spiritual Weapon and Spirit Guardians do their jobs automatically. Instead of attack, they can swap in a cantrip for versatility, especially with Guidance (or Resistance) and now Toll the Dead. They keep the party refreshed between combats without having to park for a short rest. They have some of the best Support spells in the game.