I just started playing an Arcana cleric (variant human, magic initiate feat). She's a cantrip machine and I was able to choose really flavorful spells for her. I look forward to seeing her develop more.
My trickery cleric (who multiclassed into a level of rogue) is ridiculously fun to play. I feel like trickery is always overlooked because it doesn't maximize on cleric-y abilities (read: healing) as much as others, but it's incredibly unique and interesting, even if it's not as mechanically strong as other domains.
my pc is a 3rd lvl LE war cleric of bane with 8 wis 16 str 16 con. ill eventually get magic initiate for booming blade and green flame blade, for that sweet 5d8+1d4+5 whip attack with 20+ ac.
my pc is a 3rd lvl LE war cleric of bane with 8 wis 16 str 16 con. ill eventually get magic initiate for booming blade and green flame blade, for that sweet 5d8+1d4+5 whip attack with 20+ ac.
I know this is the wrong thread, but, if someone could PM me and delete this I'm wondering when we will be able to build Clerics on here using domains other than Life. Is there a premium version that includes the other content? Would love to build my Light Cleric.
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Richness, in the final measure, is not weighed in gold coins, but in the number of people you have touched, the tears of those who mourn your passing, and the fond rememberances of those who continue to celebrate your life. -Drizzt Do'Urden
I know this is the wrong thread, but, if someone could PM me and delete this I'm wondering when we will be able to build Clerics on here using domains other than Life. Is there a premium version that includes the other content? Would love to build my Light Cleric.
The additional content will become purchasable on release.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Richness, in the final measure, is not weighed in gold coins, but in the number of people you have touched, the tears of those who mourn your passing, and the fond rememberances of those who continue to celebrate your life. -Drizzt Do'Urden
Healing Word is a bonus action, so you can cast it (at range) to get an unconscious ally up, or just patch up someone who took a hard hit, AND still cast a regular spell/make an attack AND move. It does not heal a lot, but the whole point is you can do it from anywhere on the battlefield essentially. Want a little more juice? be a Life cleric and get +2 bonus to all the healing.
Healing Word is a bonus action, so you can cast it (at range) to get an unconscious ally up, or just patch up someone who took a hard hit, AND still cast a regular spell/make an attack AND move. It does not heal a lot, but the whole point is you can do it from anywhere on the battlefield essentially. Want a little more juice? be a Life cleric and get +2 bonus to all the healing.
Agree. Healing Word is a good and underestimated spell. You trade off healing power to do it and something else (like an attack). Also the range can make all the difference.
And, of course we can't forget that RNG is RNG and, eventually it can cure as good as (or even better) a poor rolled Cure Wounds
Healing Word is a bonus action, so you can cast it (at range) to get an unconscious ally up, or just patch up someone who took a hard hit, AND still cast a regular spell/make an attack AND move. It does not heal a lot, but the whole point is you can do it from anywhere on the battlefield essentially. Want a little more juice? be a Life cleric and get +2 bonus to all the healing.
Agree. Healing Word is a good and underestimated spell. You trade off healing power to do it and something else (like an attack). Also the range can make all the difference.
And, of course we can't forget that RNG is RNG and, eventually it can cure as good as (or even better) a poor rolled Cure Wounds
Also agreed -- Healing word is more of the "Oh shit" spell -- to get your ally who just fell unconscious and took a death saving throw stable, without having to worry about moving right next to him. It's clearly not built with the intention of healing someone to full HP, in my opinion it exists to be a saving grace to those who fall in combat. Ally has 2 death saving throws, and you can't reach him? move within range and cast this, stabilizing him and removing the death saving throws, so even if he gets hit again it isn't necessarily instant death.
How has no one said Grave cleric?! By far my favorite between PHB, EE, and UA and I'm praying that it gets published in XGE. Path to the Grave can lead to a quick 1, 2 punch with fireball or lightening or the like, especially if you use a Hold Person or something similar to prevent them from succeeding on a Dex save.
Life domain for Dr. Darm Hammer. He's a dwarf cleric who's a pacifist. He wields a quarterstaff and only deals non-lethal damage or uses the Help Action.
All of his spells are buff, healing, or situational spells. No damaging ones.
I liked him so much he appears often as an NPC in my other games.
I played the Forge Cleric one times not to in a one off session, and I fell in love with it pretty quickly. A free magic weapon starting at level 1, and you can change it each day? What's not to like? Of the ones from the basic rules, I'd say Life if the party is in need of a tank, and Knowledge if you also kinda want to play a "knows stuff" character. Knowledge is also a really good skill monkey.
Healing Word is a bonus action, so you can cast it (at range) to get an unconscious ally up, or just patch up someone who took a hard hit, AND still cast a regular spell/make an attack AND move. It does not heal a lot, but the whole point is you can do it from anywhere on the battlefield essentially. Want a little more juice? be a Life cleric and get +2 bonus to all the healing.
Just remember that if you cast Healing Word, your other spell has to be a cantrip with a timing of 1 action.
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Nature: Heavy armor, and shillelagh is fun. Also spike growth is probably the most underrated spell in 5e.
Didn't really give Nature domain much of a second thought until a friend was bashing a bit on the cleric domains (or rather why would you ever take some) essentially if you want to be a nature cleric play a druid kind of thing. Got me started looking more in depth at the domains and nature looks like it could be some good fun, I would even argue they make a better tank than a life cleric since you can literally pull them back to you if they try to attack someone you don't want them hitting with Thorn Whip, hopefully even dragging them through the spike growth too. That and the damage resistance they can confer is more significant for saving someone from a big damage hit.
I think it makes for an interesting playstyle, and currently my primary back-up if things go awry with my derp dragon bard...
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Currently playing a Wood Elf Cleric of the Knowledge Domain (serving Oghma), and boy howdy... feels OP when it comes to the adventuring department.
Can know 6 languages level 1 with the proper background (mine was custom, opting for languages over tool proficiencies) My build has 7 skill proficiencies, 4 of which are knowledge proficiencies, and 2 of those gain DOUBLE proficiency bonus (I chose Arcana and History).
Really playing a bit like a ranger when it comes to combat. I have a few spells for healing/damage, but mostly relying on the longbow and movement speed in combat. To be fair, the Knowledge Domain is not for those who want to turn their enemies to ash. It is for those who want to make sure NO QUEST goes undiscovered and no mystery unsolved.
Mattias, my Knowledge Cleric plays like a very socially awkward Indiana Jones. Dungeon delve -> Uncover mystery -> Research and solve mystery -> Repeat
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I love playing a light cleric with an Apollo style god, ergo a Chaotic Good cleric with fireballs and snark.
Arcana.
That isn't on the options :(
I just started playing an Arcana cleric (variant human, magic initiate feat). She's a cantrip machine and I was able to choose really flavorful spells for her. I look forward to seeing her develop more.
My trickery cleric (who multiclassed into a level of rogue) is ridiculously fun to play. I feel like trickery is always overlooked because it doesn't maximize on cleric-y abilities (read: healing) as much as others, but it's incredibly unique and interesting, even if it's not as mechanically strong as other domains.
my pc is a 3rd lvl LE war cleric of bane with 8 wis 16 str 16 con. ill eventually get magic initiate for booming blade and green flame blade, for that sweet 5d8+1d4+5 whip attack with 20+ ac.
I know this is the wrong thread, but, if someone could PM me and delete this I'm wondering when we will be able to build Clerics on here using domains other than Life. Is there a premium version that includes the other content? Would love to build my Light Cleric.
Richness, in the final measure, is not weighed in gold coins, but in the number of people you have touched, the tears of those who mourn your passing, and the fond rememberances of those who continue to celebrate your life.
-Drizzt Do'Urden
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Thanks!!!
Richness, in the final measure, is not weighed in gold coins, but in the number of people you have touched, the tears of those who mourn your passing, and the fond rememberances of those who continue to celebrate your life.
-Drizzt Do'Urden
Healing Word is a bonus action, so you can cast it (at range) to get an unconscious ally up, or just patch up someone who took a hard hit, AND still cast a regular spell/make an attack AND move. It does not heal a lot, but the whole point is you can do it from anywhere on the battlefield essentially. Want a little more juice? be a Life cleric and get +2 bonus to all the healing.
How do you get a one-armed goblin out of a tree?
Wave!
How has no one said Grave cleric?! By far my favorite between PHB, EE, and UA and I'm praying that it gets published in XGE. Path to the Grave can lead to a quick 1, 2 punch with fireball or lightening or the like, especially if you use a Hold Person or something similar to prevent them from succeeding on a Dex save.
Life domain for Dr. Darm Hammer. He's a dwarf cleric who's a pacifist. He wields a quarterstaff and only deals non-lethal damage or uses the Help Action.
All of his spells are buff, healing, or situational spells. No damaging ones.
I liked him so much he appears often as an NPC in my other games.
I played the Forge Cleric one times not to in a one off session, and I fell in love with it pretty quickly. A free magic weapon starting at level 1, and you can change it each day? What's not to like? Of the ones from the basic rules, I'd say Life if the party is in need of a tank, and Knowledge if you also kinda want to play a "knows stuff" character. Knowledge is also a really good skill monkey.
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I usually tend towards War or Life... more often War. However, after seeing the votes for Tempest I feel like I'm missing something haha
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Currently playing a Wood Elf Cleric of the Knowledge Domain (serving Oghma), and boy howdy... feels OP when it comes to the adventuring department.
Can know 6 languages level 1 with the proper background (mine was custom, opting for languages over tool proficiencies)
My build has 7 skill proficiencies, 4 of which are knowledge proficiencies, and 2 of those gain DOUBLE proficiency bonus (I chose Arcana and History).
Really playing a bit like a ranger when it comes to combat. I have a few spells for healing/damage, but mostly relying on the longbow and movement speed in combat. To be fair, the Knowledge Domain is not for those who want to turn their enemies to ash. It is for those who want to make sure NO QUEST goes undiscovered and no mystery unsolved.
Mattias, my Knowledge Cleric plays like a very socially awkward Indiana Jones.
Dungeon delve -> Uncover mystery -> Research and solve mystery -> Repeat