I felt as they were one trick ponies, and there was not much versatility, Bard was better at this, but it was all about skill checks which were cool but their skills were very situational if they even worked, and warlock had minimal spells with eldrich blast all the time
If you did not think the bard class was versatile enough, I'm not sure the cleric class will be enjoyable to you. The cleric class is great, but it is not nearly as versatile as the bard class.
Anyway, what exactly do you mean by versatile? Perhaps we're talking about two different things. And what do you envision your character being able to do?
By versatile I mean the ability to think beyond just hitting things, I feel the bard class is great but there is a lot of unknowns and for a new player like myself I don't take advantage of it at all.
I want my character to be able to be like utility assisting in all encounters and not feeling like he or she is made for certain events or sections of the campaign.
Hey, I am new to the game as well and created a Tempest Hill Dwarf Cleric. So far (only had one session) with the cantrips and the divine domain spells I have been the hardest hitter and most useful with buffs and the Fog ability in the tempest domain saved us a couple times. Plus the couple times I was able to heal someone from 1hp back to max hp was pretty nice.
By versatile I mean the ability to think beyond just hitting things, I feel the bard class is great but there is a lot of unknowns and for a new player like myself I don't take advantage of it at all.
I want my character to be able to be like utility assisting in all encounters and not feeling like he or she is made for certain events or sections of the campaign.
Ok, in that case, have you thought about the Knowledge Domain? Knowledge of the Ages along with Guidance will let you be useful in nearly any situation.
You really can't go wrong with Cleric, and there isn't a ton of difference between most Domains. As Jesse_DND said, Knowledge Domain could be interesting for you. I'd also highly recommend looking at Arcana and Forge Domains.
More specifically, Arcana is great because it gives you access to some spells from the Wizard spell list (and cast them using Wisdom instead of Intelligence). It's also great for both ranged or melee Cleric styles. Since Arcana gives you two cantrips from Wizard, picking up either Booming Blade or Green-Flame Blade (or both) gives you an amazing option for when/if you are in melee. This Domain basically gives you the versatility of playing in whatever style you want, when you want.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
The other nice thing about cleric is that you get to prepare different spells at the beginning of the day. It can be a bit daunting and takes a bit of work, but also gives you a LOT of flexibility to change your set up depending on the situations. I find myself gravitating towards a "standard kit" based on my character, but being able to repick every morning is great.
Because clerics are O.P.A.F.! That's why! And because clerics offer a greater variety of subclasses than any other class!
Okay, let's break it down... there are four main categories: Tank, healer, DPS, and RP. And clerics are literally THE ONLY class that can excel at every single one of those positions!
Tank: Tanks take the center. You hold the enemy and focus the battle. Many Domains grant proficiency in heavy armor. You can Bane your enemy. You can Shield of Faith yourself. Forge clerics can give their armor a +1 bonus every day! Light clerics can impose disadvantage on enemy attacks. You are the wall of steel between the bad guy and your squishy little friends! And your high wisdom will help you perceive when the enemy is about to throw something new and exciting at you.
Healer: Duh! That's your bread and butter! Life cleric gets heavy armor AND boosted heals. And when you heal others, you also heal yourself! Nobody dies without your express written permission! Oh, and Grave clerics can break crits! And they can cast spare the dying as a ranged bonus action! And a light cleric's warding flare can prevent damage, which is even better than healing damage! And if I may refer you back to the DPS section... dead enemies can't attack your party! Sometimes the best defense is a good offense.
DPS: Many Domains also grant proficiency in martial weapons. Forge clerics can grant their metal weapon a +1 bonus every day. War cleric - bonus attacks, guided strike, AND war god's blessing! And they're not even the best! Wanna kill stuff dead? TEMPEST! Imagine Thor as a combat medic! Plus - every domain gets a damage output boost at level 8. You either get +1d8 per melee hit (+2d8 at level14!) or you get to add your Wis mod to your cantrip damage! Oh, and the Light cleric's Radiance of the Dawn can do 2d10+2 radiant damage to EVERY enemy within 30 feet AT LEVEL TWO! What other class can do that much damage at level two??? Plus, wait til level 5 when your healer is tossing out FIREBALL at the enemy!!!
Finally, RP: Role Playing: The fun of the game! Jester (on Critical Role) is a great example of just how much pure FUN you can have as a trickery cleric! But, with their high wisdom, any cleric would be great at perception and insight checks, which can not only keep the party safe, but also will clue you in to RP opportunities that other characters would just miss. You'll be the perfect person to be the party's lead negotiator. And if you have to go undercover, you're just some dude in armor carrying a weapon, you could be some rando fighter, they don't know, until KAPOW! your illusory duplicate deals 3d10 damage AT LEVEL ONE while you stealth away to safety!
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Tayn really hit the nail on the head on Clerics but I would just like to add that as a cleric I have so many options at any given point in the game. I buff the party with bless and that is just a huge advantage at any given point. Skill checks outside of combat? Guidance gives everyone a great boost! First thing after a long rest? Cast aid and give people 5 hps for 8 hours!
You are also very versital in combat! You have range/touch offensive spells that are no joke(I'm looking at you guiding bolt/inflict wounds) Spirutal Weapon is just amazing and when it comes down to it you still have some decent melee if you want to go smack stuff!
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Hi All!
I am new to the game, and trying to find my class! I tried bard and warlock and as they felt great, they didn't feel like my play style.
The trickster cleric seems to be a fun whimsical way to play a hard-hitting cleric and also allows more spell casting - I like spells.
Any other suggestions or reason to stay with cleric?
What did you not like about bard and warlock? This will better help answer your question.
I felt as they were one trick ponies, and there was not much versatility, Bard was better at this, but it was all about skill checks which were cool but their skills were very situational if they even worked, and warlock had minimal spells with eldrich blast all the time
If you did not think the bard class was versatile enough, I'm not sure the cleric class will be enjoyable to you. The cleric class is great, but it is not nearly as versatile as the bard class.
Anyway, what exactly do you mean by versatile? Perhaps we're talking about two different things. And what do you envision your character being able to do?
By versatile I mean the ability to think beyond just hitting things, I feel the bard class is great but there is a lot of unknowns and for a new player like myself I don't take advantage of it at all.
I want my character to be able to be like utility assisting in all encounters and not feeling like he or she is made for certain events or sections of the campaign.
Hey, I am new to the game as well and created a Tempest Hill Dwarf Cleric. So far (only had one session) with the cantrips and the divine domain spells I have been the hardest hitter and most useful with buffs and the Fog ability in the tempest domain saved us a couple times. Plus the couple times I was able to heal someone from 1hp back to max hp was pretty nice.
Ok, in that case, have you thought about the Knowledge Domain? Knowledge of the Ages along with Guidance will let you be useful in nearly any situation.
I have not thought about that, I will check it out!
You really can't go wrong with Cleric, and there isn't a ton of difference between most Domains. As Jesse_DND said, Knowledge Domain could be interesting for you. I'd also highly recommend looking at Arcana and Forge Domains.
More specifically, Arcana is great because it gives you access to some spells from the Wizard spell list (and cast them using Wisdom instead of Intelligence). It's also great for both ranged or melee Cleric styles. Since Arcana gives you two cantrips from Wizard, picking up either Booming Blade or Green-Flame Blade (or both) gives you an amazing option for when/if you are in melee. This Domain basically gives you the versatility of playing in whatever style you want, when you want.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
The other nice thing about cleric is that you get to prepare different spells at the beginning of the day. It can be a bit daunting and takes a bit of work, but also gives you a LOT of flexibility to change your set up depending on the situations. I find myself gravitating towards a "standard kit" based on my character, but being able to repick every morning is great.
Find me on Twitter: @OboeLauren
Why stay with cleric???
Because clerics are O.P.A.F.! That's why! And because clerics offer a greater variety of subclasses than any other class!
Okay, let's break it down... there are four main categories: Tank, healer, DPS, and RP. And clerics are literally THE ONLY class that can excel at every single one of those positions!
Tank: Tanks take the center. You hold the enemy and focus the battle. Many Domains grant proficiency in heavy armor. You can Bane your enemy. You can Shield of Faith yourself. Forge clerics can give their armor a +1 bonus every day! Light clerics can impose disadvantage on enemy attacks. You are the wall of steel between the bad guy and your squishy little friends! And your high wisdom will help you perceive when the enemy is about to throw something new and exciting at you.
Healer: Duh! That's your bread and butter! Life cleric gets heavy armor AND boosted heals. And when you heal others, you also heal yourself! Nobody dies without your express written permission! Oh, and Grave clerics can break crits! And they can cast spare the dying as a ranged bonus action! And a light cleric's warding flare can prevent damage, which is even better than healing damage! And if I may refer you back to the DPS section... dead enemies can't attack your party! Sometimes the best defense is a good offense.
DPS: Many Domains also grant proficiency in martial weapons. Forge clerics can grant their metal weapon a +1 bonus every day. War cleric - bonus attacks, guided strike, AND war god's blessing! And they're not even the best! Wanna kill stuff dead? TEMPEST! Imagine Thor as a combat medic! Plus - every domain gets a damage output boost at level 8. You either get +1d8 per melee hit (+2d8 at level14!) or you get to add your Wis mod to your cantrip damage! Oh, and the Light cleric's Radiance of the Dawn can do 2d10+2 radiant damage to EVERY enemy within 30 feet AT LEVEL TWO! What other class can do that much damage at level two??? Plus, wait til level 5 when your healer is tossing out FIREBALL at the enemy!!!
Finally, RP: Role Playing: The fun of the game! Jester (on Critical Role) is a great example of just how much pure FUN you can have as a trickery cleric! But, with their high wisdom, any cleric would be great at perception and insight checks, which can not only keep the party safe, but also will clue you in to RP opportunities that other characters would just miss. You'll be the perfect person to be the party's lead negotiator. And if you have to go undercover, you're just some dude in armor carrying a weapon, you could be some rando fighter, they don't know, until KAPOW! your illusory duplicate deals 3d10 damage AT LEVEL ONE while you stealth away to safety!
Why play a cleric???
WHY PLAY ANYTHING ELSE!!!
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Anzio Faro. Lvl 5 Prot. Aasimar Light Cleric.
Tayn really hit the nail on the head on Clerics but I would just like to add that as a cleric I have so many options at any given point in the game. I buff the party with bless and that is just a huge advantage at any given point. Skill checks outside of combat? Guidance gives everyone a great boost! First thing after a long rest? Cast aid and give people 5 hps for 8 hours!
You are also very versital in combat! You have range/touch offensive spells that are no joke(I'm looking at you guiding bolt/inflict wounds) Spirutal Weapon is just amazing and when it comes down to it you still have some decent melee if you want to go smack stuff!