I’m playing a lizardfolk nature cleric and we just hit 14th level, and I have no idea what spell to choose. My normal adventuring spell list is (plus domain spells):
Cantrips: thorn whip (from 1st-lvl nature feature), toll the dead, thaumaturgy, guidance, resistance, light, mending (I was blessed by a tribal elder and got an extra cantrip a few levels ago)
1st lvl: shield of faith, healing word, protection from evil and good, bless
2nd lvl: spiritual weapon, hold person
3rd lvl: spirit guardians, life transference, aura of vitality
4th lvl: death ward, aura of life
5th lvl: commune, mass cure wounds
6th lvl: word of recall, blade barrier, heal
7th lvl: divine word
I’ve not got any resurrection spells because I’ve run out of diamonds so I’ve stopped preparing them, any suggestions for what I’m missing? I tend to wade into melee and use healing word then heal if the fighter goes down.
I’m playing a lizardfolk nature cleric and we just hit 14th level, and I have no idea what spell to choose. My normal adventuring spell list is (plus domain spells):
Cantrips: thorn whip (from 1st-lvl nature feature), toll the dead, thaumaturgy, guidance, resistance, light, mending (I was blessed by a tribal elder and got an extra cantrip a few levels ago)
1st lvl: shield of faith, healing word, protection from evil and good, bless
2nd lvl: spiritual weapon, hold person
3rd lvl: spirit guardians, life transference, aura of vitality
4th lvl: death ward, aura of life
5th lvl: commune, mass cure wounds
6th lvl: word of recall, blade barrier, heal
7th lvl: divine word
I’ve not got any resurrection spells because I’ve run out of diamonds so I’ve stopped preparing them, any suggestions for what I’m missing? I tend to wade into melee and use healing word then heal if the fighter goes down.
As a cleric you can prepare new spells after any long rest. So it doesn’t really matter. Re-prepare spells as needed for what you encounter or don’t. What you expect to, or don’t expect to.
protection from evil and good tends to be better when there’s lots of undead. But not so good when there’s no undead.
If you cannot Raise Dead or cast Resurrection, you should at least keep Revivify on hand unless somebody else already has it. Hallow is a great spell if you ARE fighitng undead or fiends on their turf and need a place where your party can be safe (but it does have some sort of expensive material components). It's basically to create a holy-sanctified refuge. Geas is useful if you need to force some lower level NPC to do something for your party.
@ Song_of_Blues Revivify requires a diamond worth 300gp.
Most of this will come down to your group's playstyle (ie a few encounters per day or longer dungeon crawls), your party composition and spells that think are appropriate for your character.
A couple of things that I noticed, you currently have a lot of concentration spells. Spells like Protection from Evil and Good and Shield of Faith only really help one party member and Bless on the other hand can really help against spell saves. I'm guessing that you usually use your low level spell slots for Healing Word, Bless, Spiritual Weapon and Spirit Guardians. With you only have a 16/17 in Wisdom, I would stay clear Hold Person.
Overall I'd likely have these as my core adventuring spells and then pick more situation ones as necessary.
1st lvl: Bless & Healing Word
2nd lvl: Spiritual Weapon
3rd lvl: Spirit Guardians & Aura of Vitality (Out of Combat Healing // If you have a large group Pray of Healing might be prefered as its only a 2nd lvl spell)
4th lvl: Death Ward
5th lvl: Mass Cure Wounds (Emergency in combat healing)
6th lvl: Heal (Emergency in combat healing)
7th lvl: Conjure Celestial (Let the Couatl cast spells like Bless Cure Wounds, Greater Restoration and Scrying for you)
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Alston | Level 12 | Human | Cleric | Forge Dorrin | Level 1 | Stone Dwarf | Warlock | Fiend DM | Toril Catastrophe | Rime of the Frostmaiden DM | Clockwork Contingent | Tyranny of Dragons
You can use Aid very often, it's a great spell. You won't use Remove Curse often at all, but when the situation comes up, it will be fantastic to have had it prepared.
Depending of course group wise. A cleric could certainly change the battlefield with a timely turn undead or other channel divinity.
Being a bonus action use, it gives a thing for you to use early and often as you don't have a whole ton of bonus action abilities, spiritual weapon is worthwhile in many fights (plus no concentration either)
If you are often surrounded or things attack from walls. Spiritual guardians basically adds free and easy damage in a mini 'death bubble' so things cannot just hide past a wall or anything.
Aid you should try to use daily. Especially on yourself, npc's you may want to keep alive like companions or the ones from Curse of Strahd. Maybe people who are particularly fragile or get hurt a lot. Gets costly if you have a larger party.
I am a fan of beacon of hope and sanctuary. If you forsee things going way south, like people will die this encounter. Using that is huge. Then sanctuary because many intelligent things would see the lizardfolk go super saiyan and bolster the living hell out of everyone. (mass cure wounds could be that tide changer if everyone is hurt.) Might be able to make a point if you are low on health and may lose beacon of hope soon. But life transference would be max heal. Which if you use life transference on yourself to voluntarily take the max. It could be cool for that noble sacrifice thing. If you got death ward handy, you could play it out as making you dramatically weakened and your diety uplifts your battered body. Might be able to get away with it once as even using life transference at base level. you would heal them a minimal 64 hp. And with death ward. you would be up with 1 hp. Very much will reasonably draw the ire of enemies around you as you will still have a ton left to do on your turn.
If you guys have traveled to another plane and could have somewhat of a safe spot to go back to. Plane shift is your emergency gtfo spell.
Clerics have some pretty great combos. Especially at the lower leveled end that a simple explaining what you intend to do would be able to make some moments. Maybe buy some time if you chance the luck of calling to your diety for aid. Lot of encounters have that 'just one more turn' setup where a good turn can turn a total defeat into a close encounter with death but you all lived.
Gentle Repose is a good thing. That revivify can be extended out by years with daily casting of that. That way you essentially could roll a d100 every single day until your ally comes back if you guys aren't in a rush for an objective.
I’m playing a lizardfolk nature cleric and we just hit 14th level, and I have no idea what spell to choose. My normal adventuring spell list is (plus domain spells):
Cantrips: thorn whip (from 1st-lvl nature feature), toll the dead, thaumaturgy, guidance, resistance, light, mending (I was blessed by a tribal elder and got an extra cantrip a few levels ago)
1st lvl: shield of faith, healing word, protection from evil and good, bless
2nd lvl: spiritual weapon, hold person
3rd lvl: spirit guardians, life transference, aura of vitality
4th lvl: death ward, aura of life
5th lvl: commune, mass cure wounds
6th lvl: word of recall, blade barrier, heal
7th lvl: divine word
I’ve not got any resurrection spells because I’ve run out of diamonds so I’ve stopped preparing them, any suggestions for what I’m missing? I tend to wade into melee and use healing word then heal if the fighter goes down.
As a cleric you can prepare new spells after any long rest. So it doesn’t really matter. Re-prepare spells as needed for what you encounter or don’t. What you expect to, or don’t expect to.
protection from evil and good tends to be better when there’s lots of undead. But not so good when there’s no undead.
If you cannot Raise Dead or cast Resurrection, you should at least keep Revivify on hand unless somebody else already has it. Hallow is a great spell if you ARE fighitng undead or fiends on their turf and need a place where your party can be safe (but it does have some sort of expensive material components). It's basically to create a holy-sanctified refuge. Geas is useful if you need to force some lower level NPC to do something for your party.
@ Song_of_Blues Revivify requires a diamond worth 300gp.
Most of this will come down to your group's playstyle (ie a few encounters per day or longer dungeon crawls), your party composition and spells that think are appropriate for your character.
A couple of things that I noticed, you currently have a lot of concentration spells. Spells like Protection from Evil and Good and Shield of Faith only really help one party member and Bless on the other hand can really help against spell saves. I'm guessing that you usually use your low level spell slots for Healing Word, Bless, Spiritual Weapon and Spirit Guardians. With you only have a 16/17 in Wisdom, I would stay clear Hold Person.
Overall I'd likely have these as my core adventuring spells and then pick more situation ones as necessary.
1st lvl: Bless & Healing Word
2nd lvl: Spiritual Weapon
3rd lvl: Spirit Guardians & Aura of Vitality (Out of Combat Healing // If you have a large group Pray of Healing might be prefered as its only a 2nd lvl spell)
4th lvl: Death Ward
5th lvl: Mass Cure Wounds (Emergency in combat healing)
6th lvl: Heal (Emergency in combat healing)
7th lvl: Conjure Celestial (Let the Couatl cast spells like Bless Cure Wounds, Greater Restoration and Scrying for you)
I would suggest Aid and Remove Curse.
You can use Aid very often, it's a great spell. You won't use Remove Curse often at all, but when the situation comes up, it will be fantastic to have had it prepared.
Depending of course group wise. A cleric could certainly change the battlefield with a timely turn undead or other channel divinity.
Being a bonus action use, it gives a thing for you to use early and often as you don't have a whole ton of bonus action abilities, spiritual weapon is worthwhile in many fights (plus no concentration either)
If you are often surrounded or things attack from walls. Spiritual guardians basically adds free and easy damage in a mini 'death bubble' so things cannot just hide past a wall or anything.
Aid you should try to use daily. Especially on yourself, npc's you may want to keep alive like companions or the ones from Curse of Strahd. Maybe people who are particularly fragile or get hurt a lot. Gets costly if you have a larger party.
I am a fan of beacon of hope and sanctuary. If you forsee things going way south, like people will die this encounter. Using that is huge. Then sanctuary because many intelligent things would see the lizardfolk go super saiyan and bolster the living hell out of everyone. (mass cure wounds could be that tide changer if everyone is hurt.) Might be able to make a point if you are low on health and may lose beacon of hope soon. But life transference would be max heal. Which if you use life transference on yourself to voluntarily take the max. It could be cool for that noble sacrifice thing. If you got death ward handy, you could play it out as making you dramatically weakened and your diety uplifts your battered body. Might be able to get away with it once as even using life transference at base level. you would heal them a minimal 64 hp. And with death ward. you would be up with 1 hp. Very much will reasonably draw the ire of enemies around you as you will still have a ton left to do on your turn.
If you guys have traveled to another plane and could have somewhat of a safe spot to go back to. Plane shift is your emergency gtfo spell.
Clerics have some pretty great combos. Especially at the lower leveled end that a simple explaining what you intend to do would be able to make some moments. Maybe buy some time if you chance the luck of calling to your diety for aid. Lot of encounters have that 'just one more turn' setup where a good turn can turn a total defeat into a close encounter with death but you all lived.
Gentle Repose is a good thing. That revivify can be extended out by years with daily casting of that. That way you essentially could roll a d100 every single day until your ally comes back if you guys aren't in a rush for an objective.
Guys, tell me this game worth playing?