I was thinking along these lines. Only one of five characters has Darkvision, so that changes things.
Light
Toll the Dead
Guidance
I have the healing skill, so Spare the Dying is not as critical. I might pick up Sacred Flame or maybe Warding Flare at the next opportunity.
I agree I never take spare the dying. The way I look at it - it is a touch spell so, you can do the same thing with a healer's kit. If spare the dying was ranged (like with a Grave Cleric) it would be a different story
Also, literally any character can stabilize a dying character if they succeed on a DC 10 Medicine check (which has no cost, only a slight risk of failure depending on your modifier). So unless you're a Grave cleric (or a sorcerer who can quicken it or something), the only benefit of Spare the Dying is that you don't have to make the DC 10 Medicine check.
Since Tempest domain clerics are designed for control and battle:- 1) Sacred flame - helps you deal out 1d8 fire damage on 1 creature within 60 ft, The spell's damage increases by another 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). 2) Thaumaturgy -
Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
, and 3) Toll the dead - Necrotic attacking spell on any one creature within 60 ft in which the target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
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Also, literally any character can stabilize a dying character if they succeed on a DC 10 Medicine check (which has no cost, only a slight risk of failure depending on your modifier). So unless you're a Grave cleric (or a sorcerer who can quicken it or something), the only benefit of Spare the Dying is that you don't have to make the DC 10 Medicine check.
Since Tempest domain clerics are designed for control and battle:-
when you reach 5th level (2d8
), 11th level (3d8
), and 17th level (4d8
).
1)
Sacred flame - helps you deal out 1d8 fire damage on 1 creature within 60 ft, The spell's damage increases by another 1d8
2)
Thaumaturgy -
, and 3) Toll the dead - Necrotic attacking spell on any one creature within 60 ft in which the target must succeed on a Wisdom saving throw or take 1d8 necrotic damage.
If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).