What is your favorite Cleric Cantrip? Vote on the poll and comment below! My favorite is toll the dead. It deals really good damage and unlike most d12 cantrips, has a decent range. d8s are okay too, but you should probably open with your Fighter attacking so toll the dead can be used the best it can be.
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Erean Cabenrith a Variant Human Cleric (Light Domain)
Anyone voting Thaumaturgy has to tell us their most amusing in game use.
Interrupting someone's speech/rant/song every six seconds by opening and closing doors and windows. Annoying people who read by constantly blowing out candles.
I can’t believe Guidance is so high up there. I never take it, just because yelling “I cast Guidance!” on every bloody skill check is just as annoying as “I have Darkvision!” every time you enter a cave.
Annoying enemies by having my illusion wizard teammate turn me invisible and making laughing sound from random points repeatedly, then smacking them with my hammer from behind.
I can’t believe Guidance is so high up there. I never take it, just because yelling “I cast Guidance!” on every bloody skill check is just as annoying as “I have Darkvision!” every time you enter a cave.
You don't have to yell, just say something along the lines of "before trying to pick the lock, I whisper a short prayer unde my breath". Roleplaying, yo!
I can’t believe Guidance is so high up there. I never take it, just because yelling “I cast Guidance!” on every bloody skill check is just as annoying as “I have Darkvision!” every time you enter a cave.
You don't have to yell, just say something along the lines of "before trying to pick the lock, I whisper a short prayer unde my breath". Roleplaying, yo!
True that! I always describe my spells before announcing them. But that doesn’t stop it from getting repetitive.
I can’t believe Guidance is so high up there. I never take it, just because yelling “I cast Guidance!” on every bloody skill check is just as annoying as “I have Darkvision!” every time you enter a cave.
You don't have to yell, just say something along the lines of "before trying to pick the lock, I whisper a short prayer unde my breath". Roleplaying, yo!
True that! I always describe my spells before announcing them. But that doesn’t stop it from getting repetitive.
Yeah. I try to vary it a bit. If you worship a luck god/dess you can flip a coin or, if you you do it to a friend, just slap them in the back of the head and say "Good luck, dummy, don't **** up!". Things like that. :P
Thaumaturgy is my favorite because when clearing undead monster on the first floor of an abbey, I used it several times to shut the wide open doors so my party could lock the door on their turn and we wouldn't be overrun by more undead. Downside is it slams the doors shut and alerted the other undead to our presence, but it worked.
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Sheska Woodrow: Level 1 Knowledge Cleric/Level 2 Order of Scribes Wizard
I'm a huge fan of Guidance, so much so that I often consider Magic Initiate (Cleric) just to get it on other classes (though I usually don't unless I can think of a good character reason to have it); while it's not much use in combat, I get huge mileage from it outside of combat using it to search, persuade, recall etc. (basically anything without time pressure), and will usually use it in advance of a combat I can see coming (enemies haven't noticed the party yet) to boost initiative.
Beyond that my second most used cantrip is Light since my current cleric/monk character doesn't have darkvision, so that's a huge help.
I also have Sacred Flame but actually don't use it much; but it's neat when I need to just deal radiant damage or ignore cover.
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In my opinion, the survey should say, "Other than Guidance ..." because Guidance is so effective and popular that DMs get tired of hearing it used almost constantly out of combat. I've heard several players and DMs say they want it banned, that is how important it is.
Clerics have plenty of great cantrips; Toll the Dead, Sacred Flame and Spare the Dying...
I generally don't play Clerics because I really enjoy playing Bards. Guidance beats anything Bards can do with a cantrip, although I have had loads of fun with Prestidigitation.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
I love thaumaturgy. I'm not really a cleric person, but I like dramatically entering rooms, and slamming the door open with no hands makes the entrance more dramatic
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I will protect those I hate. Even ... even if the one I hate most ... is ... myself.
I would like to point out that taking the Help Action provides Advantage and is roughly equal to a +5 bonus. If the character is already with Advantage and the roll is critical, maybe Guidance would be a consideration. Otherwise, I see Guidance as over-rated.
I would like to point out that taking the Help Action provides Advantage and is roughly equal to a +5 bonus. If the character is already with Advantage and the roll is critical, maybe Guidance would be a consideration. Otherwise, I see Guidance as over-rated.
Guidance only works for ability checks, not attacks or saving throws. This is almost exclusively an out of combat cantrip. It could help with a grapple in combat but that's about it.
I would like to point out that taking the Help Action provides Advantage and is roughly equal to a +5 bonus. If the character is already with Advantage and the roll is critical, maybe Guidance would be a consideration. Otherwise, I see Guidance as over-rated.
Guidance only works for ability checks, not attacks or saving throws. This is almost exclusively an out of combat cantrip. It could help with a grapple in combat but that's about it.
You can use Help out of combat as well; I think Wtfdndad's point is that it's usually going to be the better option unless you already have advantage.
However, nothing prevents you from using both; i.e- one person helps, another guides, so you get +d4 and advantage to an important check; if you only have one party member with good Charisma then this may be the best way to boost persuasion, or when the fighter wants to smash a door in, or you know you need to grab somebody etc.
You really want both as there will be cases where advantage is less important than having a higher maximum roll, e.g- if the DC is 22 and you only have a +1 then advantage won't help much, but Guidance might.
The other benefit of Guidance is that you can use it on yourself, whereas you can't Help yourself, and on that basis you can use it when alone (e.g- keeping watch), or when everyone is searching an area, or when you're about to spring an ambush (to add d4 to your initiative) and so-on.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I would like to point out that taking the Help Action provides Advantage and is roughly equal to a +5 bonus. If the character is already with Advantage and the roll is critical, maybe Guidance would be a consideration. Otherwise, I see Guidance as over-rated.
Guidance only works for ability checks, not attacks or saving throws. This is almost exclusively an out of combat cantrip. It could help with a grapple in combat but that's about it.
You can use Help out of combat as well; I think Wtfdndad's point is that it's usually going to be the better option unless you already have advantage.
However, nothing prevents you from using both; i.e- one person helps, another guides, so you get +d4 and advantage to an important check; if you only have one party member with good Charisma then this may be the best way to boost persuasion, or when the fighter wants to smash a door in, or you know you need to grab somebody etc.
You really want both as there will be cases where advantage is less important than having a higher maximum roll, e.g- if the DC is 22 and you only have a +1 then advantage won't help much, but Guidance might.
The other benefit of Guidance is that you can use it on yourself, whereas you can't Help yourself, and on that basis you can use it when alone (e.g- keeping watch), or when everyone is searching an area, or when you're about to spring an ambush (to add d4 to your initiative) and so-on.
Ahh, I completely forgot about the help action out of combat. Good call. I would say that guidance is the only way to help one of your party that is scouting ahead and alone. So in this case, it's a great way to "help" when you're not anywhere near your ally.
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What is your favorite Cleric Cantrip? Vote on the poll and comment below! My favorite is toll the dead. It deals really good damage and unlike most d12 cantrips, has a decent range. d8s are okay too, but you should probably open with your Fighter attacking so toll the dead can be used the best it can be.
Erean Cabenrith a Variant Human Cleric (Light Domain)
Eliem Lightblossom a High Elf Blood Hunter
Check out my Extended Signature Here
Guidance is probably the most useful, Toll the Dead is one of the betetr combat cantrips. Thaumaturgy is great for general roleplaying use.
Anyone voting Thaumaturgy has to tell us their most amusing in game use.
Interrupting someone's speech/rant/song every six seconds by opening and closing doors and windows. Annoying people who read by constantly blowing out candles.
I can’t believe Guidance is so high up there. I never take it, just because yelling “I cast Guidance!” on every bloody skill check is just as annoying as “I have Darkvision!” every time you enter a cave.
Wizard (Gandalf) of the Tolkien Club
Annoying enemies by having my illusion wizard teammate turn me invisible and making laughing sound from random points repeatedly, then smacking them with my hammer from behind.
You don't have to yell, just say something along the lines of "before trying to pick the lock, I whisper a short prayer unde my breath". Roleplaying, yo!
True that! I always describe my spells before announcing them. But that doesn’t stop it from getting repetitive.
Wizard (Gandalf) of the Tolkien Club
Yeah. I try to vary it a bit. If you worship a luck god/dess you can flip a coin or, if you you do it to a friend, just slap them in the back of the head and say "Good luck, dummy, don't **** up!". Things like that. :P
Thaumaturgy is my favorite because when clearing undead monster on the first floor of an abbey, I used it several times to shut the wide open doors so my party could lock the door on their turn and we wouldn't be overrun by more undead. Downside is it slams the doors shut and alerted the other undead to our presence, but it worked.
Sheska Woodrow: Level 1 Knowledge Cleric/Level 2 Order of Scribes Wizard
I'm a huge fan of Guidance, so much so that I often consider Magic Initiate (Cleric) just to get it on other classes (though I usually don't unless I can think of a good character reason to have it); while it's not much use in combat, I get huge mileage from it outside of combat using it to search, persuade, recall etc. (basically anything without time pressure), and will usually use it in advance of a combat I can see coming (enemies haven't noticed the party yet) to boost initiative.
Beyond that my second most used cantrip is Light since my current cleric/monk character doesn't have darkvision, so that's a huge help.
I also have Sacred Flame but actually don't use it much; but it's neat when I need to just deal radiant damage or ignore cover.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
In my opinion, the survey should say, "Other than Guidance ..." because Guidance is so effective and popular that DMs get tired of hearing it used almost constantly out of combat. I've heard several players and DMs say they want it banned, that is how important it is.
Clerics have plenty of great cantrips; Toll the Dead, Sacred Flame and Spare the Dying...
I generally don't play Clerics because I really enjoy playing Bards. Guidance beats anything Bards can do with a cantrip, although I have had loads of fun with Prestidigitation.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
I love thaumaturgy. I'm not really a cleric person, but I like dramatically entering rooms, and slamming the door open with no hands makes the entrance more dramatic
I will protect those I hate. Even ... even if the one I hate most ... is ... myself.
I would like to point out that taking the Help Action provides Advantage and is roughly equal to a +5 bonus. If the character is already with Advantage and the roll is critical, maybe Guidance would be a consideration. Otherwise, I see Guidance as over-rated.
Guidance only works for ability checks, not attacks or saving throws. This is almost exclusively an out of combat cantrip. It could help with a grapple in combat but that's about it.
You can use Help out of combat as well; I think Wtfdndad's point is that it's usually going to be the better option unless you already have advantage.
However, nothing prevents you from using both; i.e- one person helps, another guides, so you get +d4 and advantage to an important check; if you only have one party member with good Charisma then this may be the best way to boost persuasion, or when the fighter wants to smash a door in, or you know you need to grab somebody etc.
You really want both as there will be cases where advantage is less important than having a higher maximum roll, e.g- if the DC is 22 and you only have a +1 then advantage won't help much, but Guidance might.
The other benefit of Guidance is that you can use it on yourself, whereas you can't Help yourself, and on that basis you can use it when alone (e.g- keeping watch), or when everyone is searching an area, or when you're about to spring an ambush (to add d4 to your initiative) and so-on.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Currently no one has voted Resistance yet.
Erean Cabenrith a Variant Human Cleric (Light Domain)
Eliem Lightblossom a High Elf Blood Hunter
Check out my Extended Signature Here
Ahh, I completely forgot about the help action out of combat. Good call. I would say that guidance is the only way to help one of your party that is scouting ahead and alone. So in this case, it's a great way to "help" when you're not anywhere near your ally.