So, I've heard some extremely mixed opinions about this domain. Apparently it's supposed to be supportive but doesn't actually have many healing or defensive traits? Situational abilities? Could some of you help clear this up?
All clerics have the same capacity to heal with only the life domain getting bonuses to them. The grave domain specializes in preventing death rather than healing. If the party gets dropped to 0 a lot, grave domain. If the party gets dropped to half HP a lot, anything else.
Grave clerics get a couple offensive abilities with their Channel Divinity and bonus cantrip damage (at level 8). However, I'd consider them more defensive in nature with their ability to negate critical hit damage (level 6) and their domain spells like bane, ray of enfeeblement, and revivify.
But the cleric spell list is wide enough that you can tailor it pretty easily for offense or defense. Guiding Bolt, Inflict Wounds, Spiritual Weapon, and Spirit Guardians can pump out a ton of damage. On the other side, Bane/Bless, Aid, Hold Person, and the various healing spells are more defensive. Clerics get a ton of options and since you can swap out your spells after a long rest, you can play multiple roles in your party.
Spare the Dying is automatically known as a Grave cleric, so you don't need to add it when choosing spells. War Caster or Resilient Constitution can both be good for maintaining concentration spells, if you're preparing several of those.
Ok so.....War Caster for feat (when i get it), Cure Wounds, Bless, Shield of Faith, and Sanctuary or Guiding Bolt? And for stat scores.... 20 in WIS (for my bard, I rolled a full 20 in CHA and 18 in DEX), 18 in CON, Strength or Dex being next, and either CHA or INT being dump stats.
As for cantrips. Sacrad flame, guidance, and toll the dead. And yes, definitely take guiding bolt as a spell. But as others have said, you can change your spells daily . Not your cantrips though , they are permanent.
For first level spells, Bless is a must-have. Aside from Cure Wounds, you should also consider Bane, Command, and Guiding Bolt. Protection from Good and Evil can be very useful if you know that your campaign includes fiends, elementals, undead or fey with the ability to charm, frighten or possess party members.
Grave Clerics get Bane as a domain spell, and I would recommend only 1-2 concentration spells, Bane and Bless probably, but not Shield of Faith, because you can only keep 1 concentration spell going at a time.
For cantrips, go with sacred flame, it deals RADIANT damage and ignores some cover, I at least think it's better then toll the dead
I wanted to create a character that was most like myself, and since I work at a Funeral home I went with the Grave Domain Cleric. I haven't got to use him yet but a friend of mine wants to DM Decent into Avernus and I was thinking of using him. I also found out about Kelemvor as I was looking up things for the Grave Cleric. Very interesting.
I wanted to create a character that was most like myself, and since I work at a Funeral home I went with the Grave Domain Cleric. I haven't got to use him yet but a friend of mine wants to DM Decent into Avernus and I was thinking of using him. I also found out about Kelemvor as I was looking up things for the Grave Cleric. Very interesting.
This is probably a great class to choose as DIA and your DM both hate players and your party will likely get dropped to 0 frequently in the beginning couple chapters if your entire party doesn't play exceptionally smart.
So, I've heard some extremely mixed opinions about this domain. Apparently it's supposed to be supportive but doesn't actually have many healing or defensive traits? Situational abilities? Could some of you help clear this up?
All clerics have the same capacity to heal with only the life domain getting bonuses to them. The grave domain specializes in preventing death rather than healing. If the party gets dropped to 0 a lot, grave domain. If the party gets dropped to half HP a lot, anything else.
So I assume in the meantime, what can a Grave Cleric do? Can it be a good offense or defense?
Grave clerics get a couple offensive abilities with their Channel Divinity and bonus cantrip damage (at level 8). However, I'd consider them more defensive in nature with their ability to negate critical hit damage (level 6) and their domain spells like bane, ray of enfeeblement, and revivify.
But the cleric spell list is wide enough that you can tailor it pretty easily for offense or defense. Guiding Bolt, Inflict Wounds, Spiritual Weapon, and Spirit Guardians can pump out a ton of damage. On the other side, Bane/Bless, Aid, Hold Person, and the various healing spells are more defensive. Clerics get a ton of options and since you can swap out your spells after a long rest, you can play multiple roles in your party.
Adrik Torunn: Hill Dwarf Life Cleric of Moradin
Ando Fain: Half-elf Oath of Ancients Paladin of Miliekki, Dragon of Icespire Peak campaign
DM for home campaign
Then could you recommend cantrip(s) and spells for a 1st level Grave Cleric?
Toll the dead and guidance are good cleric cantrips in general.
Definitely take Cure Wounds, it really takes advantage of that maximum roll healing (as opposed to Healing Word).
Wizard (Gandalf) of the Tolkien Club
What about Spare The Dying? And should I take War Caster for defensive means or another feat?
Spare the Dying is automatically known as a Grave cleric, so you don't need to add it when choosing spells. War Caster or Resilient Constitution can both be good for maintaining concentration spells, if you're preparing several of those.
Adrik Torunn: Hill Dwarf Life Cleric of Moradin
Ando Fain: Half-elf Oath of Ancients Paladin of Miliekki, Dragon of Icespire Peak campaign
DM for home campaign
Ok so.....War Caster for feat (when i get it), Cure Wounds, Bless, Shield of Faith, and Sanctuary or Guiding Bolt? And for stat scores.... 20 in WIS (for my bard, I rolled a full 20 in CHA and 18 in DEX), 18 in CON, Strength or Dex being next, and either CHA or INT being dump stats.
How do you roll a 20 with 3d6 ??
As for cantrips. Sacrad flame, guidance, and toll the dead. And yes, definitely take guiding bolt as a spell. But as others have said, you can change your spells daily . Not your cantrips though , they are permanent.
Chillin, for my stat scores, my DM let me roll four times each stat, and then add all the results. I guess I just got lucky. I swear I did not cheat.
Ohh, that's weird. Usually it roll 4 keep the highest 3. Since it is not very difficult to roll 18-20 (or higher) on 4 dice
For first level spells, Bless is a must-have. Aside from Cure Wounds, you should also consider Bane, Command, and Guiding Bolt. Protection from Good and Evil can be very useful if you know that your campaign includes fiends, elementals, undead or fey with the ability to charm, frighten or possess party members.
hmmm
Grave Clerics get Bane as a domain spell, and I would recommend only 1-2 concentration spells, Bane and Bless probably, but not Shield of Faith, because you can only keep 1 concentration spell going at a time.
For cantrips, go with sacred flame, it deals RADIANT damage and ignores some cover, I at least think it's better then toll the dead
D&D is a game for nerds... so I guess I'm one :p
I wanted to create a character that was most like myself, and since I work at a Funeral home I went with the Grave Domain Cleric. I haven't got to use him yet but a friend of mine wants to DM Decent into Avernus and I was thinking of using him. I also found out about Kelemvor as I was looking up things for the Grave Cleric. Very interesting.
This is probably a great class to choose as DIA and your DM both hate players and your party will likely get dropped to 0 frequently in the beginning couple chapters if your entire party doesn't play exceptionally smart.
Hahahah The DM hates the players? Why does he DM then?
Because he enjoys seeing them squirm...and suffer!
*Maniacal laughter*