I’ve heard a ton in the community about how broken some domains ( really just twighlight, life and peace) are. I also have played light cleric and thought that was quite good. However, as a dm and a player, no one I know has played either war or knowledge in spite of them looking solid. Any reason why you wouldn’t play either of them?
Most Clerics only really need a strong WIS, a decent CON, and either enough 14 DEX to max AC for Medium Armor or 15 STR to wear Heavy Armor (Plate/Splint).
The Knowledge Cleric's skill set encouraged a stronger INT score to maximize the skill expertise, which is hard to do when using Standard Array / Point Buy. If you're doing Manual Rolls and do well enough to invest in WIS, CON, INT, and DEX, you'll be doing quite well. Otherwise, it's hard to prioritize 4 stats without dumping hard on STR/CHA.
Knowledge Cleric's Domain Spells help if your party lacks Arcane Casters like a Wizard/Sorcerer/Bard. They are much less appealing if your party has them covered. So party composition matters a lot.
War Domain usually requires planning for 3 stats: STR, WIS, and CON, probably in that order. Their domain spells start out as buffs, so spell DC isn't prioritized until level 9, when you have the chance to bump WIS by at least 2 points at level 8. It's not a terrible domain, but it's probably an RP choice / character concept that requires some deliberate choices that go against the meta performing options you mentioned.
Knowledge domain is common enough (and is rated well on rpgbot.net's cleric subclass list); Somebody in a campaign I was in had one ready for use but we only had one martial character so he went with barbarian instead. War and nature are rated really badly on rpgbot.net's cleric subclass guide...and he gives details as to why.
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I’ve heard a ton in the community about how broken some domains ( really just twighlight, life and peace) are. I also have played light cleric and thought that was quite good. However, as a dm and a player, no one I know has played either war or knowledge in spite of them looking solid. Any reason why you wouldn’t play either of them?
...I played a Knowledge Cleric from 3 to 17.
Most Clerics only really need a strong WIS, a decent CON, and either enough 14 DEX to max AC for Medium Armor or 15 STR to wear Heavy Armor (Plate/Splint).
The Knowledge Cleric's skill set encouraged a stronger INT score to maximize the skill expertise, which is hard to do when using Standard Array / Point Buy. If you're doing Manual Rolls and do well enough to invest in WIS, CON, INT, and DEX, you'll be doing quite well. Otherwise, it's hard to prioritize 4 stats without dumping hard on STR/CHA.
Knowledge Cleric's Domain Spells help if your party lacks Arcane Casters like a Wizard/Sorcerer/Bard. They are much less appealing if your party has them covered. So party composition matters a lot.
War Domain usually requires planning for 3 stats: STR, WIS, and CON, probably in that order. Their domain spells start out as buffs, so spell DC isn't prioritized until level 9, when you have the chance to bump WIS by at least 2 points at level 8. It's not a terrible domain, but it's probably an RP choice / character concept that requires some deliberate choices that go against the meta performing options you mentioned.
Knowledge domain is common enough (and is rated well on rpgbot.net's cleric subclass list); Somebody in a campaign I was in had one ready for use but we only had one martial character so he went with barbarian instead. War and nature are rated really badly on rpgbot.net's cleric subclass guide...and he gives details as to why.
Food, Scifi/fantasy, anime, DND 5E/RPG geek.