As i say im new to d&d and like it a lot. iv bean asked to make a new character for a one shot at amy end up being a ongoing this. how i like to play a cleric as i feel i could be a good heal and play more to the team. Life Domain is the only one i get with out paying more but at the min ill just lean the game a bit more. so what i would like to know is being a l3 hill dwarf cleric of life domain. what is a good set up.? iv gone for str 13 dex 12 con 16 in 8 wis 16 cha any help would be good moveing them around or help with cantrips spels
I don’t see your cha score, but either way, That should work well, as far as stats. Bring a dwarf, you don’t need the higher str for heavy armor. Just focus on your wisdom as you level up, I’d say. Or warcaster. For cantrips a MUST is guidance. Then use it every time anyone in your party makes a skill check, and you will be everyone’s best friend. You will want an offensive cantrip. Either sacred flame or Toll the dead. You won’t need both. You Personally won’t need light, but if there’s anyone in the party without darkvision, at least one of the casters should have it. So coordinate with the rest of the party. Personally not a fan of spare the dying, but there are some people who don’t build a cleric without it. Always have the level 1 spell healing word prepared. Even after you start getting more powerful healing spells, it will be good to have to fall back on. Otherwise, your domain spells cover all the really important low level cleric spells and you can just grab whatever looks interesting and try it out. Use bless at the start of a hard fight. And spiritual weapon is your friend.
OK there's a lot of issues with your original stat layout. You want your wis to be 16 if possible, and you're going to want respectable str. The wisdom in particular is going to help you by making your spell save DC better, making your heals stronger, and allowing you to prepare more skills. What I'd recommend is 14 str, 13 into dex (many will tell you to put the 8 here because you have heavy armor but I disagree, saves and init are still nice to have) 12 into con, 10 into int, 15 into wis and 8 into cha. After your racial modifiers that will give you 14, 13, 14, 16 wis and 8 cha.
For spells, you get bless and cure wounds for free, always prepared as first level spells, and spiritual weapon as a second level spell. These are great spells that you're going to use often, they are your absolute bread and butter. For cantrips you want guidance and toll the dead. Toll the dead is going to be your go-to for damage when you have nothing better to do. The last cantrip can be a utility cantrip. Light might be useful if your party has someone without dark vision, I get a lot of use out of mending, and Thaumaturgy can use useful and fun.
For your other spells, I recommend healing word at level 1 since it's a bonus action, but since you're level 3, you generally have better things to do with your bonus action (spiritual weapon) so cure wounds becomes your primary heal. I'd probably take detect magic and command. Really though, I am probably only going to be casting bless and cure wounds with my first level spell slots. For second level, I'd take blindness/deafness in case you run into a caster that you want to shut down. I'd consider preparing prayer of healing if you're in a jam and do not have time to take a long rest. Aid is probably my last pick. Really though, my second level slots are generally going to be used for spiritual weapon.
Tactics are simple. There are two spells you want to get running ASAP; bless and spiritual weapon. You can't cast them both on the same round. I'm probably going to cast spiritual weapon on round 1, and with my action, toll the dead, preferrably on an already wounded target if one is available. Some people will tell you to hit with you hammer, but imo, it's better to blast with your cantrip regardless of what your level 8 feature is. Keeping your hammer hand free makes life easier without warcaster and you take fewer risks at having to make conc saves. Round 2 I bless the party, and I am putting it on players who will be making the most attack rolls. Your bonus action will be making attacks with your spiritual weapon. For your action, if a player goes down, you cure wounds. Otherwise, toll the dead. Don't try to outpace enemy damage with heals. Generally speaking they will hit as hard or harder than you can heal, so your best play is to try and help DPR things down, and heal when someone drops to get them back in the fight.
EDIT: Actually I think I would put the 14 into dex and the 13 into str because I value dex and I do not value str.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
As i say im new to d&d and like it a lot. iv bean asked to make a new character for a one shot at amy end up being a ongoing this. how i like to play a cleric as i feel i could be a good heal and play more to the team. Life Domain is the only one i get with out paying more but at the min ill just lean the game a bit more. so what i would like to know is being a l3 hill dwarf cleric of life domain. what is a good set up.? iv gone for str 13 dex 12 con 16 in 8 wis 16 cha any help would be good moveing them around or help with cantrips spels
I don’t see your cha score, but either way, That should work well, as far as stats. Bring a dwarf, you don’t need the higher str for heavy armor. Just focus on your wisdom as you level up, I’d say. Or warcaster.
For cantrips a MUST is guidance. Then use it every time anyone in your party makes a skill check, and you will be everyone’s best friend. You will want an offensive cantrip. Either sacred flame or Toll the dead. You won’t need both. You Personally won’t need light, but if there’s anyone in the party without darkvision, at least one of the casters should have it. So coordinate with the rest of the party. Personally not a fan of spare the dying, but there are some people who don’t build a cleric without it.
Always have the level 1 spell healing word prepared. Even after you start getting more powerful healing spells, it will be good to have to fall back on. Otherwise, your domain spells cover all the really important low level cleric spells and you can just grab whatever looks interesting and try it out.
Use bless at the start of a hard fight. And spiritual weapon is your friend.
thanks for your help i look at every thing your said. cha was 10. we where useing the stand 15,14,12,13,10,8.
OK there's a lot of issues with your original stat layout. You want your wis to be 16 if possible, and you're going to want respectable str. The wisdom in particular is going to help you by making your spell save DC better, making your heals stronger, and allowing you to prepare more skills. What I'd recommend is 14 str, 13 into dex (many will tell you to put the 8 here because you have heavy armor but I disagree, saves and init are still nice to have) 12 into con, 10 into int, 15 into wis and 8 into cha. After your racial modifiers that will give you 14, 13, 14, 16 wis and 8 cha.
For spells, you get bless and cure wounds for free, always prepared as first level spells, and spiritual weapon as a second level spell. These are great spells that you're going to use often, they are your absolute bread and butter. For cantrips you want guidance and toll the dead. Toll the dead is going to be your go-to for damage when you have nothing better to do. The last cantrip can be a utility cantrip. Light might be useful if your party has someone without dark vision, I get a lot of use out of mending, and Thaumaturgy can use useful and fun.
For your other spells, I recommend healing word at level 1 since it's a bonus action, but since you're level 3, you generally have better things to do with your bonus action (spiritual weapon) so cure wounds becomes your primary heal. I'd probably take detect magic and command. Really though, I am probably only going to be casting bless and cure wounds with my first level spell slots. For second level, I'd take blindness/deafness in case you run into a caster that you want to shut down. I'd consider preparing prayer of healing if you're in a jam and do not have time to take a long rest. Aid is probably my last pick. Really though, my second level slots are generally going to be used for spiritual weapon.
Tactics are simple. There are two spells you want to get running ASAP; bless and spiritual weapon. You can't cast them both on the same round. I'm probably going to cast spiritual weapon on round 1, and with my action, toll the dead, preferrably on an already wounded target if one is available. Some people will tell you to hit with you hammer, but imo, it's better to blast with your cantrip regardless of what your level 8 feature is. Keeping your hammer hand free makes life easier without warcaster and you take fewer risks at having to make conc saves. Round 2 I bless the party, and I am putting it on players who will be making the most attack rolls. Your bonus action will be making attacks with your spiritual weapon. For your action, if a player goes down, you cure wounds. Otherwise, toll the dead. Don't try to outpace enemy damage with heals. Generally speaking they will hit as hard or harder than you can heal, so your best play is to try and help DPR things down, and heal when someone drops to get them back in the fight.
EDIT: Actually I think I would put the 14 into dex and the 13 into str because I value dex and I do not value str.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
thinks for you input i will revamp my player