my name is AeuxDeus, and i'm curius as to how to use certain spells and or create things in DnD 5E, since my DM has started a new campaign where "we" are the characters, our real life selves, and he's given us 1 week to gather information and data, since everything on our person will be transported aswell.
Information
These are the spells im starting with.
Light (Cantrip)
Spare the dying (Cantrip)
Toll the dead (Cantrip)
Charm person (1st level)
Detect Magic (1st level)
Disguise Self (1st level)
Guiding bolt (1st level)
Sanctuary (1st level)
Class: Cleric
Domain: Trickery Domain
Level: 1
Race: Tiefling
i was wondering how i could eploit these spells, Especially the cantrips to their fullest extend if not beyond,
Questions
Can i learn "Mold Earth" as a cleric?
Can i possibly create a Beacon like the one you see in minecraft, if so how?
Anything i need to prioritize over food and shelter along with water?
1.) A decent amount of Continual Flame spells and a certain amount of large mirrors would suffice.
2.) A permanent village? That seems a little steep for 4 days short of maybe some wish spells. A temporary village is doable via various Tiny Hut and Galder's Tower spells and enough spell slots.
3.) Arguably, yes? But their effectiveness as such would be subject to DM approval.
Just a reminder that clerics are prepare casters, so they can change their leveled spells every long rest.
You can get mold earth by multiclassing or taking the magic initiate feat.
Most d&d campaigns involve movinh around a lot, but there are some spells for defending a base, if that is what you were looking for out of a beacon. They are mostly higher level and require casting daily, so are mostly late game preparations.
You honestly may not even need food, water, and shelter depending on what spells your party has access to.
Greetings fellow adventures.
my name is AeuxDeus, and i'm curius as to how to use certain spells and or create things in DnD 5E, since my DM has started a new campaign where "we" are the characters, our real life selves, and he's given us 1 week to gather information and data, since everything on our person will be transported aswell.
Information
These are the spells im starting with.
Class: Cleric
Domain: Trickery Domain
Level: 1
Race: Tiefling
i was wondering how i could eploit these spells, Especially the cantrips to their fullest extend if not beyond,
Questions
Can i learn "Mold Earth" as a cleric?
Can i possibly create a Beacon like the one you see in minecraft, if so how?
Anything i need to prioritize over food and shelter along with water?
Any Tips and tricks?
1.) A decent amount of Continual Flame spells and a certain amount of large mirrors would suffice.
2.) A permanent village? That seems a little steep for 4 days short of maybe some wish spells. A temporary village is doable via various Tiny Hut and Galder's Tower spells and enough spell slots.
3.) Arguably, yes? But their effectiveness as such would be subject to DM approval.
Thanks for your input Metamongoose, i appreciate it!
Just a reminder that clerics are prepare casters, so they can change their leveled spells every long rest.
You can get mold earth by multiclassing or taking the magic initiate feat.
Most d&d campaigns involve movinh around a lot, but there are some spells for defending a base, if that is what you were looking for out of a beacon. They are mostly higher level and require casting daily, so are mostly late game preparations.
You honestly may not even need food, water, and shelter depending on what spells your party has access to.