Hello everyone, I am pretty new to DnD soo basically I am pretty overwhelmed with all the possibilities there are, so it would be amazing if maybe someone could give me some tips.
I decided to play an fallen Aasimar / Twilight Cleric / Acolyte. Since someone else of the party is already a little healy as well, I dont want to be mainly the healing person, but mostly focusing on damage. Is there anything I should definitely get or prioritize or something I should definitely do? And since Im pretty good with weapons (but they sadly dont do to much damage as for now) is that my main attack? And is there something I can get with leveling, to make more weapon damage?
Twilight clerics are really designed for support rather than damage dealing. Being able to give everyone 300 foot of darkvision for an hour (and having it yourself) is really great on dungeon crawls (especally dungeons containing large caverns) and at night. Faerie fire and see invisibilty are great against invisible creatures but don't provide damage. War and tempest clerics get features which increase damage and light clerics get access to burning hands and fireball probably ther most damage dealing 1st and 3rd level spells in the game, but even they will not out damage the all out damage of something like a evocation wizard.
Depending on your stats and playstyle you may want to use weapons to attack or spells. As spell slots are limited at least early on most of your pells will have to be cantrips. Below is a comparison of the damage you deal by level using a 1D8 melee weapon (e.g long sword) verses sacred flame (you may want to use toll the dead instead that deals less damge on an unhurt creature and more on one that has taken damage). You could do more damage with a two handed weapon but thiswould reduce your defence as you can not use a shield. You can also use a rapier to replace the str modifier with dex.
I have assummes you start with +3 strength and may take an ASI in str at level 8 (you probably want ot take wis at 4) by level 16 you have either +4 or +5 to strength. As you can see the whether you do more damage on a hit varies by level, the average per attack varies by enemy, so you can choose to use sacred flame on enemies with high AC and a sword on creatures with high dex. Clerics that don't get heavy armor get to add their wisdom to damage from level 8 so they will do more damage than a heavily armoured cleric can.
I have not included it on the table but If your DM allows blessed strikes you can get a +1d8 damge to cantrip attacks as well as weapon attacks. The disadvantage of this is you don't get a secondf d8 damage to your weaopon attacks at level 14 but if your camapaign doesn't go that far is a strictly better option. It also means that after level 5 if you hit with sacred flame you will expect to do more damage than a weapon attack.
Most cleric spells are for support and control the main exceptions are spirtual weapon and spirit guardians if you want to be a damage dealing twilight cleric prepare these any day there is a chance you might get into a fight.
I recommend paying attention to Jegpeg's post. Toll the Dead for dealing damage yourself and Bless for supporting the party are both good options that will help deal a lot of damage net, but also Twilight isn't the most damaging domain or anything. Fallen Aasimar also aren't the best Aaasimar for this build - you won't be leaning into Charisma, so in practice, your fear effect won't be that great compared to a Protector Aasimar's flight.
As far as damage goes, Guiding Bolt and Inflict Wounds are fairly solid options for damage, with 4d6 and 3d10 respectively at level 1. The only thing with these is that it's a one-and-done rather than concentration, so you'll go through spell slots quickly. Both JegPeg and quindraco have good advice for your cantrips.
Something you might want to think about down the road is taking a level in Fighter and choosing the Dueling fighting style, which would give you a +2 to damage rolls with a one-handed weapon, provided it is the only one you are wielding. That would leave your other hand free for either spellcasting or a shield.
Twilight clerics are really designed for support rather than damage dealing. Being able to give everyone 300 foot of darkvision for an hour (and having it yourself) is really great on dungeon crawls (especally dungeons containing large caverns) and at night. Faerie fire and see invisibilty are great against invisible creatures but don't provide damage. War and tempest clerics get features which increase damage and light clerics get access to burning hands and fireball probably ther most damage dealing 1st and 3rd level spells in the game, but even they will not out damage the all out damage of something like a evocation wizard.
Depending on your stats and playstyle you may want to use weapons to attack or spells. As spell slots are limited at least early on most of your pells will have to be cantrips. Below is a comparison of the damage you deal by level using a 1D8 melee weapon (e.g long sword) verses sacred flame (you may want to use toll the dead instead that deals less damge on an unhurt creature and more on one that has taken damage). You could do more damage with a two handed weapon but thiswould reduce your defence as you can not use a shield. You can also use a rapier to replace the str modifier with dex.
I have assummes you start with +3 strength and may take an ASI in str at level 8 (you probably want ot take wis at 4) by level 16 you have either +4 or +5 to strength. As you can see the whether you do more damage on a hit varies by level, the average per attack varies by enemy, so you can choose to use sacred flame on enemies with high AC and a sword on creatures with high dex. Clerics that don't get heavy armor get to add their wisdom to damage from level 8 so they will do more damage than a heavily armoured cleric can.
I have not included it on the table but If your DM allows blessed strikes you can get a +1d8 damge to cantrip attacks as well as weapon attacks. The disadvantage of this is you don't get a secondf d8 damage to your weaopon attacks at level 14 but if your camapaign doesn't go that far is a strictly better option. It also means that after level 5 if you hit with sacred flame you will expect to do more damage than a weapon attack.
Most cleric spells are for support and control the main exceptions are spirtual weapon and spirit guardians if you want to be a damage dealing twilight cleric prepare these any day there is a chance you might get into a fight.
Umm. Sacred flame does a d8, unless I’m missing something. Maybe you’re thinking of eldritch blast?
Twilight clerics are really designed for support rather than damage dealing. Being able to give everyone 300 foot of darkvision for an hour (and having it yourself) is really great on dungeon crawls (especally dungeons containing large caverns) and at night. Faerie fire and see invisibilty are great against invisible creatures but don't provide damage. War and tempest clerics get features which increase damage and light clerics get access to burning hands and fireball probably ther most damage dealing 1st and 3rd level spells in the game, but even they will not out damage the all out damage of something like a evocation wizard.
Depending on your stats and playstyle you may want to use weapons to attack or spells. As spell slots are limited at least early on most of your pells will have to be cantrips. Below is a comparison of the damage you deal by level using a 1D8 melee weapon (e.g long sword) verses sacred flame (you may want to use toll the dead instead that deals less damge on an unhurt creature and more on one that has taken damage). You could do more damage with a two handed weapon but thiswould reduce your defence as you can not use a shield. You can also use a rapier to replace the str modifier with dex.
I have assummes you start with +3 strength and may take an ASI in str at level 8 (you probably want ot take wis at 4) by level 16 you have either +4 or +5 to strength. As you can see the whether you do more damage on a hit varies by level, the average per attack varies by enemy, so you can choose to use sacred flame on enemies with high AC and a sword on creatures with high dex. Clerics that don't get heavy armor get to add their wisdom to damage from level 8 so they will do more damage than a heavily armoured cleric can.
I have not included it on the table but If your DM allows blessed strikes you can get a +1d8 damge to cantrip attacks as well as weapon attacks. The disadvantage of this is you don't get a secondf d8 damage to your weaopon attacks at level 14 but if your camapaign doesn't go that far is a strictly better option. It also means that after level 5 if you hit with sacred flame you will expect to do more damage than a weapon attack.
Most cleric spells are for support and control the main exceptions are spirtual weapon and spirit guardians if you want to be a damage dealing twilight cleric prepare these any day there is a chance you might get into a fight.
Umm. Sacred flame does a d8, unless I’m missing something. Maybe you’re thinking of eldritch blast?
Indeed. Subtract 1 point of damage from Jegpeg's table at 1st (1), 5th (2), 11th (3), and 17th (4), with the total subtracted in parenthesis.
One thing to be aware of with Blessed Strikes is that the damage is radiant, as opposed to changing for each subclass. Radiant is typically a superior damage type but it does mean that it doesn't interact with features that care about damage types other than radiant damage. Tempest cleric has a channel divinity that can maximize lightning damage rolls as well as a level 6 ability that allows for lightning damage to push a Large or smaller creature 10 ft away. If it's Divine Strike dealt Lightning Damage instead of Thunder damage, then you'd be losing the ability to have an interaction there. The flip side of that is that radiant is resisted less frequently than some other damage types.
Blessed Strikes only ever deal 1d8 damage that is only ever Radiant damage, but that's on both weapon attacks and cantrips with a commonly superior damage type.
Divine Strike is only on weapon attacks and the damage type changes to be more thematic with the subclass, possibly allowing for better synergy with build features (including feats like Elemental adept). The damage does increase at 14th level from 1d8 to 2d8.
Potent Spellcasting is only on cantrips, but otherwise has the same benefits and drawbacks of Divine Strike.
The good news is that each subclass typically makes use of the appropriate bonus depending on whether the build prefers weapon attacks or cantrips, however, builds that prefer to operate with the opposing bonus will almost always prefer Blessed Strikes.
It should be noted that Arcana Cleric is a potent spellcasting subclass but can get the bonus to their weapon strikes by choosing at least one of their wizard cantrips from the SCAGtrips. This does make Blessed Strikes slightly less useful for weapon focused Arcana domain builds.
It should also be noted that the damage increase for Divine Strike/Potent Spellcasting comes late enough that it won't be a factor for much of most campaigns if it is at all.
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Hello everyone, I am pretty new to DnD soo basically I am pretty overwhelmed with all the possibilities there are, so it would be amazing if maybe someone could give me some tips.
I decided to play an fallen Aasimar / Twilight Cleric / Acolyte. Since someone else of the party is already a little healy as well, I dont want to be mainly the healing person, but mostly focusing on damage. Is there anything I should definitely get or prioritize or something I should definitely do? And since Im pretty good with weapons (but they sadly dont do to much damage as for now) is that my main attack? And is there something I can get with leveling, to make more weapon damage?
Thank you!!!
The cleric's main tools for damage are spiritual weapon along with spirit guardians or spirit shroud.
You will probably want the War Caster feat to help maintain your concentration and get the most mileage out of your spell slots.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Twilight clerics are really designed for support rather than damage dealing. Being able to give everyone 300 foot of darkvision for an hour (and having it yourself) is really great on dungeon crawls (especally dungeons containing large caverns) and at night. Faerie fire and see invisibilty are great against invisible creatures but don't provide damage. War and tempest clerics get features which increase damage and light clerics get access to burning hands and fireball probably ther most damage dealing 1st and 3rd level spells in the game, but even they will not out damage the all out damage of something like a evocation wizard.
Depending on your stats and playstyle you may want to use weapons to attack or spells. As spell slots are limited at least early on most of your pells will have to be cantrips. Below is a comparison of the damage you deal by level using a 1D8 melee weapon (e.g long sword) verses sacred flame (you may want to use toll the dead instead that deals less damge on an unhurt creature and more on one that has taken damage). You could do more damage with a two handed weapon but thiswould reduce your defence as you can not use a shield. You can also use a rapier to replace the str modifier with dex.
Level Weapon Typical Average Sacred flame
1-4 1d8+str 7.5 1d10 (5.5)
5-7 1d8+str 7.5 2d10 (11)
8-10 2d8+str 12/13 2d10 (11)
11-13 2d8+str 12/13 3d10 (16.5)
14-16 3d8+str 16.5/17.5 3d10 (16.5)
17-20 3d8+str 17.5/18.5 4d10 (22)
I have assummes you start with +3 strength and may take an ASI in str at level 8 (you probably want ot take wis at 4) by level 16 you have either +4 or +5 to strength. As you can see the whether you do more damage on a hit varies by level, the average per attack varies by enemy, so you can choose to use sacred flame on enemies with high AC and a sword on creatures with high dex. Clerics that don't get heavy armor get to add their wisdom to damage from level 8 so they will do more damage than a heavily armoured cleric can.
I have not included it on the table but If your DM allows blessed strikes you can get a +1d8 damge to cantrip attacks as well as weapon attacks. The disadvantage of this is you don't get a secondf d8 damage to your weaopon attacks at level 14 but if your camapaign doesn't go that far is a strictly better option. It also means that after level 5 if you hit with sacred flame you will expect to do more damage than a weapon attack.
Most cleric spells are for support and control the main exceptions are spirtual weapon and spirit guardians if you want to be a damage dealing twilight cleric prepare these any day there is a chance you might get into a fight.
I recommend paying attention to Jegpeg's post. Toll the Dead for dealing damage yourself and Bless for supporting the party are both good options that will help deal a lot of damage net, but also Twilight isn't the most damaging domain or anything. Fallen Aasimar also aren't the best Aaasimar for this build - you won't be leaning into Charisma, so in practice, your fear effect won't be that great compared to a Protector Aasimar's flight.
What's an Acolyte?
The acolyte is a background.
As far as damage goes, Guiding Bolt and Inflict Wounds are fairly solid options for damage, with 4d6 and 3d10 respectively at level 1. The only thing with these is that it's a one-and-done rather than concentration, so you'll go through spell slots quickly. Both JegPeg and quindraco have good advice for your cantrips.
Something you might want to think about down the road is taking a level in Fighter and choosing the Dueling fighting style, which would give you a +2 to damage rolls with a one-handed weapon, provided it is the only one you are wielding. That would leave your other hand free for either spellcasting or a shield.
Umm. Sacred flame does a d8, unless I’m missing something. Maybe you’re thinking of eldritch blast?
Indeed. Subtract 1 point of damage from Jegpeg's table at 1st (1), 5th (2), 11th (3), and 17th (4), with the total subtracted in parenthesis.
One thing to be aware of with Blessed Strikes is that the damage is radiant, as opposed to changing for each subclass. Radiant is typically a superior damage type but it does mean that it doesn't interact with features that care about damage types other than radiant damage. Tempest cleric has a channel divinity that can maximize lightning damage rolls as well as a level 6 ability that allows for lightning damage to push a Large or smaller creature 10 ft away. If it's Divine Strike dealt Lightning Damage instead of Thunder damage, then you'd be losing the ability to have an interaction there. The flip side of that is that radiant is resisted less frequently than some other damage types.
Blessed Strikes only ever deal 1d8 damage that is only ever Radiant damage, but that's on both weapon attacks and cantrips with a commonly superior damage type.
Divine Strike is only on weapon attacks and the damage type changes to be more thematic with the subclass, possibly allowing for better synergy with build features (including feats like Elemental adept). The damage does increase at 14th level from 1d8 to 2d8.
Potent Spellcasting is only on cantrips, but otherwise has the same benefits and drawbacks of Divine Strike.
The good news is that each subclass typically makes use of the appropriate bonus depending on whether the build prefers weapon attacks or cantrips, however, builds that prefer to operate with the opposing bonus will almost always prefer Blessed Strikes.
It should be noted that Arcana Cleric is a potent spellcasting subclass but can get the bonus to their weapon strikes by choosing at least one of their wizard cantrips from the SCAGtrips. This does make Blessed Strikes slightly less useful for weapon focused Arcana domain builds.
It should also be noted that the damage increase for Divine Strike/Potent Spellcasting comes late enough that it won't be a factor for much of most campaigns if it is at all.