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Superhero (Lvl 15)
[GUIDE] Celestial Link Evoking Radiance Into Creation - CLERIC guide
Clerics specialize in recovery for their allies. Reversing damage, disease, and even death. They have some buffing, attack, utility and control spells, but they tend to be weaker then their counter parts (bards, sorcerer's, wizards, and druids respectively). Their domain can add some versatility as well. They are also the most heavily armored of all the casters, which helps them survive long enough to heal their allies. It also makes then a decent tank.
Str There is little benefit from wielding a 2-handed weapon since you don't multi-attack and can attack with Dex or not attack at all. You need 15 to not be slow in heavy armor. Though it's usually not a big deal if your late to the party, since you mainly do the cleanup.
Con You want to be the last one to die. Helps concentration too, though your not too as dependent on that as some other casters.
Dex Clerics need initiative less then others, since they can recover after the fact but it never hurts to get bless up first. All weapon feature all work with ranged attacks as well (except death), and which is nice if your heavy armor is slowing you down. You could potentially dual wield as well, with 2 chances to land divine strike. Shillelagh can also allow you to use melee attacks with Wis.
Int This is your most likely a dump stat. But it's never bad to know stuff.
Wis Despite being your main stat, there's no DC for bless, heal, revivify, create food and water, ect.. so you could potentially get away with 14 and take more feats or Con.
Cha The other dump stat. But it never hurts to be charming.
Booming Blade/ Green Flame Blade: Melee cleric should strongly consider using a feat or multi-class to pick booming blade and green flame blade (along with shillelagh). It synergies well with divine strike allowing you to get some solid melee damage while leaving your slots open to fulfill your support role (bless and heal).
Booming blade can be triggered with command if you have warcaster. Cast command (flee) to force an OA, use booming blade as your OA, which immediately triggers for extra damage, though this will drain your slots.
15(+2) Con (+1 more with resilient)
15(+1) Wis (+4 more with ABI).
Skills: Beyond perception, which matches your Wis, and Stealth for a few domains, there's not a whole lot of specific skills to take. Athletics is probably the third most used choice.
Superhero (Lvl 15)
Features: The basic cleric is very light on features. Most of them come from the sub-class.
Spellcasting: You can prepare the largest number of spells (including 10 from your domain), and can change them out each day from the whole cleric list. You can also use a holy symbol, allowing for casting of most spells while you have a weapon in your hand.
Turn/Destroy Undead: This works best against a horde of low level undead. Aginst higher level undead, you might want to use your domain channel divinity (depending). Fortunately, undead like to come in hordes, so it's not quite as niche as it might otherwise be.
Divine Intervention You might get a free casting of a spell of your DM's choosing each week. Since it's so unreliable, it's best used to pray for healing after battle, freeing up your spell slots for later. And you might as well try it every day, since more rolls is more chances to use it.
Divine Intervention improvement It's a free spell of your DM's choosing 1/week. Unlike before, you want to save this for hard days. This presumes your DM won't simply cast a level 1 cure wounds when you pray for a resurrection.
Last edited by mellored; Tuesday, 8th December, 2015 at 05:51 PM.
Superhero (Lvl 15)
Spells with a * next to them are already on the cleric list and detailed below. Since you could of taken them anyways, this makes them a little less valuable.
A quick comparison of damage channel divinities at level 10...Spoiler:
Knowledge Skill Expertise. It adds a lot to out of combat and RP and comes with a few good control spells, as well as divination spells.
I suggest 20 Wis to land suggestion, but after that it's fairly open. You should be using your knowledge to avoiding combat a fair bit. Possibly picking up utility feats like ritual caster (if you don't have a wizards), healer, and inspiring leader. Team up with other stealth and deception PCs' (assassin, bard), since knowledge and trickery go hand in hand. Though having some more battle focused (barbarians, fighter) allies to cover for you when things go wrong is good too. It also works well as in a solo game, since you can cover every skill with some rest.
Life: Healbot. While giving out more hit points is unquestionably helpful, that's all you get. You don't even get any non-cleric spells, though it's at least mostly ones you would take anyways.
I suggest Con with heavy focus on defense (heavy armor mastery, defensive duelist) as none of your features and only a few domain spells need to hit. And the more hit points you have, the more you can heal. However, you could go Str/Con, or Dex/Con as well, and dishing out a little damage. Best with high risk/reward players, (wild sorcerer, reckless barbarian), since you can more readily recover from mishaps.
Light The AoE blaster. Best against large hordes. This fills in one of the gaps that clerics normally have, mainly damage. Though the extra spells overlap with the channel divinity a fair bit, and your spells can end up stretched if you try to both blast and heal. Particularly since they both need to scale with slots.
I suggest Con and defense slightly over Wis, so you can survive to get into melee for your channel divinity, and since most of your spells deal 1/2 on a miss anyways. Alert doesn't hurt either, killing things sooner. Best with other's who deal with single target (fighters, rogues, enchanters).
Nature The druid. Most of the features revolve around beasts and plants, making this somewhat campaign dependent. They do get a few nice control spells and features from the druid list. It also one of the better melee clerics, as you can snag Shillelagh for free, and you get a choice of damage types.
I suggest Wis/Con in equal parts, using your control spells to block out a few people, then bashing the ones that are left. Polearm Master can also work with a quarter staff if your party needs a bit more damage. Works with any group, but best in a nature setting.
Tempest The focused Blaster. Like the light cleric, adding damage really helps shore up a weakness with the cleric. Tempest brings more nova, though it's spells can be stretched a bit more. Though killing things sooner generally means less need to recover. This does have a weakness to underground, making it just ok for underdark campaigns.
I suggest Wis/Dex, with Alert. As well as sticking to medium armor, or even light armor (at 20 Dex) for stealth. Aiming to go first and blow up the enemies before they have a chance to retaliate, and your allies get in the way. Then falling back to a handbow to help stretch your slots while your allies are in the mix. Best with more tanky allies.
Trickery The rogue domain. How good it is depends heavily on your DM and party. You can pull off all sorts of fun tricks with the channel divinity and spells, setting up battles, attacking from another room, or other fun tricks, but if the barbarian always rush in or your sitting in the middle of a wide open area, you lose much of that benefit. The spell list is mostly defensive and avoidance, which let's you flee easily, either after you cast contagion, or to come back later and raise dead.
I suggest Dex followed by Wis, doing more to avoid any direct confrontations, and relying on your defensive spells to keep you safe. Possibly dip rogue for expertise and cunning action. You can always polymorph if you need to tank for a bit. Good in parties with patient for trickery. Bad in parties that like to rush in.
War The paladin. They do NOT "excel in combat" (until level 17). They are just OK in combat. You get features to add to weapon attacks, but it doesn't add much damage at the cost of making you MAD (without shillelagh). The domain spells are pretty much all outclassed by bless. It's still viable to play one, but consider playing a paladin or multiclassing into another weapon class.
For straight war clerics, I suggest getting Shillelagh, booming blade/ green flame blade, and going Wis/Con with a quarter staff, using features when you miss. Best supporting rogues (war god's blessing) and necromancers (crusader's mantle).
Death (DMG): The Gish. With very good melee channel divinity and a mixed selection of damage/control spells, your one of the best gish domains. Though like most Gishes, they can be MAD. However you can skip weapons and using melee attack spells (vamperic touch, spiritual weapon) you can go pure Wis/Con. You could also grab thorn whip or shillelagh with a feat or druid dip.
I suggest Warcaster, 20 Wis then Resilient Con. Keeping your concentration and accuracy of Vamperic Touch, adding in Touch of Death to boost heal yourself. Add a spiritual weapon + touch of death for a double tap. Shillelagh and Green Flame Blade also work good here.
Arcana (SCAG): Anti-Magic. The CD and spells are pretty niche. They work well against red wizards of thay summoning fire elementals, but does little against orcs, kobolds, dragons, or terrasque. So check your campaign to see if what your going up against. At least you get all non-cleric spells boosting flexibility. Note that since the extra cantrips are cleric cantrips, booming blade get's a damage boost from potent cantrip, giving you good melee options.
I suggest Wis then Con, getting shillelagh and being in melee. Best in campaigns that feature wizards and planar travel as enemies.
Last edited by mellored; Wednesday, 19th October, 2016 at 08:00 PM.
Superhero (Lvl 15)
The clerics ability to swap spells makes alot of the niche spells much more useful. For instance, if your stuck in a desert, you can take create food and water, then when your crossing a swamp, you can swap it for water walk, and when your fighting in the underdark against drow swap to daylight. Make sure you keep some core spells that are always useful, just in case your DM throws you a curve ball, and you suddenly fall into the underdark.
© = concentration
® = ritual
Last edited by mellored; Thursday, 17th September, 2015 at 01:40 PM.
Superhero (Lvl 15)
Last edited by mellored; Thursday, 17th September, 2015 at 06:21 PM.
Superhero (Lvl 15)
Last edited by mellored; Thursday, 17th September, 2015 at 01:50 PM.
Superhero (Lvl 15)
Last edited by mellored; Thursday, 17th September, 2015 at 01:51 PM.
Superhero (Lvl 15)
Feats and Ability Bumps
Since there's so many of these, i'm stretching the normal ratings a bit. Gold isn't mandatory, though you still want to avoid red isn't quite a trap.
+2 Wis: Many cleric spells don't have DC's. But it's still your casting stat.
+2 Con: You want to be the last person to die. Also help keep concentration (bless) up.
Resilient (Con): For the +1 Con and spell resistance as much as the concentration checks, though you can wait till level 8+ or 12 for this. Just good if you have even Con.
Defensive Duelist: Most domains don't have any competing reactions, and can easily hold a dagger off-hand for a strong AC boost. Though wait till level 8+ for a higher bonus.
Healer: Cost a little money, but helps save spell slots. Though you probably want an ally to take this instead, since you can already heal. Worse if your DM makes healing potions readily available.
Heavy Armor Mastery: Another good defensive option. Amazing at low levels but it loses some steam later.
Magic Initiate: Melee clerics should strongly consider shillelagh which let's you ignore Str, or booming blade/green flame blade for extra damage.
Shield Master: Rating assuming Str and Athletics to help give advantage to allies, otherwise the defenisve boos is just ok.
Observant: Assuming an odd Wis score, this is a good defensive boost.
Resilient (Dex): If for some reason you don't want Con saves, Dex saves are good too. Combo's with shield master.
+2 Dex: Initiative, Dex saves, and can help with weapon attacks. Better if it also improves your AC (less then 14 with medium).
Alert: You don't gain as much as some other's by going first, but it's still nice.
Crossbow Expert For martial weapon clerics, who stand in the back, this adds an extra chance to land divine strike. Though at the cost of your shield. Also, be carefuly juggling your bonus action.
Inspiring Leader: Less HP then healer, but being proactive makes it more valuable. Knocked down a color due to the Cha requirement, which is usually a dump stat.
Lucky: If you don't know what else to take, this is a good all around bonus.
Polearm Master: The melee alternative to crossbow expertise, same advice applise. Combines well with warcaster and shillelagh.
Ritual Caster: This can add alot of utility, but like healer, it's a 1/party thing. Strongly suggest wizard's list.
Tough: More hit points helps keep you alive, but you're better off taking +2 Con for the concentration checks.
Warcaster: Extra concentration is defiantly helpful, and a stronger OA goes well with command. The second point should rarely come up since clerics can use shields as implements, letting you cast all the M spells, and you can simply draw/stow a weapon. Weapon clerics generally won't be casting in combat anyways.
+2 Str: For clerics who like their old fashion maces.
Dual Wielder: Dual wielding is a viable option for clerics, with more chances to land divine strike. But this is still a weak feat in general.
Durable: Only good if you have 19 Con (and took resilience), which is possible.
Dungeon Delver: You could potentially be Wis/Dex, making you a trap finder. Red for games without traps.
Heavily Armored: If you have an odd stat, this open up heavy armor mastery. Otherwise, medium + shield is enough.
Mage Slayer: You have a good out of turn attack. Better for tricksters who can more easily get close to the target.
Medium Armor Mastery: If you have exactly 16 Dex and want stealth, this is get +2 AC. Otherwise it's red.
Mobile: This "counters" heavy armor penalty and can be cheaper then boosting Str.
Mounted Combat: Advantage on contagion makes this occasionally useful. Better for death domain with vamperic touch.
Sentinel: You can be pretty tanky, but your OA doesn't scale, and might not want too much focus. Worse if you can't hit things with weapons. Note this does not combine with warcaster, since that is "instead" of an OA.
Skilled: For your less combat intensive games.
Actor: Good RP option, if you have an odd Cha.
Athlete: If you have an odd stat.
Keen Mind: The odd bump for int, but that's likely your dump stat.
Linguist: The other odd bump for Int, but still likely your dump stat.
Martial Adept: Faint can help with contagion or vamperic touch. Otherwise it's pretty weak with only 1 die.
Skulker: Stealth is a possibility.
Spell Sniper: Flamebolt isn't a bad addition, but won't trigger Potent Cantrip or Divine Strike. Slightly Better for death domain who get chill touch.
Tavern Brawler: You can reasonably get away with 1 hand free, and you do get Divine Strike on improvised weapons.
Elemental Adept: Clerics have very few damage spells, and most of those are radiant. Slightly less horrible for light and tempest. Though they have multi-damage types, and it won't boost channel divinity damage.
Charger: This is bad for just about anyone past the first few levels.
Grappler: While you can reasonably get away with 1 hand free, you don't have multi-attack.
Great Weapon Master: No multi-attack, lose shield.
Lightly Armored: You already have light armor.
Moderately Armored: You already have this medium armor.
Savage Attacker: No multi-attack.
Sharpshooter: No multi-attack.
Weapon Master: No multi-attack.
Last edited by mellored; Monday, 30th November, 2015 at 06:44 PM.
Superhero (Lvl 15)
Clerics are fairly front loaded, making them more open to multi-classing then some others. Even as a caster, their high level spells aren't quite as dominating as some other classes (i.e. no Force Cage, True Polymorph, or Wish). So once you get "enough" recovery, it's easy to branch out into other aspects.
Good break points.
1: Armor, Bless, Guidance, Spell Slots, and the domain feature make this one of the best dips in the game.
2: Channel Divinity gives you strong power that can compliment a lot of classes. Just not Life, Light, or Death since they scale by Cleric level. Tempest also needs caster levels to scale but can work well with a storm sorcerer.
5: Revivify, along with a slew of utility spells. You also pick up some nice control spells at 3.
6: Double the channel divinity.
*If you pick up divine strike at 8, it will scale to 2d8 without more cleric levels. Though adding 1 more level will get you....
9: Greater Restoration, Mass Cure Wounds, and Raise Dead "complete" your recovery.
17: Strong domain features, as well as Mass Heal.
18: Your third channel divinity.
Last edited by mellored; Wednesday, 19th October, 2016 at 07:57 PM.
Superhero (Lvl 15)
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