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Death Cleric Build
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<blockquote data-quote="Alatar" data-source="post: 6963418" data-attributes="member: 38424"><p>We don't play printed campaigns, as a rule. And, in 5e, we do play out the full 20 levels, which we also did in 4th edition. 3rd edition broke down totally by 16th, 14th if you tried at all, 12th if you tried harder. <img src="http://www.enworld.org/forum/images/smilies/blush.png" class="smilie" loading="lazy" alt=":blush:" title="Blush :blush:" data-shortname=":blush:" /> Epic level play was a superheros game.</p><p></p><p></p><p></p><p>I really don't mind missing out on the top tier of spells. Casting cleric spells is a bit like kissing your sister, after all. Mass Heal is an encounter turner, but at that point in the campaign everyone is eyeing the exits anyway.</p><p></p><p></p><p></p><p>That does sound like a very effective build. It's got punch and it keeps me out of harms way for the most part. Goodberry bolsters my plain vanilla healing. I'd still want to come in for the hands on healing, though.</p><p></p><p>Your build underlines the notion that the way to make the cleric impactful is to steal the good stuff from other classes. </p><p></p><p>Now, that new UA ranger is another deal entirely. Advantage on Initiative combined with advantage on round 1 attacks, available in a single level dip? That's filthy. Probably too filthy to make it into print. Everyone would be taking that. Wizards would be taking that. It would harken back to the first level barbarian dip for just about every 3e fighter. "In our short time together, I've grown to appreciate your civilized ways. Pass me one of those napkins, won't you? I've dribbled some gazpacho on my plate armor."</p><p></p><p></p><p></p><p>The fighter gives me three things. Firstly, and most importantly, the 19 AC, Second Wind and even the small HP bump makes me harder to hit and harder to drop, particularly in session one of the campaign, when the DM is most likely to gleefully induce a PC smear. But the AC bump and the Second Wind pays dividends throughout the campaign. Keeping the cleric on his feet is the ongoing competency test that I would prefer to ace. Second Wind also modestly contributes to the cleric's impoverished action economy.</p><p></p><p>Secondly, the Action Surge gives me some reliable pop. It's the cheese platter. Every character needs a bit of sex appeal.</p><p></p><p>Thirdly, Battle Master gives me a small collection of tactical tools. It engages my situational awareness. It adds variety. It keeps me entertained. </p><p></p><p>Is the rogue in an advantageous position? Let's give him a second Surprise Attack with an extra d8 of damage. He's grateful, the DM is chagrined, and I just delivered a melee thumping from the tree line via one of my permanently summoned monsters. Clever me. </p><p></p><p>Or I've been indulging in some vampiric touching, but now the magic has gone out of the relationship; it's time to grab some separation, make a clean break of it -- Evasive Footwork for a d8 pump to my AC for the journey. And let's swing by some other monsters along the way, cast a few wayward glances, draw some opportunity attacks, burning off their reactions, freeing up the middle for my compatriots, as I exit the fray. </p><p></p><p>And for those unfortunate times when my tactical acumen has been failing me (it happens), and it's getting down to it, a quick Parry for 1d8+3 of damage reduction may keep me on my feet till my next turn comes up.</p><p></p><p>Who knows when these occasions might arise, or others like them. Who knows which tool will prove useful next, or when? We've set the table. Now surprise and delight us, D&D!</p><p></p><p>These are the reasons why I find the MC fighter option attractive.</p><p></p><p>Thanks for the MC ranger concept. My plan is to do a full up ranger build for the campaign after next, but that doesn't preclude a preview. My last ranger was a 4e half-orc. The damage output was over the top, a bit of a shocker, but the arithmetic was exhausting. I'm glad we've gotten away from that in 5e, and I am looking forward to seeing what this new ranger looks like after the play test.</p><p></p><p></p><p>edit: some flourishes, some capering about</p></blockquote><p></p>
[QUOTE="Alatar, post: 6963418, member: 38424"] We don't play printed campaigns, as a rule. And, in 5e, we do play out the full 20 levels, which we also did in 4th edition. 3rd edition broke down totally by 16th, 14th if you tried at all, 12th if you tried harder. :blush: Epic level play was a superheros game. I really don't mind missing out on the top tier of spells. Casting cleric spells is a bit like kissing your sister, after all. Mass Heal is an encounter turner, but at that point in the campaign everyone is eyeing the exits anyway. That does sound like a very effective build. It's got punch and it keeps me out of harms way for the most part. Goodberry bolsters my plain vanilla healing. I'd still want to come in for the hands on healing, though. Your build underlines the notion that the way to make the cleric impactful is to steal the good stuff from other classes. Now, that new UA ranger is another deal entirely. Advantage on Initiative combined with advantage on round 1 attacks, available in a single level dip? That's filthy. Probably too filthy to make it into print. Everyone would be taking that. Wizards would be taking that. It would harken back to the first level barbarian dip for just about every 3e fighter. "In our short time together, I've grown to appreciate your civilized ways. Pass me one of those napkins, won't you? I've dribbled some gazpacho on my plate armor." The fighter gives me three things. Firstly, and most importantly, the 19 AC, Second Wind and even the small HP bump makes me harder to hit and harder to drop, particularly in session one of the campaign, when the DM is most likely to gleefully induce a PC smear. But the AC bump and the Second Wind pays dividends throughout the campaign. Keeping the cleric on his feet is the ongoing competency test that I would prefer to ace. Second Wind also modestly contributes to the cleric's impoverished action economy. Secondly, the Action Surge gives me some reliable pop. It's the cheese platter. Every character needs a bit of sex appeal. Thirdly, Battle Master gives me a small collection of tactical tools. It engages my situational awareness. It adds variety. It keeps me entertained. Is the rogue in an advantageous position? Let's give him a second Surprise Attack with an extra d8 of damage. He's grateful, the DM is chagrined, and I just delivered a melee thumping from the tree line via one of my permanently summoned monsters. Clever me. Or I've been indulging in some vampiric touching, but now the magic has gone out of the relationship; it's time to grab some separation, make a clean break of it -- Evasive Footwork for a d8 pump to my AC for the journey. And let's swing by some other monsters along the way, cast a few wayward glances, draw some opportunity attacks, burning off their reactions, freeing up the middle for my compatriots, as I exit the fray. And for those unfortunate times when my tactical acumen has been failing me (it happens), and it's getting down to it, a quick Parry for 1d8+3 of damage reduction may keep me on my feet till my next turn comes up. Who knows when these occasions might arise, or others like them. Who knows which tool will prove useful next, or when? We've set the table. Now surprise and delight us, D&D! These are the reasons why I find the MC fighter option attractive. Thanks for the MC ranger concept. My plan is to do a full up ranger build for the campaign after next, but that doesn't preclude a preview. My last ranger was a 4e half-orc. The damage output was over the top, a bit of a shocker, but the arithmetic was exhausting. I'm glad we've gotten away from that in 5e, and I am looking forward to seeing what this new ranger looks like after the play test. edit: some flourishes, some capering about [/QUOTE]
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