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How to War Cleric
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<blockquote data-quote="Blue" data-source="post: 7201841" data-attributes="member: 20564"><p>Not getting into the "is this the best to play", staying on track for "how do I play this the best".</p><p></p><p>I'd stay straight cleric (war). A single level of fighter isn't going to give you much besides CON saves and a fighting style, and for two handed the best fighting style is probably +1 AC, which is nice but not worth the opportunity cost fo beign a level behind in slots and spells known.</p><p></p><p>I definitely would go two-handed weapon. You can take a hand off the weapon to cast, where a shield and weapon has some funky rules, even if you have a holy symbol on your shield.</p><p></p><p>A two handed weapon will go strength, which means you will be able to take advantage of your heavy armor. Now, casting spells may often be a "better" pick for an action, but your weapon takes no slots so really shines if the DM does DMG-recommended days with lots of encounters.</p><p></p><p>Levels 1-4 you're hitting in the same ballpark as others. You probably have a bit lower STR and CON then front-liners (or DEX and CON for the finesse-ones) because of your WIS needs, but you will get extra attacks with a two handed weapon which they won't unless then are fighting two-weapon style or are variant humans with polearm mastery. If you want to put a feat towards weapon fighting then Great Weapon Mastery does work well with your channel divinity. Just remember you'll get to "use" it half as much as others who might take it after level 5 because they will have extra attack. But you may not want to - with trying to advance WIS, STR and CON you may want to hold off on feats, and there's diminishing returns in putting them into melee, though better than any other cleric domain. Spells like Bless can help you (and two allies) hit, and there are others to help your AC. But with concentration you can only have up one. </p><p></p><p>Levels 5-10 you're behind in melee damage due to extra attack. Still good at soaking up damage and you have your ability to get a bonus action extra attack to keep up. However at this point you've got more spells that will really help you as a melee cleric, like Sacred Guardians. Put this up then wade in, and enemies in a fairly large area around you will not be happy.</p><p></p><p>Level 8 (EDIT: Thanks [MENTION=6801270]bid[/MENTION] for correcting my level 11) you get some extra damage with you melee attacks, but so do the other front-liners so it's more like staying even. You've got some great spells, including a bonus-action mass heal.</p><p></p><p>If you are looking at mostly bonus-action and out-of-combat healing only, focus more on standing people up who have fallen instead of trying to proactively keep people deep in HPs. With healing from zero instead of negatives it's easy and efficient.</p></blockquote><p></p>
[QUOTE="Blue, post: 7201841, member: 20564"] Not getting into the "is this the best to play", staying on track for "how do I play this the best". I'd stay straight cleric (war). A single level of fighter isn't going to give you much besides CON saves and a fighting style, and for two handed the best fighting style is probably +1 AC, which is nice but not worth the opportunity cost fo beign a level behind in slots and spells known. I definitely would go two-handed weapon. You can take a hand off the weapon to cast, where a shield and weapon has some funky rules, even if you have a holy symbol on your shield. A two handed weapon will go strength, which means you will be able to take advantage of your heavy armor. Now, casting spells may often be a "better" pick for an action, but your weapon takes no slots so really shines if the DM does DMG-recommended days with lots of encounters. Levels 1-4 you're hitting in the same ballpark as others. You probably have a bit lower STR and CON then front-liners (or DEX and CON for the finesse-ones) because of your WIS needs, but you will get extra attacks with a two handed weapon which they won't unless then are fighting two-weapon style or are variant humans with polearm mastery. If you want to put a feat towards weapon fighting then Great Weapon Mastery does work well with your channel divinity. Just remember you'll get to "use" it half as much as others who might take it after level 5 because they will have extra attack. But you may not want to - with trying to advance WIS, STR and CON you may want to hold off on feats, and there's diminishing returns in putting them into melee, though better than any other cleric domain. Spells like Bless can help you (and two allies) hit, and there are others to help your AC. But with concentration you can only have up one. Levels 5-10 you're behind in melee damage due to extra attack. Still good at soaking up damage and you have your ability to get a bonus action extra attack to keep up. However at this point you've got more spells that will really help you as a melee cleric, like Sacred Guardians. Put this up then wade in, and enemies in a fairly large area around you will not be happy. Level 8 (EDIT: Thanks [MENTION=6801270]bid[/MENTION] for correcting my level 11) you get some extra damage with you melee attacks, but so do the other front-liners so it's more like staying even. You've got some great spells, including a bonus-action mass heal. If you are looking at mostly bonus-action and out-of-combat healing only, focus more on standing people up who have fallen instead of trying to proactively keep people deep in HPs. With healing from zero instead of negatives it's easy and efficient. [/QUOTE]
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