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It's been a while, I need help building a suitable 5e cleric (NO MULTICLASSING)
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<blockquote data-quote="Herobizkit" data-source="post: 6875834" data-attributes="member: 36150"><p>Cleric is one of the most adaptable classes. There's practically nothing you can't accomplish with some type of cleric.</p><p></p><p>Thoughts:</p><p></p><ul> <li data-xf-list-type="ul">Light clerics add ranged Fire spells to their list, making them more Wizard-y.</li> <li data-xf-list-type="ul">Nature clerics are more Druid-y (without Wild Shape).</li> <li data-xf-list-type="ul">Life clerics are most like your traditional 3x clerics - they heal more HP than anyone else.</li> <li data-xf-list-type="ul">Tempest and War are your front-liners. They're Fighter-y and get combat boosts (Tempest get some rad Lightning powers, too).</li> <li data-xf-list-type="ul">Trickster clerics are Rogue-focused; you have enough of those. :3</li> </ul><p></p><p>Your team is running defensive/armor light (Barbarian gets an AC bonus from CON and damage resistance, Monk gets Evasion and AC bonus from WIS, and Rogues get Evasion and can eventually take half damage from anything).</p><p></p><p>Clerics get Medium armor and Shield out of the box. Life, War, Tempest, and Nature (!) get Heavy armor.</p><p></p><p>Also of note - combat roles are less clearly defined in 5e. You can make a melee-focused Wizard or a Ranged-focused Fighter if you want; everyone has Melee and Ranged potential.</p><p></p><p>Clerics also have one direct damage Cantrip, should you take it - Sacred Flame. Nature Clerics get one bonus Druid Cantrip; most usually take Shillelagh to make a one-handed magic D8 staff all day.</p><p></p><p>Considering your're playing AL, there's likely a lot of Lore/Skill checks called for that your party likely won't have. I direct you to:</p><p></p><p>Knowledge and Arcane (from the Sword Coast Adventure Guide [SCAG]) clerics - they're pretty amazing. KNowledge clerics focus on Divination bonus spells which are always useful. Arcane clerics gets some always-prepped Wizard spells (like Magic Missile at 1st level) and two bonus Wizard Cantrips that count as cleric.</p><p></p><p>If you wanna do some magic blasting, Arcane or Light is the way to go.</p><p>If you wanna be the brains of the team, Knowledge.</p><p></p><p>If you'd like, slap on some High Elf for an Int buff, +1 Wizard Cantrip, and some longsword action. </p><p></p><p>Of note: there is no penalty for two-weapon fighting in 5e if you wanna get real saucy - you only get the die damage of your off-hand weapon, but hey.</p><p></p><p>Finally, if all you want is healin' spells, you could always roll Bard.</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 6875834, member: 36150"] Cleric is one of the most adaptable classes. There's practically nothing you can't accomplish with some type of cleric. Thoughts: [LIST] [*]Light clerics add ranged Fire spells to their list, making them more Wizard-y. [*]Nature clerics are more Druid-y (without Wild Shape). [*]Life clerics are most like your traditional 3x clerics - they heal more HP than anyone else. [*]Tempest and War are your front-liners. They're Fighter-y and get combat boosts (Tempest get some rad Lightning powers, too). [*]Trickster clerics are Rogue-focused; you have enough of those. :3 [/LIST] Your team is running defensive/armor light (Barbarian gets an AC bonus from CON and damage resistance, Monk gets Evasion and AC bonus from WIS, and Rogues get Evasion and can eventually take half damage from anything). Clerics get Medium armor and Shield out of the box. Life, War, Tempest, and Nature (!) get Heavy armor. Also of note - combat roles are less clearly defined in 5e. You can make a melee-focused Wizard or a Ranged-focused Fighter if you want; everyone has Melee and Ranged potential. Clerics also have one direct damage Cantrip, should you take it - Sacred Flame. Nature Clerics get one bonus Druid Cantrip; most usually take Shillelagh to make a one-handed magic D8 staff all day. Considering your're playing AL, there's likely a lot of Lore/Skill checks called for that your party likely won't have. I direct you to: Knowledge and Arcane (from the Sword Coast Adventure Guide [SCAG]) clerics - they're pretty amazing. KNowledge clerics focus on Divination bonus spells which are always useful. Arcane clerics gets some always-prepped Wizard spells (like Magic Missile at 1st level) and two bonus Wizard Cantrips that count as cleric. If you wanna do some magic blasting, Arcane or Light is the way to go. If you wanna be the brains of the team, Knowledge. If you'd like, slap on some High Elf for an Int buff, +1 Wizard Cantrip, and some longsword action. Of note: there is no penalty for two-weapon fighting in 5e if you wanna get real saucy - you only get the die damage of your off-hand weapon, but hey. Finally, if all you want is healin' spells, you could always roll Bard. [/QUOTE]
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It's been a while, I need help building a suitable 5e cleric (NO MULTICLASSING)
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