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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="Kithas" data-source="post: 6877230" data-attributes="member: 97587"><p>Having blasty damage spells doesnt make you a 'blasty damage type' perse. what it does is adds to your options in a given situation. Sometimes burning hands is the right choice and even if you only use it a couple of times it's still useful to have. </p><p>That said as people have mentioned you have gobs of melee damage. The question I have is do you have a tank? Do you have anyone that will anchor the group and just be impossible to kill? Clerics actually do quite well at this. War, life, tempest, and nature clerics are best for this. Basically you will maximize your con and wis scores, if you go dwarf(hill is really the perfect race) you wont have a penalty for your heavy armor, alternatively wood elf leaves you at 25' speed after the pnalty too if you like that better. Grab a shield as your holy symbol and forget the weapon, sacred flame(thorn whip if nature) will be plenty to replace your melee attack, and having a free hand means no worries about v.s. spells.</p><p>As far as the pros of each one; </p><p>Tempest gives you the best damage, maxxing out a top level thinuderwave is devastating not to mention all the great spell options. </p><p>War gives you possibly the best aura in the game(crusader's mantle) and lets you bend fate for your allies. </p><p>Nature gives you some massive battlefield control with thorn whip and the domain spells, th cd is nice too. </p><p>Life makes it easy to keep yourself and your allies alive while still being a threat. </p><p></p><p>Biggest thing is exactly what mello said. Choose a path that sounds fun to you! The perfect choice mechanically is worthless if you don't enjoy it. That is the reason you are playing!</p></blockquote><p></p>
[QUOTE="Kithas, post: 6877230, member: 97587"] Having blasty damage spells doesnt make you a 'blasty damage type' perse. what it does is adds to your options in a given situation. Sometimes burning hands is the right choice and even if you only use it a couple of times it's still useful to have. That said as people have mentioned you have gobs of melee damage. The question I have is do you have a tank? Do you have anyone that will anchor the group and just be impossible to kill? Clerics actually do quite well at this. War, life, tempest, and nature clerics are best for this. Basically you will maximize your con and wis scores, if you go dwarf(hill is really the perfect race) you wont have a penalty for your heavy armor, alternatively wood elf leaves you at 25' speed after the pnalty too if you like that better. Grab a shield as your holy symbol and forget the weapon, sacred flame(thorn whip if nature) will be plenty to replace your melee attack, and having a free hand means no worries about v.s. spells. As far as the pros of each one; Tempest gives you the best damage, maxxing out a top level thinuderwave is devastating not to mention all the great spell options. War gives you possibly the best aura in the game(crusader's mantle) and lets you bend fate for your allies. Nature gives you some massive battlefield control with thorn whip and the domain spells, th cd is nice too. Life makes it easy to keep yourself and your allies alive while still being a threat. Biggest thing is exactly what mello said. Choose a path that sounds fun to you! The perfect choice mechanically is worthless if you don't enjoy it. That is the reason you are playing! [/QUOTE]
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It's been a while, I need help building a suitable 5e cleric (NO MULTICLASSING)
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