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(5E) How to play Trickery Cleric?
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<blockquote data-quote="Undrave" data-source="post: 7805692" data-attributes="member: 7015698"><p>I've always liked the concept of a Cleric who uses underhanded methods to bring about his Deity's goals... and the Trickery Cleric looked like that at first but I'm not quite sure. I've tried it before and was somewhat dissapointed.</p><p></p><p>Honestly, it should have been called the Shadow Domain, what with its emphasis on stealth rather than deception, sleight of hands and other things, even if it has access to a perfect illusion (with some terribly written rules BTW...).</p><p></p><p>I've accepted this aspect and I'm considering eventually playing a Trickery Cleric but I'm just not sure what that's supposed to look like. I know that outside of combat you need to focus on Stealth and you can do some shenanigans with your Duplicate, and your extended spell list is GREAT. but once combat start is where I'm at a loss. </p><p></p><p>The features seem, to me, to imply a melee cleric, but you don't get any extra armor or extra attacks. Even if you decided to use a ranged weapon to use your Divine Strike feature, you only got a limited choice of weapons to pick from and you don't get extra attacks for your bow or whatever. The Duplicate and invisibility powers seem to imply using them in melee but, again, not really armoured unless you invest heavily in DEX? </p><p></p><p>I guess you could play them as Caster Cleric, but since the PHB only has ONE attack cantrip, which does RADIANT damage, you lose a lot of flavour there (Why wasn't Toll the Dead in the PHB anyway?). Like, outside of combat you're this shadowy figure orchestrating sneaky operations and support your party, but then once battle lines are drawn you're just some generic Divine Caster who might as well not have a domain</p><p></p><p>Any insight on the strength of the Trickery Domain and how to properly use it once a fight break out? What's the game plan to really make you FEEL Tricky? That would be much appreciated!</p></blockquote><p></p>
[QUOTE="Undrave, post: 7805692, member: 7015698"] I've always liked the concept of a Cleric who uses underhanded methods to bring about his Deity's goals... and the Trickery Cleric looked like that at first but I'm not quite sure. I've tried it before and was somewhat dissapointed. Honestly, it should have been called the Shadow Domain, what with its emphasis on stealth rather than deception, sleight of hands and other things, even if it has access to a perfect illusion (with some terribly written rules BTW...). I've accepted this aspect and I'm considering eventually playing a Trickery Cleric but I'm just not sure what that's supposed to look like. I know that outside of combat you need to focus on Stealth and you can do some shenanigans with your Duplicate, and your extended spell list is GREAT. but once combat start is where I'm at a loss. The features seem, to me, to imply a melee cleric, but you don't get any extra armor or extra attacks. Even if you decided to use a ranged weapon to use your Divine Strike feature, you only got a limited choice of weapons to pick from and you don't get extra attacks for your bow or whatever. The Duplicate and invisibility powers seem to imply using them in melee but, again, not really armoured unless you invest heavily in DEX? I guess you could play them as Caster Cleric, but since the PHB only has ONE attack cantrip, which does RADIANT damage, you lose a lot of flavour there (Why wasn't Toll the Dead in the PHB anyway?). Like, outside of combat you're this shadowy figure orchestrating sneaky operations and support your party, but then once battle lines are drawn you're just some generic Divine Caster who might as well not have a domain Any insight on the strength of the Trickery Domain and how to properly use it once a fight break out? What's the game plan to really make you FEEL Tricky? That would be much appreciated! [/QUOTE]
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