D&D 5E (2014) Cleric of Life & Death

Li Shenron

Legend
A bit undecided about which archetype/subclass might be the best starting point for me to create a "grey cleric" PC that combines the themes of Life and Death.

The general idea is nothing special, it's supposed to be a cleric that heals as much as kills (magically), and connects with otherworldly spirits.

I am looking at the Life Domain (2014 PHB), Death Domain (2014 DMG) and Grave Domain (XGtE). Their narrative descriptions don't matter much, as they will be superseded with the character's own, so I am focusing on the mechanical benefits provided. Whichever domain I choose, the Cleric base class spells can provide balancing options, so all three seems viable and that's why I am undecided.

Here's some additional constraints given by the DM:

  • character level is 3, and unlikely to increase since this is a 2-evenings xmas game (so unfortunately this means no Speak with Dead which would have been an obvious choice)
  • race is human or dwarf
  • standard point-buy for ability scores
  • fantasy setting not announced (it might be vanilla)

Which domain would you choose to build this PC around and why?

Feel free to also suggest specific spells and other additions.
 

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It might be a bit meh of a class to be half life domain and half death/grave domain without it being too overpowered. Should not matter if it is just a one-shot though. Some might depend on how many others are playing and if you need more healing or more dealing (death).

Maybe grant chill touch and modify it to deal 1d6 but then give 1d4 healing to an ally in 10ft or 30ft. It would become a signature thing, but you want one thing for a short game like this.
 

My experience is that white-room forum discussions keep treating in-combat healing as useless, when it's actually been pretty clinch for me as a player and for my players as a DM multiple times. Life gets you 3 points of extra healing out of a 1st level Cure Wounds, and the CD gets you 15hp of healing in a burst to distribute. The domain spells are almost all things you'd be spending your 6 prepared spell slots for, giving you more flexibility.

If you want to be more of an attacker, I'd go Death for the twinned cantrip. Grave cleric's features are solidly in the "Meh, why?" camp.
 

All right thanks!

I went with the Death Domain and from there designed the rest. Here's the result...

Shui Feng, Human Cleric (Death domain), Urchin
Str 12, Dex 14, Con 14, Int 8, Wis 16, Cha 10

Proficiencies: simple & martial weapons (death), light & medium armors and shield (cleric); perception (human), insight and medicine (cleric), stealth and sleight of hand (urchin), thieves' tools and disguise kit (urchin)

Feat: Polearm Master

Cantrips: Chill Touch (death, enhanced), Sacred Flame, Spare the Dying, Light

Spells prepared (lv1): Cure Wounds, False Life (death), Healing Word, Inflict Wounds, Ray of Sickness (death)

Spells prepared (lv2): Blindness/Deafness (death), Lesser Restoration, Prayer of Healing, Spiritual Weapon, Ray of Enfeeblement (death)

Equipment: breastplate & glaive (offensive option for AC 16, melee dmg 1d10+1 and reach 10) or breastplate & shield & spear (defensive option for AC 18, melee dmg 1d6+1 and reach 5)

Summary: mainly intended as a 2nd-line combat support character, uses cantrips for ranged attacks and spells for healing
 
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