Zardnaar
Legend
Good point. Time to go Irish.
I'm thinking that or rapier with 14 dex.
True strike+shillagh works.
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Good point. Time to go Irish.
Falls too far behind at high level.rapier with 14 dex.
Falls too far behind at high level.
It's better than Sacred Flame when you don't want to blow a spell slot, and Shillelagh is free (and buffed from 2014 - you can even cast it on a magical staff). Combine it with Crusaders Mantle cast before the fight. I'm sure someone else can use strength boosting magic items if you find them.At high level you really going to use weapons that much?
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It's better than Sacred Flame when you don't want to blow a spell slot, and Shillelagh is free. I'm sure someone else can use strength boosting magic items if you find them.
Level 3. Guided Strike.
Use yur channel divinity gain a +10 bonus to hit. Can also be used on an ally. With a big spell effect or if you really need to hit. Almost a guaranteed hit just don't roll a 1. Decent ability potentially situationally great.
Domain Spells.
A lot of cleric spells but there's some great Stan outs here. Crusaders Mantle is a Paladin spell you can cast before the paladin. And steel wind strike is a lvl 5 ranger spell with potentially 30d10 force damage available at lvl 9. Hold monster as well. Good spell list overall B+.
War Priest.
Bonus action attack equal to wisdom modifier. Can now be refreshed on a short rest. The poor man's extra attack. To really use this you really need a decent strength scre or use a raper and moderate dexterity score. And can't be used with true strike.
Personally I would probably lean towards a 14 dexterity medium armor build and use a rapier. Also competes with spiritual weapon and the level 6 ability. Potentially great on a multiclass character.
Level 6 War God's Blessing.
Spend your channel divinity concentration free Shield of Faith or Spiritual Weapon.
Spiritual weapon got nerfed as it requires concentration now. However it scales better now with upcasting it. Shield of faith +2 AC 10 minutes concentration free. Options are nice. Good ability.
Avatar of Battle.
You gain resistance to bludgeoning, piercing and slashing damage. Comes late but works as advertised. By level 17 probably not great but decent at least.
I've not got the 2024 version yet, but the 2014 version can only be used if you used an attack action. Steel Wind Strike is a magic action, so it wouldn't trigger.The war cleric could, for example, cast steel wind strike and then take a bonus action for this attack.
I've not got the 2024 version yet, but the 2014 version can only be used if you used an attack action. Steel Wind Strike is a magic action, so it wouldn't trigger.
Level 3: War Priest
As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.
A +10 bonus at 3rd level is a huge bonus compared to alternatives. It competes with divine spark in uses but between the two it's hard to imagine not having a use for channel divinity.
Domain spells is a strong feature for all clerics. More spells prepped this way allows for mor leeway in preparing other spells from the cleric list. I should point out, however, that crusaders mantle being on the paladin list doesn't somehow make it a better spell. The cleric is more likely to use spirit guardians or bless.
Similarly, steel wind strike is also a 5th level wizard spell. Just because war clerics might gain these spells before a paladin or ranger has no bearing on the relative effectiveness of these spells.
The list seems heavy on concentration spells. Something to keep in mind.
This is useful because it's a separate resource from spells or channel divinity, and it's not tied to the attack action. The war cleric could, for example, cast steel wind strike and then take a bonus action for this attack.
It's that bonus attack available for times the cleric wouldn't normally get one.
As for truestrike, that's not on the cleric list and divine strike already adds to the weapon damage once per turn. If the war cleric picks up truestrike another way, high elf lineage for example, the cleric can cast truestrike and then use war priest to attack again.
Or you could wear heavy armor with a 15 STR heavy armor build and use whatever weapon for more AC. War clerics aren't proficient wit rapiers unless you already selected the protector divine order so at that point it's only 1 more STR investment for that AC.
Good ability and also tied to channel divinity. It's great in that it casts a spell without a spell slot and lightens the concentration restriction. Casting spiritual weapon this way is the most likely use for channel divinity. That gets back to war priest being useful as an additional resource.
Damage resistance is useful.
Clerics are ultimately a support caster like bards and druids. Unlike bards and druids, clerics have the best armor options and adding damage resistance improves that. This sets them up to be the most durable option for supporting the front line from the front line.
It comes late, but it's not like other 17th level cleric features come earlier. ;-)
A +10 bonus at 3rd level is a huge bonus compared to alternatives. It competes with divine spark in uses but between the two it's hard to imagine not having a use for channel divinity.
Domain spells is a strong feature for all clerics. More spells prepped this way allows for mor leeway in preparing other spells from the cleric list. I should point out, however, that crusaders mantle being on the paladin list doesn't somehow make it a better spell. The cleric is more likely to use spirit guardians or bless.
Similarly, steel wind strike is also a 5th level wizard spell. Just because war clerics might gain these spells before a paladin or ranger has no bearing on the relative effectiveness of these spells.
The list seems heavy on concentration spells. Something to keep in mind.
This is useful because it's a separate resource from spells or channel divinity, and it's not tied to the attack action. The war cleric could, for example, cast steel wind strike and then take a bonus action for this attack.
It's that bonus attack available for times the cleric wouldn't normally get one.
As for truestrike, that's not on the cleric list and divine strike already adds to the weapon damage once per turn. If the war cleric picks up truestrike another way, high elf lineage for example, the cleric can cast truestrike and then use war priest to attack again.
Or you could wear heavy armor with a 15 STR heavy armor build and use whatever weapon for more AC. War clerics aren't proficient wit rapiers unless you already selected the protector divine order so at that point it's only 1 more STR investment for that AC.
Good ability and also tied to channel divinity. It's great in that it casts a spell without a spell slot and lightens the concentration restriction. Casting spiritual weapon this way is the most likely use for channel divinity. That gets back to war priest being useful as an additional resource.
Damage resistance is useful.
Clerics are ultimately a support caster like bards and druids. Unlike bards and druids, clerics have the best armor options and adding damage resistance improves that. This sets them up to be the most durable option for supporting the front line from the front line.
It comes late, but it's not like other 17th level cleric features come earlier. ;-)