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[GUIDE] Celestial Link Evoking Radiance Into Creation - CLERIC guide
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<blockquote data-quote="mellored" data-source="post: 6701480" data-attributes="member: 6801209"><p>[sblock=Races]</p><p><span style="color: deepskyblue">Hill Dwarf</span> Wis, Con, and HP all go to keeping you alive long enough for you to keep others alive. Plus you can run around in heavy armor without Str.</p><p><span style="color: deepskyblue">High Elf</span> Dex is good, Int is not, however the fact that you can get Booming Blade / Green Flameblade without a feat/multiclass makes a big difference for melee clerics. <span style="color: purple">worse</span> for caster clerics.</p><p></p><p><span style="color: blue">Human Variant</span> +1 Wis, +1 Con, and starting with a feat of your choice. Though they lack darkvision.</p><p><span style="color: blue">Gnome</span> Even without Wis, advantage on saves is very strong. Keeping you alive longer.</p><p><span style="color: blue">Wood Elf</span> +1 Wis and dex are good, and longbows can indirectly help keep you alive. <span style="color: deepskyblue">Better</span> for tricksters, who like stealth.</p><p><span style="color: blue">Half-Elf</span> +1 Wis and Con, for the skill heavy games. Variants are have their uses, except for <span style="color: red">keen senses</span>. Don't trade 2 skills for 1.</p><p><span style="color: blue">Half-Orc</span> For the strength builds, relentless endurance helps ensure you don't die.</p><p><span style="color: blue">Water Genasi</span> +2 Con and +1 Wis. Though you already have create/destroy water.</p><p><span style="color: blue">Goliath</span>: Adds some toughness, and stones endurance can help keep concentration spells going.</p><p><span style="color: blue">Duergar</span>: Con and some spell resistance helps keep you alive.</p><p><span style="color: blue">Ghostwise Halfling</span>: +1 Wis, and rerolling 1's helps with saves.</p><p></p><p></p><p>Aarakocra: Mobility generally isn't worth the loss of AC for a cleric, and flying is dangerous. So despite +2 Dex and +1 Wis, this isn't too great. That said, you can positioning yourself above enemies for spirit guardian or the light cleric CD.</p><p>Aasimar: +1 Wis, but otherwise you get spells you already have. Fortunately, it doesn't really matter that they are Cha based, and don't need to scale, so saving a spell slot doesn''t hurt.</p><p>Eladrain: Dex is't bad, but clerics tend not to need mobility that much. <span style="color: blue">Better</span> for light clerics who could use misty step to jump in the middle of the enemies for their Channel Divinity.</p><p>Mountain Dwarf: For the weapon using domains, this isn't bad.</p><p>Halfling (lightfoot, stout): Rerolling 1's helps defense, but don't do anything with spells. <span style="color: blue">Better</span> for weapon clerics.</p><p>Human: More stat's are never bad, but not great either.</p><p>Dragonborn: Most domains lack AoE attacks, so breath is nice to have, but otherwise it's lacking.</p><p>Genasi (earth, fire, wind): Con is good, but most of the rest is lacking.</p><p>Feral Winged Tielfing: Worse stats then aarakocra, but no armor restriction. Flying is still a dangerous.</p><p></p><p><span style="color: darkviolet">Tiefling</span>: Doesn't have much to offer with Cha based spells.</p><p><span style="color: darkviolet">Drow</span>: Light sensitivity doesn't hurt spell casting, but +Dex is usually combined with weapons. Playing a drow light cleric and constantly blinding yourself can be fun.</p><p>[/sblock]</p><p></p><p>Features: The basic cleric is very light on features. Most of them come from the sub-class.</p><p><span style="color: deepskyblue">Spellcasting:</span> You can prepare the largest number of spells (including 10 from your domain), and can change them out each day from the whole cleric list. You can also use a holy symbol, allowing for casting of most spells while you have a weapon in your hand.</p><p>Turn/Destroy Undead: This works best against a horde of low level undead. Aginst higher level undead, you might want to use your domain channel divinity (depending). Fortunately, undead like to come in hordes, so it's not quite as niche as it might otherwise be.</p><p><span style="color: darkviolet">Divine Intervention</span> You might get a free casting of a spell of your DM's choosing each week. Since it's so unreliable, it's best used to pray for healing after battle, freeing up your spell slots for later. And you might as well try it every day, since more rolls is more chances to use it.</p><p><span style="color: blue">Divine Intervention improvement</span> It's a free spell of your DM's choosing 1/week. Unlike before, you want to save this for hard days. This presumes your DM won't simply cast a level 1 cure wounds when you pray for a resurrection.</p></blockquote><p></p>
[QUOTE="mellored, post: 6701480, member: 6801209"] [sblock=Races] [COLOR=deepskyblue]Hill Dwarf[/COLOR] Wis, Con, and HP all go to keeping you alive long enough for you to keep others alive. Plus you can run around in heavy armor without Str. [color=deepskyblue]High Elf[/color] Dex is good, Int is not, however the fact that you can get Booming Blade / Green Flameblade without a feat/multiclass makes a big difference for melee clerics. [color=purple]worse[/color] for caster clerics. [COLOR=blue]Human Variant[/COLOR] +1 Wis, +1 Con, and starting with a feat of your choice. Though they lack darkvision. [COLOR=blue]Gnome[/COLOR] Even without Wis, advantage on saves is very strong. Keeping you alive longer. [COLOR=blue]Wood Elf[/COLOR] +1 Wis and dex are good, and longbows can indirectly help keep you alive. [COLOR=deepskyblue]Better[/COLOR] for tricksters, who like stealth. [COLOR=blue]Half-Elf[/COLOR] +1 Wis and Con, for the skill heavy games. Variants are have their uses, except for [COLOR=red]keen senses[/COLOR]. Don't trade 2 skills for 1. [COLOR=blue]Half-Orc[/COLOR] For the strength builds, relentless endurance helps ensure you don't die. [COLOR=blue]Water Genasi[/COLOR] +2 Con and +1 Wis. Though you already have create/destroy water. [COLOR=blue]Goliath[/COLOR]: Adds some toughness, and stones endurance can help keep concentration spells going. [COLOR=blue]Duergar[/COLOR]: Con and some spell resistance helps keep you alive. [COLOR=blue]Ghostwise Halfling[/COLOR]: +1 Wis, and rerolling 1's helps with saves. Aarakocra: Mobility generally isn't worth the loss of AC for a cleric, and flying is dangerous. So despite +2 Dex and +1 Wis, this isn't too great. That said, you can positioning yourself above enemies for spirit guardian or the light cleric CD. Aasimar: +1 Wis, but otherwise you get spells you already have. Fortunately, it doesn't really matter that they are Cha based, and don't need to scale, so saving a spell slot doesn''t hurt. Eladrain: Dex is't bad, but clerics tend not to need mobility that much. [COLOR=blue]Better[/COLOR] for light clerics who could use misty step to jump in the middle of the enemies for their Channel Divinity. Mountain Dwarf: For the weapon using domains, this isn't bad. Halfling (lightfoot, stout): Rerolling 1's helps defense, but don't do anything with spells. [COLOR=blue]Better[/COLOR] for weapon clerics. Human: More stat's are never bad, but not great either. Dragonborn: Most domains lack AoE attacks, so breath is nice to have, but otherwise it's lacking. Genasi (earth, fire, wind): Con is good, but most of the rest is lacking. Feral Winged Tielfing: Worse stats then aarakocra, but no armor restriction. Flying is still a dangerous. [COLOR=darkviolet]Tiefling[/COLOR]: Doesn't have much to offer with Cha based spells. [color=darkviolet]Drow[/color]: Light sensitivity doesn't hurt spell casting, but +Dex is usually combined with weapons. Playing a drow light cleric and constantly blinding yourself can be fun. [/sblock] Features: The basic cleric is very light on features. Most of them come from the sub-class. [COLOR=deepskyblue]Spellcasting:[/COLOR] You can prepare the largest number of spells (including 10 from your domain), and can change them out each day from the whole cleric list. You can also use a holy symbol, allowing for casting of most spells while you have a weapon in your hand. Turn/Destroy Undead: This works best against a horde of low level undead. Aginst higher level undead, you might want to use your domain channel divinity (depending). Fortunately, undead like to come in hordes, so it's not quite as niche as it might otherwise be. [COLOR=darkviolet]Divine Intervention[/COLOR] You might get a free casting of a spell of your DM's choosing each week. Since it's so unreliable, it's best used to pray for healing after battle, freeing up your spell slots for later. And you might as well try it every day, since more rolls is more chances to use it. [COLOR=blue]Divine Intervention improvement[/COLOR] It's a free spell of your DM's choosing 1/week. Unlike before, you want to save this for hard days. This presumes your DM won't simply cast a level 1 cure wounds when you pray for a resurrection. [/QUOTE]
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