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[GUIDE] Celestial Link Evoking Radiance Into Creation - CLERIC guide
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<blockquote data-quote="mellored" data-source="post: 6701485" data-attributes="member: 6801209"><p>The clerics ability to swap spells makes alot of the <span style="color: darkviolet">niche</span> spells much more <span style="color: deepskyblue">useful</span>. For instance, if your stuck in a desert, you can take create food and water, then when your crossing a swamp, you can swap it for water walk, and when your fighting in the underdark against drow swap to daylight. Make sure you keep some core spells that are always useful, just in case your DM throws you a curve ball, and you suddenly fall into the underdark.</p><p></p><p>© = concentration</p><p>® = ritual</p><p></p><p>[sblock=Cantrips<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p><span style="color: #00ffff">Toll the Dead</span>: Same base damage as sacred flame, but with a not-to-difficult conditional bonus. Though the damage type is worse, so not for <span style="color: #ff0000">undead campaigns</span>.</p><p>©<span style="color: deepskyblue">Guidance</span>: Ideal for out of combat skill boost. But also good for initiative. Just note that it's concentration.</p><p></p><p><span style="color: #0000ff">Sacred Flame</span>: Your backup attack cantrip, with an alternate damage type.</p><p></p><p>Light: Useful, but consider making a few continuous flames.</p><p>Mending: All sorts of RP uses.</p><p>Word of Radiance: If you like to get yourself surrounded.</p><p></p><p>©<span style="color: darkviolet">Resistance</span> It's rare that you will know when a saving throw is coming. And since it's concentration, it doesn't stack with bless.</p><p><span style="color: darkviolet">Thaumaturgy</span> While flavorful, none of the effects are particularly useful. And it's still a V spell, so you can't even use it stealthed.</p><p></p><p><span style="color: red">Spare the Dying</span> As a cleric, you should have at least 1 healing spells, which is much better then simply stabilizing. In addition, any can do this with a DC 10 Wisdom check.</p><p>[/sblock]</p><p></p><p>[sblock=Level 1<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p><span style="color: goldenrod">Command</span>: This can make an enemy provoke an opportunity attack as well as miss his next turn without concentration. There are some targeting limitations. This loses <span style="color: blue">some steam</span> as OA's get less powerful and reactions get more competition, unless you have a rogue ally.</p><p></p><p>©<span style="color: deepskyblue">Bless</span>: A good all around buff and generally what your going to use your concentration for. <span style="color: #daa520">Particularly</span> with allies with sharpshooter or greatweapon master.</p><p><span style="color: deepskyblue">Healing Word</span>: In combat heal. This stays valuable as you really only need 1 HP to have someone useful in combat, but you should probably not cast it in a higher level slot.</p><p><span style="color: deepskyblue">Sanctuary</span>: A strong defensive buff without concentration, and as a bonus action, makes this valuable at all levels. At first glance it might seem useless, but there's plenty of actions you/they can take. Such as casting bless, healing (spells or feat), summons, illusions, help, ect... You can even deal damage with precast spells like call lighting, blade barrier, or spiritual guardian (NOT spiritual weapon) though your <strong><em>DM may disagree</em></strong> with this interpretation.</p><p></p><p><span style="color: blue">Cure Wounds</span>: Your out of combat heal. This will quickly get replaced.</p><p><span style="color: blue">Inflict Wounds</span>: Strong damage and scales well.</p><p><span style="color: blue">Guiding Bolt</span>: Good damage for it's level, but this scales very poorly, both in damage, and because multi-attack reduces the advantage. So drop it later.</p><p>©<span style="color: blue">Protection from Evil and Good</span>: An very strong buff, but against limited, but not too uncommon targets.</p><p></p><p>©Bane: An good debuff, but with both a save and concentration, it's not enough. It has <span style="color: #00bfff">potential </span>in a group of casters, since bless won't help, and this one of the few ways to reduce a saving throw.</p><p>©Shield of Faith: This has value if you can use it for a full 10 minutes.</p><p></p><p><span style="color: #ee82ee">Ceremony</span></p><p><span style="color: darkviolet">Create or Destroy Water</span></p><p>©<span style="color: darkviolet">Detect Evil and Good</span></p><p>©®<span style="color: darkviolet">Detect Magic</span></p><p>©®<span style="color: darkviolet">Detect Poison and Disease</span></p><p>®<span style="color: darkviolet">Purify Food and Drink</span></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="mellored, post: 6701485, member: 6801209"] The clerics ability to swap spells makes alot of the [COLOR=darkviolet]niche[/COLOR] spells much more [COLOR=deepskyblue]useful[/COLOR]. For instance, if your stuck in a desert, you can take create food and water, then when your crossing a swamp, you can swap it for water walk, and when your fighting in the underdark against drow swap to daylight. Make sure you keep some core spells that are always useful, just in case your DM throws you a curve ball, and you suddenly fall into the underdark. © = concentration ® = ritual [sblock=Cantrips:] [COLOR=#00ffff]Toll the Dead[/COLOR]: Same base damage as sacred flame, but with a not-to-difficult conditional bonus. Though the damage type is worse, so not for [COLOR=#ff0000]undead campaigns[/COLOR]. ©[COLOR=deepskyblue]Guidance[/COLOR]: Ideal for out of combat skill boost. But also good for initiative. Just note that it's concentration. [COLOR=#0000ff]Sacred Flame[/COLOR]: Your backup attack cantrip, with an alternate damage type. Light: Useful, but consider making a few continuous flames. Mending: All sorts of RP uses. Word of Radiance: If you like to get yourself surrounded. ©[COLOR=darkviolet]Resistance[/COLOR] It's rare that you will know when a saving throw is coming. And since it's concentration, it doesn't stack with bless. [COLOR=darkviolet]Thaumaturgy[/COLOR] While flavorful, none of the effects are particularly useful. And it's still a V spell, so you can't even use it stealthed. [COLOR=red]Spare the Dying[/COLOR] As a cleric, you should have at least 1 healing spells, which is much better then simply stabilizing. In addition, any can do this with a DC 10 Wisdom check. [/sblock] [sblock=Level 1:] [COLOR=goldenrod]Command[/COLOR]: This can make an enemy provoke an opportunity attack as well as miss his next turn without concentration. There are some targeting limitations. This loses [COLOR=blue]some steam[/COLOR] as OA's get less powerful and reactions get more competition, unless you have a rogue ally. ©[COLOR=deepskyblue]Bless[/COLOR]: A good all around buff and generally what your going to use your concentration for. [COLOR=#daa520]Particularly[/COLOR] with allies with sharpshooter or greatweapon master. [COLOR=deepskyblue]Healing Word[/COLOR]: In combat heal. This stays valuable as you really only need 1 HP to have someone useful in combat, but you should probably not cast it in a higher level slot. [COLOR=deepskyblue]Sanctuary[/COLOR]: A strong defensive buff without concentration, and as a bonus action, makes this valuable at all levels. At first glance it might seem useless, but there's plenty of actions you/they can take. Such as casting bless, healing (spells or feat), summons, illusions, help, ect... You can even deal damage with precast spells like call lighting, blade barrier, or spiritual guardian (NOT spiritual weapon) though your [B][I]DM may disagree[/I][/B] with this interpretation. [COLOR=blue]Cure Wounds[/COLOR]: Your out of combat heal. This will quickly get replaced. [COLOR=blue]Inflict Wounds[/COLOR]: Strong damage and scales well. [COLOR=blue]Guiding Bolt[/COLOR]: Good damage for it's level, but this scales very poorly, both in damage, and because multi-attack reduces the advantage. So drop it later. ©[COLOR=blue]Protection from Evil and Good[/COLOR]: An very strong buff, but against limited, but not too uncommon targets. ©Bane: An good debuff, but with both a save and concentration, it's not enough. It has [COLOR=#00bfff]potential [/COLOR]in a group of casters, since bless won't help, and this one of the few ways to reduce a saving throw. ©Shield of Faith: This has value if you can use it for a full 10 minutes. [COLOR=#ee82ee]Ceremony[/COLOR] [COLOR=darkviolet]Create or Destroy Water[/COLOR] ©[COLOR=darkviolet]Detect Evil and Good[/COLOR] ©®[COLOR=darkviolet]Detect Magic[/COLOR] ©®[COLOR=darkviolet]Detect Poison and Disease[/COLOR] ®[COLOR=darkviolet]Purify Food and Drink[/COLOR] [/sblock] [/QUOTE]
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