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[GUIDE] Celestial Link Evoking Radiance Into Creation - CLERIC guide
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<blockquote data-quote="mellored" data-source="post: 6701487" data-attributes="member: 6801209"><p>[sblock=Level 2]</p><p><span style="color: #daa520">Spiritual Weapon</span>: No concentration and as a bonus action damage. Scales reasonably.</p><p></p><p><span style="color: deepskyblue">Blindness/Deafness</span>: While somewhat weaker debuff, it doesn't take concentration, and isn't limited by targets.</p><p><span style="color: deepskyblue">Continual Flame</span>: Since these are permanent, you can cast it on your downtime and then swap spells. Making the only cost the 50 gold. Casting it on your weapon is a good choice. Perhaps a few arrows or sling bullets as well.</p><p>©<span style="color: deepskyblue">Hold Person</span>: While targeting is somewhat limited, you give out free crits.</p><p>©®<span style="color: deepskyblue">Silence</span>: Extremely strong against spell casters.</p><p><span style="color: deepskyblue">Prayer of Healing</span>: Out of combat healing. Scales well, but still get's replaced.</p><p></p><p><span style="color: blue">Aid</span>: A nice pre-heal for your party. This scales pretty well too.</p><p>©<span style="color: blue">Enhance Ability</span>: Versatile buff.</p><p><span style="color: blue">Lesser Restoration</span>: Clears out a good number of nasty effects.</p><p></p><p>®Augury: Since it's a ritual, you might as well use it every day.</p><p>©Calm Emotions: Turns a combat encounter into a talking encounter. But only if you hit everyone.</p><p>Warding Bond: Somewhat weak on it's own, but it does have a good effect on concentration checks.</p><p></p><p><span style="color: darkviolet">Find Traps</span></p><p>®<span style="color: darkviolet">Gentle Repose</span></p><p>©<span style="color: darkviolet">Locate Object</span></p><p><span style="color: darkviolet">Protection from Poison</span></p><p><span style="color: darkviolet">Zone of Truth</span></p><p>[/sblock]</p><p></p><p>[sblock=Level 3]</p><p><span style="color: goldenrod">Revivify</span>: The earliest and cheapest raise dead. Generally this will be enough, so you don't need to upgrade.</p><p>©<span style="color: goldenrod">Spirit Guardians</span>: An ally friendly damage zone that moves with you and last a good while, as long as you can keep concentration. Consider using sanctuary with it. Scales reasonably with slots.</p><p></p><p>©<span style="color: deepskyblue">Bestow Curse</span>: The best use is to deny actions. Consider it hold monster, without the crits, but a few levels earlier. There's even some good RP benefits at level 9 (the duration is too short otherwise).</p><p></p><p><span style="color: blue">Animate Dead</span>: This can add alot of damage over the course of a day if you manage to keep them alive. Just be careful you don't turn your own skeletons.</p><p>©<span style="color: blue">Clairvoyance</span>: It's always nice to know what's enemies are coming up.</p><p><span style="color: blue">Glyph of Warding</span>: This can let you double dip on concentration spells, or prepare an emergency heal. Though it's immobility and cost keeps it from being abuse.</p><p></p><p>©Beacon of Hope: This can boost healing a lot, but rarely will you need that much at once.</p><p>Dispell Magic: Depending on how many evil wizards you fight.</p><p>®Meld into Stone: This can safely give you long rest. Unfortunately, you can't bring your allies.</p><p>Mass Healing Word: Your upgrade from healing word, though generally you don't need low in-combat mass healing.</p><p></p><p><span style="color: darkviolet">Create Food and Water</span></p><p><span style="color: darkviolet">Daylight</span>: You generally don't need this much light, and you can make permanent ones with continuous flame a level lower. Though against drow in the underdark it can be nice.</p><p>®<span style="color: darkviolet">Feign Death</span>: There's some fun RP potential here.</p><p><span style="color: #ee82ee">Life Transference</span>: About the same total HP gain as cure wounds. However, if you only have 1 HP left, and can be healed immediately afterward, you can make use of the "heal from 0" rule.</p><p><span style="color: darkviolet">Magic Circle</span>: Too expensive for something temporary. Could be useful with planar ally and planar binding. Giving you time to bind something.</p><p>©<span style="color: darkviolet">Protection from Energy</span></p><p><span style="color: darkviolet">Remove Curse</span>: Curses are fairly rare.</p><p><span style="color: darkviolet">Sending</span></p><p><span style="color: darkviolet">Speak with Dead</span></p><p><span style="color: darkviolet">Tongues</span></p><p>®<span style="color: darkviolet">Water Walk</span></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="mellored, post: 6701487, member: 6801209"] [sblock=Level 2] [COLOR=#daa520]Spiritual Weapon[/COLOR]: No concentration and as a bonus action damage. Scales reasonably. [COLOR=deepskyblue]Blindness/Deafness[/COLOR]: While somewhat weaker debuff, it doesn't take concentration, and isn't limited by targets. [COLOR=deepskyblue]Continual Flame[/COLOR]: Since these are permanent, you can cast it on your downtime and then swap spells. Making the only cost the 50 gold. Casting it on your weapon is a good choice. Perhaps a few arrows or sling bullets as well. ©[COLOR=deepskyblue]Hold Person[/COLOR]: While targeting is somewhat limited, you give out free crits. ©®[COLOR=deepskyblue]Silence[/COLOR]: Extremely strong against spell casters. [COLOR=deepskyblue]Prayer of Healing[/COLOR]: Out of combat healing. Scales well, but still get's replaced. [COLOR=blue]Aid[/COLOR]: A nice pre-heal for your party. This scales pretty well too. ©[COLOR=blue]Enhance Ability[/COLOR]: Versatile buff. [COLOR=blue]Lesser Restoration[/COLOR]: Clears out a good number of nasty effects. ®Augury: Since it's a ritual, you might as well use it every day. ©Calm Emotions: Turns a combat encounter into a talking encounter. But only if you hit everyone. Warding Bond: Somewhat weak on it's own, but it does have a good effect on concentration checks. [COLOR=darkviolet]Find Traps[/COLOR] ®[COLOR=darkviolet]Gentle Repose[/COLOR] ©[COLOR=darkviolet]Locate Object[/COLOR] [COLOR=darkviolet]Protection from Poison[/COLOR] [COLOR=darkviolet]Zone of Truth[/COLOR] [/sblock] [sblock=Level 3] [COLOR=goldenrod]Revivify[/COLOR]: The earliest and cheapest raise dead. Generally this will be enough, so you don't need to upgrade. ©[COLOR=goldenrod]Spirit Guardians[/COLOR]: An ally friendly damage zone that moves with you and last a good while, as long as you can keep concentration. Consider using sanctuary with it. Scales reasonably with slots. ©[COLOR=deepskyblue]Bestow Curse[/COLOR]: The best use is to deny actions. Consider it hold monster, without the crits, but a few levels earlier. There's even some good RP benefits at level 9 (the duration is too short otherwise). [COLOR=blue]Animate Dead[/COLOR]: This can add alot of damage over the course of a day if you manage to keep them alive. Just be careful you don't turn your own skeletons. ©[COLOR=blue]Clairvoyance[/COLOR]: It's always nice to know what's enemies are coming up. [COLOR=blue]Glyph of Warding[/COLOR]: This can let you double dip on concentration spells, or prepare an emergency heal. Though it's immobility and cost keeps it from being abuse. ©Beacon of Hope: This can boost healing a lot, but rarely will you need that much at once. Dispell Magic: Depending on how many evil wizards you fight. ®Meld into Stone: This can safely give you long rest. Unfortunately, you can't bring your allies. Mass Healing Word: Your upgrade from healing word, though generally you don't need low in-combat mass healing. [COLOR=darkviolet]Create Food and Water[/COLOR] [COLOR=darkviolet]Daylight[/COLOR]: You generally don't need this much light, and you can make permanent ones with continuous flame a level lower. Though against drow in the underdark it can be nice. ®[COLOR=darkviolet]Feign Death[/COLOR]: There's some fun RP potential here. [COLOR=#ee82ee]Life Transference[/COLOR]: About the same total HP gain as cure wounds. However, if you only have 1 HP left, and can be healed immediately afterward, you can make use of the "heal from 0" rule. [COLOR=darkviolet]Magic Circle[/COLOR]: Too expensive for something temporary. Could be useful with planar ally and planar binding. Giving you time to bind something. ©[COLOR=darkviolet]Protection from Energy[/COLOR] [COLOR=darkviolet]Remove Curse[/COLOR]: Curses are fairly rare. [COLOR=darkviolet]Sending[/COLOR] [COLOR=darkviolet]Speak with Dead[/COLOR] [COLOR=darkviolet]Tongues[/COLOR] ®[COLOR=darkviolet]Water Walk[/COLOR] [/sblock] [/QUOTE]
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