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[GUIDE] Celestial Link Evoking Radiance Into Creation - CLERIC guide
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<blockquote data-quote="mellored" data-source="post: 6701499" data-attributes="member: 6801209"><p>Feats and Ability Bumps</p><p></p><p>Since there's so many of these, i'm stretching the normal ratings a bit. <span style="color: goldenrod">Gold</span> isn't mandatory, though you still want to avoid <span style="color: red">red</span> isn't quite a trap.</p><p></p><p><span style="color: goldenrod">+2 Wis:</span> Many cleric spells don't have DC's. But it's still your casting stat.</p><p><span style="color: goldenrod">+2 Con:</span> You want to be the last person to die. Also help keep concentration (bless) up.</p><p><span style="color: goldenrod">Resilient (Con)</span>: For the +1 Con and spell resistance as much as the concentration checks, though you can wait till level 8+ or 12 for this. Just <span style="color: blue">good</span> if you have even Con.</p><p></p><p><span style="color: deepskyblue">Defensive Duelist:</span> Most domains don't have any competing reactions, and can easily hold a dagger off-hand for a strong AC boost. Though wait till level 8+ for a higher bonus.</p><p><span style="color: deepskyblue">Healer:</span> Cost a little money, but helps save spell slots. Though you probably want an ally to take this instead, since you can already heal. <span style="color: purple">Worse</span> if your DM makes healing potions readily available.</p><p><span style="color: deepskyblue">Heavy Armor Mastery:</span> Another good defensive option. <span style="color: goldenrod">Amazing</span> at low levels but it loses <span style="color: blue">some</span> steam later.</p><p><span style="color: deepskyblue">Magic Initiate:</span> Melee clerics should strongly consider shillelagh which let's you ignore Str, or booming blade/green flame blade for extra damage.</p><p><span style="color: deepskyblue">Shield Master</span>: Rating assuming Str and Athletics to help give advantage to allies, otherwise the defenisve boos is just ok.</p><p><span style="color: deepskyblue">Observant: </span> Assuming an odd Wis score, this is a good defensive boost.</p><p><span style="color: #00bfff">Resilient (Dex):</span> If for some reason you don't want Con saves, Dex saves are good too. Combo's with shield master.</p><p></p><p><span style="color: Blue">+2 Dex:</span> Initiative, Dex saves, and can help with weapon attacks. <span style="color: deepskyblue">Better</span> if it also improves your AC (less then 14 with medium).</p><p><span style="color: blue">Alert:</span> You don't gain as much as some other's by going first, but it's still nice.</p><p><span style="color: blue">Crossbow Expert</span> For martial weapon clerics, who stand in the back, this adds an extra chance to land divine strike. Though at the cost of your shield. Also, be carefuly juggling your bonus action.</p><p><span style="color: blue">Inspiring Leader</span>: Less HP then healer, but being proactive makes it more valuable. Knocked down a color due to the <span style="color: red">Cha</span> requirement, which is usually a dump stat.</p><p><span style="color: blue">Lucky:</span> If you don't know what else to take, this is a good all around bonus.</p><p><span style="color: Blue">Polearm Master:</span> The melee alternative to crossbow expertise, same advice applise. Combines well with warcaster and shillelagh.</p><p><span style="color: Blue">Ritual Caster:</span> This can add alot of utility, but like healer, it's a 1/party thing. Strongly suggest wizard's list.</p><p><span style="color: blue">Tough:</span> More hit points helps keep you alive, but you're better off taking +2 Con for the concentration checks.</p><p><span style="color: blue">Warcaster:</span> Extra concentration is defiantly helpful, and a stronger OA goes well with command. The second point should rarely come up since clerics can use shields as implements, letting you cast all the M spells, and you can simply draw/stow a weapon. Weapon clerics generally won't be casting in combat anyways.</p><p>[sblock=M-but-not-S spells]</p><p>Guidance</p><p>Sacred Flame</p><p>Spare the Dying</p><p>Cure Wounds</p><p>Detect Evil and Good</p><p>Detect Magic</p><p>Guiding Bolt</p><p>Inflict Wounds</p><p>Purify Food and Drink</p><p>Calm Emotions</p><p>Find Traps</p><p>Lesser Restoration</p><p>Protection from Poison</p><p>Silence</p><p>Spiritual Weapon</p><p>Zone of Truth</p><p>Beacon of Hope</p><p>Bestow Curse</p><p>Create Food and Water</p><p>Daylight</p><p>Dispell Magic</p><p>Meld into Stone</p><p>Protection from Energy</p><p>Remove Curse</p><p>Death Ward</p><p>Contagion</p><p>Mass Cure Wounds</p><p>Blade Barrier</p><p>Harm</p><p>Heal</p><p>Planar Ally</p><p>Conjure Celestial</p><p>Etherealness</p><p>Fire Storm</p><p>Mass Heal</p><p>[/sblock]</p><p></p><p>+2 Str: For clerics who like their old fashion maces.</p><p>Dual Wielder: Dual wielding is a viable option for clerics, with more chances to land divine strike. But this is still a weak feat in general.</p><p>Durable: Only good if you have 19 Con (and took resilience), which is possible.</p><p>Dungeon Delver: You could potentially be Wis/Dex, making you a trap finder. <span style="color: red">Red</span> for games without traps.</p><p>Heavily Armored: If you have an odd stat, this open up heavy armor mastery. Otherwise, medium + shield is enough.</p><p>Mage Slayer: You have a good out of turn attack. <span style="color: blue">Better</span> for tricksters who can more easily get close to the target.</p><p>Medium Armor Mastery: If you have exactly 16 Dex and want stealth, this is get +2 AC. Otherwise it's <span style="color: red">red</span>.</p><p>Mobile: This "counters" heavy armor penalty and can be cheaper then boosting Str.</p><p>Mounted Combat: Advantage on contagion makes this occasionally useful. <span style="color: blue">Better</span> for death domain with vamperic touch.</p><p>Sentinel: You can be pretty tanky, but your OA doesn't scale, and might not want too much focus. <span style="color: red">Worse</span> if you can't hit things with weapons. Note this does not combine with warcaster, since that is "instead" of an OA.</p><p>Skilled: For your less combat intensive games.</p><p></p><p><span style="color: darkviolet">+2 Int:</span></p><p><span style="color: darkviolet">+2 Cha:</span></p><p><span style="color: darkviolet">Actor:</span> Good RP option, if you have an odd Cha.</p><p><span style="color: darkviolet">Athlete:</span> If you have an odd stat.</p><p><span style="color: darkviolet">Keen Mind:</span> The odd bump for int, but that's likely your dump stat.</p><p><span style="color: darkviolet">Linguist:</span> The other odd bump for Int, but still likely your dump stat.</p><p><span style="color: darkviolet">Martial Adept:</span> Faint can help with contagion or vamperic touch. Otherwise it's pretty weak with only 1 die.</p><p><span style="color: darkviolet">Skulker:</span> Stealth is a possibility.</p><p><span style="color: darkviolet">Spell Sniper:</span> Flamebolt isn't a bad addition, but won't trigger Potent Cantrip or Divine Strike. Slightly Better for death domain who get chill touch.</p><p><span style="color: darkviolet">Tavern Brawler:</span> You can reasonably get away with 1 hand free, and you do get Divine Strike on improvised weapons.</p><p></p><p><span style="color: Red">Elemental Adept:</span> Clerics have very few damage spells, and most of those are radiant. Slightly <span style="color: darkviolet">less horrible</span> for light and tempest. Though they have multi-damage types, and it won't boost channel divinity damage.</p><p><span style="color: Red">Charger:</span> This is bad for just about anyone past the first few levels.</p><p><span style="color: Red">Grappler:</span> While you can reasonably get away with 1 hand free, you don't have multi-attack.</p><p><span style="color: Red">Great Weapon Master:</span> No multi-attack, lose shield.</p><p><span style="color: Red">Lightly Armored:</span> You already have light armor.</p><p><span style="color: Red">Moderately Armored:</span> You already have this medium armor.</p><p><span style="color: Red">Savage Attacker:</span> No multi-attack.</p><p><span style="color: Red">Sharpshooter:</span> No multi-attack.</p><p><span style="color: Red">Weapon Master:</span> No multi-attack.</p></blockquote><p></p>
[QUOTE="mellored, post: 6701499, member: 6801209"] Feats and Ability Bumps Since there's so many of these, i'm stretching the normal ratings a bit. [COLOR=goldenrod]Gold[/COLOR] isn't mandatory, though you still want to avoid [COLOR=red]red[/COLOR] isn't quite a trap. [COLOR=goldenrod]+2 Wis:[/COLOR] Many cleric spells don't have DC's. But it's still your casting stat. [COLOR=goldenrod]+2 Con:[/COLOR] You want to be the last person to die. Also help keep concentration (bless) up. [COLOR=goldenrod]Resilient (Con)[/COLOR]: For the +1 Con and spell resistance as much as the concentration checks, though you can wait till level 8+ or 12 for this. Just [COLOR=blue]good[/COLOR] if you have even Con. [COLOR=deepskyblue]Defensive Duelist:[/COLOR] Most domains don't have any competing reactions, and can easily hold a dagger off-hand for a strong AC boost. Though wait till level 8+ for a higher bonus. [COLOR=deepskyblue]Healer:[/COLOR] Cost a little money, but helps save spell slots. Though you probably want an ally to take this instead, since you can already heal. [COLOR=purple]Worse[/COLOR] if your DM makes healing potions readily available. [COLOR=deepskyblue]Heavy Armor Mastery:[/COLOR] Another good defensive option. [COLOR=goldenrod]Amazing[/COLOR] at low levels but it loses [COLOR=blue]some[/COLOR] steam later. [COLOR=deepskyblue]Magic Initiate:[/COLOR] Melee clerics should strongly consider shillelagh which let's you ignore Str, or booming blade/green flame blade for extra damage. [COLOR=deepskyblue]Shield Master[/COLOR]: Rating assuming Str and Athletics to help give advantage to allies, otherwise the defenisve boos is just ok. [COLOR=deepskyblue]Observant: [/COLOR] Assuming an odd Wis score, this is a good defensive boost. [COLOR=#00bfff]Resilient (Dex):[/COLOR] If for some reason you don't want Con saves, Dex saves are good too. Combo's with shield master. [COLOR=Blue]+2 Dex:[/COLOR] Initiative, Dex saves, and can help with weapon attacks. [COLOR=deepskyblue]Better[/COLOR] if it also improves your AC (less then 14 with medium). [COLOR=blue]Alert:[/COLOR] You don't gain as much as some other's by going first, but it's still nice. [COLOR=blue]Crossbow Expert[/COLOR] For martial weapon clerics, who stand in the back, this adds an extra chance to land divine strike. Though at the cost of your shield. Also, be carefuly juggling your bonus action. [COLOR=blue]Inspiring Leader[/COLOR]: Less HP then healer, but being proactive makes it more valuable. Knocked down a color due to the [COLOR=red]Cha[/COLOR] requirement, which is usually a dump stat. [COLOR=blue]Lucky:[/COLOR] If you don't know what else to take, this is a good all around bonus. [COLOR=Blue]Polearm Master:[/COLOR] The melee alternative to crossbow expertise, same advice applise. Combines well with warcaster and shillelagh. [COLOR=Blue]Ritual Caster:[/COLOR] This can add alot of utility, but like healer, it's a 1/party thing. Strongly suggest wizard's list. [COLOR=blue]Tough:[/COLOR] More hit points helps keep you alive, but you're better off taking +2 Con for the concentration checks. [COLOR=blue]Warcaster:[/COLOR] Extra concentration is defiantly helpful, and a stronger OA goes well with command. The second point should rarely come up since clerics can use shields as implements, letting you cast all the M spells, and you can simply draw/stow a weapon. Weapon clerics generally won't be casting in combat anyways. [sblock=M-but-not-S spells] Guidance Sacred Flame Spare the Dying Cure Wounds Detect Evil and Good Detect Magic Guiding Bolt Inflict Wounds Purify Food and Drink Calm Emotions Find Traps Lesser Restoration Protection from Poison Silence Spiritual Weapon Zone of Truth Beacon of Hope Bestow Curse Create Food and Water Daylight Dispell Magic Meld into Stone Protection from Energy Remove Curse Death Ward Contagion Mass Cure Wounds Blade Barrier Harm Heal Planar Ally Conjure Celestial Etherealness Fire Storm Mass Heal [/sblock] +2 Str: For clerics who like their old fashion maces. Dual Wielder: Dual wielding is a viable option for clerics, with more chances to land divine strike. But this is still a weak feat in general. Durable: Only good if you have 19 Con (and took resilience), which is possible. Dungeon Delver: You could potentially be Wis/Dex, making you a trap finder. [COLOR=red]Red[/COLOR] for games without traps. Heavily Armored: If you have an odd stat, this open up heavy armor mastery. Otherwise, medium + shield is enough. Mage Slayer: You have a good out of turn attack. [COLOR=blue]Better[/COLOR] for tricksters who can more easily get close to the target. Medium Armor Mastery: If you have exactly 16 Dex and want stealth, this is get +2 AC. Otherwise it's [COLOR=red]red[/COLOR]. Mobile: This "counters" heavy armor penalty and can be cheaper then boosting Str. Mounted Combat: Advantage on contagion makes this occasionally useful. [COLOR=blue]Better[/COLOR] for death domain with vamperic touch. Sentinel: You can be pretty tanky, but your OA doesn't scale, and might not want too much focus. [COLOR=red]Worse[/COLOR] if you can't hit things with weapons. Note this does not combine with warcaster, since that is "instead" of an OA. Skilled: For your less combat intensive games. [COLOR=darkviolet]+2 Int:[/COLOR] [COLOR=darkviolet]+2 Cha:[/COLOR] [COLOR=darkviolet]Actor:[/COLOR] Good RP option, if you have an odd Cha. [COLOR=darkviolet]Athlete:[/COLOR] If you have an odd stat. [COLOR=darkviolet]Keen Mind:[/COLOR] The odd bump for int, but that's likely your dump stat. [COLOR=darkviolet]Linguist:[/COLOR] The other odd bump for Int, but still likely your dump stat. [COLOR=darkviolet]Martial Adept:[/COLOR] Faint can help with contagion or vamperic touch. Otherwise it's pretty weak with only 1 die. [COLOR=darkviolet]Skulker:[/COLOR] Stealth is a possibility. [COLOR=darkviolet]Spell Sniper:[/COLOR] Flamebolt isn't a bad addition, but won't trigger Potent Cantrip or Divine Strike. Slightly Better for death domain who get chill touch. [COLOR=darkviolet]Tavern Brawler:[/COLOR] You can reasonably get away with 1 hand free, and you do get Divine Strike on improvised weapons. [COLOR=Red]Elemental Adept:[/COLOR] Clerics have very few damage spells, and most of those are radiant. Slightly [COLOR=darkviolet]less horrible[/COLOR] for light and tempest. Though they have multi-damage types, and it won't boost channel divinity damage. [COLOR=Red]Charger:[/COLOR] This is bad for just about anyone past the first few levels. [COLOR=Red]Grappler:[/COLOR] While you can reasonably get away with 1 hand free, you don't have multi-attack. [COLOR=Red]Great Weapon Master:[/COLOR] No multi-attack, lose shield. [COLOR=Red]Lightly Armored:[/COLOR] You already have light armor. [COLOR=Red]Moderately Armored:[/COLOR] You already have this medium armor. [COLOR=Red]Savage Attacker:[/COLOR] No multi-attack. [COLOR=Red]Sharpshooter:[/COLOR] No multi-attack. [COLOR=Red]Weapon Master:[/COLOR] No multi-attack. [/QUOTE]
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