Help me convince my players that the Cleric is cool

I've always been a little hesitant to play a cleric. For me they always seemed to be the "healer" and not much else. After many years I am going to try playing one in an upcoming campaign. It really just takes a bit of an attitude adjustment I think.

As many have pointed out, they can wear any of the armor they want and with the spontaneous casting load up on fun spells and not necessarily stock up on healing spells. That way if healing is needed the possibility is there, otherwise I will have several spells at my disposal that are, shall we say, more interesting.

And finally, just to make things a little more interesting I chose a Dwarven Cleric. I think this will present me with some good RP'ing opportunuties. I am looking forward to getting this guy in the action!
 

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IronWolf said:
I've always been a little hesitant to play a cleric. For me they always seemed to be the "healer" and not much else. After many years I am going to try playing one in an upcoming campaign. It really just takes a bit of an attitude adjustment I think.

Playing a dwarven cleric is an awesome RP challenge. This is a character who I see as sure of himself and the dominance of his gods in the world.

In combat, don't underestimate the usefulness of the inflict wounds spells. You can always swap it out for a healing in a pressing need. Also, the magic stone spell (if you have a good DEX) or the Magic Weapon spell (if your STR is better) are good spells to have. EITHER of these spells can also in a pinch be handed off to a more capable combatant in your party, too, while you are on the sidelines with a crossbow, or with a bless if you have it (if you have a bard in the party, IGNORE bless. He does that better than you).

Clerics lost the stigma of "medic" about 4 years ago, and those who still think of them only as healers are very behind the times. (Of course, there are those who tell you clerics shouldn't have been known as only "combat medics" in the first place, and they're right.)
 

I have a kick ass cleric in the game in which I'm playing now

Gold Dwarf Cleric 7/ WarPriest 7 of Dumathion
Domains: Protection, Dwarf, Glory
Feats: WF(Maul)Grt Fort,Leadership, extra turning(see next feat for why),Sacred Vengeance and best one Spontaneous Domain ( Glory )

I kick ass in combat, and have alot of party buff spells, but I excel at destroying undead with Sacred Vengeance and Extra turning....the Spontaneous Domain Glory kicks ass...alot of Holy Sword, Bolt of Glory
 

Maybe you could show them that not all clerics are answerable to a secular authority. That might be what throws them off.

Also, show them that not all clerics heal people. There's lots of Greyhawk deities that don't necessarily heal people.
 
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First, thanks everyone for the bountiful replies.

Second, I should have been more specific about my parameters, I apologise:

I created a homebrew world, with new maps, just for that campaign. The premise is very specific, very much aimed at the social conundrums of this world. For this, I need a 1st level female cleric of Elhonna in the party. A 1st level female paladin * of Elhonna might also work, but to a much lesser extent. I do not wish to reveal the reasons for all this, because they contain spoilers that I do not wish my players to know.

That said, there are quite a lot of eloquent suggestions in your posts that I will print out and convey to my players when the time to roll the characters comes.

Keep 'em coming !




* cure-wise, a paladin could of course load-up on wands of CLW, as could a rogue with a maxed-out use magical device skill, but my need of a cleric is related to role-playing reasons as well as for other cleric abilities (other than curing).
 

Pigeonholing the Priesthood is a Bad Idea

Although you may have an amazingly rich and detailed setting, requiring a player to play a cleric of a specific deity will probably encourage them to seek a more flexible game elsewhere.

I would definitely think about expanding your cleric's options, rather than limiting them.

Why not allow them to serve another nature deity (like Obad-Hai or Silvanus), or nature in general (as a druid or non-pantheon cleric)?

You could also let them serve an elemental lord (like Akadi or Grumbar) or a deity that is compatible with nature and/or agriculture (like Yondalla).

Don't just tell them they must be a cleric of Ehlonna; that type of restrictive behavior turns most players off.

Take it from a guy who runs a FRCS campaign in Thay.

If your setting requires certain limitations, then you must work harder to find options for your players. Otherwise, your campaign will be over before it even begins.
 
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The Thayan Menace said:
While the vigor wand is good idea, you will always need a cleric to turn undead and provide higher level restorative magics at a reasonable cost.

You mean restoration and resurrection.

The other restorative magics are largely irrelevant.

Note to GM: level drain isn't scary, it just bites, because it makes the cleric memorise all his spells as restorations. Because the alternative is an entire party back to level 1.

Which sucks, because the GM has nothing prepared for now-level-1 characters with level 9 equipment.

Undead turning is a great way to turn a creepy foray into a tomb into a big yawn-fest.
 

Props for Priests

Saeviomagy said:
Undead turning is a great way to turn a creepy foray into a tomb into a big yawn-fest.

Perhaps, but going into that same tomb without clerical turning makes for a much shorter (and therefore much more boring) campaign.

Show me someone who is worried about clerical turning ruining a crypt foray, and I'll show you someone who does not know the joys of classed ghouls.

Besides, any DM worth their salt can deal with having a cleric in the party and plan accordingly.

A well crafted undead encounter should always take clerical abilities into consideration.

Furthermore, a savvy DM should not degrade archetypal character classes without good cause.
 
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Clerics Heal the World

Saeviomagy said:
You mean restoration and resurrection. The other restorative magics are largely irrelevant.

Let us briefly examine the list of "irrelevant" restorative clerical magic.

If we simply focus on PHB spells that are of the "medical" variety, we have:

1st: cure light wounds
2nd: delay poison, lesser restoration
3rd: cure serious wounds, remove disease
4th: cure critical wounds, neutralize poison, restoration
5th: break enchantment, mass cure light wounds, raise dead
6th: heal, mass cure moderate wounds
7th: greater restoration, regenerate, resurrection
8th: mass cure critical wounds
9th: mass heal, true resurrection

Now, in all fairness, you did imply that restoration and resurrection spells were significant.

However, you did show an awful lot of disdain for the breadth of clerical restorative magic.

Are we to assume that break enchantment, heal, and regeneration are "irrelevant" measures?

If we are to add the manifold benefits of miracle, and the numerous restorative spells from other official WotC supplements, would you still champion the "irrelevancy" of clerical aid?
 
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