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<blockquote data-quote="Leatherhead" data-source="post: 7008502" data-attributes="member: 53176"><p>Orc lore has a firm grasp on how a chaotic culture should work. If it wasn't for divine providence, their leaders wouldn't really be able to, well, lead, regardless of their strength. And even then, the position of war chief is a deceptively delicate office, and requires several different factions groups working together, but ultimately checking each-other, lest the undercurrent of "Might = Right" causes their tribe to collapse into a bloody civil war. </p><p></p><p>Anyway, the Claw of Luthic is quite possibly the fiercest lacquerista you will ever see on the battlefield, and keeps true to the multiple orcs in leadership positions lore by also synergising well with Eyes of Gruumsh, Blades, and War Chiefs. Also, they have bears, in addition to Orogs, which gives them a wide selection of bodyguards and perhaps the most dangerous retinue in the tribe. I could even see one rearing an Owlbear, for some added punch and a darkvision enabled "animal" helper</p><p></p><p>However, they are a spellcaster, and that means it's time to see what spells are worth swapping. Specifically <em>Augury</em>, and <em>Create Food and Water.</em> While being good for RP purposes, they really don't do much when you know the tribe is going to be under siege the next day. Note that clerics have a bit of a disadvantage in the expanded spell list department when compared to druids and arcane casters, do to the fact they don't get any new spells in the splat books. However, this is an NPC, so if you are making a cult of Fire-Orcs and just have to get some of those Elemental Evil Spells, I won't tell on you.</p><p></p><p>Clerics don't get many good cantrips, but there is always the <em>Sacred Flame</em> option, if you need some kind of ranged support. <em>Spare the Dying</em> seems like it should be a good spell, but really it isn't worth using on NPCs most of the time.</p><p></p><p>For level one, <em>Healing Word</em> is my cleric pick of choice. Yes, it heals for less than <em>Cure Wounds</em> (only 2hp less), but it has a 60' range, and can be cast as a bonus action, which is really great for something that can make 4 melee attacks with multi-attack.</p><p></p><p>Level two features <em>Hold person</em> and<em> Prayer of Healing</em>, depending on the needs of your war band.</p><p></p><p>Level three has <em>Mass Healing Word</em> and <em>Spirit Guardians</em>. Both great for turning the tide of a battle.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 7008502, member: 53176"] Orc lore has a firm grasp on how a chaotic culture should work. If it wasn't for divine providence, their leaders wouldn't really be able to, well, lead, regardless of their strength. And even then, the position of war chief is a deceptively delicate office, and requires several different factions groups working together, but ultimately checking each-other, lest the undercurrent of "Might = Right" causes their tribe to collapse into a bloody civil war. Anyway, the Claw of Luthic is quite possibly the fiercest lacquerista you will ever see on the battlefield, and keeps true to the multiple orcs in leadership positions lore by also synergising well with Eyes of Gruumsh, Blades, and War Chiefs. Also, they have bears, in addition to Orogs, which gives them a wide selection of bodyguards and perhaps the most dangerous retinue in the tribe. I could even see one rearing an Owlbear, for some added punch and a darkvision enabled "animal" helper However, they are a spellcaster, and that means it's time to see what spells are worth swapping. Specifically [I]Augury[/I], and [I]Create Food and Water.[/I] While being good for RP purposes, they really don't do much when you know the tribe is going to be under siege the next day. Note that clerics have a bit of a disadvantage in the expanded spell list department when compared to druids and arcane casters, do to the fact they don't get any new spells in the splat books. However, this is an NPC, so if you are making a cult of Fire-Orcs and just have to get some of those Elemental Evil Spells, I won't tell on you. Clerics don't get many good cantrips, but there is always the [I]Sacred Flame[/I] option, if you need some kind of ranged support. [I]Spare the Dying[/I] seems like it should be a good spell, but really it isn't worth using on NPCs most of the time. For level one, [I]Healing Word[/I] is my cleric pick of choice. Yes, it heals for less than [I]Cure Wounds[/I] (only 2hp less), but it has a 60' range, and can be cast as a bonus action, which is really great for something that can make 4 melee attacks with multi-attack. Level two features [I]Hold person[/I] and[I] Prayer of Healing[/I], depending on the needs of your war band. Level three has [I]Mass Healing Word[/I] and [I]Spirit Guardians[/I]. Both great for turning the tide of a battle. [/QUOTE]
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