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General Tabletop Discussion
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Powergamer Cleric= Variant Human?
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<blockquote data-quote="Zardnaar" data-source="post: 7627233" data-attributes="member: 6716779"><p>Extra dice of damage. Your hill dwarf misses the bonus feat.</p><p></p><p> Your forge cleric can be a human, same stats that matter, moves faster, and knows more cantrips and moves faster.</p><p></p><p> Plus 1 AC ( heavy armor) and a few more hp the Dwarf does have. Plus the other Dwarf things that do not matter to much. </p><p></p><p> Assuming both clerics are forge clerics. 14 Dex is a bit more useful than 14 strength assuming you are not starting with 13 str (Dwarf has 14 str, 16 Wis, 15 con?). The human would have 16 Wis 14 Dex/con.</p><p></p><p> The magic initiate cleric can also take primal fury in case you come across fire resistant stuff which is fairly common. One advantage of other types of clerics that deal different types of damage.</p><p></p><p> As I said you will notice it more as you level. Where are you putting your ASIs as your Dwarf? By level 8 the magic initiate cleric has 20 wisdom. The Nature cleric can take pole arm master instead and deal 2d8+5 and 1d4+5 untyped damage. </p><p></p><p> Arcana cleric does roughly the same. The Druid spell I would pick with the magic initiate feat would be absorb elements.</p><p></p><p> Death cleric gets some nice smiting as well, hmmn I think I'll take magic initiate. </p><p></p><p> Not claiming my builds are the best cleric builds in the game but all else being equal (same domain etc) it seems better than the other options unless you don't want to melee anyway or prefer a different feat like healer. For a beat down cleric it seems the best option all of the time.</p><p></p><p> Not that beat down is the best cleric option.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 7627233, member: 6716779"] Extra dice of damage. Your hill dwarf misses the bonus feat. Your forge cleric can be a human, same stats that matter, moves faster, and knows more cantrips and moves faster. Plus 1 AC ( heavy armor) and a few more hp the Dwarf does have. Plus the other Dwarf things that do not matter to much. Assuming both clerics are forge clerics. 14 Dex is a bit more useful than 14 strength assuming you are not starting with 13 str (Dwarf has 14 str, 16 Wis, 15 con?). The human would have 16 Wis 14 Dex/con. The magic initiate cleric can also take primal fury in case you come across fire resistant stuff which is fairly common. One advantage of other types of clerics that deal different types of damage. As I said you will notice it more as you level. Where are you putting your ASIs as your Dwarf? By level 8 the magic initiate cleric has 20 wisdom. The Nature cleric can take pole arm master instead and deal 2d8+5 and 1d4+5 untyped damage. Arcana cleric does roughly the same. The Druid spell I would pick with the magic initiate feat would be absorb elements. Death cleric gets some nice smiting as well, hmmn I think I'll take magic initiate. Not claiming my builds are the best cleric builds in the game but all else being equal (same domain etc) it seems better than the other options unless you don't want to melee anyway or prefer a different feat like healer. For a beat down cleric it seems the best option all of the time. Not that beat down is the best cleric option. [/QUOTE]
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