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Sell my Party on a Cleric
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<blockquote data-quote="jgsugden" data-source="post: 8103307" data-attributes="member: 2629"><p>While I agree that you don't need a cleric in 5E, I find the notion that they're underpowered laughable. I have played Light, War, Forge, and Trickery for prolonged periods - and all were extremely effective, both in combat and out of it.</p><p></p><p>The Light Cleric was essentially a blaster/healer combo. He almost always used up all his slots. From a role playing perspective, he was holy wrath, which is always fun.</p><p></p><p>The War Cleric started at first level, and from 1st to 4th, he was extremely powerful. He had Great Weapon Master as a variant human, and was often taking down the big threats solo with two 20 to 25 amage strikes per round against major foes. From 5th on he fell behind the fighter in the group, but he took on a role as a heavily armored threat and still managed to be effective with upcast spiritual weapons and spirit guardians. </p><p></p><p>The Forge Cleric walked into combat with ACs in the mid 20s, making him very hard to hit. That gave him ridiculous durability, and a pivot point around which the entire battle raged. Again, spiritual weapon and spirit guardians were 80% of the spells he cast.</p><p></p><p>Trickery Cleric was in a campaign with far more diplomacy. The DM prefered a good story to a good combat, and the group made great use of my ability to "be in two places at once". In combat, spirit guardians centered arond your illusion while you're safely back from the combat is also a gas. Being able to polymorph allies and enemies was also a favored trick, as was modify memory on potential enemies.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8103307, member: 2629"] While I agree that you don't need a cleric in 5E, I find the notion that they're underpowered laughable. I have played Light, War, Forge, and Trickery for prolonged periods - and all were extremely effective, both in combat and out of it. The Light Cleric was essentially a blaster/healer combo. He almost always used up all his slots. From a role playing perspective, he was holy wrath, which is always fun. The War Cleric started at first level, and from 1st to 4th, he was extremely powerful. He had Great Weapon Master as a variant human, and was often taking down the big threats solo with two 20 to 25 amage strikes per round against major foes. From 5th on he fell behind the fighter in the group, but he took on a role as a heavily armored threat and still managed to be effective with upcast spiritual weapons and spirit guardians. The Forge Cleric walked into combat with ACs in the mid 20s, making him very hard to hit. That gave him ridiculous durability, and a pivot point around which the entire battle raged. Again, spiritual weapon and spirit guardians were 80% of the spells he cast. Trickery Cleric was in a campaign with far more diplomacy. The DM prefered a good story to a good combat, and the group made great use of my ability to "be in two places at once". In combat, spirit guardians centered arond your illusion while you're safely back from the combat is also a gas. Being able to polymorph allies and enemies was also a favored trick, as was modify memory on potential enemies. [/QUOTE]
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