Results 811 to 840 of 1059
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2018-08-22, 08:59 PM (ISO 8601)
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- Frozen North
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Re: The Devout and the Dead: a guide to Clerics
This is pretty similar to my experiences with my 5th level tempest hill dwarf. The melee damage just can't catch up to the others, but the rest of the party also get hit and fall down more. Bless will help you friends hit more often, but it's the saves that matter. Fighting drow, dragons, freaking umberhulks or a stinking banshee? The whole group is making saves so they don't fall down. Spirit Guardians is really effective if your side can fight in a line, forcing your enemies to gather in close. You want it to hit three or more ideally. Thunderwave can save your butt if you are swarmed, especially with your destructive wrath ability. Area effect spell with max damage. Fog cloud to run away or close in on archers.
Don't give up on Hold Person though. I've had doubts too, but it does work, you just need to get the timing right. You ready the spell and wait for the guy in front of your fighter to attack as the trigger. Assuming the spell works, because most melee bad guys tend to have lower wisdom saves, that guy is paralyzed. Now your fighter gets two attacks, both with advantage, and if he hits they are automatically critical hits, doubling his damage on both. If your thief is close by his sneak attack is on because he has advantage too. It's also an automatic critical if he hits the paralyzed guy doubling his sneak attack damage. Your fighter and thief friends now love you for more than just healing. You will probably never deal the melee damage they do, but you can have a real impact on combats. I am not really that experienced in 5th edition, but the role of the cleric is generally supportive. You want to hang in there for the bigger blast spells, but if it's combat you desire you might want to dip into a few fighter or ranger levels.
For magic items, you could look for a sentinel shield. It will give you advantage on perception and initiative so you might get to act sooner in the round. Try to get better armor, always. AC can keep you standing so you can keep your friends standing. As for weapons, I don't have a good one myself, but we could both use a dwarven thrower. It's one of the best weapons out there, but in the meantime get whatever +1 you can. That's my two cents. I hope you get some more experienced input too.Skill monkeys, away!
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2018-08-22, 10:58 PM (ISO 8601)
- Join Date
- Dec 2013
Re: The Devout and the Dead: a guide to Clerics
That is a cool shield, but I'm not sure how that interacts with also having the shield serve as the cleric's holy symbol with their deity's emblem emblazoned on it. My tempest worships the air goddess Akadi who's symbol is a cloud. I guess it might depend on where and how big the eye is with respect to the size of the shield, and hopefully the holy symbol could occupy the bulk of the shield's surface above or below it.
I'm glad to hear that I'm not alone in my experience thus far, and the tips for use of hold person are very helpful. I've been itching to use thunderwave, but the enemies have always either been too spread out to make it effective, or there were party members in the way.
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2018-08-23, 04:51 AM (ISO 8601)
- Join Date
- Nov 2015
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- Finland
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Re: The Devout and the Dead: a guide to Clerics
The exact quote for how a Holy Symbol might appear on a shield is: "carefully engraved or inlaid as an emblem on a shield". That's all. Nowhere does it say it has to "occupy the bulk of the shield's surface" anywhere on the surface. It could be small, or it could be large, or anything between.
Last edited by Arkhios; 2018-08-23 at 04:52 AM.
Please be mindful of what you say in public; sadly not all can handle sarcasm or The Internet Credibility.
My Homebrew:
Base Class: Warlord | Roguish Archetype: Inquisitor | Roguish Archetype: Thug | Primal Path: Rage Mage
Ongoing game & character:
Sajan Uttam, human Monk 6/Fist of Irori 3 (Legacy of Fire)
D&D/Pathfinder CV of sorts
3.0 since 2002
3.5 since 2003
4e since 2008
Pathfinder 1e since 2008
5e since 2014
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2018-08-23, 05:14 AM (ISO 8601)
- Join Date
- Apr 2018
Re: The Devout and the Dead: a guide to Clerics
As a tempest cleric, I electrifed my holy symbol and made it magnetic to put it on my shield. Probably not very accurate but a DC 30 Str check that could tear holy symbol out of the shield made things fun :D
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2018-08-23, 01:52 PM (ISO 8601)
- Join Date
- Dec 2013
Re: The Devout and the Dead: a guide to Clerics
There's nothing specific in the rules, but I was approaching this from how the cleric's display of their god's holy symbol on their shield is essentially a form of advertising. To draw a real-world comparison, if this was NASCAR, the cleric's main sponsor would be their god, and their symbol would be prominently displayed as the main hood decal as opposed to a smaller sticker found elsewhere on the body.
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2018-08-23, 02:09 PM (ISO 8601)
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- Nov 2015
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- Finland
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Re: The Devout and the Dead: a guide to Clerics
Is it, though? Advertising, I mean. For example, why would a cleric worshiping a evil deity advertise his beliefs in a society that just might find it unacceptable - or even illegal (same applies to a servant of good deity in a evil society)?
Or what if the faith is a more personal thing to them? Clerics are, at least in 5th edition, depicted as the chosen of the deity. Regardless of how much the cleric wants to "show off" their faith.
This isn't a real world issue, and whatever they would do in NASCAR is irrelevant.Last edited by Arkhios; 2018-08-23 at 02:16 PM.
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2018-08-23, 03:03 PM (ISO 8601)
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- Nov 2017
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- Frozen North
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2018-08-24, 03:32 PM (ISO 8601)
- Join Date
- Aug 2018
Re: The Devout and the Dead: a guide to Clerics
Starting a new 5E campaign. I will play a cleric. We have been given the following stat array: 18, 16, 16, 13, 12, 9, pre-race or feats. They can be arranged in any order. All published WotC books are legal.
My first thought is 18 Wis, 16 Str, 16 Con, 13 Dex, 9 Int, 12 Char. Take variant human, round up the two odd stats and pick up a juicy feat at first level. Or ignore Int, bump something else that is going to get a bump with the feat. I am used to AL, the high stats give me a lot of flexibility here, which is why I am asking.
My goals: Not particular about race, want it to be viable at early and mid levels, not waiting until 17 when some unimaginably powerful combo will happen. Also want to play straight cleric. The other players tend to look down on cleric, not sure why. I want to prove them wrong.
Any suggestions?
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2018-08-24, 05:21 PM (ISO 8601)
- Join Date
- Mar 2010
Re: The Devout and the Dead: a guide to Clerics
At low levels Cleric is a powerhouse caster, so showing it off shouldn't be a problem. With stats like that you can really do just about any domain, so I guess it's just a matter of if you want to be melee focused (e.g. War, Death, or Tempest), blasting focused (e.g. Light, Tempest, Arcana) or support focused (e.g. Life, Nature, Forge). All three types can overlap significantly, and each goes best with different races. VHuman obviously works for anything, Mountain Dwarf or Half Orc are top picks for Str buils, Wood Elf and Halfling are top picks for Dex builds, and anything with Wis can be good for pure caster types. And that's just from PHB races- as per the guide there are a lot of decent options in splat books.
In terms of first level spells Guiding Bolt is always a crowd pleaser- watch your party Sorcerer turn green with envy as they throw out their equivalent first level blasting spell. Also advisable to have Healing Word on hand in case anyone drops (reactive healing is better than preventative healing often in 5e).Avatar by the lovely and talented Ceika
The Devout and the Dead: a guide to 5e Clerics
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2018-08-24, 10:42 PM (ISO 8601)
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- Aug 2018
Re: The Devout and the Dead: a guide to Clerics
Thanks. I will probably go with variant human, warcaster, light domain. That should be straightforward enough.
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2018-08-28, 10:31 AM (ISO 8601)
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- Nov 2017
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- Frozen North
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Re: The Devout and the Dead: a guide to Clerics
I have a question about the Tempest cleric Wrath of the Storm ability.
I understand it is a reaction, which you only get one of until your next turn, but if you are attacked by multiple enemies that work on the same initiative, is it possible to zap them all? Or is it a single target only?
After reading the rogue with familiar thread I was wondering if the familiar would get hit by the Wrath of the Storm along with the rogue?Skill monkeys, away!
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2018-08-28, 03:56 PM (ISO 8601)
- Join Date
- Mar 2010
Re: The Devout and the Dead: a guide to Clerics
Avatar by the lovely and talented Ceika
The Devout and the Dead: a guide to 5e Clerics
5e MM Resistances Immunities Vulnerabilities and Damage
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2018-08-29, 02:38 AM (ISO 8601)
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- Nov 2015
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- Finland
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Re: The Devout and the Dead: a guide to Clerics
As a clarification to Yorrin's previous post, if we get into technicalities (which we kinda have to), even though some creatures may work on the same initiative, if they each act individually and not as some single entity, they are individual creatures. It's entirely up to the DM if they want to put multiple enemies act on same initiative. This alone doesn't mean they become a single creature in respect to effects that target creatures one by one. As far as I recall, swarms are the only exception to what counts as a single creature.
Last edited by Arkhios; 2018-08-29 at 02:39 AM.
Please be mindful of what you say in public; sadly not all can handle sarcasm or The Internet Credibility.
My Homebrew:
Base Class: Warlord | Roguish Archetype: Inquisitor | Roguish Archetype: Thug | Primal Path: Rage Mage
Ongoing game & character:
Sajan Uttam, human Monk 6/Fist of Irori 3 (Legacy of Fire)
D&D/Pathfinder CV of sorts
3.0 since 2002
3.5 since 2003
4e since 2008
Pathfinder 1e since 2008
5e since 2014
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2018-08-29, 07:46 AM (ISO 8601)
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- Nov 2017
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- Frozen North
- Gender
Re: The Devout and the Dead: a guide to Clerics
Yeah, I figured as much. It was more wishful thinking. The best use I've had for the Wrath of the Storm ability was on an invisible guy. He was almost single handedly taking down the party, when we were third level. I zapped him when he hit me and the group got in a couple ready action hits.
Thanks anyways.
EDIT: The bad guy stayed invisible even after hitting us, never did find out why. Invisible stalker? Greater Invisibility?Last edited by saucerhead; 2018-08-29 at 08:26 AM.
Skill monkeys, away!
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2018-08-29, 08:57 AM (ISO 8601)
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- Apr 2017
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Re: The Devout and the Dead: a guide to Clerics
Last edited by ZorroGames; 2018-08-29 at 08:58 AM.
With one exception, I play AL games only nowdays.
I am the eternal Iconoclast.
Mountain Dwarfs Rock!
Song of Gorm Gulthyn
Blessed be the HAMMER my strength which teaches my hands to war, and my fingers to fight.
Otto von Bismarck Quotes
When you want to fool the world, tell the truth.
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2018-09-17, 03:57 PM (ISO 8601)
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- Sep 2018
Re: The Devout and the Dead: a guide to Clerics
Thanks for the wonderful guide Yorrin.
I have been looking at ways of mitigating the downsides of the Trickery Cleric in combat for some time. With XGE it seems Horizon Walker Ranger and it's Planar Warrior is a nice little fix. It helps mitigate the awful poison damage for your divine strike as it turns all of the damage to force damage in addition to adding 1d8 additional damage.
It does compete for a Cleric's busy bonus action economy.
As it triggers on a weapon attack not the attack action it works with SCAG cantrips provided you can get them.
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2018-09-17, 09:55 PM (ISO 8601)
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- Mar 2010
Re: The Devout and the Dead: a guide to Clerics
Avatar by the lovely and talented Ceika
The Devout and the Dead: a guide to 5e Clerics
5e MM Resistances Immunities Vulnerabilities and Damage
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2018-09-17, 10:46 PM (ISO 8601)
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- Jul 2017
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- Auckland New Zealand
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Re: The Devout and the Dead: a guide to Clerics
Looking to try a Spirit Guardians and Animate Dead combo.
Get a nice steady group of four friendly Skeletons with Short Bows and some upgraded armour.
Plug away with that and Spiritual Hammer.
Move where needed for party support, provide Spirit Guardians cover from melee attacks for the Skeletons and party sorcerer.
Its not much, but a steady and consistent attack / damage / protection field.
And still have my Cleric standard actions.
Is their a Thread or do people have idea's on how you can make your Animate Dead work better ?
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2018-09-18, 07:34 AM (ISO 8601)
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- Oct 2015
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- Greece
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Re: The Devout and the Dead: a guide to Clerics
I leave below (in the spoilers) two old posts by the gentleman in my signature.
Spoiler: undead 11.) Prefer skeletons with bows over zombies for damage-dealing. Easier to concentrate fire. Zombies are primarily tanks who absorb damage.
2.) Up-armor and up-equip your skeletons with scale mail and heavy crossbows/longbows, and your zombies with chain mail and shields or greatswords. There's a huge difference in utility between an AC 8 naked zombie and an AC 18 armored zombie.
3.) Remember that each and every one of your skeletons and zombies can be either not just for direct attacks but for Helping other PCs attack, for scattering caltrops, for opportunity attacks, and for grappling.
4.) One or two skeletons can throw nets so that all the other skeletons (and PCs) and shoot the things restrained in nets at advantage.
Normally, net-throwing is always at disadvantage, but if you throw a net on a prone target from 5' away, it's a normal attack. Then if you back away, it's an opportunity attack at disadvantage.
5.) Armored zombies that have been ordered to Dodge still get an opportunity attack if someone tries to pass by them.
6.) Keep your skeletons dispersed over a wide area if possible so they're not all vulnerable to the same AoE (esp. Turning). This can sometimes mean that you leave a detachment of skeletons behind to guard the rear while the PCs and a handful (four or six) of skeletons come with the PCs to act as meat shields.
7.) Consider investing in cheap sources of temp HP such as Inspiring Leader feat from a Cthulock. Note that Aura of Vitality can heal undead.
8.) Make sure you have buy-in from your fellow PCs. Armored zombies are only good meat shields to the extent that the other PCs are willing to utilize them as such. There's a huge difference in effectiveness between a GWM fighter who is racing to get ahead of the zombies so they won't steal his kills, vs. one who is calmly waiting for zombies to grapple and/or push certain targets prone so he can slaughter them with advantage.
Meat shields like undead are particularly useful for a ranged-heavy party like a bunch of bardlocks and wizards. The undead fill in for the usual barbarians/fighters/etc.
9.) Zombies and skeletons are immune to your Stinking Cloud/Cloudkill spells. Grappling (or throwing nets on) targets in a stinking cloud prevents them from just exiting the cloud; meanwhile, the Stinking Cloud prevents them from easily removing the net. Win/win.
10.) (Necromancer-created) Skeletons that dual-wield short swords are amazingly good damage-dealers. 2d6+8 (15) points of damage total, at level 6, rising as high as 2d6+15 (21) at level 20.
11.) Do things that give you minions (and other PCs) advantage. Otto's Irresistible Dance, Web spell, Evard's Black Tentacles, etc.
12.) Undead tend to be weak against certain kinds of threats such as Medusas, Basilisks, Banshees, etc. To counter this, see point #6 above: disperse. Make sure you never have all of your skeletons in a position where one Banshee or one Fireball could wipe them all out.
13.) Manage your bonus action carefully. You only get one command per turn; try to give as many commands in advance as possible. See if your skeletons are smart enough to understand commands like, "Hey, youse! See this fighter? Kill anything he's killing, and nothing else, okay?"
Spoiler: undead 2 - high level playOnce you start playing seriously with Planar Binding, undead minions quickly become superfluous. I would recommend half a dozen Nycaloths for the Darkness + Devil's Sight combo, but watch out! they can Dispel their own Planar Bindings and become free-willed*! (For similar reasons they are a pain to bind in the first place. The two feasible routes I know of are True Polymorph and Feeblemind, and Feeblemind is easier.) Invisible Stalkers and Earth/Air Elementals are easier to get and still pretty useful.
Even at high levels you'll probably have a wight bodyguard (Controlled permanently via your 14th level feature) and a few zombies (animated by the wight, or by you using Finger of Death) just for flavor and fun, but you may well cease bothering to do a daily Animate Dead routine.
Two more quick notes:
1.) You can animate a horde of skeletons and drop them in a demiplane as a pocket contingency plan/Doomsday Device. I believe you can get about 150 skeletons in the demiplane at 20th level with about two days' of work. That allows you to unleash 150 uncontrolled skeletons' worth of bad news with a single 8th level spell. (I recommend disguising yourself somehow via Disguise Self or Mislead before opening the door.)
2.) You can create wights and Geas them to serve you instead of renewing the Create Undead spell. The 5d10 damage from a geas may or may not be enough to get them to actually obey you, but at least they are charmed and cannot attack you.
* Depending on how you got them in the first place, Dispelling the Planar Binding might also banish them back to their home plane. But if you got them from a True Polymorph, their home plane is right where they are already.Hacks!
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2018-09-18, 07:55 AM (ISO 8601)
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- Aug 2011
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- ICU, under a cherry tree.
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Re: The Devout and the Dead: a guide to Clerics
Hi Yorrin, thanks for the guide! This post is for anyone in general but thought I'd start with thanking the OP .
I've just built my first cleric for a PbP game and I'm not quite sure how to play him. It's an Eberron game, and I decided to play a Warforged (Envoy) Cleric (Forge).
The sheet can be found here, but to summarize, he's got high strength and wisdom, 18 in each (stats rolled here). With heavy armor proficiency and a shield, he's got AC 20. The lack of a martial weapon is annoying, but right now he's using a mace and swinging at +7 (blessing of the forge) and hitting for 1d6+5. Spells prepared are Bless, Command, Cure Wounds, Healing Word, and Sanctuary, as well as his Forge spells Identify and Searing Smite.
Having never played a cleric, I'm just wondering what I should anticipate my role in combat to be. Healing Word seems pretty clear cut I think, though maybe some tips on when to actually use it might help (too early or too late?). And Command can be useful in certain situations. Bless seems just plain awesome. So am I mostly just swinging away in melee, and casting Bless at the start of combats that appear to be tough (only two slots at level 1)?
Thanks for any help all!Castlevania II: Dracula's Curse
Sabian Skellegue, the Unyielding Wrath
IC OOC
Expedition to Castle Ravenloft
Aelki Ruasha, Void Knight of the Star Ocean
IC OOC MAP
Chult Hex Crawl
Ondros, Mazewalker of Ubtao
IC OOC Slide Deck
Retired Characters
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2018-09-18, 04:11 PM (ISO 8601)
- Join Date
- Mar 2010
Re: The Devout and the Dead: a guide to Clerics
You're welcome! Opening with Bless is pretty strong. Healing word should mostly be used retroactively rather than preventatively- in other words after an ally drops to 0. Depending on initiative order consider delaying your turn till right after the enemies so that your heals stick and your allies can act. Also consider Guiding Bolt for ranged damage, if needed. But other than that at level one swinging away is about right. I'd personally put the Blessing of the Forge in AC to be extra safe, but it's fine on your weapon. Consider also giving the bonus to an ally, though, if they will get more mileage out of it.
Avatar by the lovely and talented Ceika
The Devout and the Dead: a guide to 5e Clerics
5e MM Resistances Immunities Vulnerabilities and Damage
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2018-09-30, 01:03 PM (ISO 8601)
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- Jul 2018
Re: The Devout and the Dead: a guide to Clerics
Hey Yorrin,
This guide has been my go to for clerics since I have started playing, thanks for making it!
I'm considering how to best optimize my cleric for the mid-late game and I'd like you ( and anyone's imput).
Level 9 Hill Dwarf Life Cleric (AL League)
22 AC (+2 from magic items)
14 Str
16 Con
20 Wis (2 ASIs +2 Wis each)
10 Int
10 Dex
8 Cha
Magic Items: Mantle of Spell Resistance, +1 Warhammer, +1 Shield, Ring of Protection, Prayer Beads (2 free casts of bless, 3 free casts of 2nd level cure wounds/ lesser restos, 1 free cast of greater restoration) .
I'm aware that the cleric sees a relative decline in power due to their lackluster high level spell list. To answer this impending decline, I've decided to make the character a secondary tank. Additionally, I will focus on his spell casting to have a pretty large toolkit that could come in handy whenever. This means I have a lot of random prepared spells such as Enhanced Ability (which saved my group one time) for situational use. I have to say that the life cleric is pretty ideal for that as it's domain spells are things that I've always wanted, giving me a lot of space to choose less optimal spells.
In the future levels I'm thing about taking Warcaster, Res (con), and Res (dex), basically to reduce the likelihood of damage from nasty things like dragon's breath and spells, while keeping my concentration. The cleric during combat will cast spirit guardians and fight toe to toe with whatever he's facing, taking any damage won't be as much as an issue with Res (con) and Warcaster backing up my concentration saves.
Any other suggestions for mid-late game clerics?
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2018-09-30, 04:02 PM (ISO 8601)
- Join Date
- Mar 2010
Re: The Devout and the Dead: a guide to Clerics
You're welcome! Glad it's been of use.
Life Cleric is indeed one of the best tanking Clerics, and you've got the right gear for the job. Remember that Resilient can only be taken once, and Resilience (Con) is going to be better for you than the Dex variant for higher level concentration checks. Warcaster is also a strong option, as RAW right now you can't cast somatic spells with both shield and weapon out without the feat, and spell opportunity attack is pretty handy. Technically allows stuff like Hold Person as a reaction, which is quite strong at higher levels.Avatar by the lovely and talented Ceika
The Devout and the Dead: a guide to 5e Clerics
5e MM Resistances Immunities Vulnerabilities and Damage
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2018-10-06, 10:15 PM (ISO 8601)
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- Mar 2010
Re: The Devout and the Dead: a guide to Clerics
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The Devout and the Dead: a guide to 5e Clerics
5e MM Resistances Immunities Vulnerabilities and Damage
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2018-10-16, 03:29 PM (ISO 8601)
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- Jul 2017
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Re: The Devout and the Dead: a guide to Clerics
Question regarding creating a bit of an Undead Following, using L6 "Create Undead" and potentially Geas.
1. Ghouls don't wear armour and cant get upgraded AC's
2. Skeletons and Wights can be given upgraded weapons and armour as they utilise these in the stat block ? ie. Give skeletons better armour and cross bows ?
3. If you control a Wight you can have him control up to 12 Zombies that you don't have to control
4. You can use Geas to then put the Wight permanently under your control, or any other Undead servant.
Rather than world domination or being a pain in the butt for the DM.
Thinking troops to guard an area or base.
Or using Geas just have a permanent little gang of 3 to 5 "minders" as protection for the Cleric.
Annoy the heck out of other party members.
Equip them with better quality armour and weapons.
Fancy dress them up a bit.
Give a bit of freedom for the Cleric to do his own thing.
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2018-10-16, 03:58 PM (ISO 8601)
- Join Date
- Mar 2010
Re: The Devout and the Dead: a guide to Clerics
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The Devout and the Dead: a guide to 5e Clerics
5e MM Resistances Immunities Vulnerabilities and Damage
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2018-10-16, 10:00 PM (ISO 8601)
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- Oct 2015
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- Greece
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Re: The Devout and the Dead: a guide to Clerics
Not sure what's the question either, but I'd like to throw in a few things.
Geas is dangerous and very short of being a waterproof domination spell. Be mindful of how much you trust and base on your geased minions. Bestow curse can be of some use. You can use it for example before you spend a high level slot on geas, so that you increase your chances of not having a high level spell slot go to waste (it works better with the oathbreaker's command undead channel divinity though). Probably does not make a difference if you do your geas'ing in downtime, but it might make a difference if you do it during combat (which probably is not a very good idea). But bestow curse has some theoretical at least synergy with ghouls you can get through the create undead spell (due to their paralyzing attacks). So if you have several ghouls and you want to use them to disable a strong enemy, you could try using bestow curse on this enemy first. Though again, this will probably not come up al that often in actual play. Ok ok, this last one is good though. If you change your mind and decide that you want to bring minions into battle, then strangely enough war clerics make better(?) necromancers than death clerics, and that's because war clerics get access to the crusader's mantle spell from their domain, which is a good spell when you want to utilize several undead minions for inflicting damage (assuming you can get access to some minions that are good for this purpose -multiattack probably to start with- through the animate dead or create undead spells).Last edited by Corran; 2018-10-16 at 10:02 PM.
Hacks!
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2018-10-17, 05:13 AM (ISO 8601)
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- Jul 2017
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- Auckland New Zealand
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Re: The Devout and the Dead: a guide to Clerics
Sorry points 2 and 3 and 4 are questions.
I just want to confirm that you can in fact do it, as I read it, it looks like you can.
But just checking these things will actually work.
And how far can you take the upgraded equipment option, can your zombies or skeletons wear plate mail armour.
Are you sure - question - that Skeletons are able to use Crossbows - instead of Short Bows ?
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2018-10-19, 02:18 PM (ISO 8601)
- Join Date
- Jan 2016
Re: The Devout and the Dead: a guide to Clerics
Wondering how people feel about the new subraces and feats from Wayfinders Guide to Eberron. Thou it is not official, it kinda is a bit more ehm "official" than most UA, so would like to see it in this wonderful guide.
Here is my little take.
A Human with Mark of Sentinel is Sky Blue imo. Just as good as a variant human. Shield once/short rest, a bonus to initiative, perception and insight if you or your guard is in danger. The Stats synergises perfectly with Cleric. Finally, the bodyguard feature works wonder for a life cleric, where you are just as tanky as a fighter/paladin or even barbarian. The dragonmark aren't a good option too, thou not my first pick.
Mark of Healing. Nice subrace, but one has to remember that it is only a subrace. Great feat.
I am no expert, so some insight would be nice.
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2018-10-19, 05:02 PM (ISO 8601)
- Join Date
- Jul 2016
Re: The Devout and the Dead: a guide to Clerics
I never realized that Mark of the Sentinel was once per short rest.....
Oh, this is very interesting. Hexblade not having to burn a slot to use Shield? Fighters, especially INT dumping EKs? Even Monk? Druid as well.... Oooh, this is interesting. Certain Ranger builds as well.