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  1. - Top - End - #121
    Bugbear in the Playground
     
    Goblin

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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by Yorrin View Post
    I've updated the guide!

    I was looking at Bard builds today and noticed how Life Cleric 1/Lore Bard 19 is a freaking amazing support build. Inspired by that, I decided to add a brief section at the end of the guide on using Cleric dips in other builds. Feel free to chime in with your thoughts on what should/shouldn't be in that section. Most of it is, unfortunately, theorycraft. I'd love to hear from anyone that's actually played a Cleric/Monk or a Cleric/Sorcerer, for example, to see how it turned out.
    This is pure speculation on my part, but I've long thought a Cleric 1/Death Favored Soul X could make a really interesting necromancer. With the distant metamagic you wind up with a character who can use both Inflict Wounds and Vampiric touch at 30' ranges. It's also pretty much the only way to get animate dead on a sorcerer without a lot of hideously unfavorable multiclassing.

    No idea if it'd be at all effective, but it struck me as an interesting interaction.

  2. - Top - End - #122
    Bugbear in the Playground
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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by Flashy View Post
    This is pure speculation on my part, but I've long thought a Cleric 1/Death Favored Soul X could make a really interesting necromancer. With the distant metamagic you wind up with a character who can use both Inflict Wounds and Vampiric touch at 30' ranges. It's also pretty much the only way to get animate dead on a sorcerer without a lot of hideously unfavorable multiclassing.

    No idea if it'd be at all effective, but it struck me as an interesting interaction.
    An interesting proposition! I don't use UA material at my table or in my guide, so I haven't considered the implications of multiclassing with Favored Soul. I can see some uses, certainly. I'd think Oathbreaker/Favored Soul might be better for the undead army because of Cha synergy, but the ranged Inflict Wounds and Vampiric Touch certainly have their uses.

  3. - Top - End - #123
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    ClericGuy

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    Default Re: The Devout and the Dead: a guide to Clerics

    Dual Wielder: It's a trap! If you're dual-wielding chances are you're already at least using shortswords. This lets you use rapiers instead, which is not worth the feat.
    Ok. So I am new at this and ended up making a Dual Wielding Tempest Cleric. I'm already level 3 and realizing I have better attack options than attacking with two swords. Am I stuck with this? What would be the best strategy from now on? I was thinking of ditching a sword and switch to a shield, but wondering what a more experienced player might do. Thanks!

  4. - Top - End - #124
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    RogueGuy

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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by bujano View Post
    Ok. So I am new at this and ended up making a Dual Wielding Tempest Cleric. I'm already level 3 and realizing I have better attack options than attacking with two swords. Am I stuck with this? What would be the best strategy from now on? I was thinking of ditching a sword and switch to a shield, but wondering what a more experienced player might do. Thanks!
    Will your DM let you "retrain"? As you've probably realized, you have an excellent Wisdom-based bonus action attack on your spell list: spiritual weapon. It requires no concentration and lasts up to 10 rounds per casting. At 5th level, you're going to get spirit guardians, which slows and deals 3d8 radiant damage (scaling up with spell slot) to each and every enemy that begins its turn or comes within 15 feet of you for up to 100 rounds with concentration. Having played a tempest cleric to Tier 3, I can say that as far as DPR is concerned, spirit guardians is the whole ballgame. You want to be able to keep it up (so to speak) in important battles. My tempest cleric had Resilient (Con 16) and I still wanted Warcaster by the time I hit Tier 3. The spell is just that "godly," and concentration is more important than maxing your Wisdom -- monsters in general have bad Wisdom saves, at least at the low to mid levels. And even when they save, they're still taking half damage... It's all about making those concentration checks.

    In a longer battle, you can have spiritual weapon and spirit guardians up at the same time while still taking a normal action every round after the first. At 8th level, you'll get Divine Strike, which will add 1d8 damage to your weapon attack. If you have a low melee stat, you can always use sacred flame. I'd generally choose based on the opponent: cantrip vs. heavily armored foes (and therefore usually low Dex saves), melee attack vs. lightly armored foes (and therefore usually higher Dex saves). Really, though, that's just a little gravy on top of your spirit guardians meat and potatoes.

  5. - Top - End - #125
    Bugbear in the Playground
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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by bujano View Post
    Ok. So I am new at this and ended up making a Dual Wielding Tempest Cleric. I'm already level 3 and realizing I have better attack options than attacking with two swords. Am I stuck with this? What would be the best strategy from now on? I was thinking of ditching a sword and switch to a shield, but wondering what a more experienced player might do. Thanks!
    Well, the good news is that all is not lost. You've already hit on one good option. If you've already spent the feat on it via Variant Human you might try to beg and plead with your DM to let you switch it out when you next level up. The other option is to fully embrace the Dual Wielding schtick and multiclass Fighter, though I don't necessarily recommend that option. And honestly, some rounds it might be your best option just to swing that second blade. Think of it as a weak bonus action cantrip. But yeah, I'd go for a shield in your case.

  6. - Top - End - #126
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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by Yorrin View Post
    Well, the good news is that all is not lost. You've already hit on one good option. If you've already spent the feat on it via Variant Human you might try to beg and plead with your DM to let you switch it out when you next level up. The other option is to fully embrace the Dual Wielding schtick and multiclass Fighter, though I don't necessarily recommend that option. And honestly, some rounds it might be your best option just to swing that second blade. Think of it as a weak bonus action cantrip. But yeah, I'd go for a shield in your case.
    Alternatively, you can spring for a Reincarnate spell the next time you die, 'though it does have the potential to disrupt your stat distribution depending on which race you roll (or if the DM is kind/jerk enough to choose a specific race).
    Quote Originally Posted by kardar233 View Post
    GitP: The only place where D&D and Cantorian Set Theory combine. Also a place of madness, and small fairy cakes.

  7. - Top - End - #127
    Bugbear in the Playground
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    Default Re: The Devout and the Dead: a guide to Clerics

    Guide update: SCAG races/domain have now been added. Ghostwise Halflings have the distinction of being a top tier pick for Dex builds, and the new Arcana Domain kicks some serious tail.

  8. - Top - End - #128
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    Default Re: The Devout and the Dead: a guide to Clerics

    Thanks to Finieous, Yorrin, and NNescio for the great advice!
    Last edited by bujano; 2015-10-24 at 06:23 PM.

  9. - Top - End - #129
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    PaladinGuy

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    Default Re: The Devout and the Dead: a guide to Clerics

    Could someone post the source for the sword coast adventurer's guide stuff?
    recap

  10. - Top - End - #130
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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by recapdrake View Post
    Could someone post the source for the sword coast adventurer's guide stuff?
    That is strictly against the forum rules. Please don't endanger this guide with such requests.
    Last edited by Yorrin; 2015-10-26 at 06:58 AM.

  11. - Top - End - #131
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    Default Re: The Devout and the Dead: a guide to Clerics

    I thought I would ask here rather than create a separate thread so that the info is available for other people:

    From the info that I have read the Arcana Cleric looks really interesting. Does anyone have a decent caster and/or melee hybrid 27-point build for it, or a link to a guide?

    My first impression is that the default Pure Wisdom build mentioned(Wis 15, Con 14, Dex 13, Str 10, Cha 10, Int 10) would be the best choice, although personally I think that (Wis 15+1, Con 14+2, Dex 14, Str 10, Cha 10, Int 8) for Hill Dwarf or (Wis 15+1, Con 15+1, Dex 14, Str 10, Cha 8, Int 8) for Variant Human are better starting stats. Resilient CON seems a very useful feat (letting me drop a point from CON in initial allocation), and better than Warcaster. Also Ritual Caster (Wizard) seems nice to increase the spells you have access too.

    Any comments?

  12. - Top - End - #132
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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by Squeak View Post
    I thought I would ask here rather than create a separate thread so that the info is available for other people:

    From the info that I have read the Arcana Cleric looks really interesting. Does anyone have a decent caster and/or melee hybrid 27-point build for it, or a link to a guide?

    My first impression is that the default Pure Wisdom build mentioned(Wis 15, Con 14, Dex 13, Str 10, Cha 10, Int 10) would be the best choice, although personally I think that (Wis 15+1, Con 14+2, Dex 14, Str 10, Cha 10, Int 8) for Hill Dwarf or (Wis 15+1, Con 15+1, Dex 14, Str 10, Cha 8, Int 8) for Variant Human are better starting stats. Resilient CON seems a very useful feat (letting me drop a point from CON in initial allocation), and better than Warcaster. Also Ritual Caster (Wizard) seems nice to increase the spells you have access too.

    Any comments?
    Yeah, I'd go pure Wis for sure. As you've astutely pointed out my example stat-builds are supposed to be adjusted for race. Both of the stat spreads you've proposed are solid.

    As a pure caster you're pretty much a Cleric with better attack cantrips and a solid domain spell list, right up until you hit 17. At that point you're probably want to pick up some good crowd control options (Mass Suggestion, Forcecage, Mind Blank, Time Stop/Wish).

    If you're going melee take Booming Blade and/or Greenflame blade with your free Wizard cantrips and pick up Shillelagh via feat for a very potent beat-stick. With a 20Wis you're looking at 4d8+10 for both primary and secondary damage (and Wis to-hit).

    Warcaster and Resilient(Con) should probably both be in your build eventually, but both are strong starting options. Ritual Caster seems like a waste to me.

  13. - Top - End - #133
    Pixie in the Playground
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    Default Re: The Devout and the Dead: a guide to Clerics

    Hello,

    and thank you for this very excellent guide :)

    Since another member already asked about the arcana domain, I'm following his lead:
    I want to play an Arcana domain cleric, focused on melee combat with Greenflame Blade. 27 point buy. At the moment we are level 3 in our group.

    Since the style of my character is as important to me as the optimization, this gets a little bit tricky.
    Despite being the most convenient way to build a melee focused cleric I do not like the Shillelagh-Option.
    Heavy armor would be ok if it fits the overall concept.

    For Races: I really like gnomes, but a halfling is also nice. Humans are ok as would dwarfes, but wouldn't be my first pick. At the end i will play my character a little bit confused.

    The main problem is that you do not get martial weapons. So there are many possibilities, one of it is to start with 1 level fighter.

    I'm also undecided if Dex or Str Build is the better option.

    So maybe you can help me? I would really appreciate some new ideas for my character :) If you need more information I will be happy to provide them.
    Thank you very much!

    best regards

  14. - Top - End - #134
    Bugbear in the Playground
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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by plancktum View Post
    and thank you for this very excellent guide :)
    You're welcome!
    Quote Originally Posted by plancktum View Post
    For Races: I really like gnomes, but a halfling is also nice. Humans are ok as would dwarfes, but wouldn't be my first pick. At the end i will play my character a little bit confused.
    Gnomes make for sub-par Clerics, unfortunately. Their bonus to mental saves is nice, but the rest of the race offers almost nothing. It sounds like you're not really sold on Humans or Dwarves from a flavor standpoint, so that leaves you with Halflings. The good news is that Stout Halflings are pretty good. The great news is that the new Ghostwise Halflings from SCAG get a Wis bonus, and thus are even better.

    Conclusion: go with a Halfling! If you don't like Ghostwise for some reason, make it a Stout.
    Quote Originally Posted by plancktum View Post
    The main problem is that you do not get martial weapons. So there are many possibilities, one of it is to start with 1 level fighter.

    I'm also undecided if Dex or Str Build is the better option.
    If you're going Halfling, as I advised, then Dex makes more sense. You're correct in noting that lack of martial weapon proficiency limits that pretty hard. Starting as a Fighter is a strong option for you, giving you that rapier proficiency you crave, as well as a fighting style (Defense and Dueling come to mind). Other strong multiclassing options for you include Ranger, Rogue, and maybe Monk.

    If you don't feel like multiclassing things get a bit harder. You could always blow a feat on weapon proficiencies, but that largely feel like a waste to me. Or you could switch races to Wood Elf and get shortsword proficiency, though that apparently doesn't fit your concept as well (which I totally understand. As mechanically superior as elves are in 5e, I hate playing elves.)

    Keep in mind also as a Dex user that you'll want to carry the biggest crossbow you're proficient in as well, at least until Cleric 8.

    Hope that helps!
    Last edited by Yorrin; 2015-11-03 at 08:22 AM.

  15. - Top - End - #135
    Pixie in the Playground
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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by Yorrin View Post
    Hope that helps!
    Yeah! It helps very much.
    I will then make an Halfling Arcana Cleric with 1 Level Fighter.

    So, my initial stat array (including the halfling bonuses) would be
    Str 8, Dex 16, Con 14, Int 10, Wis 16, Cha 10 (ghostwise) or
    Str 8, Dex 17, Con 14, Int 10, Wis 15, Cha 10 (stout)

    How should I apply further ability score improvements? Or should I pick up any feats?
    Maybe I decrease Wis by one point and increase Int to 12 (which would fit my concept of the arcana priest). Starting as a fighter then would give me Str and Con saves. With an odd value in Wis the Resilient (Wisdom) feat could be a good pick.
    Alternatively I could just increase my Dex 16 to 18 with the first ability score improvement.
    Or should I increase Wis?

    My last question is: Starting in Fighter or Cleric? As my character will wear light armor, it does not really matter, except for the Saving Throws.

    Thank you again!

  16. - Top - End - #136
    Bugbear in the Playground
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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by plancktum View Post
    How should I apply further ability score improvements? Or should I pick up any feats?
    Maybe I decrease Wis by one point and increase Int to 12 (which would fit my concept of the arcana priest). Starting as a fighter then would give me Str and Con saves. With an odd value in Wis the Resilient (Wisdom) feat could be a good pick.
    Alternatively I could just increase my Dex 16 to 18 with the first ability score improvement.
    Or should I increase Wis?

    My last question is: Starting in Fighter or Cleric? As my character will wear light armor, it does not really matter, except for the Saving Throws.
    Both of those arrays look fine. With the Stout array you could drop the odd Dex point if you want to up Int. From the way you're talking about playing the character it sounds like Dex will be more beneficial to raise early, and Wis will be more relevant later in the build. I'm thinking Fighter first for both Con save and a few more hitpoints. In terms of feats Warcaster will be pretty useful. Resilient (Wis) isn't terrible, but I'd personally rather have the stat bump.
    Last edited by Yorrin; 2015-11-03 at 11:47 AM.

  17. - Top - End - #137
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    Goblin

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    Default Re: The Devout and the Dead: a guide to Clerics

    Is it me or does the cleric spell list seem bizarrely limited at very high levels? Like, why on earth do Clerics not get Power Word: Heal or Power Word: Stun? Earthquake, but not Tsunami? Wish has been replaced with the Divine Intervention class feature, but some of the selections just seem sort of odd.

  18. - Top - End - #138
    Bugbear in the Playground
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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by Flashy View Post
    Is it me or does the cleric spell list seem bizarrely limited at very high levels? Like, why on earth do Clerics not get Power Word: Heal or Power Word: Stun? Earthquake, but not Tsunami? Wish has been replaced with the Divine Intervention class feature, but some of the selections just seem sort of odd.
    I must sadly agree. While the first few spell levels are full of gold, Clerics get a pretty poor selection at higher levels. That's part of what makes Arcana such a great domian, actually, is access to better high level spells.

  19. - Top - End - #139
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    Goblin

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    Default Re: The Devout and the Dead: a guide to Clerics

    Part of what confuses me is the way the feel of cleric shifts around 12th level. It gets bizarrely generic. You're no longer getting your domain spells, your domain class features have tapered off, and there's nothing to do but sit around watching your destroy undead and divine intervention features incrementally improve until 17th level. It reads like someone lost the design notes with SPECIALIST CASTER written across them about halfway through the process.

    It's the 8th level spells are a good example of what confuses me. Which of the four options is a spell any cleric is going to cast on a regular basis? Holy Aura is sort of nice if you want to shell out the 1000 gp for the focus, but it's not all that impressive compared to Mind Blank or Animal Shapes (and neither of those has a gp cost); Earthquake is a spell for knocking down buildings which, again, is situationally handy but not something you need to do most days; Control Weather is in much the same boat as Earthquake; and Antimagic Field's range of self makes it actively counterproductive more often than not. There's just no degree of flexibility in those very high level slots and not much in the way of specialist domain features to take the class the other way.
    Last edited by Flashy; 2015-11-04 at 04:05 AM.

  20. - Top - End - #140
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    Default Re: The Devout and the Dead: a guide to Clerics

    So I'm going to be playing as Goultess, a Iop Cleric. Is there any advice that can be offered to a first time cleric player?
    I have a LOT of Homebrew!

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  21. - Top - End - #141
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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by JNAProductions View Post
    So I'm going to be playing as Goultess, a Iop Cleric. Is there any advice that can be offered to a first time cleric player?
    Well, your homebrew Domain is.... interesting. And slightly overpowered. Clearly you're going for a Str build, but the whole "changing your casting stat to Str" thing changes quite a bit. You're probably best off with a Half Orc.

    At low levels you'd pick Bless as your concentration spell and Guiding Bolt for spell damage. You've got tons of options for healing, and a handful of utility choices as well. As you hit mid levels, especially as a melee-focused Cleric, you're going to want to have Spirit Guardians as your concentration spell. Your bonus action damage boost is strictly better than Spiritual Weapon, so you don't really need to worry about that.

  22. - Top - End - #142
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    Default Re: The Devout and the Dead: a guide to Clerics

    The bonus action is also a Channel Divinity option, so it's pretty limited in use.
    I have a LOT of Homebrew!

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  23. - Top - End - #143
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    BardGuy

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    Default Re: The Devout and the Dead: a guide to Clerics

    Hey there! So I'm rolling my second ever 5E character, (my first was a ranger, and only got to be in one session. So I'm very new to the edition) and have put together what I think is a pretty solid hill dwarf str/wis life domain cleric, who should do a great job of standing shoulder to shoulder with our front line guy while keeping him on his feet. Largely thanks to this wonderful guide!

    Maybe it comes from years of playing rogues and bards, but I come to have a question about shields. I'm in heavy armor, and I like the image of my guy going into the fray with a spear, so is there any reason for me to have a shield? Certainly a higher AC is nice, but am I better off using the spear two-handed for that extra damage, or using it one-handed and keeping a shield? We'really starting a few levels up, incidentally, and I'm planning to take War Casting.

    Any advice would be much appreciated, thank you for this great guide and intelligent discussion!

  24. - Top - End - #144
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    Default Re: The Devout and the Dead: a guide to Clerics

    Using the versatile property is only really worthwhile if you add great weapon fighting to it. Otherwise you are looking at +1 damage per round on average. Not worth it in my opinion (especially as you can but your casting focus on the shield).

  25. - Top - End - #145
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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by TadhgTheBard View Post
    Hey there! So I'm rolling my second ever 5E character, (my first was a ranger, and only got to be in one session. So I'm very new to the edition) and have put together what I think is a pretty solid hill dwarf str/wis life domain cleric, who should do a great job of standing shoulder to shoulder with our front line guy while keeping him on his feet. Largely thanks to this wonderful guide!
    Thanks!

    Quote Originally Posted by TadhgTheBard View Post
    Maybe it comes from years of playing rogues and bards, but I come to have a question about shields. I'm in heavy armor, and I like the image of my guy going into the fray with a spear, so is there any reason for me to have a shield? Certainly a higher AC is nice, but am I better off using the spear two-handed for that extra damage, or using it one-handed and keeping a shield? We'really starting a few levels up, incidentally, and I'm planning to take War Casting.

    Any advice would be much appreciated, thank you for this great guide and intelligent discussion!
    Shield is straight up more optimal. That being said, you're not going to be totally gimped by using a two handed spear. Here's my advise: try out the two handed spear for a while, but keep a shield in your pack just in case you're really feeling the lack of AC.

    Also note your Dwarven weapon proficiencies (warhammer, battleaxe), which are strictly better than a spear in terms of damage. Once again better with a shield as well, but can be used versatile if you want.
    Last edited by Yorrin; 2015-11-25 at 08:19 AM.

  26. - Top - End - #146
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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by MrStabby View Post
    Using the versatile property is only really worthwhile if you add great weapon fighting to it. Otherwise you are looking at +1 damage per round on average. Not worth it in my opinion (especially as you can but your casting focus on the shield).
    A really good point, I guess I tend to be a bit overly nervous about giving up extra damage, but it is a pretty tiny difference, and I can't fight anyway if I'm getting smacked around all the time. Thanks!

  27. - Top - End - #147
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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by Yorrin View Post
    Shield is straight up more optimal. That being said, you're not going to be totally gimped by using a two handed spear. Here's my advise: try out the two handed spear for a while, but keep a shield in your pack just in case you're really feeling the lack of AC.

    Also note your Dwarven weapon proficiencies (warhammer, battleaxe), which are strictly better than a spear in terms of damage. Once again better with a shield as well, but can be used versatile if you want.
    All makes sense, thanks! I feel like I've played with a lot of DMs who like trying to disarm their players over the years, so my initial instinct is usually to consider a back up weapon of some kind. Both a spear and a warhammer can be grabbed just with a cleric's starting equipment, even, and the spear as a back up is kind of neat, what with being throwable as well; does anyone else always go for some kind of back up strapped tothem, or am I just paranoid?

  28. - Top - End - #148
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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by TadhgTheBard View Post
    All makes sense, thanks!
    Good! You're welcome!

    Quote Originally Posted by TadhgTheBard View Post
    does anyone else always go for some kind of back up strapped tothem, or am I just paranoid?
    My characters never leave the house without two backup daggers

  29. - Top - End - #149
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    Default Re: The Devout and the Dead: a guide to Clerics

    Hey there! First post on the forum.

    I just had a question regarding the example builds.

    Quote Originally Posted by Yorrin View Post

    Example Builds

    The following are some example builds up to 20 that will hopefully serve as an inspiration and/or clarification of how to put it all together. If you've got a build to add post it in the thread or PM me with it and I'll add it with credit to you.

    Note that this section will obviously be very "work in progress" as the metagame develops and new builds become more or less viable. Until I have time to flesh them all out fully I'm simply going to list a few variables of each build.

    Variant Human Light Cleric 20
    Wis 16, Con 14, Dex 14, Str 10, Cha 10, Int 10
    Pick up War Caster right away and after you bump your Wis to 20 by level 8 you can look at things like Elemental Adept (Radiant or Fire), Resilient (Con) and a Con boost for your other three options (or even replace Elemental Adept for more Con, if you want). You will be a beacon of Radiant and Fire damage, and much more "caster-y" than the above builds.
    Elemental Adept doesn't list Radiant as one of the types you can choose in the book I have. Is that something that was changed later, or is that one of those things that DMs just kind of let happen?

  30. - Top - End - #150
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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by Raynos View Post
    Hey there! First post on the forum.
    Welcome!

    Quote Originally Posted by Raynos View Post
    Elemental Adept doesn't list Radiant as one of the types you can choose in the book I have. Is that something that was changed later, or is that one of those things that DMs just kind of let happen?
    Thank you for finding a mistake in the guide! Radiant is indeed not normally an option for Elemental Adept. You can certainly ask your DM for it, but it's not RAW. I'll go ahead and edit that out now...

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