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2017-08-05, 04:24 AM (ISO 8601)
- Join Date
- Sep 2007
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- Florida, USA
- Gender
Re: The Devout and the Dead: a guide to Clerics
Why is that weird? You strike with the staff normally, bring it vertical and let go for an instant so you can grab it higher up the shaft, then do an underhand thrust. It's extremely inefficient, but looks cool. In other words, it's just like all the other fighting techniques in D&D. ;)
Wolfen Houndog - The World in Revolt (4e)
The Mythic Warrior, a 3.5 base class that severs limbs and sunders armor
The Nameless One, converted to 3.5 and 5e
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2017-08-05, 08:10 AM (ISO 8601)
- Join Date
- Apr 2017
- Location
- Chesterfield, MO, USA
- Gender
Re: The Devout and the Dead: a guide to Clerics
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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2017-08-09, 11:35 PM (ISO 8601)
- Join Date
- Aug 2017
Re: The Devout and the Dead: a guide to Clerics
Awesome guide. Was hoping to get some advice. First time playing DnD I am in adventure league group. I decided I wanted to play a hill dwarf tempest cleric for the roleplaying aspect as well as the cleric seems awesome.
My DM gave us all set stats to place how we wanted. after racial bonuses my stats are
STR 14
Dex 13
Con 15
Int 8
Wis 16
Chr 10
I plan to play as secondary tank with some aoe damage spells for when I get surrounded. I wear heavy armor and use Warhammer and shield giving me an AC of 18.
First I'm just asking for any advice.
Secondly if warcaster would be good for me or resilient feats.
Third was wondering if I should boost Wis first then try to get a feat then when I'm level 12 put a point into my con then put a point into STR so I can wear plate mail.
Any advice would be appreciated.
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2017-08-09, 11:53 PM (ISO 8601)
- Join Date
- Sep 2015
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2017-08-10, 06:32 AM (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
Two Cookies Received!
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2017-08-10, 07:29 AM (ISO 8601)
- Join Date
- Jan 2005
- Location
- Albuquerque, NM
Re: The Devout and the Dead: a guide to Clerics
I'm confused. This looks like the standard array, but you have 2 13s. Either your Con should be 14 (with a 12) or your Dex should be 12... I'm guessing you just typed one of the numbers wrong...
My advice: Drop Dex to 12 to get you AL compliant. Tempest grants all martial weapon proficiency; use them. Sure, warhammers are iconic, but not everything can be bashed to death... I suggest grabbing a longsword and rapier for slashing and piercing damage respectively. All do a d8 when used S&B, and all can be used with strength, so there's no loss of DPR. Depending on how your combats actually roll out, boost strength before wisdom if you're going to be in melee all the time. Use party supporting spells like Bless instead of blasting with lightning. OTOH, if you find that by 4th level, you're enjoying the blasting aspect more than going toe to toe, boost wisdom and nuke from range. You'll still be quite capable in melee when the inevitable happens and your AC will keep you safe. (I'm playing a melee capable bard with a 15 in my highest stat, and even with a +4 to hit from Dex and proficiency, I'm keeping up with the rest of the party.)
Both Warcaster and Resilient Con are great feats. In the end, which to choose depends a bit on how combat actually ends up. Presuming you drop Dex to 12, Resilient will boost your Con to 16 which will definitely help you survive, and will increase your likelihood of making concentration checks. If you find that you're still dropping the checks in combat, picking up Warcaster will definitely help. OTOH, if you're constantly finding yourself surrounded, Warcaster is great, allowing you to cast while still being combat capable. Don't assume to rely on the Opportunity Attack, however. Most things will Disengage instead of opening themselves up to an OA.
Well, you're a dwarf, you can wear plate with no issues with a 3 Strength. Boost your strength if you want to be better at melee - but if your plan is to just be a tank with spells, leaving your strength at 14 is fine.Last edited by Theodoxus; 2017-08-10 at 07:31 AM.
Trollbait extraordinaire
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2017-08-10, 09:38 PM (ISO 8601)
- Join Date
- Aug 2017
Re: The Devout and the Dead: a guide to Clerics
Hmmmmm not sure how i got the messed up. I'll take my Dex back down before first session.
So I've found out that the rest of my party will be the paladin a Dex based melee fighter a bard and a wizard. The bard I'm told plans to mostly be buffing the party. So I'm thinking most of the time I will spend doing some blasting and some healing then protecting back line or moving up to front if to many bodies. None of that sounds original be we are pretty much all new.
So I think I will go with resilient Con at lvl 4 then raise my wisdom. If we make it to higher levels will probably put 2 more in strength then grab warcaster.
And thanks for the reminder I had forgotten that dwarves don't reduce their speed for not meeting armor STR
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2017-08-12, 09:27 AM (ISO 8601)
- Join Date
- Apr 2017
- Location
- Chesterfield, MO, USA
- Gender
Re: The Devout and the Dead: a guide to Clerics
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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2017-08-12, 10:52 PM (ISO 8601)
- Join Date
- Aug 2017
Re: The Devout and the Dead: a guide to Clerics
Hey, looking for some guidance on a War Domain build. I'm currently level 1 Mountain Dwarf with the following stats:
Str: 16
Dex: 10
Con: 16
Int: 8
Wis: 15
Cha: 10
I'm in a campaign that will go into Temple of Elemental Evil. Other party members are an archer Ranger, Wizard (unknown future school), and a Paladin. I'm looking to go into fighter for at least three levels. My primary fighting method is in the front lines with the Paladin. At lower levels I can cast bless and Spiritual Hammer. I was thinking of going 4 levels in cleric and picking up War Caster at level 4, and then do another 4 levels of cleric. At level 8 I'll pick up WIS +2. At level 9 go into fighter for 3 levels up to 11. At 11th level I'll go into Battlemaster. Then we'll see where things stand with the adventure. Not sure how viable war domain is vs. Tempest. From what I read Tempest is very strong especially with Booming blade (if picked up) and other niche spells. Thoughts?
Thanks!
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2017-08-13, 08:24 AM (ISO 8601)
- Join Date
- Mar 2010
Re: The Devout and the Dead: a guide to Clerics
It sounds like you've got a pretty strong idea of the build, and I'd agree with pretty much all the choices you outline.
Here's the deal with War vs Tempest- War is better designed for big weapon damage on 2-handers or bows with the appropriate -5/+10 feat, whereas Tempest is better designed for big spell damage with something like a maximized shatter. A war cleric is still just as good with Guiding Bolt and eventually Flame Strike, and a Tempest Cleric is still quite skilled with weapons, though, so it's just a matter of emphasis. Basically do you want to focus on weapons or spells for your nova rounds?Avatar by the lovely and talented Ceika
The Devout and the Dead: a guide to 5e Clerics
5e MM Resistances Immunities Vulnerabilities and Damage
Two Cookies Received!
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2017-08-13, 03:28 PM (ISO 8601)
- Join Date
- Sep 2014
Re: The Devout and the Dead: a guide to Clerics
Consider EK instead of Battlemaster. At 11th level, you'll have an extra 4th and a 5th level spell slot, and the ability to cast absorb elements and shield is likely better than any combat maneuvers you're going to get IMO. I played the "fighter/magic-user/cleric" build to EK 3/War Cleric 9 and it was a lot of fun. I planned on going to EK 11/Cleric 9, but the campaign didn't go that long.
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2017-08-13, 03:41 PM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Euphonistan
- Gender
Re: The Devout and the Dead: a guide to Clerics
The more fighter levels you want the more EK gets better. For instance while at three you get some nice 1st level spells like shield and more spell slots at level 7 you can now use a cantrip and make a weapon attack which is some nice at will damage and you could be doing that with booming blade in melee (very thematic for a tempest cleric) or sacred flame for a ranged weapon user. Either way very nice.
A vestige for me "Pyro火gnus Friend of Meepo" by Zaydos.
http://www.giantitp.com/forums/shows...5&postcount=26
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2017-08-19, 07:56 PM (ISO 8601)
- Join Date
- Jul 2017
- Location
- Auckland New Zealand
- Gender
Re: The Devout and the Dead: a guide to Clerics
I think you get more bang for buck in 1 Level of Druid actually, and its under rated..
You get a lot of out of encounter spell options and you also unbelievably get Thunderwave and Fairy Fire which are massive spells.
Thunderwave can be upgraded and Fairy Fire doesn't have to be on invisible enemies.
And if you are Life Cleric with Life Berries from the day before then you don't need to use many healing spells, can concentrate on attacking spells like these as well as your attacking Cleric ones.Last edited by Bluemanarc; 2017-08-19 at 07:57 PM.
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2017-08-20, 12:35 AM (ISO 8601)
- Join Date
- Apr 2017
Re: The Devout and the Dead: a guide to Clerics
Is there a general community consensus on how Invoke Duplicity actually works?
It's really not clear how real it is, and how enemies should interact with it -- can they see through it with an investigation check? Does interacting with it immediately reveal it as an illusion?
My gut says 'yes' to that last part, but there's illusion spells like Arcane Mirage and Phantasmal Force that can withstand interaction.
Honestly pure RAW, reading it, it seems like enemies automatically realise it's an illusion and don't treat it like they're attacking a person -- they can get distracted by it if it's close to you, but they don't attack it like they might another illusion.
How I treat it as a DM:
1) since it's a perfect duplicate, perception/investigation can't figure it out
2) interaction with it immediately reveals it as an illusion
3) if somebody doesn't know it's an illusion, they'll interact with it like a new person appearing
Does this square with how y'all are using it?
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2017-08-22, 08:38 PM (ISO 8601)
- Join Date
- Aug 2017
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2017-08-22, 09:45 PM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Euphonistan
- Gender
Re: The Devout and the Dead: a guide to Clerics
I actually think that polearm master is also viable for nature clerics due to them often like using a staff and not just war and tempest clerics.
A vestige for me "Pyro火gnus Friend of Meepo" by Zaydos.
http://www.giantitp.com/forums/shows...5&postcount=26
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2017-08-23, 05:25 AM (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
Two Cookies Received!
And also 1 internet!
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2017-08-23, 06:22 AM (ISO 8601)
- Join Date
- Nov 2015
Re: The Devout and the Dead: a guide to Clerics
I think PAM clerics is not efficient, clerics already have a ton of bonus actions. That is usually a lot better than PAM. Need to cast healing word or spiritual weapon, no PAM. To add to it the additional damage at level 8 only applies to 1 attack so I just can't back a PAM build when feats are so scarce.
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2017-08-23, 03:07 PM (ISO 8601)
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- Jul 2017
- Location
- Auckland New Zealand
- Gender
Re: The Devout and the Dead: a guide to Clerics
Concentration question:
If you are a Varian Human who will stand next to a Paladin from L6 with +3 to Saves.
Do you need just Warcaster at L1 and then go for +2 Wisdom at L4 and then Resilient Con at L8
Or best to hold off Wisdom for L8
This for a Spiritual Hammer / Spirit Guardians kind of guy
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2017-08-23, 03:51 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
Two Cookies Received!
And also 1 internet!
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2017-08-24, 04:09 PM (ISO 8601)
- Join Date
- Nov 2012
- Location
- Colorado
- Gender
Re: The Devout and the Dead: a guide to Clerics
About to play a cleric - the rest of the party for Hoard of the Dragon Queen is a Paladin, a Monk, and a Wizard, so I think some healing is needed for the meat grinder, plus ranged; therefore, Dex-Cleric.
I figure a wood-elf war cleric, Acolyte background, fits the bill pretty well.This ... is my signature finishing move!
"It's never good when you make a fiend cringe" - MadGrady
According to some online quiz, I'm a 6th level TN Wizard. They didn't give me full XP for all the monsters I've defeated while daydreaming.
http://easydamus.com/character.html
I am a Ranger Archetype: Gleaming Warden (thx to Ninja Prawn)
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2017-08-24, 09:14 PM (ISO 8601)
- Join Date
- Jan 2013
- Location
- GMT + 12
- Gender
Re: The Devout and the Dead: a guide to Clerics
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2017-08-25, 06:17 PM (ISO 8601)
- Join Date
- Sep 2009
- Location
- Porto Alegre, Brazil
- Gender
Re: The Devout and the Dead: a guide to Clerics
One note about clerics, is that they aren't exactly meant to keep your party HP at max during the day. You use short rests and Hit Dies for that, at most. Cleric's Prayer of Healing as well as the Bard's Song of Recovery feature help with that, but they are not the major source of healing during short rests.
What clerics are good at is emergencial healing. Healing Word for the fallen Comrage, Revivify in case a death happens. Mass Healing Word to avoid a TPK. In fact, a cleric with Deathward on could save the day after an otherwise TPK by surviving while he heals his friends.
I make this distinction, because up to this day there's still plenty of players that believe a cleric should use his spell slots to heal the other party members. Even in combat. And that's honestly a very poor use of a cleric.Spoiler: Current CharactersNicollo Corleone - The Scoundrel Malconvoker
Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.
Minaerva - The Wild Caller from Rokiri Island.
Requiem Macabre Doc
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2017-08-26, 09:06 AM (ISO 8601)
- Join Date
- Mar 2010
Re: The Devout and the Dead: a guide to Clerics
Great points. Unless your allies are down or nearly down it's generally a better use of your action to attack the baddie with weapon or spell. Your CC options as a Cleric are limited, and most of your best buffs are either pre-combat (Death Ward) or first round (Bless) type options, so most rounds you'll be going full offense.
Avatar by the lovely and talented Ceika
The Devout and the Dead: a guide to 5e Clerics
5e MM Resistances Immunities Vulnerabilities and Damage
Two Cookies Received!
And also 1 internet!
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2017-08-26, 10:26 AM (ISO 8601)
- Join Date
- Nov 2015
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2017-09-01, 11:25 AM (ISO 8601)
- Join Date
- Dec 2010
- Location
- New York
- Gender
Re: The Devout and the Dead: a guide to Clerics
I'm trying to decide how to build my Vuman arcana cleric of Mystra. I have a 32 pb so my stats are 10/14/14/10/16/14. We're only hitting level 15, so I'll miss out on the level 17 ability. I am thinking of multiclassing into sorcerer and focusing on non-save spells so I can ignore cha. How effective would a cleric 8/sorcerer 7 be? Could I contribute well by only upcasting low level spells or are my higher level spells more worth it?
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2017-09-01, 11:55 AM (ISO 8601)
- Join Date
- Nov 2012
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- Colorado
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Re: The Devout and the Dead: a guide to Clerics
And on our way into Greenest, second battle, the kobolds got lucky and dropped TWO critical hits, on different party members, plus a bunch more hits - and I used both of my L1 slots just to keep us alive long enough to reach the keep. HotDQ is like that; there's a lot of places where you can't logically take a short rest.
This ... is my signature finishing move!
"It's never good when you make a fiend cringe" - MadGrady
According to some online quiz, I'm a 6th level TN Wizard. They didn't give me full XP for all the monsters I've defeated while daydreaming.
http://easydamus.com/character.html
I am a Ranger Archetype: Gleaming Warden (thx to Ninja Prawn)
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2017-09-01, 06:33 PM (ISO 8601)
- Join Date
- Dec 2014
Re: The Devout and the Dead: a guide to Clerics
unless you're specifically aiming for a particular level 4 sorcerer spell, i'd probably go 9 cleric/6 sorc. level 5 cleric spells have some pretty nice options imo. i mean, if dimension door and greater invisibility are things you were really dreaming of, then go right ahead, but i think level 9 cleric is pretty good... it gives you 3 more prepared cleric spells, access to restoration (which basically is the "fix everything that doesn't need wish" spell) and raise dead (if you can't raise someone immediately because you lack spell slots, time, or components, access to this is a pretty significant thing).
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2017-09-01, 07:52 PM (ISO 8601)
- Join Date
- Sep 2009
- Location
- Porto Alegre, Brazil
- Gender
Re: The Devout and the Dead: a guide to Clerics
That's one of the reasons why I prepare Cure Wounds anyway. Cure Wounds, in fact, is healing great at lvl 1, since everyone is down to 10 something HP or even single digit.
Also, that's why I argue lvl 1 is terrible for a session. I'm yet to play a session with a lvl 1 character that I really enjoyed. For veterans, you're limited to resources you already know off, so it's unexciting. Which makes many argue that lvl 1 is perfect for new players. But it's even worse for them. What happens when the kobold crits you 8 HP adventurer? Yes, he might fall with that lucky strike... from a kobold.Spoiler: Current CharactersNicollo Corleone - The Scoundrel Malconvoker
Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.
Minaerva - The Wild Caller from Rokiri Island.
Requiem Macabre Doc
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2017-09-01, 08:18 PM (ISO 8601)
- Join Date
- Mar 2010
Re: The Devout and the Dead: a guide to Clerics
Honestly... you're better off going single class of either. Full casters are pretty dependent on spell access for staying "on-curve." The multi could work with very specific setups: for example use arcana to get a cantrip that is boosted by draconic sorcerer, so that at Cleric 8/Sorc 6 you're getting +Wis and +Cha... but you're focusing a build on cantrip damage at that point, which is something that only Warlocks should focus on.
Last edited by Yorrin; 2017-09-01 at 08:18 PM.
Avatar by the lovely and talented Ceika
The Devout and the Dead: a guide to 5e Clerics
5e MM Resistances Immunities Vulnerabilities and Damage
Two Cookies Received!
And also 1 internet!