Limit self-promotional links - Any self-promotional external links (such as blogs, storefronts, or Kickstarters) should be posted no more than once every 14 days, regardless of the website being linked to, whether in submissions or in comments on others' posts. Excellent, versatile, and it works for any subclass. Your choice of Divine Domain also grants 2 to 10 free prepared spells, allowing you to play to your domain's theme without cutting into your normal prepared spells. 1 point2 points3 points 3 years ago (0 children). FirbolgsEGtW: See above under the general Races section. GoblinERLW: See above under the general Races section. Combined with the Warforged's other resistances and immunities, you're very well-suited to standing between your allies and danger. Customized Origin: +2/+1 increases and one skill. Ability Score using standard array: Weapon attacks are mathematically a poor choice compared to cantrips, so there is very little reason to invest heavily in Strength and Strength-based weaponry. Dump Strength and Dexterity, and focuys solely on spellcasting and mental skills. (spirit weapon for bonus + healing word), [–]tomedunn 1 point2 points3 points 3 years ago (2 children). Wisdom is crucial, but the usefulness other abilities depend on your build and your choice of Divine Domain. If your party is hurting for a Cleric, this could be a solid option. No, but Trickery Domain doesn't have that much relating to combat - so I'm giving general Cleric advice so OP doesn't worry about the domain being a poor choice or not, when the base class can cover combat. This would be a difficult choice of race in most campaigns, but in the right game this could be an interesting choice for a front-line Defender build. Customized Origin: +2/+1 increases and two skills. Default Rules: Charisma doesn't do much for a cleric, but the flavor works very well, and the Aasimar's other racial traits and their subraces work for a variety of cleric builds. Customized Origin: +2/+1 increases and one skill. Sacred Flame is your standard damaging cantrip - a bit lackluster, but it's something. Use this frequently, if only so that you'll have a chance to actually trigger the effects. [–]Jay_SaraisBard 5 points6 points7 points 3 years ago (1 child). What’s the best cleric build in Dungeons and Dragons 5th edition? Sphereswere direct priestly correlations to the wizardly schools of magic; they represented divine portfolios, areas of influence that a god would have d… [–]Jay_SaraisBard 3 points4 points5 points 3 years ago (4 children). As for which of those is better, if you are not planning to bump your Dex at level 4 it will be kind of a tossup, and the "optimal" choice will swing back and forth. A weapon-based cleric is playable, but a well-built weapon-using cleric will struggle to be just barely as effective as a cleric who is using cantrips. If you use your illusions to lure a few guards away where your party can ambush them and dispatch them without using any resources or losing any health, that's one less guard you have to deal with in a fight later on. The innate spellcasting is neat, but not especially impactful for the Cleric. With Disciple of Life you're healing 1d4+5, which is enough to get an unconscious ally back into a fight and maybe even enough for them to get hit again without going down. Default Rules: Fantastic and versatile, you have plenty of room to customize your traits to suit your needs and your role in the party. A Trickery Cleric is still, first and foremost, a Divine Strike Cleric, and as such your standard optimal combat protocol is the same as any other DS Cleric: Keep Spiritual Weapon up and have it attack each turn unless you need your bonus action for something else, keep an appropriate concentration spell active (there are many feasible options, but when in doubt I … Wouldn't my light crossbow be better than Sacred Flame in terms of damage until 5th level when Sacred Flame bumps up to 2d8? Customized Origin: +2/+1 increases and two skills.Limited Amphibiousness can be difficult in land-locked campaigns, but in campaigns where you're at least water-adjacent it's manageable. Customized Origin: +2 increase, Superior Darkvision, and Pack Tactics. Please be patient while these changes are made. [–][deleted] 1 point2 points3 points 3 years ago (0 children). Dual Mind and Mental Discipline make the Kalashtar very resilient to mental attacks. When concentration wasn't a problem i would often just have the warlock hex an enemy's strength and then grapple it, then the pally would knock it prone and suddenly we had such an upper hand without spending a single spell slot. Spellcasting Focus. The innate spellcasting is already on the cleric's spell list so there's nothing new there, but it could save you some prepared spells. The Dexterity increase makes it easy to compensate for being limited to light armor, but your AC will still lag medium armor because you need to increase your Wisdom before your Dexterity. Personally I would stick Sacred Flame and only draw your hammer if you might need to make an opportunity attack, but if you're going to cast Bless on the party you'll be accurate enough that your hammer will be a better source of damage. A great option for heavily-armored subclasses intended to be in melee. GoliathEGtW: See above under the general Races section. Cleric: Trickery Domain Gods of trickery – such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki – are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. Customized Origin: +2/+1 increases, one skill, damage resistance. HobgoblinEGtW: See above under the general Races section. Just start with that Rogue level and take the rest of your levels in Cleric. More Wisdom does a lot for the cleric. A channeled divinity lightning bolt at level 7 going to break some fights early, and stays relevant for the entire game. Martial Weapon proficiency unlocks two … Clerics don't get any tools, and get two skills from a very short list of options. At this level you have just a 10% chance to receive Divine Intervention. I have a player who wants to use Invoke Duplicity and Wild Shape, then cast spells through the illusion. Clerics have high Wisdom, so skills like Insight and Perception are helpful, but other skills will be of varying usefulness depending on your ability scores. 3rd level brings Spiritual Weapon as a domain spell, which is great because it's a significant boost in your damage output. I wouldn't consider the Changeling for anything except Trickery Domain. No unrelated fundraising - No links to fundraising pages unless they're specifically related to D&D or roleplaying projects (such as Kickstarters or Indiegogo campaigns). You can cast Create or Destroy Water, but the amount of water produced simply isn't enough to submerge yourself. The Centaur's speed is excellent, but unless you're using Charge and Hoof you can get the same speed from the Aarakocra with the added benefit of flight. Do not suggest piracy - Any links/tools/documents/etc. Customized Origin: The Loxodon's ability score increases are already perfect for the Cleric, so my advice under the default rules still applies. The math on Divine Strike is disappointing, so taking Blessed Strikes and using cantrips in favor of weapons makes domains designed to use weapons roughly comparable to cantrips for domains designed to focus on spellcasting. Customized Origin: +2/+1 increases (each subrace provides an additional +2), but the bulk of your notable racial traits come from your subrace. I'm not sure what spells are best to use besides bless for the party buffs. Customized Origin: The Aarakocra was already a fantastic option for the Cleric. 2 points3 points4 points 3 years ago (0 children). We're now at maximum Wisdom, which is great. As you gain levels you'll gain additional uses per Short or Long Rest which makes Channel Divinity and easy go-to tactical option which you might consider using before resorting to spells. If you want to emphasize knowledge skills like History and Religion rather than Face skills like Persuasion, consider switching Intelligence and Charisma. Nothing at this level except 5th-level spells. Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Jump to: navigation, search. It's based on the criminal background and urban bounty hunter but with some changes that make sense for a spy of Mask. TritonMOoT: See above under the general Races section. Default Rules: A +2 increase, a feat, and either Darkvision or a skill. You don't have to agree with them, but you also don't have to argue or harass them about it. But if they play a master healer who shoots divine lasers and smites the wicked, that's totally fine. We cover the best background for Rogues in our 5e Rogue Guide, the only changes would be: Hermit: Your pumped INT score can make the two INT skills (Medicine and Religion) more viable. For your starting equipment, select a warhammer, chain mail, a dagger or a light crossbow and bolts, either pack, and a shield and holy symbol. :P, [–]xpakiii 0 points1 point2 points 3 years ago (2 children). Customized Origin: +2/+1 increases, Darkvision, and some weapon and armor proficiencies which you can trade for tool proficiencies. The Satyr's non-humanoid creature type and Magic Resistance make the Satyr very durable, which is a great asset when you're the party's healer, and the additional skills make you very durable. The new spells are mostly situational options which won't be go-to spells for the vast majority of clerics, so nothing here is going to unbalance the game. I recommend Darkvision since the spell Darkvision isn't on the cleric's spell list. This build is simple, and relies on options from the SRD and the Basic Rules wherever possible. I'm considering asking my DM to let me reroll a new character. But the Cleric is also one of the stronger classes in the game, and they don't need any improvements to keep the class interesting and effective. Last Updated: November 19th, 2020. You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells. Destroy Undead: Enemies weak enough to be destroyed by this will be easy to kill with any number of AOE spells. Customized Origin: +2/+1 increases, Darkvision, and one skill. Feel free to add to the community resource folder and the resource list. You also get the crucial Wisdom increase needed to keep pace with your spellcasting. Blessed Strikes (Replacement): Blessed Strikes makes cantrips more appealing for domains which which get the Divine Strike feature at level 8. [–]fanatic66[S] 0 points1 point2 points 3 years ago (4 children). I maintain this site as a hobby, and I got access to the book on the same day as everyone else and I am rushing to catch up as quickly as I can. Saves: Wisdom and Charisma saves cover some of the most debilitating effects in the game. Introduced in Tasha's Cauldron of Everyting, Optional Class Features offer ways to add additional features or replace existing ones. Your domain will provide one or more additional uses, many of which can and should be used once per short rest because their effects are both potent and extremely useful. However, the ability to shift ability score increases makes almost any race that can match Loxodon Serenity a better choice. But even Spiritual Weapon can apply the damage bonus, so if you get one or two of those going you're probably fine. The Cleric domain of Trickery in D&D 5e grants a unique opportunity for our holy characters to be a bit more devious and mischevious. Shapechanger is neat, but very few clerics can use it in any meaningful way. The problem with sneaking around in D&D is that inevitably not all characters are built for stealth. The cleric won't get anything bigger than a 3rd-level spell slot, and since Proficiency Bonus improves so slowly that this won't cause any huge problems. After that, just having spells preapred for buffing and healing is a good way to go. The Orc of Exandria entry from Explorer's Guide to Wildemount omits the Powerful Build trait, but it's not clear if that was an intentional change. Firbolg Magic and Hidden Step offer some interesting magic options which most clerics can't replicate, but it doesn't add much to the Cleric's capabilities. I imagined he would just stick in the back and use a light crossbow. For comparison: a barbarian with 20 Constitution gets just 12 hit points per level. Shifting is the Shifter's signature feature, and the benefits from your subrace affect Shifting's usefulness significantly. Abbathor • Aerdrie Faenya • Akadi • Alobal Lorfiril • Baravar Cloakshadow • Beshaba • Brandobaris • Cyric • Diirinka • Erevan Ilesere • Fraz-Urb'luu • Gargauth • Garl Glittergold • Hlal • Hruggek • Keptolo • Kirith Sotheril • Kurtulmak • Leira • Lolth • Maglubiyet • Malyk (demipower) • Marthammor Duin • Mask • Melira Taralen • Memnor • Merrshaulk • Odin • Oghma • Ravanna • Raxivort • Sardior • Sarula Iliene • Shar • Sharess • Shargaas • Sseth • Sune • Thautam • Tymor… The Grave Domain gives you many necrotic based spells as you level up. Consider allowing this on clerics who take divine domains that I've rated green on a case-by-case basis. Cleric's abilities all center around Wisdom, but depending on your build you may need to shuffle your other abilities around to accomodate whatever type of armor you're using and your role in the party. ... As a Cleric subclass, you get features at 1st, 2nd, 6th, 8th, and 17th levels. It really can be a lot more powerful (Tank) than people give it credit for (those domain spells!). [–]beastsbox 1 point2 points3 points 3 years ago (0 children), Spirit guardian+ mirror image= win.. If my main focus is being a cleric, how much should I dip into rogue? You can now use Channel Divinity as many times per day as there are encounters in a full day of adventuring as recommended in the "Adventuring Day" rules in the DMG, allowing your party to recieve ample quantities of healing after every encounter. Life Domain clerics are built to keep people alive directly, but if the cleric was intended to simply be a healing resource, there wouldn't be other domains to choose from. More details on Van Richten's Guide to Ravenloft. Respect the opinions of others - Each table is unique; just because someone plays differently to you it does not make them wrong. Talk to your DM about what races are allowed in your game. A Cleric’s Divine Domain completely defines how the build plays, so choose your favorite and don’t look back! D&D Beyond [–]MYule90 0 points1 point2 points 3 years ago (1 child), Also consider that if something has resistance to non magical weapons, sacred flame, sacred flame helps out. Deities that best fit a cleric of Trickery are Garl Glittergold, Lolth, Shar, and Bane. You might drop one of those skills in favor of Medicine, but Medicine is extremely limited and your healing capabilities come from your magic rather than your skills. At level 1 you have 18 AC while you're holding a shield. if you want to be able to wear medium armor, check out the Winged Tiefling. EK4 was good for the war caster feat, no more putting away a weapon nonsense. Dwarfs are very durable, which is a good thing when you're the party's healer. This section briefly details so obvious and enticing multiclass options, but doesn't fully explore the broad range of multiclassing combinations. Customized Origin: +2/+1 increases, two damage resistances, Darkvision, and Healing Hands and Light Bearer feel like natural additions to the Cleric. If you can help your party sneak past a patrol, that's one less combat encounter's worth of HP to lose before you get to your objective. REDDIT and the ALIEN Logo are registered trademarks of reddit inc. π Rendered by PID 7332 on r2-app-06415099548d7934b at 2021-02-24 11:13:02.722459+00:00 running b1d2781 country code: FR. Default Rules: High Dexterity is nice for lightly armored Clerics, and Perception is a great skill for Clerics due to their high Wisdom, but only one subrace that isn't setting-specific provides a Wisdom bonus so the Elf is a hard choice. If you go for Arcana Domain, Booming Blade combines well with Nimble Escape, allowing very effective hit-and-run tactics in melee. Customized Origin: +2/+1 increases. Hill Dwarf. OrcERLW: See above under the general Races section. Even one hit point is enough to get them back into a fight, and even if they go back down they'll at least start fresh before they face death saving throws while they wait for another rescue attempt. See above for information on other halfling subraces. Dragonmark traits replace ALL of your normal racial traits. From here on it's all incremental improvements and new spell levels. The existence of Word of Radiance makes breath weapon less impactful since you can get an AOE damage option at low levels, and even without Word of Radiance the Dragonborn's breath weapon isn't enough to match the benefits of races with other comparable traits like the Goliath (replace Breath Weapon with Stone's Endurance) or the Tiefling (replace Breath Weapon with innate spellcasting or flight). Black Blood Healing might keep you from dipping into spells to heal yourself, and Limited Telepathy is neat, but neither are going to impact your tactics in any significant way. Bringing you Constitution to 20 means that you now get 11 hit points per level. Customized Origin: +2/+1 increases, one skill, and fixed 17 AC from natural armor. Giving the rogue advantage > giving yourself advantage, CCing the guy going for the caster > dealing crap tons of dmg to the boss, standing back and not getting hit > risking losing an important concentration spell. This is correct. Nimble Escape is great for getting out of melee if you don't want to be there, but if you're worried about getting dragged into melee you can learn Word of Radiance and suddenly getting into melee with you is much less appealing for your enemies. GoblinGGTR: See above under the general Races section. GoblinEGtW: See above under the general Races section. Str: Lightly-armored and medium-armored Clerics can dump Strength. It says it's a perfect illusion with no way to detect it (other than magic, truesight, etc), so will enemies be attacking it, and what can you expect to happen when they do? You'll need to work with your DM to determine the exact effect of the ability, but if your DM is open-minded you can get away with something very exciting. Its always nice to have some at will magic damage, [–]_VitaminDUltimate Cosmic Powers 0 points1 point2 points 3 years ago (0 children). 4. Default Rules: You get the crucial Wisdom increase, and the two damage resistances are nice since you can't address them with spells. Even at much higher levels, Spiritual Weapon remains a consistent, reliable offensive option in nearly every fight. We will assume the point buy abilities suggested above for clerics in heavy armor. If you're interested, I made a custom background (literally last night) for one of my players who wants to play a shadow monk but wants to be non-evil. This way I can imitate the skill monkey, stealthy skills of a rogue by picking up 6 skills: Insight, Persuasion, Stealth, Deception, Perception, and Sleight of Hand. Multi-classing! I don't the character to be subpar at combat. Wis 16 For those who are open to UA, the Starter Spells UA did offer a couple more damaging cantrips for Cleric that seem pretty well balanced. More spells prepared, more healing from Cure Wounds and from Healing Word, more damage from Spiritual Weapon, and of course higher DCs for our spells. If it was updated before November 17th, it has not been updated to include the new content. Sometimes a cantrip doesn't work out how you hope it would, or maybe as you gain levels you've found that your leveled spells can fill needs which previously required cantrips (attack options, etc.). Fine advice but nothing you mention pertains to optimizing playing a Trickery cleric. The Palid Elf subrace is addressed under Races of Wildemount, below. Hill dwarves probably win the prize for absolute best race suited to being a cleric, as they get a bonus t… Heavily-armored Clerics can dump Dexterity. Even then, you get four and only need one. I also won't cover Unearthed Arcana content because it's not finalized, and I can't guarantee that it will be available to you in your games. Rendered by PID 7332 on r2-app-06415099548d7934b at 2021-02-24 11:13:02.722459+00:00 running b1d2781 country code: FR. I recommend allowing Cantrip Versatility on all clerics. Cha: Persuasion is the Cleric's only Face skill, so you can probably dump Charisma unless you need to serve as a Face. This is an intentionally vague ability, so expect to do some amount of negotiating with your DM to determine what sort of aid you recieve. Your domain spells are largely worthless at this level, but you notably gain the ability to case Raise Dead at this level. To everyone who wants more Dragonlance material- why? Martial clerics will want more Dexterity and Constitution, but caster clerics might make some room for Intelligence or Charisma in order to expand into skill-based roles within the party. I think you've got it all worked out; you don't really need advice. With the ability to prepare any Cleric spell at the beginning of the day, the Cleric's spell list is even more open than the Wizard's. Read on for all the tips, tricks, and the best Strategies for Clerics in DND5e! Default Rules: Bad ability spread, and none of the cleric's cantrips use attack rolls so you'll need to rely on weapons to benefit from Long Arms and Surprise Attack. I will use the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.