Domain cleric
The class is a full spellcaster with a powerful and versatile spell list, capable of wearing medium armor and using a shield. Each domain option either strengthens one of the core aspects of the class or covers up for its weaknesses, from adding heavy armor or skill proficiencies, spells from other spell lists, or entirely unique abilities. While narratively, cleric subclasses in 5e will be closely tied to their choice of deity or higher power, it's important to pick one that satisfies a player's mechanical desires as well. Domains can turn clerics into melee monsters, domain cleric, fonts of life capable of out-healing damage taken, domain cleric, skilled explorers, domain cleric artillery and anything in between.
DnD Clerics are among the most diverse and interesting classes in 5e DnD. Because your choice of Divine Domain so greatly affects your capabilities, Clerics can fit a variety of roles and play styles. More generally, Clerics are the best healers in the game , and have among the best support, utility, and divination options in the game. However, they are by no means limited to healing and support roles. Clerics have abundant offensive options, and can even be somewhat effective with weapons. Different subclasses will offer different options which can expand your roles within the party. Every individual cleric can feel very different in great part due to the huge number of subclasses available.
Domain cleric
None are useless, and few are overwhelmingly powerful. However, they are not made entirely equal. Some stand out above the rest due to unprecedented synergy between their abilities or standout features that elevate them over other subclasses. However, players have to make the right choices to get the type of cleric they want. Every cleric Domain is themed around the concepts or elements representing their gods. Most also have one area of the game or one party role that they excel in, with all or most of the features creating a coherent playstyle and well-defined niche. None of the Nature Domain's abilities are poor or unhelpful in their own right. However, they are disorganized. It gets Divine Strike without any ability to use martial weapons, the ability to give allies resistance to elemental damage without any other focus on buffing or support, and a very situational Channel Divinity that isn't built on for many levels. Trickery clerics benefit from valuable magic and utility that the class doesn't otherwise have. These clerics gain access to illusion spells such as Disguise Self and Mirror Image, both of which can be profoundly useful in their own right. Additionally, abilities like Invoke Duplicity open up opportunities for mischief outside of combat. It can be a fun twist on the cleric archetype, but players may be better off with Arcane Trickster rogues instead. One such subclass is the Tempest Domain.
Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. Racial feats are discussed in the Domain cleric section, above.
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DnD Clerics are among the most diverse and interesting classes in 5e DnD. Because your choice of Divine Domain so greatly affects your capabilities, Clerics can fit a variety of roles and play styles. More generally, Clerics are the best healers in the game , and have among the best support, utility, and divination options in the game. However, they are by no means limited to healing and support roles. Clerics have abundant offensive options, and can even be somewhat effective with weapons. Different subclasses will offer different options which can expand your roles within the party. Every individual cleric can feel very different in great part due to the huge number of subclasses available. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance. The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated.
Domain cleric
Your choice of domain is the single most important decision that you will make when playing a cleric. Depending on your Divine Domain, you might serve as a front-line martial warrior similar to the Paladin and the Fighter, you might be a durable support caster and healer, or you might largely ignore friendlier spellcasting in favor of incinerating your foes with divine magic. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance. The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. Keep in mind that the state of the meta periodically changes as new source materials are released, and the article will be updated accordingly as time allows. Weapon attacks and cantrips are both viable options for the clerics offensively. Until level 5 when cantrip damage increases and martial characters typically get Extra Attack, you can be effective with either regarless of your Divine Domain.
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However, they are by no means limited to healing and support roles. Insect Plague is a fantastic area control option, but has some overlap with Spirit Guardians. I go into more detail on my Cleric Subclasses Breakdown. Twilight Cleric Subclass Handbook. If you want to emphasize knowledge skills like History and Religion rather than Face skills like Persuasion, consider switching Intelligence and Charisma. That's not bad, but ideally, clerics don't end up in harm's way anyway, with front-line tanks taking the brunt of the damage instead. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance. For single-target healing, anything of 6th level or above should still be Heal or a 9th-level spell like Mass Heal. Send the familiar where you need to be, throw a rock at them, then teleport to them and absorb the damage. Trickery Domain clerics can use Divine Strike at 8th level to add poison damage to their weapon strikes, but that's actually not saying much.
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Spell Slots The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. However, they don't scale well throughout the game, particularly as one additional melee attack becomes less impactful. Medium-armored Clerics should try to have 14 to boost their AC. I recommend allowing Blessed Strikes on any cleric who takes a divine domain with the Divine Strike feature which is rated orange or red. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. It also comes with some useful domain spells. Send the familiar where you need to be, throw a rock at them, then teleport to them and absorb the damage. Racial feats are discussed in the Races section, above. The Life Cleric also doubles as a solid front-line Defender due to their access to heavy armor, allowing them to serve double duty as both a Defender and a Healer. Unearthed Arcana 22 - Cleric. They excel at gathering information from both creatures and environments, however, the value of that information is entirely dependent on the Dungeon Master. Still, dealing damage is the most efficient way to end a fight, and controlling enemies the second-best -- this domain does both. For a player who doesn't mind the opportunity cost, though, being a cleric who can throw a Fireball can be reason enough to take this domain.
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