Dnd 5e cleric

Clerics are the iconic divine spellcaster, and the uncontested master of healing and support spellcasting. While other classes have many excellent options for restoring hit points, no other class can match the ability to remove problematic status conditions with dnd 5e cleric spells.

Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness. When you choose this domain at 1st level, you gain the Light cantrip if you don't already know it. Also at 1st level, you can interpose divine light between yourself and an attacking enemy.

Dnd 5e cleric

Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic. You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class. At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list.

The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated.

Traditionally, Clerics are considered to be a healing class, and their spells are performed through the power of their own faith and patron deity. The class was originally designed and intended for healing, and they are still the best class in this regard. Depending on the build, Clerics can end up with vastly different abilities which complement a range of play-styles and roles in the party. All that remains is to decide on the type of Cleric, then build on that framework, following a few guidelines to make sure that the Cleric is the best they can be. Clerics now lead parties into battle with improved AC and weapon skills, along with a variety of spells to heal, buff, and shield.

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.

Dnd 5e cleric

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. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation. Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity Stealth checks. This blessing lasts for 1 hour or until you use this feature again. Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration as if you were concentrating on a spell.

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Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. A Cleric that uses the power of the Sun to do fire and radiant damage. With that dizzying number, you also get Blessed Healer. Trickery The obvious choice for Clerics that dabble in the Roguish side of life with access to Illusion spells and abilities like stealth. To cast one of these spells, you must expend a slot of the spell's level or higher. Similar to Resilient, but taken up a notch and an ideal Feat for Clerics of any build. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. Your domain spells are largely worthless at this level, but you notably gain the ability to case Raise Dead at this level. As an action, you present your holy symbol and speak a prayer censuring the undead. When it comes to choosing a species, players will want to look for one that boosts their Wisdom score. About The Author T. The best choice for a healing build.

The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted.

Casting the spell doesn't remove it from your list of prepared spells. The big shiny spell you get at this level is Guardian of Faith. Knowledge Expertise in two more skills and more Divination options. This is the battle-Cleric who can take damage and cast both offensive and healing spells. Trickery The obvious choice for Clerics that dabble in the Roguish side of life with access to Illusion spells and abilities like stealth. While this is specifically called out as working with Raise Dead, it works with anything that raises creatures from the dead. Unearthed Arcana 68 - Subclasses, Part 2. Consult your DM before deciding to use these spells. Light A Cleric that uses the power of the Sun to do fire and radiant damage. These Clerics have Insight and Medicine skills and can brew their own potions. 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.

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