cleric domains 5e

Cleric domains 5e

In practice, though, Clerics can do all sorts of things outside simple healing. In fact, they're one of the game's most versatile classes.

Selecting the right domain for your party can change your Cleric from a support caster to a tank or a damage dealer. Cleric Domains are obtained at level one and offer immediate benefits. They give permanently prepared spells from spell levels one to five as well as other features at levels one, two, six, eight, and Their level two feature gives them an option for their Channel Divinity ability while their level eight feature improves their damage with either weapon swings or cantrips, depending on the subclass. Levels one, six, and 17 differ majorly between domains. A Cleric Domain is strong when it provides the Cleric important spells to learn, gives them abilities that make them excel in a category they struggle in, or pushes their support capabilities to the point where no other party member needs to even think about supporting. A domain that offers multiple of the aforementioned benefits gains even more power in our eyes.

Cleric domains 5e

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, fonts of life capable of out-healing damage taken, skilled explorers, magical artillery and anything in between. However, not all domains are equally useful or interesting. Updated on February 16th, by Louis Kemner: This list of all the cleric domains ranked from worst to best has been updated to adhere to CBR's current publication standards, as well as to include even more information about each Divine Domain. The Death domain , like many of the example player options in the Dungeon Master's Guide, is a bit unpolished and unfocused. Martial weapon proficiency without heavy armor proficiency is unusual, and the domain's first and 17th level abilities are focused on spellcasting, while the weapon proficiencies, sixth and eight level features are built around weapon attacks. The domain's Channel Divinity option allows for huge bursts of necrotic damage, and at sixth level, that damage can't be resisted. There are some decent domain spells, but in the end, the Death domain is surpassed by others that do the same things but better, so the Death Domain ranks last among the cleric divine domains.

It also gets early access to flight and can provide AC to targets in the sanctuary. Effective at all levels, and deceptively tanky due to their ability to nullify critical hits and the ability to facilitate massive bursts of damage with allies, cleric domains 5e, the Grave domain is a strong support option that can't cleric domains 5e wrong.

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.

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.

Cleric domains 5e

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.

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Its spell list is, like Trickery, full of options outside of the class. You regain all expended spell slots when you finish a long rest. Blessed Strikes Replacement : Blessed Strikes makes cantrips more appealing for domains which which get the Divine Strike feature at level 8. That helps keep melee monsters at bay and buy the team some breathing room. Cleric of the Grave via Wizards of the Coast. This notably applies to all attacks, so the Advantage offsets disadvantage for making ranged attacks, and it also applies to spell attacks so you can deliver spells like Inflict Wounds and Spiritual Weapon with Advantage. Short of opportunity attacks, Sacred Flame will be considerably more reliable and will deal comparable damage 2d8 vs. The domain's Channel Divinity option allows for huge bursts of necrotic damage, and at sixth level, that damage can't be resisted. Unearthed Arcana 68 - Subclasses, Part 2. Cleric casting a light spell via Wizards of the Coast. Your Bonds can similarly punch themselves to trigger teleportation. Preserve Life is a great way to revive multiple dying allies.

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Wisdom has to be your highest attribute score to be a cleric, and it's also the minimum required to multi-class a character, so if you have a cleric and wizard multiclass in mind, it's a good idea for a build. Divine Intervention is really cool, but also totally unreliable. As they progress that core ability only gets more impressive. The supporting features allow the Light cleric to impose disadvantage on nearby attackers and give enemies disadvantages against certain spells. Not a single feature of the Twilight domain is a dud, as even the most basic -- armor and weapon proficiencies -- are useful and work for a frontline, backline or in-between strategy. Most of the abilities are good, but there are a handful of very weak abilities thrown into the mix. The best multiclass options for Fighter in 5E, ranked. It's useful at higher levels when you can maximize the damage of high-level spells. After that, default to normal cleric things: swing weapons or cast spells. This is a great mixture of damage, healing, and even out-of-combat that a Cleric relies on its Domain for. Insect Plague uses larger damage dice, but due to spell slot scaling deals roughly the same damage as Spirit Guardians. As one would expect, they gain access to numerous light-based features, immediately gaining the Light cantrip and the ability to impose disadvantage on an attacker by blinding them with bright light. And it offers quite a few abilities that no other Cleric can afford. Category: Dungeons and Dragons.

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