Bonus Cantrip: We get it, you’re a Light Cleric. Clerics are a great class for a novice player for their inherent survivability, or for an experienced player who can better empower and support the rest of the party. 9th-Level: What a combo! 14 Dexterity grants you the maximum bonus in medium armor. Plot-wise, your Cleric can open a food truck or a homeless shelter with this one. ERLW     Eberron: Rising from the Last War Posted by 2 years ago. 3rd-Level: Both of these spells are outclassed by other Cleric spells at the same level. The concentration requirement is regrettable. GithMToF: both Gith subraces make excellent Cleric builds. ZarielMToF: Nothing useful for the Cleric. Insight and Religion are on your list, and you get two languages to boot. Meld into Stone: Another spell with a lot of creative uses. Hermit: Two of your class skills, herbalism kit, and a language of your choice. Mass cure wounds doesn’t compare with your channel divinity, and raise dead isn’t something you need to have prepared always. The Cleric spell list is expansive and versatile, providing support and damage dealing spells, which can be prepared daily. Symbol: An expensive spell to set up, mainly geared towards fortress-builders and trap-setters. Locate Object: The short range makes it much less useful unless you’re in a confined environment. Mountain Dwarf [+2 Str] As a battle dwarf the Strength bonus could come in handy for swinging big weapons. Acolyte of Nature: Druid cantrips are great, especially if you have access to Xanathar’s or Unearthed Arcana. KalashtarERLW: Wisdom and resistances, but nothing else useful. Flame Strike: The definitive Cleric damage spell. Character Building. A great add on to animate dead in your arsenal of army-creation spells. Spell Breaker: Casting healing word or cure wounds at higher levels will make great use of this ability. On this Handbooker Helper, Master of Dungeons Matthew Mercer provides you with the tricks of the trade for playing a Dwarf in 5th edition D&D. It will save your life when you need it most. Close. Every heal spell you cast hits you back for some health as well. 9th-Level: Plane shift and teleportation circle together give you great transportation options. Copyright © 2020 Game Out | All Rights Reserved, “ Avenge not yourselves. Bonus Proficiencies: Martial weapons and heavy armor give you the edge you need to keep up with Fighters and Paladins on the front lines. TP           Tortle Package Do be sure to invest in a fair amount of Strength for Divine Strike. If you’ve got an open minded and creative dungeon master, you’re going to have a lot of fun with this. 1st-Level: Disguise self and charm person are two of the best deception spells, allowing you to impersonate and manipulate with magic. The basic cleric package grants proficiency with light and medium armor, shields, and simple weapons, providing the basic combat package. The permanent duration of the stone you shape makes this the best spell for a fortress builder. XGtE      Xanathar’s Guide to Everything. Guiding Bolt: High damage for a low-level spell, and when used at the right time (See: Sneak Attack) can lead to a huge damage increase. Wikis. Harm: When you really need them dead, this is where you start. It's usually a strait healer build; you have high Constitution so you don't die, good Wisdom for your spellcasting, and Life Domain gives you features that … 1. Sleight of Hand: Not part of your job description. The bonus damage comes along with every attack. I have lived in the Houston TX area my whole life; love the winters...hate the summers. 5th-Level: Crusader’s mantle is a great buff for all your friends. Classes by edition ; NPC classes; Prestige classes; Paragon paths; Kits; Creatures. Animal friendship is replaced by a good animal handling check, and how much do plants really have to talk about? Tongues: When it comes up, it’s nice. 3. Glyph of Warding: A great way to lay a trap for anyone pursuing you, or to set up a wildcard alarm during a long rest. Disciple of Life: An extra couple hit points on top of each of your healing spells, especially multi-target ones makes you an unparalleled healer. The ranger class will make the cleric better in melee, and the cleric class will allow the ranger access to heavier armor. This is a very potent combination. eval(ez_write_tag([[250,250],'gameoutonline_com-box-4','ezslot_19',109,'0','0']));eval(ez_write_tag([[250,250],'gameoutonline_com-box-4','ezslot_20',109,'0','1'])); Constitution: You’re the party’s primary healer. Variant: The better option, prioritizing Wisdom and Constitution with the ability score increases and gaining a feat at first level is grand. Bestow Curse: This debuff makes the target more susceptible to future debuffs. Gnome: Gnomes don’t gain any useful abilities for Clerics. For the rare Dexterity-based Cleric build, you’ll want to use Breastplate until you’ve maxedyou’re your Dexterity stat. For it is written – Vengeance is mine; I will repay. Death Ward: A great daily buff that ensures you can save a higher level and much more costly resurrection spell. The monk's mobility will allow the character to quickly move across a battlefield to heal wounded party members. Dwarven Toughness: More hitpoints, even the minute amount given by this trait, are always useful. Insight: Being a good judge of character is important. HellfireSCAG: Nothing useful for the Cleric. Aarakocra. This, on its own, doesn’t seem too useful, but this ability allows the cleric to cast spells as if they were in the position of the duplicate. If you eschew the shield for a great weapon, you’ll likely want a greatsword. With more useful Heavy Armor abilities, extra health, and Wisdom, Hill Dwarves make Heavy Armor clerics look good. Bonus Proficiencies: Martial weapons and heavy armor proficiency put you squarely in the front-liner role. 5th-Level: Beacon of Hope is a great pre-fight buff when you know you’re going to make a lot of saves and need a lot of healing. Light: If you don’t have Darkvision, this is a must. A great alternative to Acolyte. LevistusMToF: Nothing useful for the Cleric. The effect allows for a Constitution save for half damage, but the wide area and repeatable nature make it a powerful spell. Augury required good communication and coordination with the DM to be really effective. Corona of Light: Considering all your domain spells deal a ton of fire and radiant damage, this is going to come in handy. 1st-Level: Faerie fire grants a huge advantage if you can catch a whole band of enemies in the area of effect. City WatchSCAG: Insight is useful, but Athletics isn’t. Even before this build allows for the creation of permanent magical items it has abilities that allow for the creation of temporary magical weapons and armor. At 4th level, he will increase constitution over Wisdom for the added hitpoints. Heal yourself when you need to. 1st-Level: False life grants temporary hit points that are much appreciated at low levels. Most of these include one time numerical bonuses to Ability Scores or persistent abilities that a character can use all throughout their adventuring life. This is a great way to make a monk a multi-purpose character. Detect Evil and Good: Mostly flavorful. Feign Death: There are creative uses for this spell, but they are few and far in between. Mass Cure Wounds: Top-tier cure magic for the whole family! Charisma: Persuasion is the only Charisma-based skill Clerics get. The ability score increases coupled with increased speed allow them to secure positioning and wreak havoc. Purify Food and Drink: It’s good when cast as a ritual, but it takes up a prepared spell slot to little effect in combat. Athletics: Jumping and climbing to get to those who need healing. The only drawback is fire being the most commonly resisted damage type. 7th-Level: Blight is a solid damage-dealing spells that’s particularly effective against plants, and death ward is a great all-day buff that’s also an insurance policy. If you’re using ranged weapons, you’re probably holding a longbow so shields are out. Mountain Dwarf: Similar to the above, but 2Str instead of 1Wis, and fewer hitpoints. However, during fights, the cleric’s ability to heal wounded party members is still often the difference between victory and defeat. Astral Projection: Unless you specifically need to go to the Astral Plane for some reason, this spell is just a more expensive Plane Shift. Blessings of Knowledge: Two languages and two skills make a great addition to your abilities. The armor you use as a Cleric will depend on the role you’re trying to fill in the party. Reaper: Chill touch and Toll the Dead are your only viable options here, but in the right circumstances this can be quite potent. Lvl 1 be a hill dwarf nature cleric with stats (using point buy) as follow: Str: 10 (8) Dex: 10 (8) Con: 14 (+2 for race) Int: 14 Wis: 15 (+1 for race) Cha: 10 (8) Dump one of the 10/8's. Observant: A great top off for your Wisdom. GGtR     Guildmasters’ Guide to Ravnica Detect Poison and Disease: Detection spells are situational at best. Some of the more notable of these are; scorching ray, fireball, and flame strike. Spare the Dying: When you’re out of healing spells, you can always fall back on this to keep your allies alive. While humans and elves can be everything, dwarves can't be mages. Poison is a commonly resisted damage type, however. Primary melee classes such as Fighters an… WingedSCAG: Poor ability scores are somewhat redeemed by the mobility granted by flight. Hallow: With a duration of “until dispelled” you’re going to need this once and usually not again, given the expensive nature of this spell. Arcana: Knowledge of magic and magical beasts. Medium Armor Master: Good for the default Cleric who doesn’t have access to heavy armor. Great Weapon Master: If you’re a Tempest or a War domain Cleric and are using a two-handed weapon, you’re going to love this feat. The “until triggered” duration is key, allowing you to not waste daily resources on it. 9th-Level: Flame strike is something you’re going to prepare regardless, and scrying is off-flavor and situationally useful. Standard: the choice of skills allows you to make up for whatever you’re lacking in class or background skills. Bonus Proficiencies: Heavy armor and a handful of Charisma-based skills. With d8 hit dice, clerics are not as resilient as those they support. Domain Spells: Almost all the spells on this list aren’t normally available to Clerics and give you a very unique spellcasting build. Tough: More hit points on the healer benefit the whole party. This spell can be replaced by a well-rolled History check. Weapon Master: A good way to get better weapons on a caster build, but if you wanted to fight you would have taken a different domain. 1st-Level: Command can be useful in the right circumstance. The Forgotten Realms Wiki. 5th-Level: Daylight is situationally useful, but fireball is one the all-around best spells available. Wildhunt: This makes a good lightly armored Cleric. Hands down the best Cleric option for the player who wants to participate in combat and not get stuck as the party’s medic. Bless: The definitive buff spell. Your domain provides you with a much more useful option for this trait. Persuasion: Situationally useful, but not your responsibility. 2. Damage - Clerics are middle-of the road for damage output. Channel Divinity – Cloak of Shadows: One round of invisibility isn’t very useful compared to the real deal. Divine Strike: A boost to melee damage. Dwarfs are very durable, and have stats that line up well for a Cleric. Commune: A very subjective spell, but since it’s a ritual you can use it as a more plot-friendly option without wasting a vital high-level spell slot. It requires concentration, and you’ll be powerless in the area of effect as well, so use with caution. Revivify: This is your first “save point” spell. The hair of the dwarf soldiers is draped in black, grey or brown colors. Dwarf Subraces Hill Dwarf: Ability Score Increase: +1 WIS is quite useful because that is the highest WIS bonus PHB races can get. Dominate person is the best control spell you’ll get, and commune is the only worthwhile divination-type spell out there. Faction AgentSCAG: Versatile in skill selection and two languages. If each party member can afford to buy and carry 500GP worth of insurance diamonds, you can bring them back from the brink within a minute of their passing. A great way to escape from a dungeon or return to one quickly. Games Movies TV Video. I have conducted scholarly research on, and written about, the use of ballooning for reconnaissance purposes during the U.S. Civil War, tort reform, voter initiatives and referendums, the formation of civilization, Ancient Rome, Mesopotamia, and the major religions. When it comes to race, players will want to look for a race that boosts their wisdom stat--it's the most important ability score a cleric can have. Saint of Forge and Fire: A fantastic capstone. Rather, give place unto wrath. 1st-Level: Control and a really solid buff spell that scale well. Deception: Only used with a Cleric of the Trickery domain. Considering Clerics don’t normally get a good AoE until flame strike, picking this up gives you an edge over other builds. respect. “ Avenge not yourselves. Forge Cleric: Duergar viable, or just go Hill dwarf? The Knowledge domain provides quite a few options for information gathering, both mundane and magical. Thunderbolt Strike: This is great for when you use Wrath of the Storm to escape from melee. Battle clerics who get their divine power from the War domain are similar to paladins; but they trade a little fighting ability for more robust divine spellcasting abilities. Control Weather: It’s a dramatic and powerful spell, but not a spell that needs to be prepared daily. Red: Bad, useless options, or options which are extremely situational. Magic Initiate: You’re going to need to have put a lot of work into Int or Cha to get any mileage out of spells not on your list, aside from Druid and Ranger lists. Domain Spells: A solid list of utility spells that the Cleric normally lacks. Stone Shape: A useful utility spell in many dungeon situations. Plane Shift: A useful spell for long-distance transportation. 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. Stacks with your smite. Warding Flare: Imposing disadvantage on an attack against you or an ally within range is a solid reaction ability, and you can use it frequently enough that it’s always relevant. While the options presented here may be the optimal build for a cleric (in my opinion), the beauty of D&D character creation is that the only limit is your imagination so feel free to build your character whichever way you want to. Armor Proficiencies: The basic Cleric gains proficiency with medium armor and shields. Creation is also a ton of fun, and very flavorful for you. All features and abilities are from the core rulebook set (Player’s Handbook, Monster Manual, and Dungeon Master’s Guide) unless otherwise attributed.eval(ez_write_tag([[728,90],'gameoutonline_com-medrectangle-3','ezslot_8',107,'0','0'])); Clerics are the ultimate team players. Supreme Healing: Perfect healing with any spell, in addition to all the other passives you already have. Domain Spells: Almost all the options afforded to a Forge Cleric are not from the Cleric list, expanding your magical horizons. This spell has an offensive use, however, using it this way requires both an attack roll and a save. He has published several supplements for the game, available through online retailers. Mass healing at range. Clerics are a very diverse and fun to play class. Hill Dwarf is the suggested race for this build because of the needed boost in Constitution, health, and Wisdom, although it takes a hit in Dexterity, also primary stat for this build. Channel Divinity – Path to the Grave: This ability is an absolute powerhouse combined with a Rogue’s sneak attack, or a spellcaster with a single-target spell that deals lots of damage. 9th-Level: This is where the domain spells tail off. Locate Creature: The short range makes it difficult to use unless someone’s hiding in the room with you. ”. it’s a huge area that you can shape at will with pretty good damage, and a save for half. 9th-Level: Now we’re talking. Flight gives you excellent mobility to provide support to your allies. Find Traps: For lack of a rogue, this is the only sure-fire way to avoid getting sliced in half without seeing it coming while walking through a dungeon. 1st-Level: Thunderwave is one of your staple spells, as it benefits from several of your other class abilities that amplify your thunder damage. ChangelingERLW: The flexibility is helpful, but still not optimal for a Cleric build. Elemental Adept: Nothing hurts more than rolling a handful of 1’s on a flame strike. The war Cleric is well suited to front line fighting and support for other front liners. 3rd-Level: Two more Cleric staples. Acolyte: Your go-to Cleric background. Circle of Mortality: This turns your cure spells into powerful resurrection spells, if you can get to the fallen character fast enough. Control Water: Situational. Identify is situational. Tons of damage and great range. Unless you’re going the lightly armored route, Dexterity isn’t very important. Saving Throws: Wisdom and Charisma saves provide coverage against the most debilitating effects higher-level spells can inflict on a character. Simply too many stipulations and requirements to be used effectively. It will prevent ambush while you snooze. For a strict healer, this is much less useful. Adding +5 damage to your cantrips is powerful. 3rd-Level: Mirror image gives you a great edge in combat, avoiding several attacks over the course of its duration. The rest of the class abilities are tough to use effectively, but a clever player will have a lot of fun playing this divine domain. Explore Wikis; Community Central; Start a Wiki; Search This wiki This wiki All wikis | Sign In Don't have an account? This domain lacks support or utility options, so if your party wants buffs they may are going to need to look to other casters. Clerics are holy warriors, devout protectors, and pious guardians of those who cannot defend themselves. Weapon Proficiencies: Clerics gain simple weapon proficiency in the base package. Earthquake: In the same vein as Control Weather, you’re going to use this as part of an assault on a city rather than a spontaneous combat encounter. A little overdone, but a classic none the less. Destroy Undead: If they’re weak enough to be destroyed by this trait, you’re probably going to catch them in an AoE spell instead. WoodSCAG: Access to a better weapon option is good for a melee build, but a different race would provide a better advantage.eval(ez_write_tag([[468,60],'gameoutonline_com-large-mobile-banner-2','ezslot_7',115,'0','0'])); Halfling: Not a strong choice for Cleric. Perception: An important skill for any class, and your high Wisdom makes you good at keeping watch. VGtM    Volo’s Guide to Monsters 9th-Level: Antilife shell is a strong deterrent. Channel Divinity: War God’s Blessing: Much better option than the above, using your channel divinity to grant an ally (like a sneak attacking Rogue) a guaranteed hit. Once you get to higher levels, 5hp isn’t. Before using this guide, please take note of any and all applicable feats, racial traits or background bonuses that your character might gain before choosing a class during character creation. GhostwiseSCAG: Trickery domain clerics see a little bit of synergy here. Lightfoot: Nothing useful for the Cleric. Mobile: Your bonus action is better reserved for spiritual weapon. Sage: Arcana and History for the Brainy priest, but nothing else. If you’ve got a Warlock in the party, you don’t need this. The most notable of these is the Touch of Death. AsmodeusMToF: Nothing useful for the Cleric. Cloistered ScholarSCAG: If you really want to be a know-it-all priest, this is the right choice. Watch your concentration requirements, as you can only have one active at once. 1st-Level: False life is the standout here, as the extra hit points are very useful at low levels. Spike growth is solid battlefield control but doesn’t work against climbing or flying foes. Healer: Given the opportunity to buy healer’s kits frequently, you’re directly converting cash into cure spells. Bane: A save to resist AND concentration to maintain makes this rather unreliable. The available options grant additional spells not normally found on the cleric spell list, and those spells are always prepared. KoboldVGtM: Nothing useful for the Cleric. Contagion: The fact that this spell does not require concentration makes it one of the best debuffs in the game. Heavy Armor Master: At low levels, this makes a life domain Cleric nearly invincible, but its usefulness wears off once enemies start wielding magic weapons.
2020 hill dwarf cleric build