The Cleric class is a powerful and versatile class in the game, with access to an excellent spell list and many important skills. They are welcome in any martial combat, whether melee or range. Cleric archetypes alter the Cleric to focus on certain aspects of the class, and combined with your choice of domains, your Cleric can embrace any number of Roles.
Palinders are 1/2 casters and get very few spells per day from a limited spell list. However, their spell selection complements their other abilities well. They can detect charm, use their sky-high Sense Motive skill in place of this spell, or be an Oracle. Cleric archetypes alter the Cleric to focus on certain aspects of the class, and combined with your choice of domains, your Cleric can embrace any number of Roles.
A good cleric can turn any level of spell prepared into that level’s “cure” spell for free, while evil clerics can do the same but for the “inflict” spells. A cloistered cleric primarily casts spells, most of which can boost, protect, or heal their allies. Depending on your deity, you get extra spells to heal your allies or harm your enemies.
Clerics gain one domain spell slot for each level of cleric spell they can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If you want the best healer, you need a cleric with Healing Domain. Paladins are a good hybrid class, with a focus on dealing damage. While a cleric can almost be as good, it also has more flexibility.
Clerics and paladins both should have access to divine spells, but the biggest difference between the two is when the cleric goes more on the caster side. Paladin spells are more powerful than cleric spells on a level-by-level basis.
📹 How People THINK Clerics are Played VS How they’re ACTUALLY Played
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Do clerics know all cantrips?
Druids and Clerics possess a set of cantrips that they are able to cast only as they level up. They are knowledgeable about all spells of an appropriate level and class, yet they are required to prepare a specific number on a daily basis. Please be advised that JavaScript may be disabled or blocked by extensions, and that your browser does not support cookies.
What is a cleric paladin?
The fifth edition Paladin is a cleric who has chosen to forego magical abilities in favor of enhanced combat capabilities, thereby assuming a more direct role in the service of their deity. Such is their devotion to their beliefs that reality itself is affected.
Do clerics and paladins work well together?
The Paladin/Cleric multiclass offers several benefits, including no equipment requirements that clash, allowing players to arm themselves freely, and a d8 hit dice that doesn’t provide much detriment for a level or two compared to a Paladin’s d10 hit dice. A one or two-level dip is enough to maximize most of the Cleric’s Divine Domains before switching to a Paladin. However, Clerics may face issues when multiclassing beyond a small dip in Cleric levels due to their Wisdom spellcasting ability, which isn’t worth prioritizing over a Paladin’s Charisma and preference for Strength or Dexterity.
However, a singular level of Cleric with D and D 5e’s Forge Domain selected provides a valuable benefit to a Paladin, the Blessing of the Forge feature, which grants a +1 bonus to AC or attack and damage rolls, which any Paladin will appreciate.
Can a paladin use cleric spells?
Paladin spells are primarily classified as buffs, healing, and support options, which are derived from the spell list of the Cleric class. They provide potent and distinctive options, including Smite spells, Compelled Duel, and FindSteed. They are available at various levels, including 1st, 2nd, 3rd, 4th, and 5th.
How many spells can a cleric have in Pathfinder?
Clerics have access to all spells on their spell list, including domain spells. However, they are constrained by the number of prepared spells they can cast, which is limited to their level plus Wisdom. Consequently, at level 20, they are only able to cast 25 spells unless they enhance their Wisdom beyond what is possible for a mortal.
Is cleric the only healer?
In the context of DnD, the most powerful classes are those that facilitate healing, including clerics, druids, and paladins. These classes are incentivized and rewarded for their role in healing, which is a defining characteristic of their abilities.
Do clerics and Paladins work well together?
The Paladin/Cleric multiclass offers several benefits, including no equipment requirements that clash, allowing players to arm themselves freely, and a d8 hit dice that doesn’t provide much detriment for a level or two compared to a Paladin’s d10 hit dice. A one or two-level dip is enough to maximize most of the Cleric’s Divine Domains before switching to a Paladin. However, Clerics may face issues when multiclassing beyond a small dip in Cleric levels due to their Wisdom spellcasting ability, which isn’t worth prioritizing over a Paladin’s Charisma and preference for Strength or Dexterity.
However, a singular level of Cleric with D and D 5e’s Forge Domain selected provides a valuable benefit to a Paladin, the Blessing of the Forge feature, which grants a +1 bonus to AC or attack and damage rolls, which any Paladin will appreciate.
Do Clerics and paladins work well together?
The Paladin/Cleric multiclass offers several benefits, including no equipment requirements that clash, allowing players to arm themselves freely, and a d8 hit dice that doesn’t provide much detriment for a level or two compared to a Paladin’s d10 hit dice. A one or two-level dip is enough to maximize most of the Cleric’s Divine Domains before switching to a Paladin. However, Clerics may face issues when multiclassing beyond a small dip in Cleric levels due to their Wisdom spellcasting ability, which isn’t worth prioritizing over a Paladin’s Charisma and preference for Strength or Dexterity.
However, a singular level of Cleric with D and D 5e’s Forge Domain selected provides a valuable benefit to a Paladin, the Blessing of the Forge feature, which grants a +1 bonus to AC or attack and damage rolls, which any Paladin will appreciate.
Should I be a cleric or a paladin?
Clerics are healers and magic users, while paladins are front-line fighters and tanks. Paladins can be built around magic and clerics around frontline combat, but this is not always efficient. Paladins have access to fighting styles, which give them bonuses depending on their holdings, such as increasing AC while wearing armor or imposing disadvantages on enemy attack rolls while holding a shield.
What race is best for cleric?
Autognome is a highly effective race for Clerics in D and D 5e, despite its lack of central features. Many Clerics neglect Dexterity, making Armored Casing ineffective. Healing Machine allows Clerics to heal themselves without spell slots, while Mechanical Nature provides resistance to common damage types. Tool proficiencies are situational but better than nothing. Autognome’s main strength lies in its built-for-success strategy, which includes Guidance and Bless, which provide a potential 2d4 bonus to any attack roll, ability check, or saving throw. This makes it a valuable choice for front-liners in D and D 5e.
Can clerics use spells?
Wisdom represents the capacity to cast cleric spells, which is derived from one’s devotion to a deity. This is employed when a spell makes reference to one’s spellcasting ability and when establishing the saving throw DC for a spell that has been cast. The spell save DC is equal to 8 + the player’s proficiency bonus + the player’s Wisdom modifier, while the spell attack modifier is equal to the player’s proficiency bonus + the player’s Wisdom modifier.
📹 how it feels to play a cleric
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My cleric, an elderly dwarven grandma, has to drink almost every single evening, because she’s just both so stressed, and so over the stupidity the party gets into. And the stress isn’t even from the party, no, no, her gods just pretty much told her “You’re the only one who can save us”, and ever since then she’s been internally screaming every single second.
I had a player play a war domain cleric with the playstyle of a rogue and the personality of a mafia goon. He stole from people, instigated fights so he could gamble on them and would heal the competitors to keep the fights going, would only heal himself and his favorite spell was Inflict Wounds, which he would cast with a single outstretched finger we called “The Death Boop”, he ended up being too stupid for his own good and went wandering into an underwater cave wearing a ring of waterbreathing, the party could not follow and thus he wandered until he got lost and eventually starved to death.
Once was playing a cleric and the Sorc decided to try a new wand of thunderbolts on himself. Rolled high and instantly dropped unconscious. My character over, grabbed him by the collar, then slapped him twice with a heal wounds, an inflict wounds as punishment for his dumbassery, and my last cure wounds to somewhat negate that. It’s tough being the team mom.
I have done these things in cleric class myself if you are a cleric and a monk you can totally add damage inducing slap healing effects. In a 3.x game we needed a healer so I got talked into being the cleric. I wanted to mostly play the monk class I usualy play multi-classsed magic userrs in earlier editions. My character was the first drow to show up in forgotten realms so nobody trusted me at all which was kind of fun people constantly thinking I was evil. lawful neutra actually l.’I ventted some of my frustrations on some of funnier and untrusting party members with punching healing men which usually got some laughs. This vid bring back good memories 🙂
Our group, on a ship at sea. The ranger’s on watch and notices three women in a dingy rowing toward the ship. They call up, asking for assistance, that their ship has sunk and they need help. Ranger, failing his insight roll, calls over the first mate of the crew. Who takes one look at them, tells them to hold on a moment, then pulls the ranger away from the side of the ship. First mate: Do you have any explosives? Paladin (OOC): We have Thia! Thia being my character. Team mom…and Light Domain cleric. I may not do much healing, but the sea hags didn’t get very far after that fireball…
Played a life cleric with a pretty high AC and 1 level in sorcerer for shield and absorb elements. Just cast spirit guardians and spiritual weapon and tanked all the enemies while my passive damage wrecked them and just spent my turns healing myself. I became a one man walking army that couldn’t be stopped.
I actually have a character that was a healer and was supposed to be bubbly and adventurous and similar to the first cleric Then one of the other two made his introduction by kicking my boat til it exploded and putting a kick me sign on my back, and then the other jumped out a window (3rd floor) to escape the enemy leaving me alone and cornered So now my character is going to become a tired team mom taking care of children that are probably older than she is, like the second cleric
I kinda did the same thing, but being also a kenku war cleric, i was absolutely demolishing stuff while the other party members were doing pitiful (Haha, inflict wounds go brrr). This class is bonkers, considering it is basically a more juiced up version of the paladin. A class that already has very much juice.
I’m running a game right now that had a cleric that decided they were a front line fighter. They’re level 6 now, they’ve taken 2 levels in fighter, their AC is insanely high, and I think I’ve seen them use like 2 healing spells the whole campaign. Not that they’ve needed them much since the only character to go down so far has been our Rogue lol. I haven’t been going easy on them either. Next session though and they will likely be riding the struggle bus since I designed this encounter to be very tricky.
I mean in one of my early campaigns with a friend i played a criminal cleric who was tri-classed, cleric/fighter and I forget what else but it was so funny cause one of my friends looked at me as you could see their mind slowly break it was good times 😂 that same friend also used their bag of holding to grapple and store skeletons to have ‘pocket skeletons’
I was a cleric for a party that complained about not having one because healing was a problem for them. Then I join them to help them out. Every one of them were able to heal themselves with no problem what so ever! I was quite literally dead weight and didn’t have anything to do for the most part besides fight the enemies! Everytime I tried to heal them they were like oh I got it I can heal myself. Then why did you want a cleric so badly then!
This article is perfect because the clerics I play are always proud people who take 0 shit from others. My favorites I’ve played so far have been a War domain cleric who had a Spartan outlook on life & would refuse to heal or buff party members if she thought they weren’t pulling their own weight in battle, or if she thought they weren’t pushing themselves hard enough(example: spending their down time drinking & gambling instead of training) ; My other favorite cleric was sctually a multiclassed rogue/cleric, he was employed by a thieves guild as hired muscle. One day a heist they had planned went awry & he was imprisoned, he broke out of jail & snuck into a church to steal cleric’s vestments so he could pose as a cleric & leave the country. But he was caught by one of the clerics living in the church & that cleric gave him an opportunity to convert & be mentored under him; His reasoning for doing so is that, “Disparity is the only true evil in this world. I see the pain of desperation has lead you to walk a deceitful path. Stay here & you won’t walk that path anymore.”. The rogue decided that helping people was better than stealing from them & he strived to help other people, even when it didn’t directly benefit him. He would also attempt to reason with criminals & offer them the conversion he was offered; Although, if he caught you stealing from him or hurting his friends he would use his rogue abilities to chase you down & kill you.
Funny story: me and party go down to the last floor in a upsidown tower and find a machine that can make illusions become reality. While were thinking i have to go to the restroom and we play it as my cleric having to leave for a moment. After finnishing up i come back and apperently artificer summoned a nuke while i was gone. So basically my character leave for one moment and sudenly theres this huge bomb in the center of the room, and obvisouly my char freaks out. To give perspective on how stupid and not thought through the plan was, we couldnt even get bomb through the door, and we were in an upsidown tower so wed have to go through 6 other floors to get it up to the surface. So in role play we start arguing and it finnaly dawns on the party that this was a stupid idea. Not to mention we needed to go to get a sheild gaurdian that was somewhere else but now we had to leave someone behind because of the nuke. So obvisosly the artificer stayed behind stayed behind to keep watch. Now for context earlier in the campain where we had less chars, we ran into some ruind snd met this anchent dragon. We managed to struck a deal with the dragon, that if we did what it wanted us to do then it would spare our lifes. It also gave us this stone that we could contact it through. Now while we were roleplaying, i noticed the dm making roles behind the screen and obviosly got concerned, and i try to put the puzzle pieces together in my head. Soon i relise that the dragon was lisening in on our conversation about the nuke, and that the dm was making char checks.
In my party, our cleric is the annoying rouge and the shy bard – me – has progressively gotten over his social awkwardness to tell this girl to stop, because her plans will do more harm than good. In short, she’s the parties rouge minus all the theft – annoying, trying to cause some amount of chaos any moment she gets, and always coming up with plans that are either outright dumb or may seem like good ideas initially but really art when the rest of the party actually thinks about them.
I played a Dragonborn Forge Cleric back in the day. His name was Jorvund. He had a warforged arm that he had built to replace the one he lost. It had a hammer built into it at one point and a gun at another. His one true love was the forge because he was also asexual and was not interested in dating. He could summon an angel or other celestial entity (challenge rating willing) on command after reaching like level 16 and would always summon the same Deva every time on purpose and bother him. He eventually used Speak with Dead on a dead Eldritch horror and went partly insane after it revealed the true nature of the cosmos and saw the creation of his god. He went from believing heaven was literally above the planet to knowing that there are nightmarish things that made the gods. Pretty good times.
As someone that often plays a cleric (3.5) I really feel this. Often times it is better to just act as a front line fighter and heal myself at the end then waste time letting other more squishy characters fight and heal them later. I can fight almost as good as a fighter but also cast spell almost as good as a wizard but am a lot tougher and gave a much higher AC which can keep me from taking damage in the first place. Mix that with a high dex (I have always rolled really good on character creation stats too bad that doesn’t hold over for most normal rolls in game) and some good medium armor or even heavy if it is made of the right stuff and doesn’t interfere with dex mod too much. I have in the past been a level 4 cleric with +4 dex and +1 mithrual full armor (save my gold and spend it tactically) and shield for a total AC of like 21 (or 17 flat footed).
My Parties Cleric: Dog. Just a talking good boy. Was my first campaign and was an annoying amount of homebrew in some areas (somatic components, not having hands, racial traits, talking, etc.) but it’s worth it for revivify to require a “lick of life”, spare the dying to include puppy cuddles, and other doggy somatics. Plus the parties reaction to meeting the dog cleric. It would all be worth it for their reaction alone.
I like the looks of your refrigerator. The double door design with the freezer on the bottom, quite nice. It really works with the look of your kitchen! – Our party has a Light Domain cleric, who fills two roles in our adventures. He does damage like a wizard, and saves a couple of slots for Prayer of Healing for post-fight healing. And we all carry bandages and a healing potion or two, mostly to get people back up in a fight.
One of my favourite characters was a Centaur Life Cleric who at level 4 took the Magic Initiate feat for Druid spells to grab ‘Goodberry’. He fought with a lance and made all of our followers sign a contract that stated, “In the event of my (the follower’s) death, I hearby grant Paracelsus (my centaur) the right to bring me back as an undead creature to avenge myself and all of my battlebrothers.” My GM had me roll persuasion tests for it, and it always worked out because I was the best damn healer that table had ever seen. . . .. . . I was also the only healer that table had ever seen.
I had a player who was new to DND in my level 1-20 campaign, he played a light domain cleric, ended up being one of the strongest members of the party. When heading towards the final BBEG fight they all got these specialty items that helped boost their abilities. The rogue got one that expanded his crit range and made him deal max sneak attack damage when he crits, the Warlock got a magically infused sheath made of unicorn hide which boosted the capabilities of the sentient dark magic sword he was using(the sword’s name was Tom). The Reborn Undead Warlock got a staff that was similar to the Wand of Orcus that would also allow him to either destroy or dominate summoned undead in his vicinity. And the Cleric got fire imbued gauntlets that meant if he cast a fire spell it would cast at his highest currently available spell slot(while expending the normal spell slot for the spell) and he could use his website divinity to max the damage of his fire spells, while also giving him an expanded spell list of even more fire spells
I had a party with a tempest cleric that we all jokingly called the “boom boom cleric” and he was very reluctant to heal. Then a new player joined that went for divine soul sorcerer and specifically prepared to be the party healer and the cleric was so relieved, he stopped preparing any healing spells at all.
My current game I’m playing a life cleric. Thing is I’m also the tank with 18 ac and access to some fantastic debuffs so emery’s always have disadvantage on attack rolls. Even the the “pure healer” subclass brings more to the party than just healing (although it’s good to fall back on if things get hairy)
My life cleric’s goals are to 1. keep the party alive and 2. make sure they are eating properly (chef feat, character is basically loosely based off of molly weasley). It’s the most fun I’ve had with a character as a lot of my rp actions are to be the voice of reason or to try and get the warforged to eat.
I played an adventure’s league game as a life cleric. Nobody could do anything to harm the enemies, I played front and cetner burned every spell slot on inflict wounds, because what the life cleric giveth, the life cleric can also take away. I had the highest kill count that game over the wizard, barbarian, rogue and druid
Reminds me when I joined a playgroup in need of a healing cleric, which I made… But then I have proceed to mass heal mostly all of our ”opponnents” because the playgroup would pick up fight with every freaking NPC, even (especially!?) those having crucial informations for our quest and that we required to capture alive in order to interrogate.. I even physically blocked the way to the warrior player so he could not finish off the mob boss and took an arrow instead of him as well from our archer. After all my spells were wasted and the npcs were dead except that mob boss, they finally accepted to keep him alive and interrogate him. He was indeed a gold mine of informations and even boons. It was only the beginning to our fantastic success. Then, the next game where I was absent; they drown him in a river right at the beginning of the game session while he was supposed to lead them to the underground hideout of the organization. We never found this hideout after that and we all had huge flags/targets on our heads (because yeah; they just went killing spree in the tavern owned by the mob, with a shit loat of witness). My character was the only one the community didn’t see as bad, because I tried to healed the mob dudes and stood against my own allies. The group was shitty; only following the impulse of the rogue player and not thinking about anything else but pleasing that rogue player (which was the one always causing ruckuss and killing every freaking thing on sight). I left, it was too much.
I’m in a party with a very inconsistent number of players, none of which have any level of healing magic (my warlock is the only consistent spellcaster). Now my warlock has “Spare the Dying” as a cantrip, the ranger trained for proficiency in medicine and healer’s kit, and the rogue… well, the rogue just got a gun. Can’t die if your opponent is already dead.