Keep in mind that the state of the meta periodically changes as new source materials are released and this article will be updating accordingly as time allows. Dragonmarked ElfERLW: Dragonmark traits replace your subrace. Saves: Wisdom and Charisma saves cover some of the most debilitating effects in the game. I think most DMs could be convinced to let you swap them out for any 1h martial weapon/shield or 2h martial weapon combo. Press J to jump to the feed. Abilities that you just tend to not use, or maybe you just get very little value from it. Talk to your DM about what races are allowed in your game. All simple weapons Saving Throws. Retrieving the weapon takes an action and causes the vines to wilt and disappear after 1 minute. Racial feats are discussed in the Races section, above. The DM said the campaign will probably end around level 10. Your first ability score increase that doesn't need to go into Wisdom. OrcEGtW: See above, under "Races of Eberron". dnd-5e cleric. Searches must be at least 3 characters. You can now use Channel Divinity as many times per day as there are encounters in a full day of adventuring as recommended in the "Adventuring Day" rules in the DMG, allowing your party to recieve ample quantities of healing after every encounter. A Tempest Season offers many unique opportunities for Clerics. HalflingPHB: Ghostwise halfling puts the halfling on par with the wood elf, making it a viable option for trickery clerics. Or you could even do something insane like multiclass as a (probably Evocation) Wizard for 11 levels, gain “Chain Lightning” (10d8 base, increases number of targets with higher spell slots), keep 6 levels of Tempest Cleric (gaining “Call Lightning” for outside use, ‘Thunderbolt strike’ to push enemies away), and 3 random class levels. You might drop one of those skills in favor of Medicine, but Medicine is extremely limited and your healing capabilities come from your magic rather than your skills. Races Feats Spells Equipment … Cleric: Tempest Domain. For those of you not familiar with 5E D&D the design of it prompts roleplaying decisions. Last 2 stats choose one to be your 8. Wildemount uses the updated Orc racial traits rather than the original traits published in Volo's Guide to Monsters. CG god, Tempest domain, and your character embraces lawfulness in the cause of Good. TabaxiEGtW: See above under the general Races section. That’s not factoring out ranged abilities, either. FirbolgsEGtW: See above under the general Races section. Wis: The Cleric's spells depend on Wisdom. Of course, you don't do a lot of rolling for healing spells anyway. ElfEGtW: Wildemount elves share the core traits of core elves, but Wildemount adds two new elf subraces. More Constitution is nice, but you may get more benefit from feats like Tough. VedalkenGGTR: The ability scores work fine, but the Vedalken doesn't bring anything else useful to the Cleric. Dragonmarked Half-ElfERLW: Dragonmark traits replace some of your normal racial traits, as described in the entry for each Dragonmark. Tempest Cleric (18) / Paladin (2) Your Tempest Cleric becomes a baller with Divine Smite. FirbolgVGTM: Strong, wise, and with a small pile of active abilities and innate spellcasting. GenasiEGtW: See above under the general Races section. Both will bump those scores to even numbers. BugbearVGTM: Without a Wisdom increase your spellcasting will lag, but if you're built to swing a weapon and consider spellcasting a secondary concern you can make the Bugbear work. See more ideas about dnd, dungeons and dragons homebrew, dnd 5e homebrew. -Instant Spells: Thunderwave et al. GoblinGGTR: See above under the general Races section. GuidancePHB: As long as you're not conentrating on something with a long duration between fights, you should be constantly throwing this on your allies. For comparison: a barbarian with 20 Constitution gets just 12 hit points per level. This is usually fine but will occasionally cause a wonky turn. Dungeons and Dragons 5th Edition Character Build. Nothing at this level except 4th-level spells. Medium-armored Clerics should try to have 14 to boost their AC. Just one way (there are lots that would work), Background: Whatever floats your boat - Acolyte is a good fallback, Ability Scores: 14 (+2) STR, 13 DEX, 15(+2) CON, 10 INT, 12 WIS. Feats/ASIs: At level 4, take Resilient Con (to more reliably make con saves). Nothing at this level except 5th-level spells. I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can't assume that your game will allow 3rd-party content or homebrew. One of the players in our campaign would like to swap Control Water (PHB, p.227) for Storm Sphere (XGtE, p.166). Nov 15, 2017 - Explore Sabine Seyffarth's board "DnD cleric" on Pinterest. Do you have a total beginner’s guide for clerics in 5e? I also won't cover Unearthed Arcana content because it's not finalized, and I can't guarantee that it will be available to you in your games. For feats I would recomend savage atacker if you have bad luck on dice rolls, magic intiate-druid for thorn whip to keep pesky speedsters from going towards your backrow. Nothing at this level except 8th-level spells. A person setting out to make a character in 5E D&D cannot even get through their background selection without making decisions that start to shape a player’s understanding of the motivations their character can possess. If nothing else, it'll let you bump up that 8 to a 10 or the 10 to a 12. Or you can try a Hill Dwarf, start with 14 Str, 15 Con, 16 Wis, and take Resilient (Con) at level 4. Cleric Hit Points Hit Dice. Sep 25, 2020 - Explore Jeremy Knight's board "DnD Cleric" on Pinterest. What it can possibly do is limited, but the abilities that it gets greatly increases the Cleric’s ability to be a frontline damage-dealer. HobgoblinEGtW: See above under the general Races section. Unfortunately, there's little here that contibutes directly to your primary function as a cleric. By this level, if you're healing in combat you're casting Healing Word or Heal, or you're using Channel Divinity: Preserve Life. General MO for combat: I would use the Attack Action the first turn and use the bonus action to activate Spiritual Weapon. Divine Domain: Cleric subclasses are briefly summarized below. Published on May 7, 2020, Last modified on July 26th, 2020. 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. By this level you're 3 full points behind the Attack vs. AC progression, so you have just a 45% chance to hit a generic CR-appropriate foe compared to the expected 65%. 2. 3rd level brings Spiritual Weapon as a domain spell, which is great because it's a significant boost in your damage output. BugbearEGtW: See above under the general Races section. This is a great way to make a monk a multi-purpose character. 13.5 vs. 2d8+2 avg. Let’s dig into the answers to these questions in our Ultimate Guide to DND Clerics. Divine Intervention is really cool, but also totally unreliable. New comments cannot be posted and votes cannot be cast. KenkuEGtW: See above under the general Races section. Dragonmarked DwarfERLW: Dragonmark traits replace your subrace. If you make your sibling/significant other/child play a healbot for their first character, you are doing them a disservice. PHB only. Lucky feat is always nice to have. Equipment: Best heavy armor available. 1. Preserve Life is a great way to revive multiple dying allies. If you're happy emphasizing Face skills, you might consider the Noble background instead, but all of the skills granted by both Acolyte and Noble are one the Cleric skill list so neither has a significant mechanical advantage over the other. GoblinVGTM: Nothing useful for the Cleric. BugbearERLW: See above under the general Races section. Clerics of tempest domain deities were proficient at wearing heavy armor, as well as fighting with martial weapons. Abilities that you just tend to not use, or maybe you just get very little value from it. * Which Cleric did you mean? This section does not address every published background, as doing so would result in an ever-growing list of options which don't cater to the class. Proficiencies: Medium armor and shields will give you a decent AC, especially if you're not building for melee combat. Wade into the fray and cut down/blast your way through your enemies! Cantrip damage increases, so Sacred Flame again exceeds your weapon damage (3d8 avg. Except for Healing Word, none of those options require rolling. The sorc cleric build is all about one thing and thats firing a max damage lightning/thunder spell and destroying as many enemies as you can. The Digital Dungeon Master's created 5e character sheets to help you get going. More generally, Clerics are the best healers in the game, and have among the best support, utility, and divination options in the game. ChangelingERLW: The Flexible increase can go into Wisdom, and with a Charisma increase and two Face skills, the Changeling can be a fantastic party Face. So you're probably not going to see much healing from this ability. Domains grant bonus proficiencies and abilities immediately at level one, Likewise, if your group has spellcasters that set up area effects like Flaming Sphere, Cloud of Daggers, or some kind of difficult terrain it would be a considerable boost. WarforgedERLW: Put the flexible increase into Wisdom and you've got an extremely durable cleric. Heavily-armored Clerics can afford more Strength since they dump Dexterity, and they are better-equipped to survive in melee. However, they don't work well for cleric builds which don't emphasize melee combat. Unfortunately, this is also the last level at which we get an exciting and wholly new class feature. But if they play a master healer who shoots divine lasers and smites the wicked, that's totally fine. Tempestuous Magic is a Storm Sorcerer ability, the archetype is from the Sword Coast Adventurers Guide. Heavy Armor Master is an absolute necessity if one plans to be a front line cleric. Wheras the sorcerer relies on cantrips as their bread and butter, the tempest cleric can swing a warhammer or maul to lay down some hurt. We're now at maximum Wisdom, which is great. 1,745 1 1 gold badge 5 5 silver badges 25 25 bronze badges \$\endgroup\$ \$\begingroup\$ @KorvinStarmast the question is only in the body of the post and the title must match the body. I also find that fights in 5e don't last beyond 3 or 4 rounds and this character does well in quick encounters, but may have difficulty in extended fights. Lots of fun to just blow things around in between walloping them - remember that after level 6, lightning damage has extra knockback); Blindness/Deafness (great to drop on stronger enemies or force uses of Legendary Resistance); Cure Wounds/Healing Word (if you're really into healing...the fun of Tempest Clerics is ignoring healing though ;) ). HobgoblinERLW: See above under the general Races section. This starter subclass for the Cleric focuses on the aggressive usage of thunderbolts and lightning to slay their foes. With that dizzying number, you also get Blessed Healer. 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