![]() Only domains that grant heavy armor proficiency might actually benefit from Strength. ![]() Traditionally, clerics rely on Strength, but a cleric’s cantrips can bring more damage than weapon attacks, especially with the Blessed Strike option in Tasha’s Cauldron of Everything. Choose an odd-numbered Constitution score. To build a cleric, make Wisdom your highest score, followed by Constitution. On turn two, cast your favorite combat cantrip-or just dodge-plus cast spiritual weapon for another strike, and then keep moving to include the biggest groups of foes in your radiant doom. Starting at 5th level, the fun battlefield cleric starts combat by casting spirit guardians and moving into the thick of battle. That means invisible allies or even friends around the corner can’t be spared. Also, the spell requires clerics to see allies to exempt them from the guardians. Obviously, the spell requires concentration while encouraging clerics to go into the thick of a fight. Spirit guardians suffers from an obvious drawback and an overlooked one. If the party ever gains boots of speed, give them to the cleric! Clerics on the move take their 15-foot sphere of divine fury across the battlefield, forcing more foes into the destruction. I played a cleric to 20th level and loved casting spirit guardians at 8th or even 9th level to deal 8d8 or 9d8 damage to any foes near me. Spirit guardians rates as one of the most efficient spells to up-cast with a higher-level slot. Spirit guardians summons spirits that surround you to 15 feet and that damage enemies who enter or start their turn in that sphere. (See How Part of D&D that Everyone Avoided Shaped the 5th-Edition Power Curve.) The 3rd-level spell that lifts clerics in power lacks the flash of fireball or hypnotic pattern, but it makes clerics more fun in a fight. Bards and Warlocks gain hypnotic pattern, a spell that turns fights into beatdowns. Wizards and Sorcerers gain fireball, which delivers 5th-level power for a 3rd-level slot. Martial classes typically gain an extra attack, potentially doubling their damage dealing. Plus, their faith gives clerics a ready-made hook for playing the sort of big personalities that make roleplaying fun.Īt level 5, D&D classes leap in power. In fifth-edition D&D, clerics can enter a fight like a tornado, damaging every foe around them, dodging blows, and attacking, all in the same turn. In Dungeon & Dragons, clerics suffer from a reputation as the dull class that folks dutifully play to support the party.
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