How to Play a Cleric

The Cleric 5E class is a hybrid class that combines the best of several other classes into one. It has superior hit points and uses energy to make its attacks. It also has proficiencies that let it be a better thief and a bard as well. This class can also be an outstanding warrior or paladin if you are not interested in anything else. Here are the Cleric 5E Class Features.

Hit Points:

The Cleric 5E class features improved Constitution, making it a very useful class for any role-playing character. Each hit point represents your character’s ability to deal damage. It is important to build up this number as quickly as possible to get more effective damage done.

Domain Spells:

At level one, you can choose three-domain spells from the Cleric spell list, each with its own unique duration and power form. They apply to an enemy by using a castigating magic spell, which deals damage in a single blast from a divine element. The third spell is a Channel Energy spell that can either restore an ally or displace an object of solid matter. At level three, you gain access to five more spells, including two free castings as a bonus cantrip.

Subclass choices increase your versatility:

You can choose to be an Arbitrator, an Arbiter, or an Inquisitor based on your originating religion. Each of these faiths has a set of standard clerical domains that you can tailor your Cleric into and gives you access to a number of helpful subdomain spells and a number of prestige feats. Once you have begun your Divine Authority training, you may take on a specific Arbitrator variant that shares the same stats and abilities as the full Arbitrators. Arbitrators are often considered to be more “traditional” Rogue 5E because they do not specialize in Domain spells but instead rely heavily on their ability to dispense strong healing and Dispel magic.

Improved Domain:

At level three, you gain access to an Improved Domain, allowing you to bolster your overall capabilities as a Cleric. An Improved Domain is essentially a condensed version of your first-level spell slots, granting you an abundance of versatile abilities and spells at a reduced cost. Improved Domains improve all of your domain abilities, healing and attack skills in particular, and maybe cast without having to prepare a spellbook. Your Improved Domain spells are powerful and flexible, and can even deal damage and drain opponents while empowering you with increased stamina and vitality.

Improved Scrying:

At level one you gain scrying, allowing you to use your divination skills to see into the future. With scrying, you are able to preview the future, using divination techniques to see what lies ahead for your character. This makes a very powerful Cleric, and allows for much experimentation and role-playing, allowing you to shape your character around your preferences and play styles.

Improved Martial Weapons:

At level five, you gain access to Improved Martial Weapons proficiency, giving you an extra weapon in your primary class at a significant discount. Improved Martial Weapons proficiency also allows you to use a number of martial weapons in your Cleric class. These include staves, maces, swords, wands, and hammers, among others.

Improved Life Domain:

The Improve Life Domain enables you to bolster your healing spells and regain life points when you face imminent death. This sub-domain is especially great for life Domain casters, who can heal multiple characters at once thanks to Improved Life Domain.

Improved Spellcasting:

Cleric 5e spellcasters can select from one of three paths as a starting class: Ward, Spymaster, and Domain. Each path grants you a number of specialized school spells. Each focusing on a specific style of game-play and playing style. You can also select from a number of generic spellcasters, each with its own unique style of play.

Improved Channel Divinity:

If you choose to focus on physical combat. Improved channel divinity allows you to channel more energy to your weapons and gear. Improved Channel Divinity also lets you cast less powerful spells at higher levels. Improving your overall versatility and utility while playing the Cleric. In the Light Domain, you can channel nature magic to deal damage and control creatures. In the Wildwood Domain, you can cause fear and command others against your foes.

Improved Death Slayers:

In the death niche, Cleric 5e gets heavy armor proficiency, making them superior to other melee fighters. They also get damage buffs and get a variety of pet abilities. In the Undead Domain, you can summon Shades that do much damage and can even trigger resurrection.

 

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