Yahoo Canada Web Search

Search results

  1. They're great spells, but many clerics also have very powerful domain spells that punch just as hard. Using Slow or Fireball or Wall of Fire or Animate Objects or Polymorph can even more effective than the staples. The regular cleric list is also very good, but what makes those two spells particularly great is that they're never a bad choice.

    • Cantrip
    • 1st Level
    • 2nd Level
    • 3rd Level
    • 4th Level
    • 5th Level
    • 6th Level
    • 7th Level
    • 8th Level
    • 9th Level
    Bane: A simple and effective low-level debuff. If you have access to it, blessis strictly better because it doesn't require a CHA saving throw.
    Bless: Bless is simply an amazing 1st-level buff. Adding 1d4 to all attacks and saving throws can really add up over a combat encounter. When given the choice, it's almost always worth it to cast b...
    Ceremony: Interesting spell that allows for a number of one-time buffs. These buffs have very specific circumstances like the target being a young adult or a someone looking to be dedicated to your...
    Command: Very effective charm spell that can be very versatile in combat, you can lock down opponents, cause them to drop important items, and so on. Make sure the target can understand your langua...
    Aid: Proactive healing rather than reactive healing and at a higher, guaranteed rate than Cure Wounds. 5 hit points can make a huge difference in keeping the party alive, and the spell doesn’t requ...
    Augury: This is a fun spell but, unfortunately, D&D is a game of chance and the results of your next 30 minutes will likely be left to chance. This means you'll be getting weal and woe most of the...
    Blindness/Deafness: Very effective debuff that doesn’t require concentration. The only downside is that it targets CON.
    Borrowed Knowledge: If your party is lacking a critically important skill, getting time limited proficiency can come in handy.
    Animate Dead: More options for your bonus action and another body between you and the baddies. For necromancersthat are looking to guide a horde of undead, this is the best option you're provided....
    Beacon of Hope: Beacon of hopeseems to be best used in a moment of desperation when many of your party members are severely hurt. Unfortunately, this spell uses up your action so you can’t get to h...
    Bestow Curse: If you can get within touch range, this can be an extremely powerful debuff for a single, tough enemy. The effect that causes the enemy to make a WIS save or waste their turn is extre...
    Clairvoyance: Not many situations will call for this spell but it can be useful for scouting.
    Banishment: Get rid of creatures from another plane, or take out a big threat for most of the combat. One of the better save or suck spells out there. Keep in mind that, unless the creature is nati...
    Control Water: A very effective spell, but only if you’re around water.
    Death Ward: Has an 8-hour duration and doesn't require concentration so it could be a good spell to cast pre-emptively if you have the ability to regain spell slots during a short rest.
    Divination: This is best used when you're asking about a relatively straightforward event that will happening in the near future. As with most "message from a deity" spells, it relies heavily on yo...
    Commune: Better than augury and divinationto get the answers you need, since it’s a simple “yes or no” and you have to be given a correct answer.
    Contagion: The poisoned conditionis a pretty strong one and this spell grants the condition on-hit for at least 3 turns. You get the potential for more turns under the poisoned condition and a last...
    Dispel Evil and Good: Absolutely amazing spell to use when fighting celestials, elementals, fey, fiends, and undead, which are all common enemy types. Not only do their attacks have disadvantage ag...
    Flame Strike: Not particularly exciting when compared to fireball. It does the same amount of damage but has a better damage type (half radiant/half fire) and has a slightly larger radius. The "imp...
    Blade Barrier: Most wall spells are worthwhile ways to divide a battlefield and provided a consistent source of damage and blade barrier is no different.
    Create Undead: You can create stronger undead than with animate dead but main downside is the higher spell slot required. Create undeadisn't usually worth it when creating a troop of undead servant...
    Find the Path: Lousy effect, especially for a spell at 6th-level.
    Forbiddance: This is an extremely effective way to protect a large space from extradimensional enemies. Only really worth it if you have a stronghold that you need to protect.
    Conjure Celestial: You don't have a lot of choice when choosing the celestial you're summoning. It will either be a Pegasus (CR 2), Couatl (CR 4), or Unicorn (CR 5—requires spell slot 9). That said...
    Divine Word: This is a situational spell that will make you feel like a literal god in the right circumstances. Obviously this is at its best for larger groups of enemies with few hit points, at wh...
    Etherealness: This spell allows you to fly or move through solid objects, while not being affected or able to affect creatures not on the Ethereal Plane. You can only target yourself but there is n...
    Fire Storm: Depending on the size and position of the crowd you are fighting, this can either be insanely big damage or an easy to aim fireball. Most of the time it will be the latter.
    Antimagic Field: You want to be able to cast spells as a spellcaster, and this spell prevents that. Maybe there is some powerful magic around you that you want to stop, but you’re better off tackli...
    Control Weather: This is one of those spells that could have massive repercussions outside of combat. Its effect is extremely powerful though its uses may not be.
    Earthquake: There is way too much left up to the DM’s discretion for this spell to be effective in combat. The only use I can see for this spell would be destroying a city.
    Holy Aura: Wow, what a buff. Having all attacks against creatures in the aura at disadvantage and all saving throws at advantage can massively turn the tides of the encounter. Plus, at higher-level...
    Astral Projection: Niche and you will probably have some other reason for getting to the Astral Plane if you need to be there.
    Gate: Helps you move to another plane of existence, which you can hopefully already do by 18th-level. The feature which allows you to summon a creature from another plane can be extremely hit-or-mi...
    Mass Heal: The best healing spell a healer can hope for. 700 hit points divided as you choose can essentially hit the "reset" button on an encounter you were about to lose. Also bundled with some l...
    True Resurrection: Crazy expensive material components and requires a 9th-levels spell makes this a tough choice when regular resurrectionwill often be good enough. Providing a new body to the resu...
  2. Mar 25, 2019 · The cleric class has access to a little bit of everything, and between all the options at their disposal every cleric is going to be unique. There's no "right" way to build your cleric, but there are a few key tactics, favorite spells, and powerful options you may want to try, and in turn a few build options that really help support those tactics and make the best use of your divine energy.

  3. Mar 31, 2020 · Good Multiclassing Options for Cleric Druid. Although Druid is one of the less popular classes, it is a nice option for some cleric builds. For starters, Druids cast using wisdom as well. This makes transitioning to their spells fairly easy. If you are a Nature Cleric, multiclassing into a druid is not worth it.

    • what makes a cleric unique in one day without using a sword1
    • what makes a cleric unique in one day without using a sword2
    • what makes a cleric unique in one day without using a sword3
    • what makes a cleric unique in one day without using a sword4
    • what makes a cleric unique in one day without using a sword5
  4. Aug 17, 2024 · Additional Cleric Spells (Addition): Everything added by this optional feature makes sense on the Cleric’s spell list, And some spells like Aura of Vitality and Aura of Life make more sense on the Cleric’s spell list than on the spell lists where they were previously. I recommend allowing the expanded spell list on all clerics.

  5. Aug 15, 2024 · Martial Arts is a great way to use your Bonus Action offensively without cutting into your spells. Ranger: Whatever you want from the Ranger, you can get it from the Druid, the Fighter, or the Rogue. Rogue: One level for Expertise or two for Cunning Action can be very powerful on a Trickery Domain Cleric.

  6. People also ask

  7. Mar 15, 2022 · When you first get it, you have one use that you regain every time you take a short or long rest. This increases to two and eventually three, but most people don’t see 18th level, so we can call it at two uses for the average D&D player. Two uses that you can regain on a short rest means four uses in one day.

  1. People also search for