Domain cleric
DnD Clerics are among the most diverse and interesting classes in 5e DnD. Because your choice of Divine Domain cleric so greatly affects your capabilities, domain cleric, Clerics can fit a variety of roles and play styles. More generally, Clerics are the best healers in the gameand have among the best support, utility, and divination options in the game.
Your choice of domain is the single most important decision that you will make when playing a cleric. Depending on your Divine Domain, you might serve as a front-line martial warrior similar to the Paladin and the Fighter, you might be a durable support caster and healer, or you might largely ignore friendlier spellcasting in favor of incinerating your foes with divine magic. 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. The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. Keep in mind that the state of the meta periodically changes as new source materials are released, and the article will be updated accordingly as time allows. Weapon attacks and cantrips are both viable options for the clerics offensively.
Domain cleric
The class is a full spellcaster with a powerful and versatile spell list, capable of wearing medium armor and using a shield. Each domain option either strengthens one of the core aspects of the class or covers up for its weaknesses, from adding heavy armor or skill proficiencies, spells from other spell lists, or entirely unique abilities. While narratively, cleric subclasses in 5e will be closely tied to their choice of deity or higher power, it's important to pick one that satisfies a player's mechanical desires as well. Domains can turn clerics into melee monsters, fonts of life capable of out-healing damage taken, skilled explorers, magical artillery and anything in between. However, not all domains are equally useful or interesting. Updated on February 16th, by Louis Kemner: This list of all the cleric domains ranked from worst to best has been updated to adhere to CBR's current publication standards, as well as to include even more information about each Divine Domain. The Death domain , like many of the example player options in the Dungeon Master's Guide, is a bit unpolished and unfocused. Martial weapon proficiency without heavy armor proficiency is unusual, and the domain's first and 17th level abilities are focused on spellcasting, while the weapon proficiencies, sixth and eight level features are built around weapon attacks. The domain's Channel Divinity option allows for huge bursts of necrotic damage, and at sixth level, that damage can't be resisted. There are some decent domain spells, but in the end, the Death domain is surpassed by others that do the same things but better, so the Death Domain ranks last among the cleric divine domains. Players who like necromancy characters are probably better off building a School of Necromancy wizard instead. The Nature domain has abilities that can be good under the right circumstances, but these aren't reliable. Heavy armor is useful, but it clashes with the Druidic theming of the domain.
The Tempest Domain is roughly even with the War Domain in melee ability, but it trades limited extra attacks for unique and useful domain spells that are further boosted by their other features. The diversity of divine domains and cleric builds means that beyond those core requirements, your race options are decently flexible, domain cleric. Trickery Domain cleric Handbook.
Edit this menu. Home Edit this menu. Create account or Sign in. Death Domain : Simplistic Necrotic Damage boost build. Knowledge Domain : Skill-booster sage build. Life Domain : Full healer build.
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Domain cleric
DnD Clerics are among the most diverse and interesting classes in 5e DnD. Because your choice of Divine Domain so greatly affects your capabilities, Clerics can fit a variety of roles and play styles. More generally, Clerics are the best healers in the game , and have among the best support, utility, and divination options in the game. However, they are by no means limited to healing and support roles. Clerics have abundant offensive options, and can even be somewhat effective with weapons. Different subclasses will offer different options which can expand your roles within the party. Every individual cleric can feel very different in great part due to the huge number of subclasses available. 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.
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The Knowledge Domain puts unusual emphasis on using skills, as clerics aren't generally known for their incredible skills. At first, this effect will turn the enemy and force them to flee, and starting at level 5, the effect is like the Banishment spell, minus the need for concentration. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list. Updated on February 16th, by Louis Kemner: This list of all the cleric domains ranked from worst to best has been updated to adhere to CBR's current publication standards, as well as to include even more information about each Divine Domain. For more on multiclassing, see our Practical Guide to Multiclassing. Share on. As their name indicates, the Peace Domain cleric subclass doesn't specialize in harming or killing foes. They excel at gathering information from both creatures and environments, however, the value of that information is entirely dependent on the Dungeon Master. The Spell list is fine, but the best options on the list are all cleric spells already, so all it does is save you the trouble of preparing those spells. Some stand out above the rest due to unprecedented synergy between their abilities or standout features that elevate them over other subclasses. The Life domain is one of the quintessential cleric domains, and one of the few builds whose healing can potentially keep up with damage dealt in combat.
Your choice of domain is the single most important decision that you will make when playing a cleric. Depending on your Divine Domain, you might serve as a front-line martial warrior similar to the Paladin and the Fighter, you might be a durable support caster and healer, or you might largely ignore friendlier spellcasting in favor of incinerating your foes with divine magic.
Even at much higher levels, Spiritual Weapon remains a consistent, reliable offensive option in nearly every fight. They can stay close to other targets to give resistance to one of several types of damage, making Nature a decent frontliner. Familiars get just one hit point, so even the smallest amount of damage kills them and the owner of the familiar needs to invest the time and gold to bring them back. Players who like necromancy characters are probably better off building a School of Necromancy wizard instead. Except for Healing Word, none of those options require rolling. It can also be used to do neat things if your friends happen to have one of a few feats. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. Simple weapons will be fine, especially once your spells eclipse your damage output with weapons. As they progress that core ability only gets more impressive. Though the Channel Divinity is situational, widening the Cleric's cantrip selection, dispelling spells on targets they heal, boosting the damage of cantrips gained from the Wizard list and gaining the cleric's choice of a sixth, seventh, eighth and ninth level spell from the Wizard's spell list are more than enough to make up for that. Another cool debuff spell in this cleric domain is Bane, which can be cast early in the campaign. Unearthed Arcana 85 - Wonders of the Multiverse.
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