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Dungeon Crawling: Clerics

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Lords, ladies, lads, and lassies, today I am here to talk to you about healers Clerics. I mean really, when most gamers think of clerics the first thought that comes into their minds is a healer, and they can be so much more than that. They are not the only class that has access to healing spells, nor do their subclasses have a monopoly on healing features. Just take a look at the Circle of Dreams Druid or the Celestial Patron Warlock.

Proficiency-wise, clerics don’t do too bad with all simple weapons, light and medium armor and shields. Certain Domains will give you access to Heavy armor as well, allowing you to wade into the thick of things cracking heads and getting hands on with your better healing spells.

Wisdom is the primary spellcasting ability for clerics, affecting everything from spell attacks to spell DCs, and even adding to the effectiveness of their healing spells. Combined with their clerical levels, wisdom also determines how many spells they can have prepared on any given day. Each of the chosen domains also gives the cleric access to certain spells that they automatically have prepared each day for free on top of the ones they choose. Ritual casting is in the arsenal for a cleric as well.

Channel Divinity. Every cleric gets it, and the common use for it is Turn Undead, or Destroy Undead at higher levels. Each of the domains also has a secondary use for it as well, adding to the clerics toolkit of abilities. Starting at 1st level you have roughly ten subclasses, or Domains, to choose from. I say roughly because the Death domain is secreted away within the covers of the Dungeon Masters Guide and is meant for villainous characters. Still, with seven to choose from in the Player’s Handbook and two more in Xanathar’s Guide to Everything a budding cleric has plenty of versatility laid out before them.

The Knowledge domain is all about divination, and borrowing proficiency in skills and tools using your Channel divinity. In addition you gain double proficiency in two skills of your choosing from Arcana, History, Nature or Religion making for an extremely talented learned scholar.

The Life domain is the quintessential healer. Most healing spells in the cleric list are not counted against their daily prepared spells. In addition, healing spells of 1st level or higher are more potent. They also gain access to Heavy armor so they can wade into the thick of battle. When push comes to shove their Channel Divinity can be used as a group heal spreading a scaling pool of healing among whomever they choose.

Light domain clerics are bright shiny beacons burning their foes with fiery spells. They can distract an enemy with a brilliant burst of divine light or use their Channel Divinity to set off a radiant area-of-effect attack.. At higher level they are capable of adding their Wisdom modifier to the damage they deal with any cleric Cantrip.

When you choose the Nature domain you gain proficiency in heavy armor, access to a druid Cantrip, and a skill chosen from Animal Handling, Nature, or Survival. Your Channel Divinity can also be used to charm animals and plants.

Now the Tempest domain is another full on battle cleric. They gain proficiency in heavy armor and martial weapons and specialize in using thunder and lightning spells. They can rebuke attackers with a lightning strike, and use their Channel Divinity to max out the damage on thunder and lighting attacks when they choose.

Trickery domain clerics are sneaky, giving a blessing of stealth to someone else or using their Channel Divinity to create an illusory duplicate of themselves creating confusion on the battlefield. At higher levels their Channel Divinity can also be used to turn invisible for a turn.

War is the last of the basic domains in the Player’s Handbook and not surprisingly another full on battle cleric. Like Tempest, War gains proficiency in heavy armor and all martial weapons. When they fight in battle they can make extra attacks as a bonus action, but this is limited to a number of times per long rest. Their accuracy however can be truly awesome. They can use their Channel Divinity to gain a +10 to hit after they make the roll.

The Death domain in the Dungeon Master’s Guide is the only villainous domain so far. Focusing on death and negative energy, they start with a free necromancy Cantrip that is expanded to hit two targets within 5 feet of each other. They also gain proficiency in all martial weapons. Their Channel Divinity can used as a necromantic smite doing extra damage on a melee hit.

Next we have the Forge domain. These clerics are walking magic item arsenals. Sort of. Once per long rest they can imbue a non-magical suit of armor or weapon with magic granting a +1 to AC or Hit and Damage. They are also capable of creating metal objects using an hour long ritual when they use a Channel Divinity.

Finally we have the Grave Domain. These clerics monitor the line between life and death. They can cast Spare the Dying as  bonus action and at range, and when they heal a target who is at 0 hit points the dice are considered to have rolled maximum for the spell. They are also able to detect undead a limited number of times per day. In combat though their Channel Divinity can be used to curse a foe so they are vulnerable to the damage from next attack that hits them from an ally or the cleric themselves.

So all clerics can heal, but all clerics are not strictly healers. Pick you god, choose a domain and kick evil ass.

Dungeon Crawling: Barbarians

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Lords, Ladies, lads, and lassies it is time to rage. Barbarians have always been the meat-shields that protect the squishies. They’re big, tough, and fuel their battlefield expertise with Rage. Often played as dumb for the sake of humor, most of us have a stereotype in mind when we hear someone at our table has brought a Barbarian. Within the books of 5th edition D&D, however, things are not so cut and dry.

In the beginning, you’re a low level beast. The main feature of the class is Rage. This ability grants you advantage on strength checks, a bonus to melee damage, and toughens you up with a resistance to the basic three types of physical damage. Add to this the ability to stack your constitution modifier on top of your dexterity for unarmored armor class, and you’ve got someone who’s meant to take hits on the chin and keep going.

As you level up, your combat prowess increases. You can attack recklessly, gaining advantage against your opponents while leaving yourself open. As the meat-shield, this is perfect for protecting the rest of the party. You also develop a danger sense helping you face traps and spells that rely on you moving out of the way. Further on down the line, you get another attack, faster movement, better initiative rolls, better critical hits, and eventually physical stats that surpass the norm.

That’s all gravy, though. The real meat of the class is within your chosen subclass. The Berserker and Totem Warrior are the two basic choices from The Player’s Handbook.  Battleragers are the dwarf-only option presented in The Sword Coast Adventurer Guide. Xanathar’s Guide to Everything gives us three more choices: Ancestral Guardian, Storm Herald, and Zealot.

Berserkers get an extra bonus attack when they enter a frenzy. They’re also able to shrug off charms and fear affects. Their intimidation presence is enough to frighten most foes, and anyone foolish enough to go toe-to-toe with them can face a retaliatory attack in response.

Totem Warriors are more versatile than their straight forward kin. At various stages of their development, they can choose which animal spirit to follow and will gain an aspect related to that. Whether it be the strength and toughness of the bear, the eyes and flight of the eagle, or the pack tactics of the wolf, Totem Warriors can mix and match animals to get just the right combo for their Barbarian.

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From The Player’s Handbook

Battleragers adorn themselves with spiked armor literally throwing themselves into battle. Their spiked armor may be used as a bonus weapon,  extra damage when they grapple a foe, or even as a retaliation in melee. Eventually they can bolster their health with temporary hit points granting them a little extra staying power while raging. They might also use a bonus action to Dash into melee range.

Ancestral Guardians have to be my favorite flavor-wise. When you rage you’re surrounded by spirit warriors that hinder your foes and protect your allies. In metagame terms, they make you sticky. The spirits grant resistance to your allies, and if your foe doesn’t attack you they have disadvantage. The spirits can also shield your allies directly by reducing the damage taken, and even reflecting it back as force damage. Your spirits can also be consulted and used for Augury or Clairvoyance spells, should the need arise.

Storm Heralds surround themselves with elemental storms. If you choose the desert you can deal fire damage to multiple foes, gain resistance to fire, or retaliate when struck with fire. If you choose the sea you can deal lightning damage to a single target, gain resistance to lightning, breathe underwater, gain a swim speed, and knock the target prone. Lastly if you choose tundra you grant multiple allies temporary hit points, gain resistance to cold, freeze water, and reduce a foes movement to zero.

Zealots are chosen by the divine. Each turn they can do extra damage with a weapon attack. This damage is either radiant or necrotic and is chosen when the path is taken. If they are restored to life by a spell there is no material cost. They can also reroll a failed save once per rage. Eventually, if they are raging death does not stop them. They will keep on fighting, even after failing three death saves. Even then if they are healed above zero hit points before the rage ends they will live.

The menu of meat-shields is vast, the choices vary, and if you want to play a Barbarian…then rage on.