Thursday, July 6, 2017

Playing Your Best (D&D) Lesson 6: The Basics of Clerics in 3.5

The cleric is an important member of the team. A party without a cleric has less long-term endurance, and has a harder time dealing with undead. In addition to providing support to the rest of the party, a cleric can cover a lot of party needs.


The Basics of the Cleric


Clerics are primarily a support class. Their primary role is to make the rest of the party better. Clerics cast divine spells, which are not affected by the spell failure chance of armor and shields, but do provoke attacks of opportunity. Clerics can wear heavy armor and can use shields, so they are often backup melee fighters.


For all of the builds I talk about here, you want wisdom to be your highest attribute, since it is needed for your spells. You'll want charisma to be your second-highest if you want to be able to turn undead well, but if you aren't as concerned about undead, then you could put a lower attribute into charisma.


Playing a Melee Cleric

This is probably the most commonly played cleric I've seen. This seems like an obvious choice for the cleric, since they can use heavy armor, they tend to have high AC. To play a melee cleric, you don't need very high dexterity, because you'll be better off with the heaviest armor you can afford. For a melee cleric, you'll want a high constitution. Constitution is more important than strength for a melee cleric, because you want to be sure you have enough hit points to survive melee combat. As a cleric, you are probably the party's primary healer, and if you get defeated in combat, then the party is going to have trouble. It is for this reason that I don't advise playing a melee cleric. If you insist on playing a melee cleric anyway, then you will probably want to choose the destruction, good, or war domain as one of your domain choices.

The destruction domain will give you a once-per-day smite ability. This smite works on any enemy, doesn't care about the target's alignment. It is not dependent on any of your attributes. It grants you a +4 bonus on the attack roll and adds your cleric level to damage.

The good domain simply lets you cast good-aligned spells at 1 higher caster level. For most of these spells, that means a slightly longer duration. Some of your most useful low-level buff spells are good-aligned. Protection from evil grants the target a +2 deflection bonus to AC and a +2 resistance bonus to saves against any effect from an evil source, plus it prevents attempts to possess the protected creature, and suppresses the effects of charm and compulsion for as long as the protection spell lasts, regardless of the alignment of the source. It also prevents any non-good summoned creature from even touching the protected creature, unless the protected creature attacks or touches the summoned creature.
(Obviously, if you are playing in a campaign where you are more likely to fight good creatures rather than evil, then you will want the evil domain.)

The war domain grants you proficiency with your deity's favored weapon (if you aren't already proficient with it) and grants you weapon focus with that weapon. This is a pretty good benefit, especially since all deities of war in the Player's Handbook have favored weapons with a base d8 damage, however Corellon and Heironeous are slightly better choices since they use the longsword as their favored weapon, which gives you a better critical range, or if you are a follower of Gruumsh, the longspear will give you reach, allowing you to mitigate some of the threat to yourself while you are in combat.


Playing a Ranged Cleric

This is my preferred way of playing a cleric. This keeps the party healer out of melee combat, where they are most likely to get themselves killed. You will want your dexterity to be your second or third priority when assigning your attributes, which means your dexterity will benefit your AC, and will provide your attack bonus. Because of this, you don't need heavy armor, so you will want to take armor that allows you to get the most benefit from your dexterity. The breastplate is the best choice for you, if your dexterity bonus is less than +4. A chain shirt is your best bet if you managed a dexterity of +4. You are already proficient with crossbows, which is fine for a cleric, but if you are an elf cleric, then you are already proficient with shortbows and longbows, so splurge and get a longbow when you can afford it. You won't be using a shield, since you'll need both hands for your weapon. As a ranged cleric, your choice of domains are not as important for combat, so you can choose your domains based entirely on your party's needs.


Domain Choices

When you create a cleric, you will choose two domains. You domains give you special powers, and give you a choice of domain spells. As a cleric, when you prepare your spells each day, you also choose one spell of each spell level from one of your two domains.

Travel
Any cleric can benefit from the travel domain. Its granted power allows you to ignore any movement restrictions for a number of rounds per day equal to your cleric level. The power itself says “as if you were affected by Freedom of Movement,” which is a 4th level spell. The spell's description says you may move and attack normally, even under the effects of magic which would impede movement, including paralysis. You automatically succeed on a grapple check to resist or escape a grapple. You can even move normally underwater, including attacking with slashing or bludgeoning weapons.
The domain's power says it functions automatically, as you need it. So, did the enemy troll grapple you? Just slip out on your turn, or just choose to not be grappled. Were you paralyzed? Not this turn. Enemy druid cast Entangle? Just walk through it. For a total number of rounds each day equal to your cleric level, you ignore all effects that would stop your movement, and it turns on and off at-will. This is probably the single most awesome domain power available to the cleric.

Alignment Domains
These domains all allow you to cast spells of the appropriate alignment at +1 caster level. This isn't huge, but choosing the law or good domains in most campaigns means that your protection spells are more effective. Especially good at low levels.

Elemental Domains
These domains give you the ability to turn creatures with a certain elemental sub-type the same way you could turn undead. It also lets you bolster creatures of a certain elemental sub-type the same way an evil cleric can bolster undead. The bolstering effect might be the more useful ability here. Summon a creature, bolster it. Turning creatures of certain types can be useful, but I'd say this isn't as useful as some other domains, simply because you don't know how often you will encounter those creatures. Take one of these domains if you, or your party's druid or wizard, plans to do a lot of summoning.

Animal and Plant Domains
If your party doesn't have a druid, you can substitute for the druid. Neat.

Knowledge and Trickery Domains
If your party doesn't have a rogue, you... still can't substitute for the rogue, but you can get close.

Sun Domain
Once per day, instead of turning undead, you destroy them. Neat, but not really useful. For the most part, a turned undead isn't much of a threat anymore, and if you waste your one use of destruction on undead that are too powerful, oh well.

Strength Domain
Once per day, you can make the party barbarian or fighter feel inadequate. This domain does give you access to some useful spells such as Stoneskin and Bigsby's Hands, which are spells otherwise only available to sorcerers and wizards. If your party contains a wizard who specialized and gave up evocation, you might want this domain just to get the hand spells at later levels.

Magic Domain
If your party doesn't have a wizard, you can kind of substitute for the wizard. Well, technically, this domain lets you use scrolls, wands, and and spell-trigger items as if you were a wizard of half your cleric level. Some of the domain spells are useful, but some are pretty pointless.

Luck Domain
Once per day, you can reroll any one d20 roll you just made. You do have to use this before you find out if you succeeded. This can be useful, especially if you're in a save-or-die situation. In fact, you should probably always save this ability for a situation when failing a save will result in death, or at least significant drawback that would cause you a lot of damage or burn a lot of resources to mitigate.

Healing Domain
You cast healing spells at +1 caster level. Meh. You don't need this.

Death Domain
Just no. Don't ever take this domain. Even if you're evil. There are better, more useful choices.


The Cleric's Tactics

As a cleric, you should focus more on preventing the party from taking damage, rather than trying to heal. If you play your cleric as a healer, you will always be playing catch-up, and will always be running out of spells. To accomplish this, you will need to choose the right spells. I shall discuss the best 1st level spells below. In a later guide, I'll go over higher-level cleric spells.

Bless
This is a great 1st level spell. It gives multiple characters a +1 morale bonus on attack rolls and saves against fear for 1 minute per caster level. Even as a level 1 cleric, this will last you 10 rounds.

Divine Favor
This spell only affects yourself, and only lasts for one minute, however it grants you a +1 luck bonus on all attack rolls and weapon damage, and increases by +1 for every three cleric levels, up to a maximum of +6. This is good if your party is lacking in combat ability, but at lower levels, you should prioritize Bless over Divine Favor, simply because Bless will affect several characters, and even if you only have yourself and one other attacker, giving two characters a +1 is better than giving just yourself a +1. Don't start preparing Divine Favor until about level 6 or so.

Entropic Shield
Use this if you're playing a ranged cleric.

Magic Weapon
Prepare this at least once a day, every day, until your party gets their hands on actual magic weapons. Until then, you give your party's primary fighter a magic weapon for one minute per cleric level. This not only grants a +1 enhancement bonus on attack and damage, but since the weapon gains an enhancement bonus, it bypasses the damage reduction of any creature that is overcome by magic. Keep in mind, enhancement bonuses replace masterwork bonuses, so this is best when cast on mundane weapons.

Obscuring Mist
Great defensive spell. Use this to block off areas of the battlefield. This grants concealment to an area, making all attacks in that area less likely to hit. Keep in mind, this works both ways.

Protection
This is probably the best defensive spell you will have for a long time. Cast this on your party's primary melee fighter at the start of a big battle. You should prepare at least one of these every day for the rest of your life.


In part 2 of my cleric guide, I'll discuss most spell options for higher levels, and strategies for spell effects.