D&D 5e: The best exploits for clerics

Achievements are an important but often overlooked part of D&D Fifth Edition. Here are a few that will help players create a well-rounded cleric.

The players in Dungeons & Dragons Fifth edition can choose to give their characters an achievement every four levels, instead of the traditional +2 ability score increase. While this is an optional rule, feats are a great way to flesh out different character builds, providing specialization beyond just the race / class / subclass combo. But with dozens of different exploits available between Player’s Manual, Xanathar’s Guide to Everything and Tasha’s Cauldron of Everything, it can be difficult to know which exploits to choose.

A cleric can gain a huge bonus from a feat which makes him harder in combat, but he is unlikely to derive much benefit from a bonus on Stealth checks. Here are some achievements that will help players looking to build a Cleric.

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Warcaster enhances the cleric’s spellcasting abilities

Cleric D&D

Clerics are one of the D&Dthe main spellcasters of and who is most likely to find themselves in the thick of the battle. 5th makes some specific allowances for this, giving certain subclasses of Clerics proficiency in shields, heavy armor, and martial weapons. However, a cleric with full hands will find himself unable to form somatic components for his spells, or even maintain arcane focus. This greatly limits the range of spells available to them – unless they get the War Caster feat.

War Caster allows a character to form somatic components even when holding a weapon and shield. It also gives an advantage to Constitution saving throws made to maintain focus, which is just as important when a character is wading through gangs of enemies.

Any spell that requires focus causes a saving throw when the character focusing on it takes damage. This can be difficult for Clerics, as they are not naturally familiar with Constitution safeguards. Priests have access to several powerful spells that require focus, including Bless, Spirit Guardians, and Hold Person. But they are of little use if they are dispelled the second a Cleric takes damage.

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The healer helps keep the party alive

While Priests are meant to be the primary healer in a party, they can run out of spell slots quite quickly. The healer mitigates this by letting the characters use the healer kit. Available for five gold, the Healer Kit is a charge-based non-magic item that stabilizes downed allies without the need for a medicine test.

It’s already a huge boon, effectively taking the place of the Spare the Dying minor spell, but the healer kit is even better, as it takes the character to a hit point instead of just stabilizing them. It’s a big difference in 5ththe economy of action. Downed characters can’t do anything to intervene during combat, even when stabilized, but a character with 1 HP can turn the tide of battle by carefully using their abilities.

Priests with the healing ability can also pull a sneaky trick by exploiting the game’s “prepared action” option. Characters can spend their turns preparing to take an action, and then shift their reaction from executing their plan to a trigger. specific. By preparing their use of the Healer Kit to take place only after a character falls, priests can act out of turn and bring back an ally just in time for them to take their turn.

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Heavy Armor Master will keep the healer alive

Healing is hard work already, and it’s made more difficult when enemies strategically choose to attack the healer first. A party with only one cleric capable of healing can end up in full party territory if that character falls first. To avoid this, it’s a good idea to make sure the Clerics are as tough as possible.

Fifth edition makes this a bit easier by giving certain subclasses of Clerics access to heavy armor and shields, but that’s not always enough to keep a character on their feet. Heavy Armor Master further increases a character’s ability to resist damage. The main benefit of the feat is damage reduction. Whenever a character with Heavy Armor Master would take bludgeoning, piercing, or slashing damage, they take three less damage instead.

This is extremely useful at lower levels, especially when dealing with multiple attackers, as damage reduction is applied to each attack separately. Unfortunately, this only works against non-magic weapon attacks, which makes it a little less relevant at higher levels. Still, it comes with a +1 to strength, which is very useful for priests who need to get their hands dirty and take down enemies.

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