wildhunt shifter cleric
Never fear spending the night in a dungeon again. For the standard Cleric, who has proficiency with Medium armor and shields, you’ll likely want to wear Half-plate with a shield, for an AC of 19. Religion: Your primary jobs are healing and knowing all there is to know about deities. Pass. Three-quarters cover from attacks is useful though. The only drawback is fire being the most commonly resisted damage type. Channel Divinity – Preserve Life: The pool of healing here is massive, and scales really well as you level up. It buys you time to escape or takes the pressure off while you pick them off one at a time. Durable: Good for that last push to 20 Constitution. Acolyte of Nature: Druid cantrips are great, especially if you have access to Xanathar’s or Unearthed Arcana. LevistusMToF: Nothing useful for the Cleric. Divine Intervention: This ability isn’t reliable until you’re 20th level. Channel Divinity: Guided Strike: A nifty ability best used after you’ve gotten buffs and augmentations to your melee attack damage from spells and other class abilities. Dominate person and modify memory. Thunderbolt Strike: This is great for when you use Wrath of the Storm to escape from melee. Swiftstride: Nothing useful for the Cleric. Polymorph is an amazing transmutation spell with a ton of versatile options. Bonus Proficiency: Martial weapons! Wisdom: Cleric spellcasting is based on Wisdom, so you’re going to want this to be as high as possible. The prepared spells are ones you’d typically prepare when you need them, so always having access to them isn’t very useful. 7th-Level: Dominate beast has a narrow target audience, and grasping vine is limited in its effectiveness for the level of spell it requires. WingedSCAG: Poor ability scores are somewhat redeemed by the mobility granted by flight. 7th-Level: Death ward is already on your list, but you’re going to want to cast it daily, so not having to use a preparation slot on it is nice. Water: The Wisdom bonus makes this the only useful Genasi subrace worth considering. Channel Divinity – Path to the Grave: This ability is an absolute powerhouse combined with a Rogue’s sneak attack, or a spellcaster with a single-target spell that deals lots of damage. Extremely versatile. All the other subraces have defined animals, i.e. Sharpshooter: A lightly-armored Dexterity-build Cleric with longbow proficiency is a rarity, but if you find yourself in this situation, this is the feat for you. If you can pick up Constitution saves, you’ll be well stacked against turn-wasters and death effects. Urchin: Possibly useful for a Trickery cleric, but not appropriate elsewhere. The permanent duration of the stone you shape makes this the best spell for a fortress builder. The math is more favorable for a greatsword providing consistent damage over a greataxe. Depending on the belief of the individual Cleric, their abilities can vary drastically. 1st-Level: Command can be useful in the right circumstance. Domain Spells: Each level grants a good selection of spells, one damage and one control. Nature: Unless you’re in the Nature domain, you’re going to ignore this. All your domain spells are great for increasing your own and your allies’ combat abilities. You can cast Light. Domain Spells: The spell list in the Knowledge domain is primarily divination spells, which suffer from a somewhat subjective nature. Githyanki: Strength bonus, weapon proficiencies, and spellcasting make a good melee Cleric build.eval(ez_write_tag([[300,250],'gameoutonline_com-large-mobile-banner-1','ezslot_1',113,'0','0'])); Githzerai: Wisdom increase, Mental Discipline, and spellcasting make a great support Cleric. This is one of the earliest flight effects in the game, and the requirement for dim light means you can throw your cape over yourself and cast this in broad daylight. Wildhunt Shifter Cleric 10th Level Str: 13 Dex: 12 Con: 12 Int: 10 Wis: 18 Cha: 14 HP: 63 AC: 17 Proficiency Bonus: +4 Initiative: +1 Wildhunt Shifting Armor Proficiencies: Light Armor, Medium Armor, Shields Weapons: All Simple Weapons Tools: Vehicles (Land), Herbalism Kit Saving Throws: Wisdom, Charisma Languages: Common, Sylvan Proficient Skills Corona of Light: Considering all your domain spells deal a ton of fire and radiant damage, this is going to come in handy. Forbiddance: Situationally useful for the level. This name generator will give you 10 names that will generally fit the shifters in the Dungeons & Dragons universe. GenasiEEPC: The Constitution bonus is useful, but all the other abilities are either situational or useless. ... Wildhunt Shifter. Also a great spell for taking a long rest in hostile territory. Clerics are a very diverse and fun to play class. Low-light vision 4. Your damage output increases dramatically with the ability to wield two-handed weapons or take two-weapon fighting with blades. Improved Duplicity: This ability turns your invoke duplicity ability into a powerful combat option. The rest of the class abilities are tough to use effectively, but a clever player will have a lot of fun playing this divine domain. Longtooth Shifter: Probably the weakest shifter subrace overall, needs a very specific build to take advantage of. When you don’t, it’s wasted. Your spell selection is reminiscent of the Paladin’s abilities, granting bonuses to allies in combat. Others focus on their intuition, searching within. 1st-Level: False life grants temporary hit points that are much appreciated at low levels. And, you’ll be tankier if it breaks into a fight, since it’s harder to sneak attack or even hit you. Spiritual Weapon: Clerics get a bonus action attack that other classes covet at level 3. Implement of Peace: A free skill proficiency of your choice. The expensive material component isn’t consumed by the spell, so don’t let the price tag ward you off. HobgoblinVGtM: Nothing useful for the Cleric.eval(ez_write_tag([[728,90],'gameoutonline_com-mobile-leaderboard-1','ezslot_11',116,'0','0'])); Human: Humans make a great choice for any class. Potent Spellcasting: Adding a bit of damage to your Cleric cantrips is exactly what you need in this Divine Domain, as you don’t get any other combat abilities. You have all the tools needed to fill each and every one of your class’ rolls in the party- protector/healer, front-line tank, and spell support. Read the description, they're just suggestions. The biggest drawback is that the effect is stationary. Not having a restriction on the number of uses for this ability makes it extremely useful. Channel Divinity – Read Thoughts: Situationally useful, but even better when combines with command and suggestion once you know what motivates your target. Ability Score Increase. After reading TCOE I was inspired by the dragonborn order cleric art and got the idea for a wildhunt shifter order domain cleric. All clerics are primary healers and support characters, given their base spell list. The only drawback is that it requires your concentration and your bonus action. For a strict healer, this is much less useful. One of the only ways to get damage type immunity, and a bunch of resistances as well. On defense, you’ve got bonus hit points coming your way. Dipping in for Goodberry as a Life Cleric can be somewhat broken depending on your DM. FeralSCAG: Nothing useful for the Cleric. Sentinel: A solid way to spend your reaction. The Tempest domain grants you a ton of damage-augmentation abilities, both for your spell casting and weapon attacks. Clerics only gain one good saving throw proficiency, The Cleric skill list is short and lacking in usefulness outside of. 5th-Level: Neither of these spells are very good in most circumstances and can usually be replaced by good skill checks. Disciple of Life: An extra couple hit points on top of each of your healing spells, especially multi-target ones makes you an unparalleled healer. Dawn XGtE: A great alternative to Flame Strike in that it’s a concentration duration AoE you can move each round as a bonus action. I actually played a Wildhunt Shifter at one time, and I made their features more in line with a hawk. This is the epitome of what this class does. Green = A strong choice for your class. More skills never hurt, but there are better options. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they’ll be quite different in personality. Clerics are the ultimate team players. The damage reduction is still welcome, as it will save you from mob damage. Embodiment of Law: This ability is overpowered. 5th-Level: Blink outclasses mirror image giving you a lower chance of taking damage from attacks, and dispel magic is a staple spell you’ll be glad to have constantly available. Antimagic Field: Completely shuts down spellcasters and gear-heads. Domain Spells: The Nature list is tough to work with unless you’re fully immersed in the wilds for most of your campaign and beast taming and tracking is a major theme. Others focus on their intuition, searching within. Resurrection: There isn’t much difference between this and raise dead other than the time requirement. Unless you’re going the lightly armored route, Dexterity isn’t very important. If you have heavy armor proficiency, you’re going to want to wear full plate as soon as you can afford to pick up a suit. A changeling can shift its face and form with a thought. As a bonus, if they resist it will slowly whittle them down with psychic damage. Blade Barrier: Mediocre damage for the spell level. You can assign it to a campaign if you create or join one, for your DM and other players to see. A ranged attack with a save attached means you’ll never roll at disadvantage. Not usually worth keeping prepared, but when you need it, it’s a good thing you have access to it. Great Weapon Master: If you’re a Tempest or a War domain Cleric and are using a two-handed weapon, you’re going to love this feat. The “until triggered” duration is key, allowing you to not waste daily resources on it. Vampiric touch is another great spell not normally available to Clerics that you hopefully won’t need to use. Death Ward: A great daily buff that ensures you can save a higher level and much more costly resurrection spell. At 8th and 9th level, it becomes much more viable, given the options available. GlasyaMToF: Nothing useful for the Cleric. Each level selection grants a more potent weapon. Red = Below average, extremely situational, or otherwise just bad. MephistophlesMToF: Nothing useful for the Cleric. The Knowledge domain provides quite a few options for information gathering, both mundane and magical. Astral Projection: Unless you specifically need to go to the Astral Plane for some reason, this spell is just a more expensive Plane Shift. Wildhunt shifters are excellent hunters, and they also tend to become the spiritual leaders of shifter communities. Divine Strike: You don’t get an extra attack so the usefulness provided by this is limited, but on turns where you aren’t healing you can still dish out some respectable damage. Cooldown: 60 Seconds. +25 Maximum Spell Points. ZarielMToF: Nothing useful for the Cleric. You can assign it to a campaign if you create or join one, for your DM and other players to see. A decent strength will put you in a position to be useful while trying to heal in melee if you stick around after. Acolyte: Your go-to Cleric background. It provides strong damage options, a great spell list, and a lot of great flavor for the class. Considering Clerics don’t normally get a good AoE until flame strike, picking this up gives you an edge over other builds. It felt really cool and it felt really on-brand for the specific character I was playing. While they can no longer shapeshift completely, they do become more and more beastly during battles. Is the D&D cleric class not your thing? Simic HybridGGTR: Versatile and powerful in any case. Command: You’ll need to be clever with your commands, but “come” and “run” are solid, which could provoke an attack of opportunity, spring a trap, or ruin enemy positioning. 7th-Level: Greater invisibility is hands down the best buff in the game, but not for a Cleric. Domain Spells: A great list of buffs, debuffs, and healing spells make for a versatile support character. Bonus Proficiencies: Martial weapons and heavy armor proficiency put you squarely in the front-liner role. They fit with your theme and are pretty strong in general. It gives a good balance of abilities that play into the ebb and flow of a combat encounter. Great for a fortress-builder. VedalkenGGTR: Good ability scores, but no useful abilities for Clerics.eval(ez_write_tag([[250,250],'gameoutonline_com-leader-3','ezslot_6',122,'0','0'])); Hit Dice: With d8 hit die, Clerics are middle of the road in terms of hit points. The ability scores and natural armor are great.eval(ez_write_tag([[580,400],'gameoutonline_com-mobile-leaderboard-2','ezslot_13',119,'0','0'])); TritonVGtM: Nothing useful for the Cleric. Find the Path: This is a glorified survival check. Bonus Proficiencies: Martial weapons and heavy armor give you the edge you need to keep up with Fighters and Paladins on the front lines. Insight and Religion are on your list, and you get two languages to boot. Contagion: The fact that this spell does not require concentration makes it one of the best debuffs in the game. Dampen Elements: Absorb elements without the spell slot. Press J to jump to the feed. The final subrace is the Wildhunt, the sharpest and most insightful of all Shifters. This is going to be a little bit of a stereotypical character: the dwarven cleric of a forge god, but I want to create a cleric with a race... Skydancer (Air Genasi Monk) This is a theoretical inspired by a picture. Arcane Initiate: Two cantrips and Arcana proficiency give you some useful options when playing budget Wizard. Geas: A 30-day concentration-free mind control spell which can effectively end an encounter against a single baddie if it sticks. It requires concentration, and you’ll be powerless in the area of effect as well, so use with caution. Find Traps: For lack of a rogue, this is the only sure-fire way to avoid getting sliced in half without seeing it coming while walking through a dungeon. 5th-Level: Revivify is a great spell to have in your back pocket. This leads many people to treat known changelings with fear and suspicion. Wildhunt shifters are sharp and insightful. KoboldVGtM: Nothing useful for the Cleric. 1st-Level: Faerie fire is the best counter to invisibility available to low-level parties and is never not useful. If your party is very good at positioning and battlefield control, there is no conceivable way you can lose a level-appropriate encounter with a Cleric of Peace on your side. You’ll find your roll somewhere between melee front-liner and AoE bomber. Potent Spellcasting: Provided you’ve got a good damage-dealing cantrip on your list, this is helpful in drawn out encounters. Soldier: Not really fitting for a Cleric. Shifter – Cleric (17) Monk (2) Fighter (1) Overview: I don’t know about you but finding the Shifter race a home that makes sense has been a lot harder then some of the other races have been over the years. They are a versatile bunch that draw power from their faith and the deities that sponsor them. 1st-Level: Two of the best buffs in the game, available to divine casters only. Channel Divinity – Order’s Demand: A wide area of effect that can disarm a horde of enemies. Destructive wave deals half thunder damage and can benefit from your Destructive Wrath ability. Dispel Magic: It’s a debuff, a lockpick for a magical door, and an off switch for most effects. 9th-Level: Now we’re talking. Bonus Cantrip: We get it, you’re a Light Cleric. A decent strength will put you in a position to be useful while trying to heal in melee if you stick around after. Tongues: When it comes up, it’s nice. Divine Strike: Your martial weapon proficiency will turn into a series of terrifying attacks with the added damage this ability gives you. Create and save a character sheet for 5e D&D to use in your campaigns. Commune: A very subjective spell, but since it’s a ritual you can use it as a more plot-friendly option without wasting a vital high-level spell slot. Conjure Celestial: This spell isn’t as potent as your other options when cast at 7th level. The spell list is full of situational and low-power spells. Magic weapon ensures you’ll always cut through damage resistances before you’re able to get a magic weapon of your own. Bonus Proficiencies: Heavy armor. Emboldening Bond: This ability is bonkers. On another hand, a series of skill checks and divination spells can replace this ability. In an aquatic environment this spell can be devastating, but otherwise it’s basically useless. Planar Ally might be a better option. It allows a lot of saves, but if it hits, you’re going to be glad you used it. This is the most important Cleric spell at this level. Wildhunt. Alert: Acting early in combat is beneficial for a support cleric looking to buff their allies before they take any actions in order to maximize offensive potential. The bulky shifter subrace. A changeling can shift its face and form with a thought. Gentle Repose: A creepy and weird spell at this level, but once you get access to a resurrection spell it will buy you time to collect the cash needed to perform a revival. I was reading though it and found that the order domain is really good, but also saw that it's more suited to be a Strength-based class. 7th-Level: Blight is a solid damage-dealing spells that’s particularly effective against plants, and death ward is a great all-day buff that’s also an insurance policy. But I really love the Howler Clonkey. Magic Initiate: You’re going to need to have put a lot of work into Int or Cha to get any mileage out of spells not on your list, aside from Druid and Ranger lists. The other tracking stuff is situational. They're just guidelines. Don’t bother wasting it on single powerful undead, they’re likely to pass the save and cause you to waste an action. Mass Heal: The best and most powerful curative magic for you and yours. Avatar of Battle: Considering you can take Heavy Armor Master as early as 1st level with a variant human build, and by this level you’re likely to fight much more magical enemies, this ability comes too little too late. A Wildhunt Shifter’s bonuses are all in the right places, and the Shifting Feature isn’t bad for a bruiser on the front-line. So the subraces are really more like behavioral differences than physical differences. New comments cannot be posted and votes cannot be cast. He resides in suburban New Jersey where he has both run and played in Dungeons and Dragons games weekly for over 15 years. Channel Divinity – Radiance of the Dawn: Dispel magical darkness and AoE damage that selectively targets foes only. The Charisma bonus is wasted on a Cleric, but the flexibility provided means you can choose to spec for whatever type of character you’re looking to play. MammonMToF: Nothing useful for the Cleric. The Ultimate D&D 5E Druid Class Guide (2021), The Ultimate D&D 5E Bard Class Guide (2021), The Ultimate D&D 5E Sorcerer Class Guide (2021), The Ultimate Guide to D&D 5e Races (2021), The Ultimate D&D 5E Barbarian Class Guide (2021). If your party has darkvision or a continual flame torch, it’s pretty irrelevant. Shifters with this trait also can hold breath for 4x Constitution score even when not shifting. This spell can bring your party a powerful guest star for a boss fight or pull an on-demand boss fight directly from the lower planes. Clan CrafterSCAG: Insight, but not much else worthwhile. The Light Cleric is half disruption, and half spellcasting damage. Adding +5 damage to your cantrips is powerful. Facing a powerful opponent and a bunch of minions? This ability allows the shifter to detect approaching enemies, sniff out hidden foes, and track by sense of smell. • Swiftstride are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows.
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