Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You could also add arcana domain if they also add the blade cantrips in a DLC. This domain lets you pick two wizard cantrip so spells like booming blade & green flame blade which is amazing for doing damage in melee. Those spells also don't require sword just a weapon. At level 8 you get to add your wisdom modifier to your cantrip so that is both your STR or DEX mod plus your WIS mod in a damage roll with those cantrip.
But if you really want to play a melee Cleric, you should wait for their War Domain...
but again you will be behind Paladins in terms of melee damage/efficiency , Clerics are like Priests from WoW (they are mostly casters) and Paladins are like Fighters of the Light. (with buffs and stuff).
to give you an example :
---------------------------------
Cleric - more casting, less fighting (Preacher/Priest Type)
Paladin - more fighting, less casting (Crusader Type)
Most of the things you listed aren't part of PHB so its very iffy if they will make it into BG3.
I think Mr. Fred as usual is right, especially at levels 1-4 there isn't that much difference between performance of classes.
Honestly, what do you think a fighter gets that makes them so good in melee compared to a cleric. At level 2 they get either +1AC, or an average of +1 damage per turn in their chosen damage type. At level 3 they get Battle Master which is a bonus 1d6 per turn with 12 uses per day. Besides getting marital weapon proficiency which only makes a big difference with two-handed weapons (and later great weapon master), and a very limit use of action surge; that's all they get over a cleric by level 4.
If you want to make a competent melee cleric there are a lot of options. For example a Shield Dwarf, Light Cleric could:
1. 16/14/14/8/14/10 build or 16/12/16/8/14/10 build depending on if you favor +1AC or +1 con saves. Early game get best 1-hander + shield + Lae'zel's armor. Work your way to Gnolls to get shattered flail. By the time you make it to the goblins you should be gaining level 4. Pickup dual wielding feat and use one of the goblin chiefs mace/warhammer + shatter flail and your set. While at the goblin camp get crushers ring and it will fix your movement speed deficiency.
2. Alternatively you could shift the 2 points in charisma to get 17 str and pickup weapon master feat at level 4 to get 18 str and gain proficiency with greatswords. Get Sword of Justice for a solid two-hand weapon that allows you to constantly keep up Shield of Faith to boost your AC.
Your spellcasting will be 5-10% harder to hit with, but at early levels it's not too noticeable and you really want to get advantage anyways for the accuracy increase before you cast offensive spells.
Appreciate the detailed post. There's two things I won't change Evil Tiefling and I won't kill my friend Laz for her armour. I currently an using the two handed word from the dead paladin. Think were talking about the same one. I'll havent been using shield of Faith though... will check it.
Thanks everyone. This is useful info :)
Which is why I said "if" they add it in a DLC. I know it won't be on release but Larian has added DLC in their games like in D:OS2. Either way there are also mods like the expanded cleric domain mod that adds more domains and 5e cantrips mod to add other cantrips like the sorely needed by clerics "Toll the Dead".
You sure it still works like that? Pretty sure Protection from Good and Evil doesn't work on that many things.
Hmmm... cheating does give you a few options you wouldn't ordinarily have, yeah.
I don’t intend to mod the game so anything of that sort isn’t of interest.
@Alea I did look up the domains online and they were more or less what you mentioned. Is that different from the official rules?
Here’s where I was looking:
http://dnd5e.wikidot.com/cleric:war
They'll be more viable once they add the other cleric domains.
Weapon, armour n stats? If you feel like sharing :)
I've been quite happy with my cleric too -been a while since the post. Have some heavy range spells when I cant reach and a double handed sword for when I can :)
A lot of very good clerical spells require that without war caster one unlucky blow can end your spell. Granted, it can happen with warcaster as well but the chances are a lot lower.