Cleric Build Help

Post/Author/DateTimePost
#1

CaitlinC0212

Sep 09, 2015 21:26:28

I'm new to D&D and need some help building a Cleric.  I have no idea where to start and would appreciate input from anyone that can help me.  My ability rolls are as follows: 14, 8, 14, 10, 17, 15.  I wanted to primarily be able to buff characters while also being able to use ranged attacks as well.  I'm not sure if this is a good build.  I am only able to work with the core game books PHB, DMG, and MM1.  I appreciate all input and suggestions.

Thank you!!

#2

Vulf

Sep 10, 2015 0:26:08

If making a cleric, you want your highest stat to be in Wisdom, and Constitution needs to be high so you don't lost concentration when damaged. You can deal damage with cantrips so you don't need strength except as a back up. Intelligence and Charisma are your dump stats. They give you nothing unless you are going for Knowledge domain to be a skill monkey.

 

All Clerics learn Bless. That is usually the only buff you need to worry about running. Keep in mind Sorcerors can cast helpful spells too, but don't learn many healing options.

 

The clerics that get decent damage options are the Death Domain and Storm Domain.

 

The Death domain is in the DMG and you may need to convince your DM to let you take it. You'll have to worship a suitable god associated with Death, and it helps if it is not evil too. Raven Queen is not an evil god, she deals with destroying undead so they may have the restful death they deserve.

 

Storm domain learns some lightning spells that normally only wizards learn. And their channel divinity can make you deal max damage on all the dice you roll for lightning spells.

 

Life domain gets a serious bonus to the healing their spells deliver. If you take one level of druid, or the Magic initiate feat, you can learn the Good Berries spell. Combined with the Life Domain feature, the spell creates 10 berries that heal 4 hitpoints each. The berries last 24 hours so you can convert all unused spell slots at the end of the day into good berries that will last until your next long rest. This is the best healing option to use outside of combat. The good berries also count as eating a day's worth of food, so your party won't need to buy rations.

 

 

 

Another serious option, 6 levels of Paladin, and then take levels of Bard, College of Lore. Paladins learn a lot of the same buff spells that clerics learn, and they get an aura that increases the saving throws of yourself and allies by your charisma modifier. A Paladin/Bard can be every bit as helpful to a party as a cleric. Your charisma doesn't need to be that high either, since the heals and buffs don't care about casting DC.

 

17 strength 15 Constitution 14 Charisma

8 Intelligence 10 and 14 in either Dex/Wis, your choice

 

Half Elf +2 Charisma, +1 Strength, +1 Constitution

end up with 18 Str, 16 Con, 16 Cha at first level.

 

If you start off with 1 level of Fighter, you'll have proficiency in Constitution saving throws, which you need to not lose concentration checks on spells. You'll also end up with 2 fighting styles after 2 levels of paladin. You can take Armored for +1 ac when wearing your plate mail, and either Dueling or Great Weapon.

#3

Strill

Sep 10, 2015 0:37:42

If by "ranged attacks", you mean tossing out magical laser beams and fireballs, pick Light cleric and go with 17 Wisdom, 15 Constitution, 14 Dexterity

 

If by "ranged attacks", you mean shooting a bow, choose whichever domain you like, and pick 17 Dexterity, 15 Wisdom, 14 Constitution

 

Any cleric can buff with the fantastic spell Bless.  It's extremely powerful for its level, and is honestly on-par with 3rd-level spells. You can't go wrong with it.

 

When you reach level 3, you'll have access to 2nd-level spells.  You should look at Spiritual Weapon, which gives you an additional attack each turn.

 

The clerics that get decent damage options are the Death Domain and Storm Domain.
#4

bid

Sep 10, 2015 8:45:23

You did not mention race.

 

Wood elf gives you longbow with 8 16 15 10 18 14 with any domain. Pick a domain with divine strike at level 8 since you don't get extra attack at level 5 and spend ASI on Dex to keep up.

 

Hill dwarf could go 8 14 17 10 18 14 with a domain that offers heavy armor. With that much Con you could melee using nature/shillelagh or go light domain as both Vulf and Strill say.

 

In both cases, spiritual weapon might be enough to cover your ranged damage need.

 

Domain-wise, there are 2 with special support options:

- knowledge is strong out of combat, you get 2 "expertise" on specific skills

- nature gives resistance on reaction and mutiple damage type for divine strike

 

Life is too much of a healbot to be fun imho, light is wizardly and I haven't found a use for the others.