Unarmed Cleric Caster

Post/Author/DateTimePost
#1

Arrew

Mar 19, 2015 3:23:51

I've made a level 1 Light Cleric with the view of him being a tough durable Devine Caster type. Kind of like a good version of the Warlock.

 

L1+ Human Light Cleric

Str           10                                 AC18        HP10

Dex         14   +2

Con         14   +2                        FEAT - Healer

Int            10

Wis          16   +3                        Dmg - Sacred Flame/Guiding Bold/Inflict Wounds/Burning Hands/ (@L2 Radiance Of The Dawn)

Cha         10

 

Basically he has a shield but no weapon, relying soley on his spells and cantrips for damage.

Since Sacred Flame is a DC and not a role to hit it shouldn't, how I recon it, give enemies advantage against me when I use it in melee.

 

I thought I'd ask some more expireanced Dungeoners if it make sense or is it a terrible idea?

 

Also a dumb questions, Initiative is a d20+Dexterity Bonus right?

 

 

 

#2

slumgum

Mar 19, 2015 4:48:01

That is one of the tradeoffs of spells that require enemies to make a saving throw.  The spell cannot crit (no attack roll) but no penalty for using in melee range of enemies. 

 

Yes you are correct that initiate is d20+ DEX mod. 

#3

SterlingRat

Mar 19, 2015 5:05:54

It will work fine. Sacred Flame won't let you "keep up with" the damage output of most of the fighting types, but you make up for it with lots of utility, healing and "Nova" damage when you use spell slots.

 

This will become especially interesting when you get Spirit Guardians. Rather than actually making attacks with your action, you summon a horde of little angels, move into melee range and then use your action to dodge, bonus action to heal (healing word) or attack (Spiritual Weapon) and let your army of angels do the dirty work. Sure, you won't have a weapon, but you will make a fine tank.

#4

Pirate79

Mar 19, 2015 5:49:34

I'm currently playing a light cleric in my home game and it's great. Solid AC, great utility and some of the best wizard damage spells (scorching ray is a beast with advantage). My party prefers that I use my spell slots for damage, the paladin and ranger w/ healer do the majority of healing between fights. I end up buffing and blasting like a wizard, but can stand frontline with the paladin.

 

One suggestion I will make is to consider boosting WIS to 18 at level 4 rather than taking a feat. I found I was getting a lot of resists and Sacred Flame does nothing if resisted making it seem like a wasted action. Higher DCs means your more likely to get better efficiency out of your spell slots.

 

I was hoping for a spell attack cantrip for clerics with Elemental Evil so we could use advantage and have a little variety, but it seems they skipped cleric entirely in that campaign.

#5

Undrhil

Mar 19, 2015 6:31:25

As a WIS-based Cleric, you can pick up the Magic Initiate feat and take two cantrips from the Druid class (Thorn Whip plus one other.)  Thorn Whip is nice because it's a 30 foot reach melee spell attack.  So, you can be in melee with it and not have disadvantage.  This will also let you take one level 1 Druid spell.  I recommend Goodberry, since it is useful all day once cast: it creatures 10 goodberries.  Hand them out to the other characters in case one of the primary healers drop to 0hp or in case someone is about to make their possible third death save fail.

(Reply to #5)

SterlingRat

Undrhil wrote:
#7

Pirate79

Mar 19, 2015 11:37:39

Sadly, the level 8 feature that adds WIS modifier damage to cantrips only works on cleric ones. I'm surprised they just didn't add Firebolt to the bonus cantrips for light cleric. It would have been very fitting and filled that void. With only one damaging cantrip available that feature loses some oomph.

#8

Coredump00

Mar 19, 2015 14:22:06

Arrew.... I really like this concept for some reason... 

 

I may steal it for an upcoming campaign.  THX

#9

Arrew

Mar 19, 2015 17:17:36

Thanks for all your comments.

 

That was my first post and I was a bit worried no one would comment.

 

I wish they'd given more cantrips in Elimental Evil expansion. Not sure why they didn't.

 

Perhaps I should switch the FEAT from healing to something more damage spell complimentry...

#10

Arrew

Mar 19, 2015 17:41:33

Will there be enough for this build "to do"?

 

I mean my paladin can fight, shield bash with shield master, cast, heal and talk well due to high cha.

 

It seems that mostly this build will be relying on a DC and doing "rolling" little?

#11

SterlingRat

Mar 19, 2015 17:36:36
If you like rolling dice, this may not be the character for you... he's great for people that roll badly though, since most of your attacks are done by making your opponent roll a save. You won't be making lots of choices until later levels when you have more spells. Might be the kind of character I should play... I once missed a DC 5 roll. With advantage.
#12

Arrew

Mar 19, 2015 17:44:54

<LOL> Thanks for the perspective Sterling Rat.  

 

P.S. Your name anything to do with the stainless steel rat?

#13

Coredump00

Mar 19, 2015 18:38:14

In combat, you will not have as many damage perhaps. But Guidance is one of the best spells in the game, and you get Light as a freebie, faerie fire is amazeballs, and you always have Turn Undead, Warding Flare, and Radiance of Dawn.  Add in some other spells like Bless,and your allies are going to *love* having you around.

Later on you get scorching ray and Improved Flare...just more goodness.

 

My only concern is because when I read Warding Flare, I thought it was unlimited; now I realize its Wis bonus times per day... so I feel 'cheated'.

(oh, and I really wish they had Heavy Armor prof.... but I'll survive)

 

Now I just need to decide between Human or Water Genasi....Hmmmm....

 

 

#14

Pirate79

Mar 19, 2015 20:01:06

Outside of combat, you always have Insight to use for social situations. You may not be the face of the group, but you'll have the opportunity to provide a skill not many others utilize.

 

On the rolling aspect, you'll find you'll be using a lot of Scorching Ray because it scales so nicely. Cast using a level 9 slot is 10 rays, so 10 to hit rolls, hopefully with advantage and bless up.

 

Sadly, there aren't any stand out offensive feats for light clerics. Warcaster isn't needed because you have no need to hold a weapon, although the bonus to concentration saves is nice. Elemental Adept sounds nice, but can't be used for Radiant damage and if you choose Fire, Scorching Ray and Fireball are the only really good spells that will benefit. Spell Sniper is only effective on ranged attack rolls.

 

There are some great utility options though. Magic Initiate opens up some options for spells from other classes, and there are many that are not reliant on the relevant casting stat (Shield). Ritual Caster can do the same and really fits the light cleric theme as well (Find Familiar). Resilient - CON is a great choice to not only boost survivability, but also helps concentration checks.

(Reply to #12)

SterlingRat

Arrew wrote: