Death domain being 5 with Forge being 9 and Tempest being 7 is criminal. He keeps talking about not being able to attack multiple times, but most clerics will use spiritual weapon as their bonus, spiritual guardian as their concentration, and something as their main action. Somehow the great domain spells of Forge with heat metal, fabricate, and wall of fire. And the option to make something along with basically auto +2 AC and fire resistant at level 6 is just great. Being able to increase a single melee attack, ignoring necrotic resistance, and hitting a cantrip if 2 creatures are within 5 feet (by far their best ability) just pails in comparison. Channel divinity and 8th level upgrade having to be melee attacks while Death clerics don't get heavy armor proficiency is just so bad. Nothing they have synergizes compared to say a Tempest or Forge.
Yeah, Forge is one of my top 3 favorites. I took it as a personal insult that he put it at 9, lol. I'm currently playing a Forge cleric that is extremely badass. It's the best cleric I've ever played.
I'm liking my Forge cleric a lot, especially because I flavored him as a fashionista forge cleric obsessed with making haute couture armor and weapons. But I have to admit that their Channel Divinity options are a little wonky. Artisan's blessing requires an hour and can be done as part of a short rest, which means you don't really benefit from having more than 1 channel divinity. Once the party is stacked with magic items, the +1 special channel divinity needs to be used creatively. I'm planning to eventually raise some zombies or skeletons and give one of them the +1. The UA class feature variants help a lot and it's handy to be able to recover 1st level spell slots when we don't encounter any undead.
You can pretty much summarize this whole video as 'clerics should just be heal bots!' with how much he is trashing everything that lets clerics to actually do damage.
Agreed, I'm playing a Mountain Dwarf Forge Cleric currently, in a game started at lvl 3 (currently 4), and I am the party's Main Tank. My AC is a ridiculous 19 already, with just the starting gear pack. If I need a lil extra oomph on my melee attacks, drop the shield, two hand the Warhammer (HAMMER!!!) and it's STILL 17. That's INSANE at lower levels. I've been hit TWICE in our game so far....both were crits, lol. The only thing I am sad about with Forge Cleric is that we don't get a decent fire-based cantrip. It would be great for lighting the forges, after all...lol.
Woooaaaah. What’s Forge doing down there? Melee Clerics are actually more efficient than Cantrip Clerics until level 5. Levels 5 to 7 are tough for Melee Clerics but the Level 6 Forge Cleric ability is frankly immense! Their Spell List is excellent and if you’re going to be encouraged to wade into danger, then their ability to add +2 to their AC sure helps. I really enjoyed the video but I feel like you prioritised abilities way above spells. Cleric is a primary caster and domain spells should therefore be prioritised. I believe the Trickery Cleric to be top tier literally just because of its Domain Spells. Things like Arcana Clerics are tough to place because they jump from underwhelming to the most powerful subclass, once they get their capstone. Personally, I look more favourably on lower-level abilities because you get to use them for a lot longer.
As someone that plays clerics every game I have found that the optimal way to play a cleric is usually in the center of the fight. I understand that it might seem like a bad idea to get close to the enemies having so many concentration based spells, but it just allows you to support your friends much better. Instead of only healing, using buffs and debuffs, clerics have fantastic options to use their bonus actions (healing word, spiritual Weapon, shield of faith...), leaving you with your action to do other stuff. A cleric that can use mele weapons or act as a secondary tank by having amazing AC is much more powerfull that the one staying in the back just casting. Also, your best damage/healing spells (inflict wounds/Cure wounds) are touch spells. You taking a hit instead of your fighter is the same as healing the fighter for that amount, and having a decent HP as the clerics usually have, It should not be to much of a problem for you to take it. This is the reason why I believe that the Forge, Order and Tempest cleric should be way higher in any cleric tier list. Also, I don't get why Tempest cleric is so low when light cleric is so high. They have basicaly the same role as a blaster, one being fire and radiant based and the other thunder and electric.
@@mawdeeps7691 Uh...no. Nature Cleric IS the worst cleric. Just play a druid if you want to be a tree-hugger. Shillelagh is ONLY good until you hit level 5. Once you hit level 5, ANY other cantrip will do more damage unless you have extra attack feature which neither the cleric nor druid have.
The reason Tempest domain is worse... is easy. Warding Flare is VERY strong defensively. Which means the light domain won't die as easily. Also the spell list is just more effective at dishing out damage.
Great video, but I think I have to disagree with you on the value of Divine Strike. My Life Cleric gets a lot of use out of it, especially when I'm diving in to combat to save the rogue yet again! 😄
It seems you see the Cleric as more of a support dedicated class than it really is, yes you can play as a support Cleric but you can also be a great DPS/Tank (even if you don't get extra attack) With booming blade or green flame blade (you can get them with a feat as early as level 1) Spirit Guardians, Spiritual Weapon and Divine Strike, easy acces to heals and buffs, and some of the more offensive Channel Divinitys, you can be really lethal.
Completely agree, also if your Arcana cleric than u can get Booming Blade or Green Flame Blade right away with out having to use a feat. This is y Arcana is my fave subclass cause Booming Blade is my fave Cantrip. I’m personally not a fan of its channel divinity at all. I think it’s underwhelming.
@@ham-mantheman-ham634 Y not feats r great!! Also I don’t know a single dm that doesn’t allow feats. If a dm allows it then what’s the problem? That’s like saying not to be dependent on spells as a Wizard. This has got to be one of the the stupidest things someone has ever said.
@@ham-mantheman-ham634 if a DM says that feats are an optional rule and somehow he is not using them then that's a table I am not playing because that's bull XD
mine too but im thinking thats because its just SOOOO powerful. having and giving team mates 300ft of darkvision is crazy and i just love the channel divinity
I recently wrapped up a two year Curse of Strahd campaign, and my Tempest Cleric killed it, though I did make it a sort of hybrid. I played as a Dragonborn for the STR boost, which let me do more melee damage. If I was outside, I would cast Call Lightning and hang in the back, throwing out Guiding Bolts and the occasional Sacred Flame. In a pinch, I used my Channel Divinity to deal max damage, AND Thunderbolt Strike to push enemies back. Indoors, I would be a bit more bold. Cast Spirit Guardians and charge into the fray, using Divine Strike to add to my +1 battle axe damage while my spell chewed up enemies.
Correction to the video: The Level 17 ability for Trickery cleric Improved Trickery produces 4 duplicates not 2 (and you can move all of them with a single bonus action).
@@Jetpack7 Another correction: Death domain... you can twin spell any Necromancy spells (you said any spell) between 1st and 5th and they have to be within 5 feet of each other. That is a pretty severe limitation both that they have to be next to each other but also the necromancy spells aren't great and not just because several of them have touch requirements.
Generally Divine Strike clerics are really good if you are rolling stats or have a way to guarantee you will get a STR magic item by level 5 or so. Pointbuy heavily encourages 2 stat builds and MAD subclasses suffer. But If you manage to get your CON,STR and WIS all high they can be much better than the casty ones. Why? Spirit guardians is broken and can be combined with spiritual weapon and divine strike. I had a tempest cleric once, that started level 5 with pointbuy but also a guaranteed uncommon item. 19 STR,16 WIS,16 CON. Varian Human gives feat, pick up warcaster. 18 WIS at level 4, Pick up Magic Initiate at level 8. Get boomer blade (spell can be a lot of things familiar or shield is good). Now the cleric is doing 3d8 spirit guardian AoE with CON save advantage, followed up by boomer blade + spiritual weapon attacks which are doing 3d8+4 (4d8 at 14 and extra damage if they move) and 2d8+4 per turn. And that's without upcasting. Oh and if you crit your basic attack you can maximize the thunder damage.
Caster clerics with wisdom and constitution and 14 dexterity can combine spirit guardians, spiritual weapon and toll the dead or word of radiance. They likely do equal or more damage. They have one point lower in AC.
Nothing makes you feel better as a grave cleric than preventing a tpk by bonus action "spare the dying" one downed ally and casting "cure wounds" on another
Gotta give you props for giving the Grave Domain cleric all the love!! Circle Of Mortality, Path To The Grave and Sentinel At Death's Door are ALL killer abilities!! Eyes Of The Grave(essentially the paladin's Divine Sense) kinda meh!! I'm playing a Hill Dwarf Grave Domain cleric in an upcoming campaign, and I'm so stoked to play it!!!!!
I agree with most others who have commented here. You should play the Cleric class more, cause your rankings are way off. Arcana should be the worst in my opinion. I was HIGHLY disappointed in that domain. Not at all what it should be for what it is supposed to represent. Death domain should be down there with Arcana as well, at least in the bottom 4. The Forge and Tempest domains should both be at the least in the top 4 along with Grave domain. Don't rank caster classes based on "extra attack"... that's just absurd. Think about the other comments and tactics mention by others commenting here. Picture a Warforged Cleric of the Forge domain with a lot of clockwork thematic flavoring to their weapons and spells. The abilities of the race and the class and the domain synergize amazingly. This build has been one of the most amazing, powerful, and roleplay rewarding characters I have created in 5E... Currently at 11th level(3 Battle Master / 8 Forge Domain), he has an AC of 22 wearing standard Breast Plate, and having a +1 Shield as his ONLY *magical* protection Item. I managed to get my hands on a small amount of adamantine which I used to create 12 tiny objects that are contained in his clockwork themed melee weapon(Warhammer stats). I use those tiny adamantine items with my *Animate Objects* spell to GREAT effect. Mostly I stick to Spirit Guardians(tiny armillary sphere spirits) and run that in conjunction with Spiritual Weapon(a small flying incorporeal construct), and retain my action for whatever the situation may require. I save my Animate Objects for large dangerous mobs or boss fights. I almost have enough mithral now that I will be able to fashion some Mithral Full Plate which will bring my AC to 25. I have had both a Tempest and Grave domain clerics that I enjoyed as well, but my Forge domain Warforged has been the most satisfying and fun overall. My top 5 rankings would be: #1 and #2 : Forge and Grave interchangeably. They are tied for me as the best. # 3 : Tempest # 4 : Light... unless you want to include Twilight from UA... at which Light would drop to 5th and Life would drop to 6th. # 5 : Life You could argue that Light should come before Twilight and MAYBE convince me, but you would have to make a good argument to sway me on that one.
Hey Rhys, one thing about the Trickery domain you glaringly omitted is that the Invoke Duplicity not only creates FOUR duplicates at 17th level, but it also requires your concentration(as if you're concentrating on a spell)!! Therefore, if you take damage and fail the concentration check OR you try to cast another concentration spell, you lose the duplicate!!!!! Not exactly the best use of action economy, if you ask me!!
I'm a noob player but seeing my favorite cleric picks (Life, Arcana & Grave) made it so high makes me incredibly happy. Idk i just think without heavy armor & proficiency in martial weapons i have no interest to pull my cleric right into melee so i do like the spell-casting focus Cleric options way more.
Insisting that clerics don't work in melee combat is a a really weird hill to choose to die upon. But these lists tend to vastly undervalue versatility in favor of specialization.
Your delivery in the videos is refreshing. You should enthusiasm without feeling the need to shout at us (the audience) the whole time. Definitely a big fan!
I think you are missing clerics ability in HtH. They now have access to a cantrip that attaches to a HtH attack. So my 5th level tempest cleric swings with his maul for 2d6+ str + 1d8 (necrotic siphon) + 3d8 (spirit guardians) + 1d8 + wis (spiritual weapon) = 2d6 + 5d8 + wis + str!! Who needs a second attack? :) all that and if you dare strike him you will take 2d8 lighting damage for the trouble.
Played a Grave Cleric in a lv 20 session Wizard cast Hold Monster on an enemy dragon I used Path to the Grave on it Rogue hit for an automatic critical for 10d6 sneak attack with vulnerability 149 damage in one hit Best Cleric Domain
Clerics don't have to be all squishy spellcasting heal bots. The Forge and Tempest ones in particular have a dps and tanking ability that's on par with the other martial classes without needing the extra attack feature, of course Fighter has more dps with their 8 attacks and Barbarian has more tanking with their d12 hp and natural resistances but Clerics can be the flexible middle point for a party's who requires either a tank or melee dps Also potent spellcasting is a little "eh" in my opinion, I mean your cantrips are really good don't get me wrong but they ain't no eldritch blast/firebolt... So yeah, don't be evil to the melee clerics, not every cleric needs to max wisdom first, some of them max strength first
My current fix for War Domain is to give them regular Extra Attack at 6th level with their other Domain Feature, but letting them keep their War Priest ability the same. And removing Flame Strike from their expanded spell list in favor of something more warlike. Like Destructive Wave.
I do believe you underestimate the value of the divine strike as well as have proficiency with marital weapons. It also allows the cleric to be more than just the parties dedicated healer. I do enjoy your videos but it is just your opinion. Every ranking video out there ranks them differently.
sum body obviously you have never heard the phrase I would rather have something and not need it than need it and not have it. Also sure if you are the dedicated heal bot like on WOW sure you can stand back and heal but if you choose to be more or play a more martial cleric than why not apply extra damage to your weapon strike for free. You do not use any resources to do the extra d8 damage I prefer that over 4-5 points of damage to the clerics limited attack cantrips.
@@wardog179 Your resource is the action you're taking. It's one melee attack instead of the many spells a cleric can cast just for an extra 5 (on average) damage.
The difference between a Druid and a Cleric in older editions was how each subclass viewed the world around them, Clerics usually took a more ordered, or better said, Lawful view of Society and its structure.
I'm a Twilight Domain Cleric in one compaign and I was chosen to be the Cleric in a new campaign and was interested in what other domains to choose from. I read all of them and liked Life, Grave, Arcana, and Peace. I was leaning more towards Arcana for the extra cantrips, but maybe Grave is the way to go? I don't know!
Hey Dude, i just wanted to say, I've been in the Table-top Community a long time, i just found these videos the other day, and i absolutely love the way you present the information and the style of these videos. maybe it's just me, but it seems really fresh and exciting, (i especially loved your video on the artificer ) Keep up the amazing work. I'll be sharing your channel and these videos with all my Table-top friends. ~ AsheleeDF
There is absolutely no surprise that the top two places went to the Life domain And the Grave domain. Life domain is literally the strongest caster and healer and the Grave domain was designed to be overpowered. If the Twilight domain had been released before this video it would have made the top spot easily
I like Forge and Arcana Cleric. If I wasn't the only cleric or if a tank is missing I would be the Forge Cleric, Vhuman Warcaster, if allowed Warforged. They just are the best Forge Clerics. My favourite is the Tempest concept but it's lacking the melee power I'd like about it. You are far from an avatar of Thor.
On Domain Spells: Yes they're always prepared, but will you ever use them? Also most of the spells in domain lists are ALREADY available to the cleric, so they don't ADD functionality, and with with the preparation magic of the Cleric, I'd rather have access to more spells than just have some of the classics always prepared. I'm confused what your metrics are for this ranking besides your personal impression. You praised the Life domain capstone, AND set Life domain as your 2nd favorite domain. You do realize that capstone is essentially a 3rd level spell....Beacon of Hope. IMO you don't get much past level 6 from a Life Domain cleric that is worth making a fuss about. In fact I would say, that Life Domain isn't even the best healing subclass in the game, that title would go to Circle of Shepherds Druid. Also there's no way Forge Domain isn't top 4, there just isn't. Forge domain starts strong ends stronger. Every feature they get is both potent and thematic with the exception of Divine Strike (which will be fixed by Tasha's on the 17th of Nov). If you're comparing full build clerics at 20th level, the order is vastly different than if you're comparing how effective they are while leveling (i.e. playing the game). A full level 20 character almost never happens. So here's how I would rank top 5 subclasses in terms of overall performance / fun while leveling. 1: Trickery (Domain spells give it the most versatility. Don't under estimate the power of Polymorph. It is easily one of the strongest spells in the game. This class is the jack of all trades cleric. It's not the best at anything but it's good at a lot of things, and has LOTS of great situational utility options. NOTE: Invoke Duplicity is a trap. It uses concentration. ONLY use it to deliver single target burst damage with touch spells. Otherwise just play as a caster and be tricky. If you're not super creative, maybe play Forge Domain it's much more straight forward.) 2: Forge (STUPID tanky, great damage, great flavor. Heat Metal and Animate Objects are both very strong and not normally on the Cleric spell list. Use channel divinity to make 100g bars of Adamantium over and over, and then craft yourself Adamantium Full Plate during downtime. DM can't reasonably say no... cuz it's in your class features. Just because you can only create 100g value per use of the channel divinity doesn't mean you can't combine those items afterwards. Make your ranger Adamantium or Mithril arrows. Make your fighter Adamantium weapons etc etc. Make your casters Adamantium chain shirt. After a certain point no one in your party should take critical damage from a melee attack. Be big brain, this is D&D don't limit yourself by what the text says.) 3: Life (Massive staying power, decent baseline damage) 4: Grave (Great party synergy, good damage output, one of the best channel divinity options in the game) 5: Light (Great damage output but doesn't add much in terms of party support compared to the above subclasses) NOTE: Arcana Domain is MID tier I'd say 7th overall, until it gets the capstone @lvl 18. At that point it easily becomes THE BEST cleric subclass, because it essentially becomes a cleric + wizard, and Wish IS the best / strongest/ most versatile spell in the game.
I think they need to update the domains and their spells from the PHB. Tempest has "insect plague"...how is that storm themed? Could get Storm Sphere or Thunderstep from XGTE, just saying there are better options. My DM had no issue with it, but I think a few updates are needed. The War Cleric I still think should get the "extra" attacks back on a short rest it isn't game-breaking, but it is more thematic. It also makes War basically the only viable bow/ranged cleric option.
I think this list is generally good, though I think at lower levels of play some of these will perform better than others. The Nature Domain for example (as it's the lowest on the list) is perhaps the best control mage in the game at 5th - 10th level, as you get a lot of features that automatically shut down things your DM can do with no save. Being attacked by archers? Wind Wall to cause all their attacks to auto-fail. Melee attackers? Plant Growth to quarter their speed stacked with Spike Growth to cause a 2d4 damage for each space they move through (no save to reduce the damage), and if you take Thorn Whip for your cantrip you can DRAG THEM through the spikes in addition to the damage of the cantrip. Being overwhelmed? Jump into a tree and get a 60ft teleport for less than half of your movement. I think a lot of this utility and battlefield control is underrated and unseen for most ranking videos.
So I think you gave the Nature domain to low of a place only because I think you may have miss read the 6th level ability because you say it’s a channel divinity but I cannot find it saying that anywhere. Its just a reaction so yeah you can only do it on one creature but that is every turn.
Don't underestimate a forge cleric, I need to boost to hit bonus of every monster to at least +9 because together with a barbarian they both have 21 AC. At level 6. I had sessions where noone could hit them, even with +6 and reckless.
My tempest cleric was keeping up with the fighter in melee thanks to booming blade and divine strike and I didn't even spec him for melee. Potent spellcasting would have a terrible alternative.
to play a cleric domain level 6 i can tell you the spell a get a so good it can not be low. also enter in a camp of goblin with wolf is very good or a city with a lot spider save or ass also. i suggest to you play a cleric nature like a field control spell caster and you will change your idea
Do you think War Domain would be better with this one change... War Priest - From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. (NEW) At 6th level, when you use the Attack action, you gain an additional Attack action when you use this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. I feel like this one change could go a long way for the War Domain. I hope WoTC calms down a bit on all these subclasses and revisit the subclasses that need some fixing up.
Clerics are actually one of the best tanks in the game once they get those sweet 2nd and 3rd level spells. This really applies to forge domain. But atleast we now have peace and twilight domains to throw the whole ranking system into question once again. We can't always be right but keep it up and keep growing your D&D knowledge.
One thing that you don't seem to rate negatively is clerics thats domain spells aren't pulled from outside lists. Some people consider that a negative because they don't get anything that every other cleric gets too.
I agree, it is nice tho to get some spells automatically even if u can already get them cause than their always prepared and u can pick even more from your own. But yea I still kinda agree (also this isn’t just for cleric).
sum body It doesn’t matter if it’s 1 or if it’s like 10 spells that u get from the cleric list. Any spell that u get from your domain spells that u also can get from the spell list is kind of a waste. Arcana Clerics should 100% get identify instead of Detect magic since they already get Detect magic as a spell and identify makes sense for a Arcana Cleric to have.
This might be an unpopular opinion but I really do not like the Grave Domain BECAUSE it is so effective at what it does. I tend to dislike abilities that remove the threat of characters dying. Combined with the ability to undo critical hits, this just removes a lot of the danger, and arguably excitement from the game.
I have to say you definitely disagree with many people on your rankings. Forge and tempest are often 2 of the top 5 alongside life, light, arcana, and trickery (I know thats 6 but thats because difference of opinion on which 5 get it)
Michael Nielson Yeah I have found that my opinions tend to differ from most when it comes to archetype strength! I just personally value different stuff than a lot of other D&D players I guess 😅
Because people have different reasons for using a specific subclass. For example knowledge domain is rated low. Skill rolls can help a ton and they can add guidance for a D4 bonus as well. People might say well just have a wizard with the knowledge what if they roll bad my cleric would then have a chance to know also.
I think the trickery one is the worst one. I mean poison dmg is objectively the worst dmg type in 5e and for the thing where u can give someone advantage on stealth for a hour is also meh. I mean someone in the party can just cast enhance ability (which clerics, bards, druids, and sorcerers get) and that does the same thing but also gives advantage on all dex checks and not just stealth. U could also maybe just use the help action depending on how much stealth needs to be done. Wait don’t u not need to roll for another stealth check as long as u move at half speed? I think it’s also stupid their duplicates don’t give your allies advantage on attack rolls if their both within 5ft of the enemy.
Same thing with Oathbreaker but I have played as one. It’s my fave subclass. Not only do I like it the most Thematically (regular paladins r boring imo) but they also get hellish rebuke which is one of my fave spells.
trickery above tempest...??? just No. shatter and at max damage is an amazing thing and flying outside combined with call lightning. Its got to be above trickery
The forge domain channel divinity is even worse than you described because you need to use metal of the value of the item made so you can not make money from it the way you said.
I'm playing a Forge cleric, and that channel divinity is actually really convenient. My DM likes to jack up prices in the shops, so if the party needs something metallic that's not too expensive, I just convert the gold amount into what we need.
Sorry I am late. RU-vid didn't notify me for whatever reason. Props on owning up to your mistakes, not everyone does. I have always struggled with the cleric from the role play side. With how dependent on your character is or isn't to their devotion to their god (and what specific version of what god also is extremely variable) it is difficult to write a character that doesn't come off as tropeish. Also dealing with religion as a whole is anothet can of worms. Mechanically speaking the cleric appeals to me greatly. Healing or support options? Check. Bulk? Check. Flexibility with prepared spells. Check. Literally the only think the cleric has that I like is having a lot skills or at least a lot of skill opinions. This is remedied somewhat by WIS being the second best stat for skills IMO, with INT being tied with it. Personally, I really want to play a cleric. However; the setting and gods could easily ruin it for me. Have no clue what kind of cleric I would play since the class has very fluid aspects. Another great video, can't wait till we get to the latter classes.
brenndan cox There are some awesome takes on a cleric that I have personally enjoyed that don’t involve much of your classic “faithful servant” tropes. Think of it this way. The gods in D&D are immensely powerful. Beyond comprehension. They frankly aren’t attached to the goings on of individual mortals. Gods only get involved directly when there’s a catastrophic event in the making, and they’re frankly usually the ones causing it. They don’t love their servants any more than you may love the plants in your garden. Of course you want them to grow and be healthy to produce what you want them to produce, but if they die, they die! Playing a cleric aware of that idea can be pretty fun. If you want a unique cleric, look into trickery. They can go against a lot of cleric tropes by worshipping gods of deception or performance or whatever. One of my players is playing a trickery cleric who worships a powerful Satyr from the Faewild. He gave them his powers mostly so he could watch the performance that would ensue. It’s been a fun interpretation!
@@Jetpack7 that take on a cleric sounds pretty interesting. I think it is just a personal hurdle that I have to overcome to write and play a cleric. I do agree with the concept that the most D&D gods think of us as plants in a way; however, I still think that is heavily dependent on the setting. I am still relatively new to D&D (December of 2019 with 2 failed games thay ran from 1 to 4 each) and I have yet to play with any of the 'stock' gods of D&D and thus my personal experience has been vastly different when handling religion and the power of faith. The same came be said for every class when we venture out of the prewritten settings; however, I think the cleric is the most affected by that. For example, my first campaign that I played in did not have any gods because no one played a cleric, our paladin was a very bloodthirsty paladin that didn't worship, and the dm didn't feel like going through the extra work for what we thought was going to be a short adventure to teach us the fundamentals of the game. When I died for the first time, I wanted try cleric and then we had to slap dash the gods and all of the research I did to create the character went poof. Because I created a character that had integral ties to one specific god and that god didn't exist, I couldn't believably bring in my character and had to play an NPC for a session. A lot of this could have been fixed with better communication and the fact that the game ended due to Corona kinda has left us with killing the game off didn't help us fix the issue. My point is that, I find clerics extremely hard to write unless you have already established many things about your game. A luxury that roll20 games don't have usually. when you apply for games, unfortunately. With that being said I think the other classes have this issue to a lesser extent, the prime example being paladin's source of power. Sorry for the wall of text. Clerics are awesome, don't force them to be heal bots unless they want to be, and warlock is still best boi. Goodnight everybody
@@brenndanc1112 Hahaha excellent summary there at the end. Clerics are the best caster in the game, in my opinion, and can do WAY more than just heal. A light cleric or tempest cleric focusing on damage would be pretty crazy actually.
@@Jetpack7 ha my very first one shot character (I didn't make it) was a sun soul monk light cleric multiclass. At least it was originally until I asked the dm if I could play for the first time. Have always liked radiant power ever since. Probably why my favorite subclass is celestial warlock. Edit: I forgot to mention that I never even got use my radiant powers. I was so naive to think that I could diffuse the situation after my friend (also a new player at the time) had thrown two axes in the heads of the bandits that shot me in the gut with an arrow. Still fun as hell. I even tried to reverse pick pocket a guy like in skyrim to give him my gold. Ahh good times