. Your death touch is a supernatural ability that produces a death effect. It can repeat the saving throw each time it takes damage, or on its turn as an action, ending the blinded and restrained conditions on a success. Feats This section does not address every published feat, as doing so would result in an ever-growing list of options which don't cater to the class. Subterranean cultures in particular hold this domain in high regard, since they live in darkness. The big shiny spell you get at this level is Guardian of Faith. You know who you're not thinking of? Dwarf only Observant - Do you have an odd Wisdom score? This bonus lasts for one round per cleric level.
You gain Appraise as a bonus feat. Activating this power is a standard action. In heavy armor you're fine on the front lines, and Voice of Authority provides a significant force multiplier for anyone in your party who deals big piles of damage on a single attack. The idea of choosing two cleric domains is interesting because I find the cleric often resents being the healer only, also certain domains go together. You regain all expended uses when you finish a long rest. If used against a dwarf or an elf, you get a +4 bonus on the smite attack roll.
You may either cast the darkness spell, centered on yourself, or you may extinguish one magical light source within60 feet of you, as long as the slot used to cast it was no larger than half your cleric level. Make Whole: Repairs an object. Remember, however, that Divine Strike only works once on your turn, so the extra hits aren't overly worth it, and I'm not entirely sure on the ruling of using one Action for an attack and a second Action to cast a spell. Overally it's fairly good, and you'll get a lot of use out of many of the spells, especially the enchantments. By this level you're 3 full points behind the Attack vs. You should be able to play safely behind the barbarian, the dragon sorc who already has nice armor, and are often Gishes and the extra who is probably some sort of frontliner.
You could also snag some free languages depending on your choice of Favored Enemies, and at the second level, you can get a Fighting Style. Note that you get to choose the damage type every time you hit, so you can easily switch energy types as the need arises. Channel Divinity: Clinging Darkness Starting at 2nd level, you hurl a shadow at one creature you can see within 30 feet of you as an action. Every time I meet somebody new I'm gonna mutter a prayer and make sure they're not a walking sin. I like the idea behind this domain, but everything seems very double-edged. Maybe use the Light domain as a base and change some things to make more sense for darkness. Abilities which mitigate critical hits are few and far between, making this a rare and potent defensive option.
This is considered a secondary natural attack. More Constitution is nice, but you may get more benefit from feats like Tough. If only you got access to other finesse weapons. Strength Domain Granted Power You can perform a feat of strength as a supernatural ability. Spells This is not a comprehensive guide to every available spell, as that would be an exercise in madness.
Since many Faces tend to have low Wisdom, it's a very good idea for you to pick this up. Aasimar : Charisma doesn't do much for a cleric, but the flavor works very well, and the Aasimar's other racial traits and their subraces work for a variety of cleric builds. You cast divination spells at +1 caster level. Denying enemy crits is, as you mentioned, indelibly useful. As a 1st-level spell it will eventually become a trivial expenditure of your daily spellcasting. Still, messing with minds from above can be fun. Your god has given you an order to destroy undead? Your touch of decay is a supernatural ability that causes putrescence in organic matter and weakens inorganic matter.
Rogues get blindsight for 10ft. Anyway, this makes more focus on the fact that yes, the Cleric is a full caster, one can cast spells quite nicely with them. Psychotic Episode Alternate L6 Option : At 6th level, you can use your Channel Divinity to afflict long-term madness on a creature within 60 feet of you. Will this ever be completed? For low level healing, it seems to be the best because the 1d4 of Healing Word and Cure Wounds do not really do much when you have limited spell slots. They are among the few classes in the game - the other I can think of off the top of my head being the Diviner - that can help in negating enemy attacks in meaningful ways, as well as majorly boosting your own party's damage. More generally, Clerics are the best healers in the game, and have among the best support, utility, and divination options in the game. However, casting a healing spell to restore hit points should generally be an option of last resort, so this may not trigger as frequently as you would like.
Looking for help with a death cleric build. Elves High, Wood, Dark -Elves are a particularly great race for a Trickery Cleric. Resistances and the Breath Weapon could be fun, but possibly not needed. With heavy armor and coupled with Wrath of the Storm, you might even consider pickup up a 2-handed weapon. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.