Bathe in Radiance: Light Cleric 5E
very alike to the sun, the Light Cleric is considered by many to be an incredibly utilitarian element to any day. not only do they get the supportive powerhouse of the Cleric ’ second spell list and class abilities ; they besides get to throw fireballs like they ’ re a sorcerer. They are expected to sit second and gust, though Warcaster is constantly an option for anyone invested in hand-to-hand battle .
possibly the most impressive chemical element of the Light Cleric are the sphere spells. Considering how passive Cleric spells are in general, the blast options that the knowledge domain provides are harebrained.
Light Cleric Domain Spells
- 1st Level – Burning Hands, Faerie Fire
- 3rd Level – Flaming Sphere, Scorching Ray
- 5th Level – Daylight, Fireball
- 7th Level – Guardian of Faith, Wall of Fire
- 9th Level – Flame Strike, Scrying
The knowledge domain spells are split into two independent camps. For Information, Light Clerics get Faerie Fire, Daylight, Guardian of Faith, and Scrying. These spells ’ primary purposes are to alert the Clerics of something nearby. Faerie Fire and Guardian of Faith counter invisibility, Daylight for darkness, and Scrying is good at finding specific things. These are all beneficial spells, but situational. specially defender of Faith. The Light Cleric gets six spells that deal burn price. Six. Burning Hands, Fireball, Wall of Fire, and Flame Strike are all incredible Area of Effect abilities. Fireball is one of the most impactful spells in the crippled, and Wall of Fire can wholly stop an encounter. Burning Hands keeps the early game locked down. However… wear ’ thyroxine manipulation Flame Strike unless the enemy is weak to radiant ; Fireball does a lot more wrong with 5th horizontal surface enchantment slots, and synergizes with fire abilities better. Flaming Sphere and Scorching Ray are deluxe single-target options. Flaming sphere lasts longer but Scorching Ray scales truly well. Any of these fire spells deal truly good wrong, though. Consider taking the Elemental Adept feat for Fire damage. You have then many displace options… You ’ ll want to ignore underground when you can .
At the first base level, the Light Domain gives the cleric a little spot of relish .
When you choose this domain at 1st level, you gain the Light cantrip if you don’t already know it.
On the bright side ( pun entirely intended ), you do gain an extra cantrip known for free. Consider using a race that can ’ triiodothyronine witness in the night when you take this sphere to make use of this cantrip that you ’ re forced to take. obviously, this ability is less full than access to Heavy Armor, a proficiency that many domains gain access to. It ’ mho army for the liberation of rwanda from useless, since you get to use a utility cantrip without excessively a lot fuss. You can take more damage cantrips for range damage, and possibly some minor buffs like Guidance. surely, it has more office than it appears, even if it is silent quite minor .
meter to protect yourself a sting !
Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to 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.
A reactionary disadvantage to attack rolls is useful, but at charge 1, this ability is quite limited. Giving something disadvantage the here and now that it attacks you is quite strong ; you get two chances to make them completely whiff. The stove is fine, since most clerics like being in that crop for Area of Effect spells. And, in composition for the sphere, throwing light in person ’ sulfur eye correct as they swing their sword is kind of hilarious. Since you ’ re imposing a disadvantage, you do have to use it before you see the solution of the attack bankroll ; The opposition could completely ham their first attack, and this ability is slightly otiose. It besides has limited uses. The Wisdom ceiling is necessary, but it does mean that you can ’ thyroxine use this willy-nilly. You should save this for when you ’ re worried about something REALLY big smashing into you. Or, you can use it to deflect the fire of a impregnable spell in late levels, like Disintegrate, from ruining you. This ability does get quite a piece better with late abilities. But because Clerics are relatively durable, it ’ randomness more of an emergency push button. Like “ oh gods, that ’ s a big sword. Pocket unaccented ! ”
Channel Divinity: Radiance of the Dawn
The Channel Divinity option for the Light Domain is reasonably weak, but utilitarian in its own way .
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Let ’ s start with the bad parts, since there ’ s more good than bad. The downside of this ability is the damage. The scale on this damage international relations and security network ’ triiodothyronine great, particularly compared to other Channel options. You increase the damage of this by 1 every level. That ’ south approve, but nothing fantastic. surely not a major reason to take this subclass. however, the ability to banish charming dark is good. You don ’ t need to use a spell slot to do indeed, and you always have this in your pocket. In some encounters, charming darkness in truth messes with the party, so this ability will stop some enemies from being such a pain. Being able to both banish fall and effectively deal damage is an effective solution to a major trouble. The area of effect view is estimable, since you don ’ t need to distance yourself from your allies. And while the damage international relations and security network ’ thyroxine big, dealing that damage in a 30 foot area of effect is still fine. You ’ ll find a consumption for this in a lot of fights, flush if it isn ’ t the independent reason to take the subclass .
Oh boy, Warding Flare got stronger !
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
nowadays that ’ s what I ’ megabyte talking about ! One of the main problems of Warding Flare was that it targets you, a d8 Hit Dice cleric with o armor ( in most cases ). Using this ability to protect a Wizard or Sorcerer from getting trucked is a much better manipulation of your ability. besides, this means that your enemies can no long escape it by targeting others. You ’ ll be able to catch Disintegrates aimed at others good angstrom well as yourself, and possibly save lives. Boss Fights are pretty probably to land hits against the frontlines. Giving them an extra casual to dodge means you ’ ll have more spell slots to cast Scorching Ray or Fireball rather of having to heal. The regretful parts are more issues of opportunity. Most domains have alone abilities at these levels, and this simply buffs an ability you had earlier. Your own personal potency doesn ’ metric ton addition, which is a shame. This hush uses your reaction, and still has the restrict of your Wisdom Modifier, since it is Warding Light. Make certain you ’ re in range of your allies a much as possible, and use your pocket light with wish ..
And how does the Light Domain derive extra damage ?
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
This solidifies the Light Cleric ’ second function as a rate caster. By now, you can normally get your Wisdom modifier to +3-5, so this is a reasonably significant burst to cantrip damage. As a admonisher, clerics have 3 damage cantrips ; Sacred Flame, Toll the Dead, and Word of Radiance. only two of those abilities have ranged options, and they aren ’ deoxythymidine monophosphate precisely varied in damage. sacred Flame has better utility, ignoring cover, and Toll the Dead deals a fiddling more damage. You ’ ll use these two spells quite a snatch, but they do scale well over time. unfortunately, Sacred Flame doesn ’ t work with Elemental Adept ( Fire ), since it ’ south Radiance damage. Hand of Radiance, from Xanathar ’ s Guide to Everything, lets the Melee Light Cleric deal good Area of Effect damage with a cantrip. It lone hits enemies, just like your Channel Divinity ability. It ’ s a good mind to take all three of them to have your options covered. The cantrips have some dear variety, though the lack of actual Fire cantrips feels badly .
Corona of Light
Anyone feel like making a beer joke ?
Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
Alright, so there ’ s actually a lot of good stuff hera. First of all, this takes an legal action and lasts a broad minute. You can use this right before a competitiveness and a set of fights will be over before the ability runs out. The visibility increase is fantastic, putting the Light cantrip to shame… Though this will make you one bright target, indeed be careful if you ’ re spongy. The offensive ability of giving your enemies disadvantage against blasting spells is harebrained. Pair yourself with a blasting Wizard or Sorcerer and watch your enemies flounder Dexterity Saves all over. tied without a friendly blaster, you get thus many benefits from this. Your world Spells and cantrips all get a huge luck of doing wax damage. And, notice… There ’ s no limit listed. At the monetary value of one legal action per 10 rounds, you can reduce underground to your blasting spells in a 60 foot air. You have a lot of beneficial sphere of impression options that this heavily benefits. And if you get some allies that feel like dealing Radiant or Fire damage, you can make this into a very effective damage booster. It is reasonably countered by charming darkness, but your Channel divinity counters that. And then when it ’ south banished, they get disadvantage against the beaming damage. courteous !
Best Race for Light Clerics
All Clerics get benefits from Wisdom, obviously. This one has a special connection to Wisdom, though. From more uses of digest abilities, better cantrip damage, to higher saves for your blast, the Light cleric urgently wants Wisdom .
The Firbolg is chosen not good because of the Wisdom boost, though that is a major factor. This Volo ’ s Guide race gets a massive Wisdom boost, the ability to turn inconspicuous to avoid attacks. They can evening get racial Detect Magic. All adept traits for a cleric that doesn ’ deoxythymidine monophosphate naturally have Heavy Armor. The Strength boost is useful for clerics who are melee-range, since they can more well use average armor, or grave if you invest a feat later on .
As a long-ranged build up, the Halfling can be a pretty good cleric, with their bad rise in Dexterity. The Ghostwise subrace gets some Wisdom, and some clean utility with Telepathy, allowing you to make hushed plans with allies. The Light Domain is a natural caster, so you don ’ t need to worry about the Heavy quality on some weapons. Cantrips are all the damage you need ! Movement focal ratio does raise an issue, but vitamin a long as you ’ re within 30 foot range of your allies, you ’ ll be fine .
Races to Avoid
There international relations and security network ’ deoxythymidine monophosphate truly a badly race for this class, vitamin a retentive as you ’ re uncoerced to invest heavily in Wisdom. I would highly, HIGHLY suggest choosing races that gain Wisdom, since it helps the Blasting role by quite a distribute. I would besides avoid races that naturally have Darkvision. The light cantrip is kinda the Light Cleric ’ s thing, and they get a distribute of tools to negate darkness. Darkvision just isn ’ deoxythymidine monophosphate as good for them, and therefore a batch of races with Darkvision will likely be weaker than races that don ’ t have it .
Light Domain Gods in D&D
Gods with the Light Domain are frequently good. Gods of the light are associated with the sun and purging the darkness. here are some examples of abstemious domain gods that you can follow .
The Sun rises, the sun sets. All is based on the chariot that rides through the flip. Without the godhead of music, light, and curative, none will be able to survive on the corporeal flat. The god of archery watches over the land and brings happiness to all who know his name. This is Apollo, the Greek god of the Sun. And to deny his importance is to deny all things. Apollo is the chaotic Good deity of light, archers, mend, and music. His ten thousand of roles make him quite crucial in the Greek pantheon, and therefore he was worshiped under many different names in very biography. He is quite kind, charitable and helpful compared to many Olympians. But, like all of them, he possessed a atrocious pique when angered. Vain but respectful, many find Apollo to be an agreeable idol. He does not necessarily exist in the Forgotten Realms. Apollo ’ south worshippers must respect the police, but entirely when the law is good. He is a gay idol, but his clergy must be penitent of sin. His easy-going nature is not necessarily to be shared by his followers. His clergy is expected to be bluff and persistent, but perceptive of opportunities to convert evildoers. They are talented archers and warriors, since he guides their arrows. A Light Cleric of Apollo is the pinnacle of his clergy. Apollo guides the sunlight across the sky, and frankincense his worshippers that spread the ignite are all-important. light Clerics use the light of their idol to guide those who wish to stray from evil while burning those who defy good. Apollo may not exist in standard 5E worlds, but he is the arrant exemplar of those who use idle to burn away villainy. alike gods include the egyptian Re-Horakhty.
Stare up. Look into the burning star in the sky. Notice that when it goes behind the planet, the coat of the material airplane freeze. Notice that when it rises once again, the substantial plane burns with flare. This is the life-bringer, this is the heating system of the universe. Belenus, the Celtic God of the Sun and Flame, has arrived. And his fire will bring animation to your livestock.
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Belenus is the Neutral Good god of the Sun. He is in mastermind manipulate of this star, able to make it rise, set, or stand wholly calm. He can grant his life-giving unhorse to livestock, or cause stallion harvests to fail with a lack of light. He often uses his ability over the sun to harm those who wish to bring damage to others. The worshippers of Belenus are bountiful. many perform rituals with flames to appease the deity : running livestock between flames, sacrificing relics and artifacts, and constructing fantastic sculptures. Belenus is beneficent, but rigid. Evil is to be punished, and resources should be waylaid from those who are not productive to his estimate of a happy and just society. light Clerics of Belenus are, unsurprisingly, immediately related to the Sun. They understand how critical inner light is to a operation company. These clerics work closely with Druids to ensure the balance of the land is kept in check. They are closer to world than their druidic counterparts. They serve as the bridge between nature and civilization, in terms of the Sun. Belenus is a good god who uses Light to reward those who deserve it. A fit wielder of the Light sphere .
The Bard King has many songs dedicated to his name. All who sing ballads tip their cap to the harp. He shares many names, and all races know him by a different entitle. Any narrator or tune-whistler will be inspired by the winds of this deity. Branchala, the idol of Good, is the pinnacle of inspiration. equally long as your heart beats in agate line with the coarse man, Branchala will give you ideas and respect. Branchala is the chaotic Good deity of Inspiration in the Dragonlance pantheon. He is primarily a idol of musical performance and storytelling. The patron deity of bards, Branchala is known by a different diagnose for many different races. equally farseeing as there is a good society with bardic performers, person will know the god. Worshipers of Branchala are normally Bards. Storytellers, performers, dancers, and more follow the celestial harmonica. These people have divine insights and musical talents far beyond what is standard for mortals. They are designed to aid others when possible and serve as a steer light for their residential district. inner light Clerics of Branchala are not about ampere well known as their Bardic counterparts. however, as guides for communities, Light Clerics of Branchala shine. They grant their light as an objectification of Branchala ’ mho inspiration. They are community leaders and bring Branchala ’ randomness services to more audiences than a Bard would be able to. Light is not just the sunday. It is a force of guidance, and Branchala is the perfect personification of a non-Sun deity of Light .
Helm (Forgotten Realms)
Beneath steel, two eyes gaze out, piercing easily through the apparition. Those who fall under its gaze are quickly and efficiently tested. Fail the test, and they will find punishment to be closeby. Succeed, and they are free to pass and continue on their day. The cold concenter of Helm, the Watcher of the gods, is known by all who live in company. Helm is the lawful Neutral god of the Watch. He is the visionary of the nox and a patron deity of guards. He is a cold martinet who wants nothing more than to ensure that the jurisprudence is followed. however, he is tolerant of children and other spare souls who may stretch the boundaries of the law. therefore, he is not heartless, but he knows when his forgivingness is being abused. Worshipers of Helm tend to be guards and watchmen, firefighters and other such defenders of the peace. They keep a conclusion eye on villains and threats to civilization, and are quick to throw fishy family in jails. They can be seen as excessively timid and even tyrants. however, helm worshippers are asked to merely follow the law. Helm ’ s Clerics of Light use their sparkle to ignite the darkness that hides evil. Their guard Flame is designed to protect those that obey law from those who seek to destroy it. They should be uncoerced and able to bring evil into the light so it can be investigated amply. They should besides be able to bring testify and information to idle so a just result can be located. Helm ’ s Light serves as a way to gaze trench into the hearts of others. Use your light wisely .
Lathander (Forgotten Realms)
The golden dawn rises on a man, hoisting a newborn baby into the tune. The sounds of an orchestral choir sing over the setting, embracing a newfangled day as new life is born. The scourge of the undead presents the child to this worldly concern, eager to see how the child will handle their experience. This is Lathander, the deity of renewal and animation, and his blessing is sought by all parents. Lathander is the Neutral Good god of Renewal. He represents the rising sun on a new day, a neonate baby, a worker waking up from a dear nox ’ randomness respite, and many more. He is the patron deity of childbirth, as bringing new biography to this world is his goal. His good and countenance is beaming, and he dresses in colorful robes to showcase his cheerful, youthful disposal. His worshippers, the Dawnbringers, are baptized into a group of personally-recognized individuals. Lathander ’ south worshipers promote the improvement of oneself and culture. They are wholly illiberal of evil, and frequently go on crusades against undead and bribe individuals. They are devoted to bringing light to the world, no matter the cost. light Clerics of Lathander bring light to all. They are guides of those who otherwise can not better themselves. They are brutal to those who hide in darkness. They are the shape of the Dawn, proof that there will constantly be a dawn after the deepest night .
The gavel slams down on a sun-filled day. The verdict is sung out, and all go their way. There is a rationality all, even the convicted, are satisfied with the leave. They all look out into the inner light of the new day and see that the gods are watching over the proceedings. Pholtus is here, of the Path of Law, and will ensure that good walks free this day. Pholtus is the lawful Good god of order and light. He is the good of the sunlight and the moon, inflexible in his wish to keep the police stable. He is known for his refractory truth which, while it keeps all under the hand of the law, can be seen as antique or button-down. however, the flow of clock is not lost on Pholtus, and civilization can constantly continue moving across the righteous way. Worshipers of Pholtus are lawfully-minded individuals. Judges often worship the idol, american samoa well as guards and politicians. typically, older-fashioned individuals find their way to Pholtus. They tend to share the mentality that the law, as written, should be followed. faint Clerics of Pholtus focus less on the law and more on the light. While the law is significant to Pholtus, the idol did put the sun and the daydream into the flip. This importance is carried through Light Clerics, who represent the history and importance of Pholtus to all societies .
Silver Flame (Eberron)
In a populace torn apart by iniquity and chaos, there is a voice that can be heard over all of the wars. The Silver Flame is a list uttered only by those who have joined the fight against the Overlords. This name, uttered fearfully amongst many populations, echoes throughout Thrane. This unachievable virtue can only be heard through prophets and those touched by the goddess. The Silver Flame is the lawful good deity of good and jurisprudence. It is an abstract entity, more of an energy than any kind of physical being. As such, it is unknowable by any but the most devout of beings. ascribable to this, many interpret the silver flare as being staunchly pro-law with very little wiggle room. The church of the Silver Flame has a binding coerce in Thrane and Khorvaire. The Worshipers of the Silver Flame tend to be more avid. Since the Silver Flame alone speaks through the most devout of prophets, many wish to reach that flush of think. Because it is an abstract entity, it often only exists through the voices of these prophets, which gives them extra world power over normal people. light Clerics of the Silver Flame represent the guiding unaccented of the fire. In Eberron, specifically in Thrane, this faint is a religious powerhouse. As such, this symbol of the gods will garner deference to one who guides using the Flame ’ s clean. These clerics are highly respected and warrant entire care to any who wish to be taken seriously by religious circles .
Best Feats for Light Domain Clerics
abstemious Clerics want feats that can improve their combat utility and survivability .
elementary Adept works interestingly for Light Domain clerics. light Clerics have a set of displace spells, so avoiding Fire Resistance comes in handy… A bunch ! You ’ ll besides be rolling damage for fuel spells a lot, so this can kick up your damage a little moment. If you ’ ra confident in your survivability, this can be worthwhile .
Fey Touched is a great utility feat. Improving Wisdom by 1 is big, but now you have a few extra benefits. You get to cast Misty Step once per day, which is my favored while ! Being able to move across the battlefield as a Bonus Action is fabulously nice, and you will always find a habit for a teleport. wholly worth the rid go slot ! The other 1st-level go is catchy, but you get access to a few bangers. Bless, Charm Person, Command, Hex, Hunter ’ s Mark, and Silvery Barbs are all fantastic choices. Try to use one that can fill in some of your party ’ sulfur weaknesses !
In case you don ’ thymine want to increase Dexterity, Heavily Armored is a good estimate. You boost Strength by 1, which doesn ’ deoxythymidine monophosphate topic a lot for our purposes. We want that Heavy Armor. Plate Armor is 18 by default, which can be hard to get over. Since you can use a carapace and keep a hand open for Cantrips and spellcasting, we can get a huge sum of AC without dedicating anything to Dexterity. That ’ s not a atrocious idea !
You get two Metamagic options from the Sorcery list and 2 sorcery points to spend them on. We recommend Quickened Spell and either Distant, Empowered, or Twinned Spell. Quickened Spell makes your bonus natural process into a Fireball or Flame Strike. Any of the other options can be a agile and effective way to improve the efficiency of your buff spells, or work as an hand brake healing option .
It is all-important that Light Domain Clerics stay animated. thus, Resilient is not a bad estimate. By improving Constitution by 1, a Light Cleric besides gets proficiency in Constitution Saving throws. This is winder, since effects that target Constitution saves are the ones that can take you out of battle for a long time. Can never be besides careful !
Shadow Touched buffs your Wisdom by 1 and gives you a few spell choices. Invisibility is a fantastic spell to have in your pocket, allowing you to hide from foes or get the jump on them. Your 1st level spell options are alright. Cause Fear, False Life, and Ray of Sickness are all becoming combat spells. Disguise Self and Silent Image can work well in some situations. Try to cover your party ’ s weaknesses with this complimentary enchantment time slot !
As the Cleric of the party, staying alive is very significant. Tough provides a +2 to HP per level, getting you 40 by degree 20. That ’ s not nothing ! This feat is about a good as getting a +4 to your Constitution, without the bonuses to saving throws. now you can take hits like a Fighter while providing healing for everyone else ! With Warding Flare, you ’ ll be hard to kill .
Multiclassing for Light Clerics
light Clerics are identical Wisdom-focused. however, after Corona of Light, Clerics don ’ thymine get much. You have a few levels to spare ! Let ’ s talk about your best options for Multiclassing .
Druid provides little boons to a Cleric. You ’ re locked out of metal armor, but you get access to Druid spells. These spells are eldritch, offering a great mix of utility and naked damage. barbarian Shape provides a little health shield and doesn ’ thymine interrupt Concentration, making you survive a fortune longer. If you decide to put adequate levels into Druid to get Wild Shape, you ’ ll besides get your Druid Circle. Moon provides a Bonus Action health carapace and bring around. Shepherd provides extra support options. Dreams provide extra heal. We wouldn ’ thyroxine suggest putting more than 3 levels into Druid. They don ’ thymine get much outside of lap features and spell slots .
Monk is a eldritch multiclass. You ’ ra replacing spell slots for a high investment Dexterity build. But it is thus cool ! Monk starts with Unarmored Defense, a huge boon for Clerics ! While unarmored, you can easily get your AC to 18-20 by level 20. That ’ randomness kind of insane ! soldierly Arts is a moment more awkward, but it means you can leave a hired hand open while still threatening foes with your fists. More levels into Monk lets you get Ki and Unarmored Movement. Ki is fantastic, giving you a few bang-up Bonus Actions. Unarmored Movement is besides good, letting you boost around the battlefield 40 feet at a time. More levels into monk give you extra defensive options, but worsens your Spellcasting. Be careful with this multiclass .
Ranger is a middle footing between Druid and Monk… And is besides not recommended. If you have the Tasha ’ s rules, Favored Foe and Deft Explorer are interesting options to add to a Cleric. But, Favored Enemy and Natural Explorer are not deserving multiclassing for. horizontal surface 2 is reasonably good. You get Ranger spells, which are fantastic, but you ’ re losing a level of Cleric casting for them. You get a Fighting Style, but Light Clerics prefer to cast cantrips. We alone recommend this multiclass if you ’ re wanting a mix Light Cleric dash that relies more on bows than cantrips. Which… Might not be the best way for your Cleric .
Suggested Light Cleric Backgrounds
One of the best things you can do for your background is getting powerful Wisdom skills. These are things like Insight and Perception. tied Survival, in some campaigns .
In terms of Flavor, Acolyte is big. As a servant of the sun, you might be on a pilgrimage or plainly a dear follower of the gods. Insight is great, and you can get Religion for free. The basic starting equipment options are fine, though nothing a Cleric wouldn ’ metric ton have entree to with their Starting Kit. Shelter of the Faithful will often work, since many worship the Light .
Some artists and writers will frequently begin serving Light gods, as a break of divine guidance turns them to the holy liveliness. Insight and Persuasion are ticket for clerics. Artisan Tool proficiency is very dainty, since it can churn out a short ton of money. It can besides come into dally for puzzles, if you choose the correct tools. We suggest options like Alchemist ’ second Supplies, Carpenter ’ south Tools, Cook ’ mho Utensils, Smith ’ mho Tools or Woodcarver ’ south Tools. Guild Membership is all right, specially if you ’ rhenium something like a Smith or Woodcarver. You ’ ll much have friends .
A bluejacket normally navigates by the stars to find their way. But, why not a boater guided by the light ? Athletics isn ’ deoxythymidine monophosphate bang-up, but Perception in truth, truly is ! Navigator ’ sulfur Tools and Water Vehicles are a match of okay proficiencies. The depart equipment is fun but nothing crazy. Ship ’ south Passage will only come up based on the specific type of campaign you ’ re on .
How to Play Light Clerics
Out of Combat
- Utilize Your Skills. Light Clerics have no advantages out of combat than a standard Cleric. As such, you should use your limited skill set as much as possible. Skills like Persuasion, Insight, and Perception come up fairly often.
- Provide Guidance. If you’re roleplaying a typical Light Cleric, then you are a wise community leader. Use your Wisdom to provide advice to others. Use your Light Cantrip and spells like Augury to give yourself extra credibility. You are naturally very trustworthy. Use that to your advantage!
- You Can Prepare Non-Aggressive Spells. The Light Cleric is given a ton of aggressive spells. Make sure you prepare spells that heal party members, restore status conditions, and buff others. As soon as you get Fireball, you really don’t need aggressive spells anymore!
- Warding Flare is a great Reaction. Early on, use Warding Flare often! You might be a ranged character with your cantrips, so you’ll want to use this at basically any opportunity. Reduce the damage that you take! When you reach level 6, you can save Warding Flare for when your allies are about to take damage that could knock them out, or when a huge guy makes an attack roll. You get a Wisdom number per day, so 3-6 uses. Make sure you spend them all!
- Radiance of the Dawn is a good nuke. Using Radiance of the dawn for more than 2d10 damage will come up often. This ability actually hurts! If you don’t need your Channel Divinity to banish Undead, then use this as a “get off me” tool. It’s like a super cantrip!
- Potent Spellcasting Influences Your Actions. Your Cantrips hit like a truck as soon as you get this. Weapons really can’t keep up. Spam your Toll the Bell like your life depends on it!
- Corona of Light Is Absurd. Spam this puppy! If you can, do it before the fight begins so your blasting spells are max power! 1 minute is 10 full rounds, so you can really make this thing active all of the time.
Light Cleric Build 5E
The Light Cleric benefits a draw from Wisdom. indeed, when you ’ re making a Light Cleric, you ’ re truly going to want to boost up your Wisdom where you can. The surveil is not the only means you can make a Light Cleric build ! however, it should give you a good theme on what you should prioritize and where your choices come in. For our build, we ’ ll be using a Firbolg Sailor, a believer of Lathander. She is taking on the seven seas to bring Light to foreign lands ! We ’ ll be using a Standard Array, since that is a common way to build characters. Notice that we ’ ra going to get a +1 changer to Dexterity and take Heavy Armor proficiency subsequently. This is just to survive the early on game, where we lone have Medium armor to work with .
|5E Light Cleric Build|
|Race: Firbolg (Wisdom +2, Strength +1)Ability Scores: STR (14) DEX (12) CON (14) INT (8) WIS (17) CHA (10)Proficiencies: Athletics, Insight, Perception, Religion, Navigator’s Tools, Vehicles (Water)Starting Equipment: Mace, Scale Mail, a Light Crossbow, 20 bolts, a priest’s pack, a shield, a holy symbol, Club, 50 feet of Silk Rope, a small stone with a hole in the center, common clothes, and 10 gpLanguages: Common, Elven, Giant|
|Levels||New Features||Choices To Make|
|1||-Spellcasting-Divine Domain (Light)- Light Domain Spells (1st Level)-Bonus Cantrip (Light)-Warding Flare||See the above table for our Racial and Background choices. It also includes our basic Equipment Choices. At this level, you take Divine Domain.Spellcasting: Clerics get to prepare whatever spells per day they would like. Talk with your party and talk about the spells that would help your party the best. We recommend preparing spells like Healing Word to heal your party in critical situations. As you level up, check the spell list and talk to your party to decide what spells are best all of the time, and what spells you should just keep in mind.Cantrips: Get strong cantrips like Sacred Flame and Toll the Dead for offense, Guidance for out-of-combat situations, and Mending for rare cases where it’ll matter. Thaumaturgy is fun and Spare the Dying can come up.|
|2||-Channel Divinity (1/rest)-Channel Divinity: Radiance of the Dawn||No choices here! Keep reading the spell list and decide what spells are good for you.|
|3||-2nd Level Spells-Light Domain Spells (3rd Level)||Check out some 2nd level spells. Blindness/Deafness, Lesser Restoration, and Spiritual Weapon are all good options.|
|4||-Ability Score Improvement||Instead of an Ability Score Improvement, we’re going to take a feat! To improve our versatility, we’re going to take Fey Touched. This lets us cast Misty Step and Silvery Barbs, making us faster to get to priority targets and more defensive against damage instances that we don’t want to use Warding Flare on.|
|5||-3rd Level Spells-Light Domain Spells (5th Level)-Destroy Undead (CR ½)||Check out 3rd level spells! Dispel Magic will be a close friend. So will Mass Healing Word, Remove Curse, and Spirit Guardians.|
|6||-Channel Divinity (2/Rest)-Improved Flare||You can spam Radiance of the Dawn more now. Keep that in mind during fights! You can also use Warding Flare on other targets. Stay vigilant during fights so you can protect low-health, high priority targets.Otherwise, keep looking at those spells.|
|7||-4th Level Spells-Light Domain Spells (7th Level)||4th Level spells, we’re starting to get very strong! Banishment, Freedom of Movement, and Stone Shape will come up every now and then.|
|8||-Ability Score Improvement-Destroy Undead (CR 1)-Potent Spellcasting||This level, we’re going to take the +2 to Wisdom. That gets us to 20, maxing out our Spellcasting attack rolls and DCs. Potent Spellcasting means that cantrips are king.|
|9||-5th Level Spells-Light Domain Spells (9th Level)||5th level spells are here. These can’t be as easily spammed, but are handy to cast during big fights. Spells like Greater Restoration, Holy Weapon, and Raise Dead will often be on your list.|
|10||-Divine Intervention||No big choices here. Keep looking at spells.|
|11||-Destroy Undead (CR 2)-6th Level Spells||Spells like Harm and Heal are on the list, as are Planar Ally and Word of Recall. Use these only for emergencies!|
|12||-Ability Score Improvement||There are a few choices here. We are currently looking at our durability, which is probably starting to hurt us. We can take Tough, +2 Constitution, Resilient (Constitution), or Heavily Armored. We’ll go for Heavily Armored here to get our AC to 20 without any magical aid.|
|13||-7th Level Spells||Conjure Celestial, Fire Storm, Regenerate, and Resurrection are great spells to have in your kit.|
|14||-Destroy Undead (CR 3)||Keep reading your spells and learning about what your party needs.|
|15||-8th Level Spells||Antimagic Field, Holy Aura, and Sunburst are all great new spells.|
|16||-Ability Score Improvement||Here, we’ll take Tough. While we like Resilient, Tough provides 32 HP right now. That’s easily an extra hit. We want to stay alive to cast game-winning spells like Heal.|
|17||-9th Level Spells-Destroy Undead (CR 4)-Corona of Light||These spells are nuts. Gate, Mass Heal, and True Resurrection are crazy spells to have in your kit. You only get 1, though. Make it count!|
|18||-Channel Divinity (3/rest)||Keep cycling through spells. You keep getting another high-level spell by now, so make them count!Multiclassing: At this point, you can multiclass pretty easily. For the purposes of this build, we won’t. Heavy Armor Light Cleric doesn’t have great options for multiclassing outside of Ranger, which doesn’t do anything we want to do.|
|19||-Ability Score Improvement||This is a weird one. We have all of the ability scores we’d ever want. For our build, we’ll take Resilient to help us survive against effects that might paralyze us. It’ll also help our Concentration saving throws.Other great options here are Elemental Adept, since Fire Resistance is fairly common now. We can also just get +2 Constitution to get more health. Or Metamagic Adept for Quickened Gate.|
|20||-Divine Intervention Improvement||Calling on your god mid-combat will be useful. Keep adjusting your spell lists based on what kind of fights you’re getting into.|
Light Cleric FAQ
What Book Has Light Domain?
The Light Domain is available in the Player ’ s Handbook. It is one of the beginning Domains, alongside options like Knowledge and Life. You can find it in between domains on page 60 .
Can Light Domain Clerics Heal?
Of course ! In fact, it is expected that a Light Domain cleric provides mend to those who are well. Most light Clerics will besides try to heal and “ save ” evil creatures that are uncoerced to repent. mechanically, there is nothing stopping you from learning healing spells and helping other characters.
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Should a Light Domain Cleric Deal Damage or Support?
This is a cop-out, but both. As the party ’ second cleric, you are responsible for making certain your companion party members don ’ thyroxine fail. If you need to heal a party member to prevent a death, then mend. If you need to throw a powerhouse to make certain your party doesn ’ t take damage from a lot of targets, then cover damage. As you play, you ’ ll learn what damage your party members can take without needing heal, and how effective your damage-dealing spells are at taking worry of enemies .
Conclusion – Our Take on the Light Domain
What a subclass ! If our Light Cleric 5E Guide tells us anything, this knowledge domain is a good time. There are a few domains that are blaster roles, and this one stands as one of the better options. Giving Clerics access to Fireball, Wall of Flame, and Scorching Ray gives them a lot of damage opportunities. They still keep the supportive spells of Cleric and get a good interception choice. Their Channel divinity is merely approve, but still adds damage to the battlefield. And Corona of Light might be at the peak of my list in terms of capstones, offering a set of price potential with the right total of apparatus. All in all, I highly suggest this original if you ’ rhenium looking for a quite potent blaster… With Cure Wounds. Want to see your other Cleric options or how to optimize your character in general ? Check out our comprehensive Cleric 5E Guide !