Lacking Capstones

Today I talk about our capstones. A capstone is a feature you gain when you reached the level cap, in D&D more specific the level cap in one class (means 20th level for now). The only D&D edition which made great capstones were 4e, Pathfinder got it right and made at least decent, but often not too great, capstones. In 5e, most are lacking.

Here I categorized them to usefulness:

Great and useful anytime

  • Barbarian’s Primal Champion (+4 STR and CON and the cap get increased to 24 for these two abilities)
  • Paladin’s [Ancient] Elder Champion (regain 10 hit points per turn, 1 action casts can be reduced to bonus action, enemies within 10ft have disadvantage to saving throws vs. your paladin spells and Channel Divinity).
  • Rouge’s Stroke of Luck (turn a miss into a hit or make a failure in a ability check to a natural 20 once per short rest)
  • Wizard’s Signature Spells (have two 3rd level always prepared and cast them once per short rest for free at 3rd spell level)

Useful in most cases

  • Cleric’s Improved Divine Intervention (100% chance that your god will help you once a week)
  • Fighter’s 4th attack (great at combat, otherwise useless)
  • Paladin’s [Devotion] Holy Nimbus (10 radiant damage per round for enemies within 30ft, advantage on saving throws vs. undead and fiend spells)
  • Paladin’s [Vengeance] Avenging Angel (Fly speed 60ft and 30ft fear aura).
  • Warlock’s Eldritch Master (regain once per day after 1min all expended Pact Magic spell slots)

Rather lacking, even though useful sometimes (like builds and cases)

  • Druid’s Archdruid (unlimited Wildshape for moon druids and spellcasting with your mind alone unless the material components cost gold)
  • Ranger’s Foe Slayer (once per turn WIS-mod. to attack or damage vs. favored enemy after seeing the roll but before knowing the result)

Useful when running into a lot of encounters

  • Bard’s Superior Inspiration (get one inspiration back when having none when rolling initiative)
  • Monk’s Perfect Self (get 4 ki points back when having none when rolling initiative)
  • Sorcerer’s Sorcerous Restoration (regain 4 expended sorcery points after a short rest)

Some of them would definitely rank higher, if there were only one to two changed details. Like the warlock’s Eldritch Master, if it’d only cost an action. Pact Magic slots are regained after an hour rest, too, after all, even though a minute is much better in that regard, I wasn’t that whelmed.

So why aim for the capstones after all, if most of them are underwhelming? Maybe high level campaigns in planning have a lot of encounters one after another, so regaining resources with initiative roll will have that much impact. Maybe the 21th+ levels will bring some juicy bonuses when you stay in your class and the ‘not-capstones-anymores’ are just a milestone to real power.

I personally think after gaining so much levels in one class, you can simply go all the way. Why would a character even bother at that point to pursue another path?

Advertisements

Overview – Bard

Before I start, I made a supplement page for things made by myself (or others, if I find it helpful and they shared it openly) which might help you in one way or another. For now there is only a DM-tool which re-calculate the PC-level into a XP-Budget, so if you make an encounter by yourself you only need to know the PC-levels and the amount of monsters you want to send in.

Now to the main-point: Another Overview. The next one in the alphabet is the bard and spellcasters are much more difficult to overview, since that means to get a hang of their spell-lists in their entirely. I won’t go further into special spells, etc. but will use these to estimate the bard’s grading.

I’ll just copy-paste the words I already said before, for the people who didn’t read my barbarian post (I just altered the subclass thing a bit):

This is an overview, so I’ll just categorize each class in certain categories to see how it cuts and give a personal grading. The end-grading won’t count the multiclass-strength in (for obvious reasons) and is more like an overall impression than a mathematical derivation.

Any feature in italic is from a subclass and a abbreviation will say which one (in the bard’s case LO for Lore and VA for Valor). And red features means there is a flaw or a minus in said category.

null

Multiclass-Strength:

  • A main-caster, so every level bard is progression in a 1:1 rate spellslot-wise.
  • The first three levels brings some solid choices in the skill department, while Song of Rest and Bardic Inspiration are nice picks. Here I see the Lore Bard superior, since you can make more use of more skills proficiency and Cutting Words than the Valor-stuff; again 4th level for Ability Score Improvement isn’t a bad choice.
  • 5th is only good if you use Bardic Inspiration often, since the spells are not that spectacular (useful, but not a great yelp of joy here). 6th is good at Lore and most likely bad at Valor, 7th have an interesting spell-variety. 8th for improved ability again and 9th doable, but not recommendable, unless you aim for higher or need the basic stuff a healer should offer (Raise Dead, Greater Restoration, Mass Cure Wounds). 10th level might be worth to get some good spells from another class to expand your versatility
  • The levels from here on will make the bard better at what he does and Magical Secrets might provide some spells you want to have, but in the end aren’t really providing anything new.
  • A capstone which is ignorable unless you’re on an encounter to encounter adventure without even a short rest.
  • All said, if you want to multiclass, use the Lore bard

Offensive:

  • Weapon Proficiency: Even without two-handed weapons, you get the best finesse weapon in the game, the rapier or shortswords for two-weapon fighting. This means you can actually be offensive for a bit while boosting DEX fpr defensive purposes.
  • Spellcasting: Not the bard’s forte, but he has some spells which makes damage and give a debuff at the same time (like the Cantrip Vicious Mockery).
  • Bonus Proficiency (VA): If you’re more of a STR-build, you can get the best weapons.
  • Extra Attack (VA): More attacks = More damage.
  • Battle Magic (VA): While supporting others with a spell, you can attack. Or while using that really mean high damage spell of the wizard list, you can dish out some minor damage afterwards. Practical.

Resource-Management:

  • Spellcasting: Especially the debuff spells of the bard are going to manage your resources (like hp) more efficiently, since a enemy who have problems hitting, won’t make damage, etc.
  • Bardic Inspiration: Since it’s not only a bonus action but the target can choose after seeing the result, this makes it easier to manage the resources of yourself and others (like the difference between a hit with a magical attack and a miss/waste).
  • Song of Rest: Saves hit dice, spell-slots for healing and the only thing you have to do is a short rest and using hit dice. Practical.
  • Font of Inspiration: The only reason I will not count the day uses of Bardic Inspiration negatively is this feature, which comes early enough to integrate regular Inspiration uses as a standard tactic and late enough to hurt multiclassers.
  • Superior Inspiration: Even though it’s a capstone, it only comes in handy, if you won’t see a short rest, And Bardic Inspiration isn’t even that much of a vital class feature. Helpful and at the right time great, but not something which would define the bard class this edition.
  • Cutting Words (LO): If you can guess that a nearly hit will get a miss or makes it harder for enemies to break free, etc. Using wisely it’ll help you manage resources quite well.
  • Peerless Skill (LO): Harder to put in a category, but in the end you’ll use it to save a resource, be it time, hp (in cases of trap disarming or something like that) or your live (like a Dexterity (Acrobatics) roll when balancing on a quarterstaff which stands in the water, while bloodthirsty sharks are swimming around).
  • Combat Inspiration (VA): A hit which got avoided, doesn’t need often more valuable resources to get healed.

Support:

  • Spellcasting: The bard’s spell-list is almost everything about support in one way or another. Healing, buffing, debuffing
  • Bardic Inspiration: A bonus to an attack roll, a saving throw or an ability check after seeing the result is a great way to support others.
  • Countercharm: Good if you know something will come. Works reliable for dragons or the tarrasque, since they have a frightful aura. But without knowing, this feature might provide nothing.
  • Combat Inspiration (VA): Even if you’re not as offensive, your allies can be.

Survivability:

  • Spellcasting: You can heal yourself, which can help a great deal in self-sufficiency, but most likely wants to heal your allies, too.
  • Bonus Proficiency (VA): Shields. Saved lives even before the antique. And medium armor is much better, when you can’t afford to raise your DEX to the cap.
  • Armor Proficiency: Light means that you have to take care of your DEX. You can, no question, but it’s kinda restrictive, which makes it a flaw.

Utility:

  • Skills Proficiency: Getting 3 skills of your choice? Great!
  • Spellcasting: Some out of combat uses and Ritual Casting, which makes it even better.
  • Jack of All Trades: Be the star of ability checks (which includes skills), which makes you an all-rounder without even much work.
  • Expertise: Bring the utility of having great skills to the next level!
  • Magical Secrets: This can be everything: Offense, Support, Survivability, just choose what you want!
  • Bonus Proficiencies (LO): More skills!
  • Additional Magic Secrets (LO): Even more spells from other classes.
  • Known Spells: More like restrictive, but with 22 (plus 2 more on LO) you’re better of than others. But still not as good as most clerics, druids and wizards.

Grading:

Multiclass: Decent
Offense: bad (LO) to decent (VA)
Resource Management: great
Support: good (VA) to great (LO)
Survivability: bad (LO) to decent (VA)
Utility: great (VA) to fantastic (LO)

Overall: great

Every stat can be heighten by using the right spells due Magical Secrets, this is why the bard seems to be kinda lackluster in some categories but gets some bonus points in the overall. Having access to any spell he likes and transforming them into bard spells is that strong and makes so much of that class’ utility.

A bard might stand in in melee for a round or two, but without shield and some other precautions he’ll be in great danger afterwards, unless he uses high resources for healing himself. Unless he got high DEX, which is entirely possible, but here I don’t take non-primary attributes into account. The Valor Bard could stand in as a standard-cleric-replacement (means not counting domains in), but even though his innate offense potential is more like meh. Feats are needed. Or stick to ranged support, since you’re at least decent and use the Battle Magic feature with more ease.

For multiclassing you should take the Lore bard, since the Valor bard only functions as he should as a pure-class build. His improved fighting abilities aren’t cut to be mixed with other classes, since they can do either better or focus the bard on its magic or utility side.

The bard just got to be a great class in 5e. Making him a main-caster was most likely a way to ensure his supportive and resourceful nature without throwing too much features in, which would be harder to overview and most likely brings some rule-holes within. So using the known basics, spells up to 9th level and some quirks made this class most likely even more powerful than intended. Especially considering that a bard player had to be great to be useful in combat outside throwing buffs. In 4e you saw the new trend and in 5e it’s still here: Bard’s aren’t the best class to kick ass, but they’ll become fast core-members of any party.

Let’s Rock with Roles!

Finally I got this written, now see, what I was writing about the last few days: Roles!!!

In D&D 4e a lot of players were repulsed by the introduction of the class-roles, even though the books said, that they existed long ago and the classes were more built around those roles. Personally, I didn’t care about it, it just made party building that much easier. But since being classified as a role makes it much harder to actually visualize a different build, I thought: Let’s group any class into a group!

Here I will make a difference between combat-roles and outside-combat-roles, since every character should be able to participate in battle, while Social Interaction is often made by a single character. And I’ll dip into the archetypes a bit, without in-depth explanation, there are some builds out there, which makes it much clearer, if you prepare for a specific campaign.

Here the combat-roles:

Defenders are the typical front-liners, which can take punishment, are able to hold a line, protecting the backrow, and of course brings some punishment to the foes. In 4e he’s a very tactical role, in most previous editions, he is just swinging a weapon around hoping that his damage and presence is enough to fulfill that role.

Strikers are able to bring a humongeous amount of damage fast to the enemies. His main-role is to defeat the biggest threats as fast as possible or kill those off, which got some amount of damage from the Controller to lessen the numbers of enemies.

Leaders brings buffs for the party, leading how the battle will go on. AC-buffs for grindy battles, damage buffs for fast ones, the right buff at the same time is one of the most powerful thing. And of course he’s healing the party, ensuring their lifes while deciding effectively, who can participate how long in the thicks.

Controllers got are effects and strong debuffs. They often have damiging powers, which are able to get a lot of enemies in one sweep, they can change the battlefield to the party’s liking and make powerful foes to helpless ones (like stunning the same opponent consequently for 5 rounds).

No class is a pure build on these 4 basic roles and I chose the 4e terms, since Pen and Papers aren’t MMORPGs and therefore these roles have different ways and things to offer, than the correspondentive MMO-Role (Tank, Damage Per Second [DPS], Healer, Crowd Control)

Outside of Combat, these roles are more defining (not counting all possible, but those who I personally think are important):

Knowledge is power, and the Bookworm have all kind of knowledge skills paired with above average Intelligence (this is why they’re most often wizards), if the party needs more explanation, z

With a Brawn, you don’t have to worry about any physical challenge: Climbing a mountain path? No problem. Carrying the petrified Rogue out of the dungeon, while a cockatrice is at your heels? Piece of cake! Breaking a door? D’oh, rolled a 1!

Everyone who is a main-magic user is able to fulfill the Caster-role, when mundane tools ad tactics won’t work, just use a spell! There is treasure at the bottom of the lake and monsters which guard it? Water Breathing! We have to storm a fortress, overtaking the walls, fighting the guards and traps and get weakened to the final fight? Divination to find the treasure room, Dimension Door to shortcut! Some problems aren’t even remotely as easy to solve without a caster, like traveling to the City of Brass in the fire plane. To look for a portal which travels to it, getting to said portal while fighting off anything which is in the way or might think, that it’d be unwise to open a gate to the elemental fire? Annoying!

Without a Face, a person looks funny, a party looks poor. This is the guy who takes all the Charisma-based skills, to be able to smoothtalk, bluff or even force himself and his party members out of the most dangerous situation. A silvery tongue to a slippery guy. Or girl.

The Sneak(y Guy) is someone, is able to sneak ahead of the party for scouting, preparing ambushes or finding a way into a building (like climbing up the walls of a castle, take out the guard post and drop a rope for the rest). Sneaks and Spotters are natural enemies, even though a lot of Rangers fulfill both spots so well, that he should be his own archenemy.

Spotters are the ones who pumped everything in their Perception scores to be able to spot and search for everything. No enemy unseen, no treasure unfound, no DM slightly to really annoyed. There are reasons, why there is so many stealth options around.

Trappers are most often the Sneaky Guys as well and are responsible for traps and often locks as well. Since the Rogue (and later some rougish base classes) in 3e was the only one, who could find and disable magical traps, he was normally the trapper, in 4e and 5e everyone with an ability score to find traps (WIS or in 5e WIS or INT) and the right skill training/proficiencies can be a trapper now. Or leave the finding to the Spotter, even though it wouldn’t hurt to have him concentrate more on enemies.

Now that we know our roles, let’s see how our classes in 5e are to be categorized.

Barbarian

Combat-Role: The classic Barbarian is a more offensive, less defensive version of a Fighter and is therefore a Striker. Right? Actually, I think he shifted to be a Defender with a Striker secondary role. While Raging he can take a humongous deal of punishment to weapons, due his resistance to slashing, bludgeoning and piercing damage, as a Totem Warrior with the Totem Spirit of the Bear it extend to all damage except psychic and Danger Senses protects him even further. His Reckless Attack makes him a better target, provoking enemies to attack him rather his allies, Feral Instincts let him get a higher initiative, so he can better choose where to build up the front line. Most of his features makes him harder to kill or influence, better at being where he needs to be to protect others or helping out his allies or hindering his enemies, in both paths. On the Striker side he only get 2-3 attacks, a single reliable attack with advantage, a smallish bonus damage for Rages and a stronger Critical Hit, which only have a higher chance when using Reckless Attack. Enough Damage to be a threat to enemies, not enough to be an actual Striker, comparing with other classes.

Outside-Combat-Role: When there are no heads to smash, a Barbarian makes a wonderful Brawn, using his Rage feature to get Advantage on Strength rolls himself for a turn and much later Indomitable Might to always get high rolls. There is no special synergy with other roles, even though it’s common to let the strong guy make the intimidation with his muscle and charismatic Barbarians are always kinda neat and works well with the Berserker’s Intimidating Presence.

null

Bard

Combat-Role: As a class with good support, Bard’s were always the Leaders, even so their healing abilities came first at 3e pretty weak, in 4e stable and in 5e they’ve become main-casters with any vital healing and revive spell in their spell-list. The Bard’s features allows him to support his party in many ways, buffing them, removing mind-affecting affects and some other stuff. Due his Bard College and Magical Secret’s feature, he can easily fill some parts in other roles.

Outside-Combat-Role: Of course the Bard is your archetypical face, but he can get into other skill-depending roles due his skill-monkey features, so if you’re asking yourself, which ability to boost second after Charisma, you should consider which role outside of combat is still unfilled. Bard’s in the past were known for their aptitude in being the Bookworm, now there are less features for it, but the spell-list do have the vital divination spells. And as a main-caster he can fulfill the Caster role pretty well, having many diverse spells even outside combat and using spells from other classes as well.

So the Bard could fulfill any role quite easily.

null

Cleric

Combat-Role: If the Cleric wouldn’t be a Leader, no one would. He have the most healing and removing condition spells and a bunch of buffs. Depending on domain he could take any secondary role, even though it’s easiest to him to become a secondary Controller.

Outside-Combat-Role: Clerics are obviously Casters, even though they’re lacking the flexibility of a Wizard, they have other great spells, which makes a combination with a Wizard that much powerful. Since 5e doesn’t require the Cleric to have a high Charisma score, his Face value dropped as well, even though they’re still good as Bookworms, if INT wasn’t dumped. Since WIS is their main ability, clerics makes good Spotters, even though they can’t get proficiency with Perception on their own, so you have to get it otherwise. For most other roles they’re mediocre or just bad, depending on their armor.

null

Druid

Combat-Role: In one way or another the Druid was always stuck between being a Leader or a Controller, even though I’d put him in as a Controller, since his healing was lacking compared to a Cleric and his spells to control the battlefield and deal with multiple enemies are so great.

Outside-Combat-Role: Wild Shape makes the Druid the perfect Spotter and even as a Sneak, he can use this feature. No guard post will take any notice of a squirrel in a tree, as long they don’t have reasons to fear a Druid and even then it might be a ‘friend’ of said person and killing it would only summon the Druid’s wrath, right?

Druid’s get enough knowledge skills to stand in as a Bookworm and outside in nature he’s most likely the best Caster in the game. And Wild Shape can make him a decent Brawn at some point, in Circle of the Moon even a great one (a Rhinoceros certainly helps you with breaking doors).

null

Fighter

Combat-Role: As the archetypical Defender, the Fighter is supposed to have all the stuff you want a Defender to have. In pre-3e being at the front and hitting stuff was enough, in 3e he got Bonus Feats which could grant him special attacks without risk (like Disarming, Trip, etc. But hey, most spent them in Two-Weapon Fighting and ways to increase the damage) in 4e he got straight up powers to do his job. In 5e he get… the option to be a Defender. Unlike the Barbarian, who is a Defender at default, the Fighter do have the basics to be a Defender, but can easily be a Striker as well. For Defender take the Protection Fighting Style and the Battle Master archetype, for Striker the Champion archetype and any other Fighting Style (even though Defense won’t make you a better Striker). And the Eldritch Knight is a Striker with the ability to become a tertiary Controller. Pretty much Striker focused…

Outside-Combat-Role: Since old times a Fighter was always a Brawn, even though DEX-Fighters became popular in 3e and 5e makes it easier for them to survive without down-classing STR-Fighters too much. But after that, the Fighter do not have any special aptitude of being anything useful outside of combat, which means you have to choose your ability scores and background wisely, to be not a burden, when violence won’t help.

null

Monk

Combat-Role: Some might ask themselves, why Monks are in the first PHB, when this is so western heavy fantasy, but this goes some way back and the class is popular. I think because they’re deadly Strikers, which can deal a lot of attacks per turn, allowing them to hit the enemy almost every turn and when hitting is no concern, dealing a massive damage over time. Their features allows them to shake of effects which would hinder them, avoid damage if needed and to actually outrun foes, when they’re low on hit points. Since there is so much protection, he could stand in as a Defender as well, the Way of the Open Hand supports this, while Way of the Shadow makes him a more sneaky version of the Striker and Way of the Elements could bring him into either Defender or apprentice Controller direction.

Outside-Combat-Role: Monks are normally good Sneaks and Spotters, since their DEX and WIS is generally high and they have both proficiencies available. The Way of the Shadow brings a lot of Sneak options, which is great. In previous editions, they could be Brawns, too, but that will be now more the exception than the rule, since STR isn’t as necessary as before. The other roles don’t lie on the way of being a Monk.

null

Paladin

Combat-Role: Since old times, Paladins were the defenders of good, justice and the weak, so you should suggest, that they’re Defenders as a combat-role. Actually they’re more of Leaders, if we just take the Paladin’s features into account, Lay on Hands, a lot of supportive auras, etc. The real defending comes from the spells, especially those with Smite in their names, which can inflict several conditions depending on spell, which hinders the opponents to act as they want. And there is a lot of Striker potential, seeing how many ways the Paladin has to increase his damage, he’s able to real burn out a lot of resources to deal a humongous amount of damage, if he rolls critical, he could one-hit even a deadly foe. So it depends how you play if the Paladin will be more of a Striker, Leader or Defender. So I guess there will be a lot of Striker Paladins out there…

Outside-Combat-Role: If the Paladin is not a Face, nobody should. He use Charisma for his Paladin features, so it’d be higher than average, he got useful skills and from a role-play point of view, everybody with a pure heart should be friendly to a real Paladin. Most Rogues and other less morally inclined characters might have some problems here and there. As a secondary role, being a Brawn fits the classic Paladin, who wields a sword or a hammer as the main weapon, while wearing a shield.

null

Ranger

Combat-Role: Rangers were like highly specialized strikers in pre4e, since the Favored Enemy feature granted extra damage from the get-go, while in 4e they were definitely Strikers. Normally a Ranger was more like a warrior-type skill-monkey, a bit squishier than their Paladin and Fighter comrades, so they often stacked to ranged combat, which is a Striker part. And even in 5e, most combat-oriented features are more Striker focused, like a Striker oriented Fighting Style of choice, Foe Slayer or the subclasses, especially the hunter. The spells are some self-support to be more strikerly, a lot of utility and some group support. It’d be safe to say, that the Ranger is a Striker.

Outside-Combat-Role: The Ranger truly shines outside of combat as the most likely best single-classed Sneak, using three features which strengthens stealth (being stealthy while traveling at normal pace in your favored terrain, being able to get a +10 when lying in ambush and being able to hide as a bonus action), combining Ranger and Rogue might be a powerful option. Even as a Spotter he get some features, like Primeval Awareness and Feral Senses and as a Beat Master, he can have a great Spotter as a companion, so he don’t need to do it by his own. And he open up the tracking department, which isn’t an as important role, since most adventure’s will get you were you want, but open up new options. As a Bookworm, he’s more of a specialist for his Favored Enemies, using that feature to get advantage to the rolls.

Finally, since his spell-list is much about utility, he is a decent Caster in the wilds.

null

Rogue

Combat-Role: Striker. Sneak Attack, a lot of features to get out of trouble while providing no special support to other, no questions.

Outside-Combat-Role: Like Bards, Rogues have a lot of skill support, so he could be any role, except the Caster. If we pick the Roles he fulfills with the least effort, it’d be Trapper and Sneak, getting the first at the start and some supporting features like the Cunning action or the Thief subclass, even though an Arcane Trickster is even more potent, using magic to support this build while being able to even cast the Mage Hand spell stealthily.

Sorcerer

Combat-Role: This is a tricky one, in 3e the Sorcerer could be a real mean Controller, while the Striker role is also possible in 3e and the main focus in 4e. In 5e I’d stick to the Striker with the option to widens the area of effect to multiple enemies, taking care of some of the Controller’s tasks. Mainly because of the options of Metamagic, Twin Spells is a real mean thing, making it possible to leash at two opponents with strong spells, but the features also enhances his damage capabilities with some self-buff methods.

Outside-Combat-Role: Having a high Charisma score and at least some viable skill proficiencies, a Sorcerer is making a good Face, especially with some spells like Friends, Enchant Person and Disguise Self. His lack of spell-variety is making it hard to see him as a great Caster, especially since his spell-list is less about out of combat utility. The other roles aren’t fitting without some work.

null

Warlock

Combat-Role: The Warlock is trapped between being a Striker and Controller, because he can up his damage a bit by taking the Agonizing Blast Invocation and other Eldritch Blast enhancers, but most of his effects are more about debuffs and some battlefield control. So I’d personally see him as a mainly single-target Controller with Striker tendencies, since he has a lot of features, which are more Striker-like.

Outside-Combat-Role: The warlock can be a powerful Caster, using Rituals as main-focus and Invocations for some real utility outside combat and resetting spell slots due Pact Magic. Most of the Warlock’s features, Invocations and falls into the Caster department. After that, Face for high Charisma.

null

Wizard

Combat-Role: As you thought, having access to 7 subclasses and the broadest spell-list, the Wizard is pretty good at shifting his focus to be what the player want, but in the end, his spell-list is clearly that of a Controller, while having access to all kind of damaging spells, which enriches the Striker aspect. But that’d mean to leave out some of the best tactical advantages, a party can get at any time. And most Arcane Traditions are more about being a Controller.

Outside-Combat-Role: As an INT-based class, the Wizard is the archetypical Bookworm, who also can use his magic, to be even more knowledgeable. And nobody can be a better Caster than a Wizard, even though he lacks some stuff, the Cleric and Druid can do, but the Wizard has magical answers to almost every problem.

null

(OK, nowadays 1d6… they got too healthy!)

After reading this, you’ll see that most classes are what they’re promising, while some have potential or even main-builds which might be surprising. But

I won’t play a cleric!

Many DMs heard that line and it will never stop. The fact, that it’s often very hard to get a cleric in your party. If you have someone who plays a cleric with pleasure, be sure to keep that player, because otherwise it’ll be hard to convince someone. But why is the cleric so important and why is there so much resistance of the players side to take a cleric-character? We’ll see…

Cleric’s Importance

null

In 3e and before, clerics had the only spell-list, which contented not only the best healing of hit points for the respective levels, but the spells to cure conditions, revive the dead, most spells which are able to undo stuff, which better never happened. Even though the druid got healing, he was way outclassed by a cleric, so parties felt much better having an actual cleric in the party (even though the Favored Soul had the same spell-list and was a favored choice, too).

But it could function with alternatives, like a druid who know how to keep some spells for healing, a smart party, which avoids hits before and during combat by strategizing smartly or magic items, I had a bard who could fulfill the healer and tank part by knowing how to use his resources well. But if someone dies, this means that the revive had to wait until they’re in town or to cast it per scroll, but that was a limited option without resupplying.

Why players don’t like to play clerics

null

These are just a few reasons, why players might think that being a cleric sucks. It’d be impossible to list them all, but I guess I got the main-reasons:

  1. As a cleric, I’ve to play religiously: Religion is a vital part of life, even if you don’t believe in (a) god, you still have to deal with religion. Even made-up gods from a game might get under someones nerves, either because he doesn’t want to betray his ‘real’ religion or doesn’t believe in religion anyway and don’t want to participate in any fake one.
  2. I can only heal and buff: If you compare the cleric with other classes, you’ll feel subpar in most aspects of combat: You don’t hit as hard as a fighter, your combat spells feel weaker than the wizard’s and his spell-list is more flexible in most cases, while you can’t really seem to shine outside combat like the rogue. Your only way to be a vital part is being able to heal and buff your buddies… and some players are more thinking about their own characters, sadly.
  3. Too much responsibility: Being a healer means, that your party is depending on you with their life. If a character got killed, it seems to mean that you failed and will be blamed for it. It seems to be much less responsible to play a fighter (which results that the enemies get through and kill the casters) or a rogue (which get mobbed by monsters, being a burden for the rest of the party, because he thought an initial strike would be the best choice).
  4. Almost no sexiness: Some class seems to be sexier than others, especially those who are more lightly armored and can dish out a lot of damage, while having a lot of skills. Archetypical being a cleric means heavy armor, mace and a dislike for undead, while chanting religious curses. It seems like less room to customize, less options to individualize and of course less aloofness. Especially, because you might think, that your party wants to play you the healing expert (because the healing part is the reason, why they forced you to play a cleric)

Why should you play a healer

null

Some players might not realized, that being a healer could be their real calling. They struggle with all kind of combinations but never got a real good character out of it, something was either missing or it was just bland without any individuality. If any of those players see these reasons, maybe they’ll consider playing a healer class.

    • In 5e it doesn’t have to be a cleric: In 4e every leader could somehow substitute a cleric (even though some were more challenging than others, like the artificer at low levels) and in 5e we have 3 classes, which got the right spell-list, to do the job: bard, cleric and druid. Everyone have enough healing, condition curing and reviving spells to get a party through the dangerous life of adventuring. As long you keep in mind to keep some spell-slots for emergencies.
    • No rolling d20 for your main-feature: Some players just sucks at throwing a d20. Really, really hard. Most of them still wants to play a d20-rolling class, thinking that it have to get better, some others get to damage casts, choosing those who don’t need a attack roll. For healing and buffing, you don’t need the d20 either and even though you can use spells like Guiding Bolt to, if you’re really keen about it…
    • Play simple: For those who simply can’t get a feeling for the battle map, the right spell to the right situation and lacks the overview of the combat situation, they can play a simple healer which does only needs to look out, how much damage each character have taken and heals them back, while supporting anywhere needed if no healing is required. As long you do your vital role well, the other players should praise you.
    • Be in charge: This is interesting for those, who don’t want to play simple: Some players don’t even realize, how much influence a healer and buffer has in combat, if he invest into it. Who to heal, which buff to use, it does make a great difference how you tribute all your spells, since characters who get buffed will take a more vital role in the battle strategy. And since you’re the lifeline, nobody should complain! Those who wants to optimize tactics and resources are far better of as supporting combat characters.
    • Backgrounds can make you otherwise useful: Since most out-of-combat parts or the game can be covered by somewhat smart ability arrangement and backgrounds, you can be a healer in combat and a… maybe trap-finder and -disarmer in dungeons. It’s possible!
    • Multiclassing: In 5e you get more and higher spell-slots even with multiclassing as long your secondary (or tertiary, etc.) class got the spell-casting feature, too. The only downside is, you can’t cast higher level spells, just use the lower spells with a higher spell-slot. Especially multiclassing into sorcerer might come handy, since this means that means full advancement in spell-slots and access to metamagic with healer spells. Or warlock, no further spell-slots, but pact magic usable with your other class’ spells, which means that you’re able to use them more often over the time. Since the most vital spells are at the lower spell levels, you can consider this option, if healing hit points and lesser conditions is your only concern.

Why should you play a cleric

null

Now let’s take a look at the cleric, since I mentioned some points earlier, that might be defused.

  • Easy plot-hooks: As long you’re not playing a cleric of a almost non-existent deity, there are always a lot of ways, how the church or the god can give you epic quests, which will decide the future from a hamlet to the whole existence itself, while the DM have much less trouble to come up with viable background and twists for the story by just reading a bit of the deities which would be involved.
  • Good role-play options: Like I said, religion is a vital part of everyone’s life. It won’t hurt anyone, if you role-play a religion made-up for a game, because it’s just for fun, having put your belief in the center of your character’s life, it becomes very interesting, especially if your background is somewhat strange comparing your actual deity. A criminal cleric of Tyr? How could that happen? And even if you’re not a great role-player, the cleric can give you enough material to actually survive all levels by using 2-3 signature quotes, like: “UNDEAD!!!” or “You foul, little…” … OK, last one isn’t that clericish, more like: “By Moradin’s iron underpants!”
  • Domains: Domains are great in 5e, since they’re a great way to customize your character. Do you want to kick asses with a sword? War! Do you want to heal with the least effort, so you have more resources to attack? Life! You want to be a better caster? Light! You want to be more roguish or druidish? Trickery or Nature! You want to mix some aspects altogether? Take another! Variety is given, just choose from 7 domains, another one in the DMG (Death) and much more in further rulebooks, I bet.
  • Prayer of Healing: Just this spell.

Playing a cleric? Might be worth it!