DnD Battle Clergy – Domain Spells and Feats for DnD Battle Clerics
If you’re playing a DnD Battle cleric, you may want to think about focusing your skills on melee attacks and avoiding the disadvantages of Spellcraft. This is because your Cleric class should focus on melee and has the potential to deal massive amounts of damage. Regardless of the class you choose, you should consider Domain spells and feats, such as Order, Trickery, and Twilight.
Domain spells are essential
Forge Domain clerics are excellent melee combatants. Their abilities add armor bonuses and fire resistance, which becomes immunity at higher levels. They can also cast spells to buff characters and enemies, enabling them to control the battlefield. In this article, I will explain what I mean by “Domain spells” and why they are important for DnD Battle clerics.
One of the most important aspects of a War Cleric is its ability to strike with supernatural accuracy. This ability scales with the weapon attack, and a War Cleric with good Strength can destroy an enemy twice! But this ability alone isn’t reason enough to take this domain. Channel Divinity, for example, gives the character a +10 bonus to attack rolls. The problem is that the cleric must choose which bonus to use after the roll.
War Domain Clerics are more melee-oriented
In World of Warcraft, War Domain Clerics are the offensive variant of the cleric class. They can wade into melee with barbarians and fighters and use their abilities to buff their own attacks. War Clerics can also cast spells that restrict their opponents’ movement and deal damage. War Domain Clerics are a popular choice for players who want a Cleric with melee focus.
While this system is dated and restrictive, it is still widely used in some aspects of the RPG system. For example, clerics with this domain can choose a deity from the nature realm and attack enemies with aggressive plantlife or trees. Those who choose this option can also use elements to their advantage, teleport with trees, and smite enemies using heavy armor.
Crusher is a good feat
If you’re a DnD Battle cleric, you should consider taking the Crusher feat. This feat will provide you with a +1 stat boost and exceptional bonus from critical hits. It can be an outright game changer. However, it won’t work for every melee character. It’s most effective for fighters who carry a mace, war hammer, or fists of fury. Though the feat won’t work for every class, it can give your character serious power. The feat increases Strength or Constitution by 1 or 2 to a maximum of 20.
If you’re looking for a feat to give your DnD Battle cleric the advantage in hitting enemies who don’t hit you, Crusher is the right choice. While you’ll still need to make your attacks more powerful, you won’t be able to hit the enemies with any of these attacks all the time. If you want to use your hammer or mace to bludgeon your opponents, the Crusher feat is worth a try.
Order, Trickery, and Twilight are good feats
If you’re looking for a DnD Battle cleric feats, look for those that benefit the DnD combat system. Order, Trickery, and Twilight are all good choices for melee-focused clerics. They provide some flexibility and help to maximize the damage output of the cleric’s spells. However, they’re not necessarily the best choice for a dweeb or a cleric with spellcasting.
If your DnD Battle cleric is primarily focused on melee combat, this feat may be more useful than a mage slayer. A cleric with this feat can use it to stay alive longer and keep enemies away, which is great if you’re focusing on melee combat. Those who attack with weapons will benefit from Shield Master, but will need to invest a large amount of STR into the Shove bonus action.
Equipment for a DnD Battle cleric
There are a number of different pieces of Equipment for a DnD Battle CLERIC. From light to heavy armour, clerics have access to a wide range of weapons. Their armour will dictate their combat style. Light armour allows clerics to be more agile and is better for long-range spellcasting. Medium armour is best for melee, while heavy armour provides better protection for a cleric’s spellcasting.
If your Cleric is using a shield, consider the Belt of Giant Strength (TCoE) for a +2 DMG shield. It requires no attunement and gives you +1 AC. If you are focusing on ranged combat, you should look into the Slippers of Spider Climbing (DMG) and the Guardian Emblem. These items will give your Cleric a permanent +3 AC and a +3 DMG bonus. The Belt of Giant Strength isn’t too interesting, but it is a good choice. If your Cleric is not using a weapon, the Staff of Displacement can help.