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submitted 1 year ago* (last edited 1 year ago) by WintLizard@sopuli.xyz to c/dnd@lemmy.world

I'm new to playing DnD 5e and I'm looking to find some fun spells I may have overlooked for my level 11 light domain cleric. Throwing out fireballs and summoning spririt weapons is a blast but I want to know what other beloved cleric spells I may be overlooking. So lemmy dnd players what are your favorite spells for our blunt weapon only casters?

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[-] TellumSiege@kbin.social 1 points 1 year ago

For sure. Just bear with me, this is gonna get a little long-winded. Like, too-long-to-fit-into-one-post-on-Kbin long ;p

A lot of it depends on party make-up and playstyle. I'm gonna assume your party is rocking with the usual set-up: two melees, a ranged character, and a healer/spellcaster (you).

First thing to remember is that, as cleric, you kinda sorta have more responsibility than anyone else in your party. For instance, all the barbarian has to do is rush the bandit and swing his axe. As cleric, you're gonna be expected to attack, heal, buff and debuff. To be a great cleric, you’re going to have to pay attention every round—see who needs healing or a spell to cure frightened/confused/what have you. Some people don’t like this responsibility but I absolutely love it.

Your position on the battlefield depends on playstyle and party. If your party is configured anything like the one I mentioned, then I think your best bet is to be between your melee and ranged allies. Basically, you want to be close enough so that your spirit guardians can really mess with your enemies but not so close they can fuck with your concentration.

SPELLS TO CONSIDER:

Other than the ones mentioned before, here's a few more…

Healing word: use it sparingly, mostly to bring your allies back to life. There's no point in wasting the slot if your ally just got nicked for 5hp. Save it for when they lose consciousness and are on the brink of making death saves.

Aid: Great for a majority of the game. Personally, I like using a third level slot to give my allies +10hp. Because the health from Aid ISN'T considered temporary, the extra temp. hp from Twilight Sanctuary stacks with the hp from Aid. So, with aid and TS, at low levels you can almost double your party's HP.

Spells gained through twilight domain: You gain access to some of the best spells IMO. Faerie Fire, Moonbeam, See Invisibility, Leomunds Tiny Hut, and Greater Invisibility are all great spells. Pair moonbeam with an ally who has booming blade and bosses (aka your DM) won't know where to go.
Put greater invisibility on your rogue (or druid) out of combat to steal anything you want.
Use LTH whenever your party needs a rest, and even as choke points to mess with your enemies (they can't go through the hut, neither can magic).

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this post was submitted on 14 Aug 2023
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