No low-effort/OC/image posts - Official sources, homebrew images, and new information/product photos are the exception. No D&D Beyond content sharing posts - DDB Content sharing is restricted to the weekly thread which you can find here For info on how to filter by flair on various apps and sites click here. For more information on which flair to use check here. Limit Homebrew - You may only post one new homebrew thread per day.Īll posts must be flaired - Submissions should be flaired with an appropriate flair. Limit self-promotional links - Any self-promotional external links (such as blogs, storefronts or Kickstarters) must be related to D&D and posted no more than once every 14 days. Text memes should be relevant to discussion. Use clear, concise title names - Titles must be clear, concise, and not worded in a misleading fashion.ĭo not post memes or joke posts - Meme images should be posted on /r/dndmemes. Do not suggest ways for such material to be obtained. Please respect the opinions of people who play differently than you do.ĭo not suggest piracy - Any non-fair use posts containing closed content from WotC or any third party will be removed. Please join us on our discord, and our new Lemmy server:īe civil to one another - Unacceptable behavior includes name calling, taunting, baiting, flaming, etc. On a failed Saving Throw, you deal half of a 2-16 Thunder damage roll.A place to discuss the latest version of Dungeons & Dragons, the fifth edition, known during the playtest as D&D Next. Wrath of the Storm: Strike back at an attacking creature, potentially dealing 2-16 Lightning damage.Additional Proficiencies: Marital Weapons, Heavy Armour.In addition to Cleric class features, Tempest has the following subclass features: "Your faith has made you the very thunder that quakes the black firmament, the lightning coursing through the veins of a terrible storm." Animal Friendship: Convince a beast not to attack you.Speak with Animals: Gain the ability to comprehend and communicate with beasts.Your staff or club becomes magical: it deals 4-11 Bludgeoning damage, and uses your Spellcasting Ability for Attack Rolls. Extinguishing or throwing it on subsequent turns costs an action. Throwing the flame immediately after you conjure it does not cost an action.Acolyte of Nature: You learn a druid cantrip, and become Proficient in Animal Handling, Nature, or Survival.Ī flame in your hand sheds a light in a 9m radius and deals 1-8 Fire damage when thrown.In addition to Cleric class features, Nature has the following subclass features: If you move after making a melee attack, you don't provoke Opportunity Attacks from your target. Your movement speed increases and difficult terrain doesn't slow you down when you Dash. On a successful Saving Throw, you don't take any damage. On a failed Saving Throw, you only take half damage. If a spell forces you to make a Dexterity Saving Throw, you can use a reaction to shield yourself and diminish the effect's damage. You gain a +2 bonus to Dexterity Saving Throws while wielding a shield. The bonus to Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2. When you wear Medium Armour, it doesn't impose Disadvantage on Stealth Checks. Here are the best feats to take on as a Cleric. They usually wear Medium Armor and wield a shield, so taking feats that lean into these proficiencies will help you get the most out of them. Skill proficiency adds a bonus to those skill checks, making you more likely to succeed.Ĭlerics make wonderful healers and good close to mid-range fighters. You cannot choose a skill that already has proficiency from your Background or Race. Weapon and armour proficiencies do not impose disadvantage on Attack rolls or prevent the casting of spells.Ĭlerics are proficient with the following Weapons:Ĭlerics are proficient with the following Armour:Īdditionally, Clerics may choose two skill proficiencies from the list below. Putrefy a creature with the nectrotic energy filling your hands.Ĭall forth rain or destroy a water-based surface. The next Attack Roll against this target has Advantage. They gain a +1d4 bonus to Attack Rolls and Saving Throws. Up to 3 creatures receive a -1d4 penalty to Attack Rolls and Saving Throws.Ĭommand a creature to flee, move closer, freeze, drop to the ground or drop their weapon.īless up to 3 creatures. The target can't be Charmed, Frightened, or possessed by them, and when these creatures attack it, they have Disadvantage.Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead. Protect a creature from attacks: increase its Armour Class by 2. Prepare four of the following Level 1 Spells: Your chosen Class must prepare spells before using them.
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