There are better ways to get the benefits of Valor, however. When you use your Channel Divinity, you choose which effect to create. So thanks for taking the time to put it together : Thanks for the bookmark! Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions. I was under the impression Dual Wielder lets you use longswords or any one-handed weapons for your dual-wield. I thought it was time to change that. The build does have a slow start until level 11 with IpS , but at that point you may aswell have dinged be level 20 - it is that easy.
Kill as much as you can. Improved Duplicity: A mediocre capstone to a pretty terrible Domain overall. I hope it helps someone. But not nearly as bad, with Darkvision, Relentless Endurance, and Savage Attacks. After doing that, you'll find that most of these are extremely situational or buffs, and you will 95% of the time be doing a rotation of 3-4 spells. The 7th level options stand out as the most useful in an adventuring day. Heavy Armor Proficiency: As good for you as it was for Life Domain, perhaps, giving you the option for a Str build.
The Healer Feat can heal each party member for 1d6+8 per short rest. Most seem to take around 11 levels of cleric for Quickened Heal, and then another class like fighter where they put their main enhancement points. The ability itself is basically a more focused version of Guidance that you can't use on yourself. Undead who make a successful Will save reduce the damage by half. Especially since there is a narrator in every section describing the world to you as you move through it. Pick up human as well for the extra feat. Artisan's Blessing: So much potential.
These assume that you have a regular group playing together frequently, because campaigns are meant to be played out over several weeks or months. Multiple tanks may be present, even within small groups. Ghostwise Halfling: A bit better than the core Halflings, thanks to the Wis bump. The Dungeon Master can also pick up the , which covers how to create memorable stories, and the with stats for creatures to challenge your players. Improved Minor Illusion could fit some niche builds, and Light Domain Clerics might look as Sculpt Spells. Players have room to get creative without feeling paralyzed by infinite choices or bogged down by complicated rules. Leave grinding to the uninformed.
A good cleric or a neutral cleric who worships a good deity can turn or destroy undead creatures. Sorcerer: One level for Draconic Resilience might be okay for a Dex build, if you've got nothing better to do, but you're probably better off with Monk for that. You have +2 to your skill, and can produce a Healing Word effect five times per rest. Combine that with the fact that Clerics have enough magical healing that nonmagical healing is largely rendered useless to them- after all, unless you're a variant human you won't get access to the feat till level 4+, by which point your 1st level spell slots are going to be used for one of three things most days: Bless, Guiding Bolt, or Healing. Just keep that in mind.
Find the potion vendor and stock up on cure serious wounds potions as soon as possible. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. Seems especially good for Life Domain, as they don't always have better uses of their reaction. Observant: +1 Wis is nice, of course, and the fact that your Wis based means you'll already have one of the better Perception scores in the party. Hireling abuse — There are several zones in the game Restless Isles and others where there is an overworld that still counts as a dungeon, even though it has town-like aspects. Follow these tips and tricks to leveling up in Neverwinter and watch your levels soar. As a single target spell, though it might be outclassed by your melee weapon, if you're not a Wis-only build, and even if not there might be a better use of a first level spell slot.
Less so than, say, your channel divinity options. I think you're underestimating this Feat. Which can lead to deaths and downtime until you get 'wings'', and then you are almost already 20. Thus, every use is guaranteed to block an attack, or else you can just choose not to use it. Scrying C : Scry-and-die isn't as powerful as it used to be, but that's more because of the die side than the scry side. Defensive Duelist: Another Dex option, or for those using rapier+shield with Str, this time using your reaction. The no-attacking bit is unfortunate, but you yourself are a prime candidate because of your buffs, as might be the party Wizard or Bard.
Now they do need to fail 2 saves and they might get lucky but they also might get unlucky so what's the harm right? Otherwise they will run right into traps, stand in them and be chopped to bits. The best bet for group-based character leveling is to queue for group quests of your level. Spells SpellsConcentration spells will be marked with a C and Ritual spells will be marked with a R Cantrips Guidance C : What a cantrip! The other thing that makes everyone crazy is jumping into a group that dose the quests so fast you can't keep up and don't get to learn anything about the quests other then if you stay behind your dead. When you go to post on the Auction House, it will give you a recommended starting point to sell. At least if said boss targets Wisdom or uses fear. Goliath: These guys are kinda like Dragonborn with a tanking trait to make up for lost elemental resistance and a slightly better secondary stat and traits to make up for the breath weapon. I've played this game on and off for a while with very limited progression work,kids,blah blah blah and this is the first place I've seen anything that had the kind of information this does regarding Reincarnations, Challenges, and other mechanics that are just simply not explained in the game.
Touch of Death: A solid amount of necrotic damage at all levels. Average +9dmg on all attacks- that's just shy of an average longsword swing at Str 20 9. Each of these tiers carries additional powers and abilities that your character will gain as it reaches these milestones. Control Weather: Dramatic and potentially devastating to a town or community, but chances are you won't need to prepare this most days. Earthquake C : Good ol' earthquake.
Not comfortable with multiclassing, but maybe for just tr purposes. A solid, no-frills option for melee damage. I would mention the magic initiate feat, use it on those martial cleric domains, grab shillengah, then you don't need a high strAn interesting proposition. There are a couple kinds of these. No attack roll means no disadvantage in melee, and Knowledge and Light Domain Clerics get to add Wis to it at level 8.