Can you do a series reviewing people's characters/ character sheets? And can i go first? I want to know if the forge claric/ battle smith I just made is good mechanically like it is rp
Another great video. Also, for find traps, I have my PCs roll with intelligent to get a davinci view of the trap. The higher the roll, the better the details.
Why do all the cool lvl 7 spells need expensive components, but regenerating a limb is free? Is the severed limb consumed? Can i make an infinit meat farm with this? Can i use the limb as proof that i killed someone when infact they have not?
The thing with Holy Weapon is you don't need to put it on *your* weapon. Holy up the Barbarian's weapon and let her end your enemies with the power of your god and anime on her side while you sit in the back and eat popcorn.
btw, is there a limit to the weapon's size or type? could you technically use it on a siege weapon or at least it's projectile? i also see it being really useful on users with many hits, idk if monk fists count as weapons
@@patrickdees5256 if you combo it with arcane eye or something to scout the dungeon you can just shape in a way that it's not wasted on space that isn't dungeon. Congratulations, you just created magical gas chamber for outsiders. You just wait till they die, unless they have access to dispel magic.
So, the thing with Forbiddance is: A) Its area is not as big as you think. It *is* pretty big, but like, cover a medieval style market place big. It can cover roughly a 40x40 area if you use 5' squares. Sure, if the "dungeon" you're talking about is just a long tunnel it'll probably suffice, but it's probably not. B) Assuming you can just cover an area that you can't see with this is an... unorthodox reading of the rules. Generally speaking, if something allows you to affect things outside your line of sight the spell will say so specifically. Regardless, since you need to designate the area you'll at least need to be roughly familiar with it to be able to cover it even if your DM rules you can use it on things you can't see directly - you still need to pick the shape, which you can't really effectively do if you don't at least know the layout of the area you're trying to cover.
@@hannessteffenhagen61 Pair it with Arcane Eye and the Observant feat and you're in business though. Very specific circumstances but when combined, very effective.
My strategy through the campaign: *Pick Life Cleric *Get really strong heal bonuses and domain healing spells *Pick only murder spells for your normal spell list *Won't need to burn as many spell slots because healing bonuses *profit
@Bob Bobbertson they have access to all their spells but need to pick what ones that take for the day after a long rest and only have access to those until they long rest again
I think Guidance should be a 3. Having a cleric with guidance in your party pretty much means a permanent additional d4 to any ability check made out of combat. Not only that, Guidance also works on Initiative, as Initiative check is considered a Dexterity check, and thus benefits from Guidance.
Heroes' Feast is actually an amazing spell and miles ahead of Goodberry. Immunity to being frightened or poisoned has saved my party countless times and I'll never say no to advantage on Wisdom saving throws. The hp increase of 2d10 is just icing on the cake. Sure, the 1000 gold cost is heavy but it's better to be poor and alive rather than rich and dead.
Pro tip: Gentle Repose works on every kind of dead body, and that means you can cast it on that very Juicy looking cow your party just killed for food. The food won't spoil now, and you can eat it after 10 days, or as long as you want if you keep re-casting the spell.
@Lance Clemings might be the case which would be weird since an animals claw or bite attacks call them melee weapons as well. Even so just throw it on a kensei monk then and call it a day lol. At 10th level they are doing 3 attacks a round without expending ki points as oppose to the fighter that does 2 on average and needs to action surge to do 4 1 time. As oppose to the monk that in theory can do 4 attacks 10 times in a row at the same level. Unless of course the fighters a dual wielder
What I like to do in pathfinder, it has feats to let you use wisdom instead of dex for attack rolls with your dieties favored weapon and another to let you do monks flurry of blows with the deities favored weapon. Btw did I mention my deities favored weapon is a greatsword........ Just dump all your stats into strength, wisdom then con.
I come from 1st Edition D&D mostly. Scoffing at your scoffs at detection/poison spells. Detection in early d&d was necessary because anything could one shot you. Poison too. If you failed a saving throw against poison... well... you're dead.
There’s a reason save or die things aren’t very common anymore, because people don’t like having their beloved characters fail a single saving throw and instantly die.
I really don't understand your issue with Holy Weapon. As a cleric, it's a buff spell for allies, not yourself. Touch the fighter for a hot second, back away, and watch the mayhem. Plus, it's a bonus action, so if your extra worried about being too near the action, use the spell and dash action away.
A note about Bane vs. Bless. Bane as a debuff allows the enemies to make a saving throw, while Bless as a buff always works. Bane will sometimes indirectly help you maintain concentration if the enemy attacking you misses you because of the minus -1d4, but Bless will always help your concentration as it adds 1d4 to all your constitution saving throws, including concentration ones. Bane is more useful if you have a lot of other spell casters on your team. Throwing out Bane makes it more likely that your allies' other saving throw based spells will have their full effects on the enemy. If there aren't many or any full casters on the team, your best bet is always Bless instead.
Spirit Guardians: "Useful for 1 turn, and then everybody wants to hit you" Wants to, yes. Gets to? Not so much. My Cleric uses this spell to draw attention to himself as he's kinda the tank of the group. Plus it functions as a nice blender for enemies dumb enough to get close.
Just same. Step 1: Play Curse of Strahd Step 2: Be Tempest Cleric Step 3: Having largest Healthpool in the party Step 4: Spirit Guardians, Spiritual Weapon and Shatter Step 5: CARNAGE
Aid can be used to heal 3 allies at once with a second level spell, making it great for emergencies. The extra HP is also surprisingly useful. Holy Weapon can be used on ANYONE, not just the caster. Cast it on one of your fighters and hide in the back while they deal stupid amounts of damage.
_Aid_ isn't a spell my party has regretted at all. Our divine soul sorcerer took it as one of his spells at 3rd level and then took Inspiring Leader at 4th, so we're taking some pretty hefty hits.
Stone Shape is only really useful when your party is stuck, good for breaking out of prison, breaking into prison, breaking down a medium-sized door, breaking a building's foundations, breaking one side of a massive pillar, breaking into a sealed tomb/sarcophagus. Though it doesn't give enough breaking for a 4th level spell, just carry a pickaxe with you instead. With Holy Weapon, it never said it had to be your weapon, you can choose your Barbarians axe, your fighter's crossbow, your rogue's dagger. It's a support spell that lets you do damage by proxy. You might even be able to stick it on an artificer turret. Conjure Celestial might as well be "conjure coatl", which isn't so bad since coatls have shapeshifting abilities so you can have a weretiger to help out or drop an elephant on your enemies, it has a decent amount of healing spells as well which is good. Though the only other creatures it can summons(without any additional homebrewing or books etc) are Pegasi and Unicorns(on spell level 9), which are good if you just need a good mount for an hour.
Life Transferrence can be good for grave domain clerics who get Vampiric touch as a domain spell, you can literally drain your enemies to heal your friends, and it is one of the only spells that will get party members to full fighting strength with one casting instead of leaving them in range of getting knocked out again in one hit.
Mikhail The Greatest Dragon who needs to whittle the single target down to 100 hit points or less (and potentially waste your only spell slot if you’re bad at guessing) when you can let the Angels deal with the whole fight, including minions, while posing zero risk to your party?
Bane is good because it’s one of the few things that reduces enemy saving throws, holy weapon is good because it can be placed on someone else’s weapon, namley the action surging fighter
If you want Spare the Dying to be a good spell, but don't want to play a grave cleric, take a feat that let's you cast Find Familiar (either Magic Intiate or Ritual Casting). It gives the spell a longer range as your familiar can cast spells with a range of touch. Or play a sorcerer (or take the meta magic feat) and take distant spell.
Aid is one of the best things to do with your fourth level spell slots since you might only use one on a death ward or a banishment, 15 extra health for 3 people is a whole extra attack most of the time. Which is like a death ward on 3 people! It’s quite good. Also: spiritual weapon: not just for your own weapon. Give it to the fighter and laugh
May be getting this wrong, but holy weapon seems like something you would definitely put on the party fighter/barbarian’s weapon If colossus slayer tells me anything, it’s that multiple d8s in combat stack pretty quickly
Conjure Celestial: begins playing Fires of Ancient Cosmic Destiny Please don't stop with the Gloryhammer references, they're hilarious and more people need to know about this band.
I actually have to bring up 2 points with Contagion: 1) The version shown in the video is not what is presented in the sources I have, namely the Phb and Roll20 compendium. The spell says it poisons them for the duration, and after 3 failures, they then get the disease. 2) BECAUSE of the clarification I just mentioned, this spell is at best a 5th level spell slot to poison someone for 3 rounds and then win the fight, or a 5th level spell slot to get immediately Lesser Restoration'ed at any given point.
Best thing about Spirit guardians? It allowed you to exploit a loophole where if you cast it first, then cast sanctuary afterwards, any damage dealt doesn’t cause sanctuary to drop, but it keeps you relatively protected from the target painted on your back.
The UA Class Feature Variants allows you to swap out cantrips on level up for some classes (like cleric) and on a long rest for others (like bard, which actually changes is from "on level up" to "on long rest" as well). It's one of the UA sheets that's actually pretty good and I recommend everyone look it over. Now, criticism: Healing Word is both a ranged spell and a bonus action, meaning you can still cast a cantrip to pew pew someone or smack someone upside the head with your weapon or anything else that takes up an action that isn't a 1st level or higher spell. Meanwhile, Cure Wounds *IS A TOUCH SPELL*, so as great as it is, unless you're right up in the front lines with that barbarian buddy of yours or in the back with some damaged glass cannons and not *the opposite of those examples like a lot of parties end up being* (oh hey all caster party guess I'll be melee cleric OH WAIT). So take Healing Word. Gentle Repose halts the decay of a corpse for 10 days, not only preventing reanimation through necromancy, but the actually useful *extending the time limit for your resurrection spells*. Oh hi there Revivify, how ya doin? What's that? You have to be cast on someone within *ONE MINUTE* of them dying? No problem! Oh wait I don't have 300gp worth of diamonds on me. Oh well good friend guess we'll have to let you die because we definitely don't have the money to pay someone for a resurrection if we can't afford the diamonds for Revivify. BUT WAIT! GENTLE REPOSE! Okay good now we have 10 days to get back to town, buy a diamond, and resurrect you without a Matt Mercer Resurrection Challenge. Critical Role's "You can reply to this message" is the "Message" cantrip. Sending has taught me that you have to use up all 25 words, even if it's with "doo do do doo do do do." Contagion. Okay, so, there's a lot of shit with this spell. First of all, the spell description listed was changed some time ago, it no longer afflicts the target with the diseases immediately, it poisons them and only after failing 3 saving throws does it get a disease. This essentially means you have to wait up to 6 turns for this *5TH LEVEL SPELL SLOT* to be useful and there's a chance that it just wont be at all. Yes, the payout of Slimy Doom would make it worth it if it works, but there are much better 5th level spells that actually guarantee something happening that you're better off taking. This is, in essence, a bad guy spell for the DM to panic their players. Alternatively, you can use it to potentially make a monster use up some legendary resistances, and not give a fuck about the diseases, which would be the smarter plan of attack with this spell. Geas. Davy. Is this a troll list? It's a minute casting time, you're not using this in combat, and anyone even thinking you're casting a spell on them is going to deck you in the snoz before you can finish it (fun fact, "you must maintain your concentration while doing it" is mentioned for longer cast times in the basic rules, meaning you gotta roll concentration if you wanna keep casting that potentially TEN ROUND CAST). Unless you're going to have your party hold them down for a minute, why are you bothering? Specific cases, yes this is good, but 3 davys? Come on. It's only 5d10 psychic damage if it disobeys you ONCE A DAY, so it just has to tell you to piss off once, deal with that migraine, and then just go do their own thing while giving you the middle finger because they can't attack you while charmed but that's pretty much it. Holy Weapon. USE IT ON OTHER PEOPLE. Find the Path. Never had that DM who liked labyrinths or the Lost Woods from The Legend of Zelda, huh? "Familiar with" is loose terminology up for interpretation, other spells that use the wording have charts that give definitions to help with the DC, so in this it's DM's choice. Also, DMs, keep in mind that the shortest route isn't always the safest. Heroes' Feast. Oh I'm sorry, I didn't realize Goodberry made you immune to poison (not the condition, IN GENERAL, D&D Beyond specifically doesn't link the condition for that reason, fuck your green dragons) and gave you advantage on all wisdom saving throws all while giving you an increased max hp of 2d10 FOR 24 HOURS. This is a prep spell for big fights. If you know you're about to fight a green dragon or a lich and it's something you could have done before your long rest to get the spell slot back and your reason for not using this spell is anything other than not having the material component or not having it prepared before the long rest and not wanting to use up the slot after the rest, then i hope you enjoy poison damage and fear! Word of Recall. Yeah, it's great, unless you worship a god that doesn't have a place dedicated to it anywhere nearby. Granted, there's no distance limit, but when you learn you just teleported halfway across the world and your means of making travel faster is now half a world away, you start wondering if it would have been just better to TPK. Also, completely useless if you worship someone who isn't going to have anything like a shrine to them, because fuck you Death Clerics. Actually, on that note, DMs, remember this spell exists, but be prepared for counterspell.
just as a note, Gate is useful for bringing other things to a place where you have home field advantage to fight it. like it doesnt just take you places, if brings things from places to you. useful for if you wanna wear down a super powerful thing with something else slightly less powerful but better than doing it yourself. also useful if you are tasked with beating something and dont know where to find it, or for whatever reason dont want to go to where you can find it, to fight it. granted you will have to know said creature's name so it takes SOME planning /set-up, but still, its useful if you know you will need it, though you should never take it if you dont know you are gonna need it.
It is worth considering that Gate can also summon creatures you know the true names of and, provided your DM is cool with it, can be used as a lesser divine intervention.
Heroes' Feast also grants immunity to the frightened condition. Since Frightful Prescence often comes with big AOE attacks or legendary/lair actions, this spell lets a party tackle the biggest threats with in-game and irl confidence since you don't have to bunch up around the paladin.
Aid. It's like healing word, but it targets 3 people and stacks with temporary hit points. Basically, it's what you want to do with mass healing word at a lower level. It also scales up better.
You can use Gate to open a portal 20ft in diameter and 60 ft high to the plane of magma (aka the Fountains of Creation, at the intersection of the planes of fire and earth). By my calculations, that’s over 18.5 million tons of molten rock. By some of the rules they’ve given us, that would deal about 18d10 fire damage and 6d20 bludgeoning damage (if you change die size for object weight with fall damage).
Life transference is actually really strong on a life cleric. They get more healing out of it and, if they play mid line, can almost negate that downside at 6th level since theyll just heal themselves when they cast it and on subsequent heals.
Astral Projection does have a niche in that Gate has to be allowed by the DM in many cases, and Plane Shift needs a tuning fork which may or may not be easy to get, whereas Astral Projection lets you use the Astral Plane to go anywhere in the planes. Problem is it takes an hour to cast (not everyone has that much patience and it makes it useless in combat unlike Plane Shift and Gate), is super-expensive which makes it almost a one-time thing, and the githyanki silver swords, astral dreadnoughts and psychic winds in the Astral Plane having the potential to insta-kill you, all come together to encourage you to bite the bullet and hunt down that 250gp tuning fork.
Holy Aura is a great spell. It grants everyone in a 30 foot range which is fireball range. Disadvantage on all attacks against your party and advantage on all saving throws and just for kicks it makes undead and fiends make a Con save or be blinded. It is stupid good and makes the party almost unhittable. Which if you are playing a Life Cleric like myself it your job to keep the party alive. This spell does a great job at doing this.
7:32 range of touch means you can buff the fighter/paladin/barbarian’s weapon instead of yours, if they’re in trouble nuke their weapon so you can bail them out without getting nuked.
(Edit: I made a mistake, sacred flame is most definitively a Dex Save, not an attack roll. That being said, it is still radiant damage, and is very useful against monsters and against most humanoids. In addition the fact that they gain no benefit from cover for the sake of the roll and the fact that it costs nothing to cast does put it slightly above most Dex Save spells, and it is well worth a cantrip slot.) Something to note about Sacred Flame is that it gains benefits from inflicting radiant damage rather than necrotic. There is a reason it exists, and no, Toll the Dead is not superior just because bigger damage die. Davvy is doing this for comedy, and is pulling from his own experiences as a player and DM. Comedy is funny, radiant damage is not. Experience is the best teacher, but teachers do not know all. Still a good video so far Davvy. ^_^
Sacred flame isn't an attack roll, the target makes a Dexterity save. Most creatures have better Dex saves than wisdom saves as well, so Toll the Dead beats it in that respect too.
Sage Colvard you are... very correct. I apologize. That still doesn’t quite nullify the fact that radiant damage is frequently way better than necrotic against the kind of things you’ll be fighting as a cleric. That being said, I will edit the post to reflect that, thank you.
Aid is definitely still a viable option if you need your beefcakes slightly beefier. Seriously, pop it onto a barbarian, and all those hitpoints suddenly have double the value because of resistances. And a level 5 aid will allow your rogue or monk to tank the average damage of a Fireball, even on a failed save. Also it can be healed back up with healing spells, which is icing on the cake.
Pick V-human light cleric Take resilient:constitution at level 1 and war caster at level 4. Wade into the middle of combat, spirit guardians flying and spiritual weapon up. Everything will try to hit you, but unless they're outright knocking you below 0, you're probably not losing concentration
The temple thing seems super great if you could find a way to create it on terrain you can undermine. Imagine it, a nigh-indestructible building sliding down a cliff face like a stony punch from the god you had the poor luck to tick off that day
8:41 I didn't know what Gloryhammer was when I first saw this video. I have since found enlightenment, and rewatching it now that I've heard their entire discography, this bit made my eyes light up with pure joy.
I'm gonna be doing an AMA tonight (7 and a half hours from now). Check it out at: www.twitch.tv/davvychappy
Can you do a series reviewing people's characters/ character sheets?
And can i go first?
I want to know if the forge claric/ battle smith I just made is good mechanically like it is rp
Another great video.
Also, for find traps, I have my PCs roll with intelligent to get a davinci view of the trap. The higher the roll, the better the details.
GOSH DANG IT. I missed it. ,_,
Why do all the cool lvl 7 spells need expensive components, but regenerating a limb is free? Is the severed limb consumed? Can i make an infinit meat farm with this? Can i use the limb as proof that i killed someone when infact they have not?
@@Saccillia budget cuts.
The thing with Holy Weapon is you don't need to put it on *your* weapon. Holy up the Barbarian's weapon and let her end your enemies with the power of your god and anime on her side while you sit in the back and eat popcorn.
btw, is there a limit to the weapon's size or type? could you technically use it on a siege weapon or at least it's projectile? i also see it being really useful on users with many hits, idk if monk fists count as weapons
Give it to the monk or fighter with their 200847382005 attacks
I put it on my party's gunslinger. That was the moment I realized Holy Weapon was one of my best spells in the cleric spell list.
@@Insertfunnycomment HOLY GUN
That's actually one of my favorite ways of playing d&d. I like to tell my party that they're just my pokemon and I buff them as needed
"Forbiddance: DMs, remember that this spell exists". That's a funny way of saying "kill an entire dungeon full of fiends at once".
Its that bad for dms?
@@patrickdees5256 if you combo it with arcane eye or something to scout the dungeon you can just shape in a way that it's not wasted on space that isn't dungeon. Congratulations, you just created magical gas chamber for outsiders. You just wait till they die, unless they have access to dispel magic.
@@SperaAndrzej It's not war crimes if they're from a different species
So, the thing with Forbiddance is:
A) Its area is not as big as you think. It *is* pretty big, but like, cover a medieval style market place big. It can cover roughly a 40x40 area if you use 5' squares. Sure, if the "dungeon" you're talking about is just a long tunnel it'll probably suffice, but it's probably not.
B) Assuming you can just cover an area that you can't see with this is an... unorthodox reading of the rules. Generally speaking, if something allows you to affect things outside your line of sight the spell will say so specifically. Regardless, since you need to designate the area you'll at least need to be roughly familiar with it to be able to cover it even if your DM rules you can use it on things you can't see directly - you still need to pick the shape, which you can't really effectively do if you don't at least know the layout of the area you're trying to cover.
@@hannessteffenhagen61 Pair it with Arcane Eye and the Observant feat and you're in business though. Very specific circumstances but when combined, very effective.
My strategy through the campaign:
*Pick Life Cleric
*Get really strong heal bonuses and domain healing spells
*Pick only murder spells for your normal spell list
*Won't need to burn as many spell slots because healing bonuses
*profit
@Bob Bobbertson they have access to all their spells but need to pick what ones that take for the day after a long rest and only have access to those until they long rest again
Not gonna lie I thought you were going to just kill them when they went down
@@thefakeslimshady8881 It's certainly faster and easier
Currently playing a Wildfire Druid with a level in Life Cleric. Makes Goodberry even better than it already was.
I almost always play a Death Domain Necromancer. Sure i might not be able to heal well but at least when you die you dont become useless.
...I'd love to hear the full Davvy Chappy cover of Resurrection by Erection now.
DEW IT!
Cleric: you thought it was the Paladin who'd smite you, BUT IT WAS *I*, THE CLERIC!!!
thats basically war cleric
Giorno’s theme suddenly kicks in.
@@friedrin999 and nature, they smite with elements. NATURE'S WRATH UPON YE HERETICS!
Light Clerics prefer burning heretics at the stake.
@@torunsmok5890 yeah everyone overlooks nature cleric because "you should just play a druid" but it has some awesome class features
I think Guidance should be a 3. Having a cleric with guidance in your party pretty much means a permanent additional d4 to any ability check made out of combat. Not only that, Guidance also works on Initiative, as Initiative check is considered a Dexterity check, and thus benefits from Guidance.
I agree
But it's so BORINGGGGG
Our Wizard already had it so I took Resistance
Jesus Christ is Lord. It is all true. Please take your salvation seriously. Read the Bible and do what it says
Guidance is a main action and concentration.
Heroes' Feast is actually an amazing spell and miles ahead of Goodberry. Immunity to being frightened or poisoned has saved my party countless times and I'll never say no to advantage on Wisdom saving throws. The hp increase of 2d10 is just icing on the cake. Sure, the 1000 gold cost is heavy but it's better to be poor and alive rather than rich and dead.
Plus I feel like the role-play factor of having a feast before a big final battle gives it bonus points
@@biobugz5186 Yup, thats how the Critical Role-players used it back in Campaing 1, right before the final fight
Okay Boomer
And it makes green dragons almost trivial so you can easily get their hoard to fund any castings of this spell
I once played a cleric whose only great sin was gluttony. When he first casted that spell he cried.
Pro tip: Gentle Repose works on every kind of dead body, and that means you can cast it on that very Juicy looking cow your party just killed for food. The food won't spoil now, and you can eat it after 10 days, or as long as you want if you keep re-casting the spell.
Step 1: be cleric
Step 2: Cast holy weapon on monk
Step 3: Laugh as said monk hits for 4d6+mod+8d8. (Laugh harder if any of them are crits)
@Lance Clemings might be the case which would be weird since an animals claw or bite attacks call them melee weapons as well. Even so just throw it on a kensei monk then and call it a day lol. At 10th level they are doing 3 attacks a round without expending ki points as oppose to the fighter that does 2 on average and needs to action surge to do 4 1 time. As oppose to the monk that in theory can do 4 attacks 10 times in a row at the same level. Unless of course the fighters a dual wielder
…pretty sure i saw this on cr. they have 2 clerics atm. :’D
true, but that doesn't really say anything about the raw of the spell. they did at least two disintegrates doing half damage on a safe...
No... you finish the Sending spell with, "Are you pooping?".
Or half sentences
@@aganaom1712 "you poopin'?"
Dodododo donuts
If critical role has taught me anything, if that sending is the single most dangerous spell in the universe
If you multi-class Cleric with Monk you can use the power of god and anime.
Wait no
AAAAAAAAAAAAAAAAAAAAAA!
Kensei monk or samurai fighter for the holy katana
I'm personally rempted to multi class into divine sorceresses. I feel like that could be a spicy combo.
What I like to do in pathfinder, it has feats to let you use wisdom instead of dex for attack rolls with your dieties favored weapon and another to let you do monks flurry of blows with the deities favored weapon.
Btw did I mention my deities favored weapon is a greatsword........
Just dump all your stats into strength, wisdom then con.
Light Cleric/Sun Soul Monk
I love you for the gloryhammer and powerwolf references 😂
In the night we break the sorrow
In the night we come alive
In the night adrenaline is higher than heaven!
"Wizards who go to war in their pajamas" *shows a Destiny Warlock* I mean yeah lol
5:15 I'm sensing good music taste
8:44 I'm sensing greater music taste
somehow
@@jasonsteiner917 Gloryhammer - Fires of Ancient Cosmic Destiny
@@jasonsteiner917 no problem
I come from 1st Edition D&D mostly. Scoffing at your scoffs at detection/poison spells. Detection in early d&d was necessary because anything could one shot you. Poison too. If you failed a saving throw against poison... well... you're dead.
There’s a reason save or die things aren’t very common anymore, because people don’t like having their beloved characters fail a single saving throw and instantly die.
I really don't understand your issue with Holy Weapon. As a cleric, it's a buff spell for allies, not yourself. Touch the fighter for a hot second, back away, and watch the mayhem. Plus, it's a bonus action, so if your extra worried about being too near the action, use the spell and dash action away.
body since its concentration it is likely to get interrupted before your turn comes back around if you're on the front line.
A note about Bane vs. Bless. Bane as a debuff allows the enemies to make a saving throw, while Bless as a buff always works. Bane will sometimes indirectly help you maintain concentration if the enemy attacking you misses you because of the minus -1d4, but Bless will always help your concentration as it adds 1d4 to all your constitution saving throws, including concentration ones.
Bane is more useful if you have a lot of other spell casters on your team. Throwing out Bane makes it more likely that your allies' other saving throw based spells will have their full effects on the enemy. If there aren't many or any full casters on the team, your best bet is always Bless instead.
7:17-7:21 Damn Davy, what'd Strahd ever do to you?
what hasn't he done?
Spirit Guardians: "Useful for 1 turn, and then everybody wants to hit you"
Wants to, yes. Gets to? Not so much.
My Cleric uses this spell to draw attention to himself as he's kinda the tank of the group. Plus it functions as a nice blender for enemies dumb enough to get close.
Just same.
Step 1:
Play Curse of Strahd
Step 2:
Be Tempest Cleric
Step 3:
Having largest Healthpool in the party
Step 4:
Spirit Guardians, Spiritual Weapon and Shatter
Step 5:
CARNAGE
Up until the enemy grab a pebble
5:08
"I CAST ZONE OF TRUTH!"
*Merle flashbacks ensue*
TRUTH BEAMS!!
Last time i was this early i didnt sell my Soul to an otherworldly being
If you play Curse of Strahd (which I recommend you do), Daylight is the best spell in the game.
Technically daylight isn't actually sunlight just a very powerful light spell .
Riesenfriese Dawn creates sunlight, daylight doesnt
Eartquake is better
@@lorekeeper685 *sunders castle ravenloft* yay *stahd gets up out of the remains pissed and proceeds to drain you all of blood* oops
@@samtrue3 I summon an prismatic dragon with epic magic which eats everything including the tarasque
"great for when the devil has you thinking gay thoughts" i spit out my root beer
Aid can be used to heal 3 allies at once with a second level spell, making it great for emergencies. The extra HP is also surprisingly useful.
Holy Weapon can be used on ANYONE, not just the caster. Cast it on one of your fighters and hide in the back while they deal stupid amounts of damage.
"Aid is a meh spell"
*Sorry I can't hear you over my party's sorcerer laughing at hits with this and false life*
8:40
Sooo I think Davvy might be a Gloryhammer-fan! :D
And a powerwolf fan too
_Aid_ isn't a spell my party has regretted at all. Our divine soul sorcerer took it as one of his spells at 3rd level and then took Inspiring Leader at 4th, so we're taking some pretty hefty hits.
Hero’s feast stacks with the aid spell. Can also stack with temp hitpoints.
If critical role has taught me anything it is that guiding bolt goes up the butt
Stone Shape is only really useful when your party is stuck, good for breaking out of prison, breaking into prison, breaking down a medium-sized door, breaking a building's foundations, breaking one side of a massive pillar, breaking into a sealed tomb/sarcophagus.
Though it doesn't give enough breaking for a 4th level spell, just carry a pickaxe with you instead.
With Holy Weapon, it never said it had to be your weapon, you can choose your Barbarians axe, your fighter's crossbow, your rogue's dagger. It's a support spell that lets you do damage by proxy. You might even be able to stick it on an artificer turret.
Conjure Celestial might as well be "conjure coatl", which isn't so bad since coatls have shapeshifting abilities so you can have a weretiger to help out or drop an elephant on your enemies, it has a decent amount of healing spells as well which is good. Though the only other creatures it can summons(without any additional homebrewing or books etc) are Pegasi and Unicorns(on spell level 9), which are good if you just need a good mount for an hour.
Life Transferrence can be good for grave domain clerics who get Vampiric touch as a domain spell, you can literally drain your enemies to heal your friends, and it is one of the only spells that will get party members to full fighting strength with one casting instead of leaving them in range of getting knocked out again in one hit.
cleric is the best spellcaster in the game, change my mind. Gate is potentially more powerful than 5 meteor storms
No Power Words tho
Who needs Power Words when you can Gate straight into the Angel barracks and say “LOOK, GUYS! EVIL TO SMITE!”
@@c.g.278 Who needs Gate when you already killed the Evil
Mikhail The Greatest Dragon who needs to whittle the single target down to 100 hit points or less (and potentially waste your only spell slot if you’re bad at guessing) when you can let the Angels deal with the whole fight, including minions, while posing zero risk to your party?
@@c.g.278 Okay fine
Bane is good because it’s one of the few things that reduces enemy saving throws, holy weapon is good because it can be placed on someone else’s weapon, namley the action surging fighter
If you want Spare the Dying to be a good spell, but don't want to play a grave cleric, take a feat that let's you cast Find Familiar (either Magic Intiate or Ritual Casting). It gives the spell a longer range as your familiar can cast spells with a range of touch. Or play a sorcerer (or take the meta magic feat) and take distant spell.
This is so perfectly timed. I’m literally currently making a cleric
HOOTS!
I'm literally building a cleric right now and this was such a good help thank you so much
Just thinking of Merel Highchurch through this whole thing.
WAS THAT THE ANCIENT FIRES OF COSMIC DESTINY I HEARD???
Aid: a second level mass healing word that only helps 3 people but can keep helping them all day
I approve of the amount of powerwolf in this video so much
Aid is one of the best things to do with your fourth level spell slots since you might only use one on a death ward or a banishment, 15 extra health for 3 people is a whole extra attack most of the time. Which is like a death ward on 3 people! It’s quite good.
Also: spiritual weapon: not just for your own weapon. Give it to the fighter and laugh
Loved the Powerwolf and Gloryhammer references
May be getting this wrong, but holy weapon seems like something you would definitely put on the party fighter/barbarian’s weapon
If colossus slayer tells me anything, it’s that multiple d8s in combat stack pretty quickly
I see a Powerwolf reference I press like!
ngl i love using sacred flame on my cleric/ranger, first you tag them and then you hit them with holy orbital strikes from behind a rock
bro I love this
imagine if you Baned them, too! then they'd more consistently fail the Dex saves for Sacred Flame!
@@Drekromancer holy fuck you are so right we can do that with tge optional rule no concentration hunters mark
Hells yeah Cleric Time!
i loved the powerwolf references!!
Very nice Powerfwolf reference my dude
Conjure Celestial: begins playing Fires of Ancient Cosmic Destiny
Please don't stop with the Gloryhammer references, they're hilarious and more people need to know about this band.
> 4:15
"2st level"
That isn't even the halfst of it.
"When you wake up from the dead and an Angel gives you head, Hallelujah" xD thank you for the video and this bit in particular :D
You have a great taste in music
I actually have to bring up 2 points with Contagion:
1) The version shown in the video is not what is presented in the sources I have, namely the Phb and Roll20 compendium. The spell says it poisons them for the duration, and after 3 failures, they then get the disease.
2) BECAUSE of the clarification I just mentioned, this spell is at best a 5th level spell slot to poison someone for 3 rounds and then win the fight, or a 5th level spell slot to get immediately Lesser Restoration'ed at any given point.
5:15 9:01 9:37 Glad to hear you're a Powerwolf fan!
Lol, loved the parts about Strahd since I'm going to be playing that tonight!
I don't know who else needs to know this but:
That song is this song: Gloryhammer, "The Fires Of Ancient Cosmic Destiny"
I will never, not, appreciate these! Thank you so much! You're doing the Lord's work.
Best thing about Spirit guardians? It allowed you to exploit a loophole where if you cast it first, then cast sanctuary afterwards, any damage dealt doesn’t cause sanctuary to drop, but it keeps you relatively protected from the target painted on your back.
This was errated in 2018; any damaging activity including Spirit Guardians, breaks Sanctuary.
The UA Class Feature Variants allows you to swap out cantrips on level up for some classes (like cleric) and on a long rest for others (like bard, which actually changes is from "on level up" to "on long rest" as well). It's one of the UA sheets that's actually pretty good and I recommend everyone look it over.
Now, criticism:
Healing Word is both a ranged spell and a bonus action, meaning you can still cast a cantrip to pew pew someone or smack someone upside the head with your weapon or anything else that takes up an action that isn't a 1st level or higher spell. Meanwhile, Cure Wounds *IS A TOUCH SPELL*, so as great as it is, unless you're right up in the front lines with that barbarian buddy of yours or in the back with some damaged glass cannons and not *the opposite of those examples like a lot of parties end up being* (oh hey all caster party guess I'll be melee cleric OH WAIT). So take Healing Word.
Gentle Repose halts the decay of a corpse for 10 days, not only preventing reanimation through necromancy, but the actually useful *extending the time limit for your resurrection spells*. Oh hi there Revivify, how ya doin? What's that? You have to be cast on someone within *ONE MINUTE* of them dying? No problem! Oh wait I don't have 300gp worth of diamonds on me. Oh well good friend guess we'll have to let you die because we definitely don't have the money to pay someone for a resurrection if we can't afford the diamonds for Revivify. BUT WAIT! GENTLE REPOSE! Okay good now we have 10 days to get back to town, buy a diamond, and resurrect you without a Matt Mercer Resurrection Challenge.
Critical Role's "You can reply to this message" is the "Message" cantrip. Sending has taught me that you have to use up all 25 words, even if it's with "doo do do doo do do do."
Contagion. Okay, so, there's a lot of shit with this spell. First of all, the spell description listed was changed some time ago, it no longer afflicts the target with the diseases immediately, it poisons them and only after failing 3 saving throws does it get a disease. This essentially means you have to wait up to 6 turns for this *5TH LEVEL SPELL SLOT* to be useful and there's a chance that it just wont be at all. Yes, the payout of Slimy Doom would make it worth it if it works, but there are much better 5th level spells that actually guarantee something happening that you're better off taking. This is, in essence, a bad guy spell for the DM to panic their players. Alternatively, you can use it to potentially make a monster use up some legendary resistances, and not give a fuck about the diseases, which would be the smarter plan of attack with this spell.
Geas. Davy. Is this a troll list? It's a minute casting time, you're not using this in combat, and anyone even thinking you're casting a spell on them is going to deck you in the snoz before you can finish it (fun fact, "you must maintain your concentration while doing it" is mentioned for longer cast times in the basic rules, meaning you gotta roll concentration if you wanna keep casting that potentially TEN ROUND CAST). Unless you're going to have your party hold them down for a minute, why are you bothering? Specific cases, yes this is good, but 3 davys? Come on. It's only 5d10 psychic damage if it disobeys you ONCE A DAY, so it just has to tell you to piss off once, deal with that migraine, and then just go do their own thing while giving you the middle finger because they can't attack you while charmed but that's pretty much it.
Holy Weapon. USE IT ON OTHER PEOPLE.
Find the Path. Never had that DM who liked labyrinths or the Lost Woods from The Legend of Zelda, huh? "Familiar with" is loose terminology up for interpretation, other spells that use the wording have charts that give definitions to help with the DC, so in this it's DM's choice. Also, DMs, keep in mind that the shortest route isn't always the safest.
Heroes' Feast. Oh I'm sorry, I didn't realize Goodberry made you immune to poison (not the condition, IN GENERAL, D&D Beyond specifically doesn't link the condition for that reason, fuck your green dragons) and gave you advantage on all wisdom saving throws all while giving you an increased max hp of 2d10 FOR 24 HOURS. This is a prep spell for big fights. If you know you're about to fight a green dragon or a lich and it's something you could have done before your long rest to get the spell slot back and your reason for not using this spell is anything other than not having the material component or not having it prepared before the long rest and not wanting to use up the slot after the rest, then i hope you enjoy poison damage and fear!
Word of Recall. Yeah, it's great, unless you worship a god that doesn't have a place dedicated to it anywhere nearby. Granted, there's no distance limit, but when you learn you just teleported halfway across the world and your means of making travel faster is now half a world away, you start wondering if it would have been just better to TPK. Also, completely useless if you worship someone who isn't going to have anything like a shrine to them, because fuck you Death Clerics. Actually, on that note, DMs, remember this spell exists, but be prepared for counterspell.
I appreciate the powerwolf
"Yeet yourself like a Eucharist wafer" is the sort of phrase I subscribed to you for.
just as a note, Gate is useful for bringing other things to a place where you have home field advantage to fight it. like it doesnt just take you places, if brings things from places to you. useful for if you wanna wear down a super powerful thing with something else slightly less powerful but better than doing it yourself. also useful if you are tasked with beating something and dont know where to find it, or for whatever reason dont want to go to where you can find it, to fight it. granted you will have to know said creature's name so it takes SOME planning /set-up, but still, its useful if you know you will need it, though you should never take it if you dont know you are gonna need it.
You are the most entertaining D&D TH-camr by far, Davvy.
Love the use of all the Magic the Gathering artwork!
It is worth considering that Gate can also summon creatures you know the true names of and, provided your DM is cool with it, can be used as a lesser divine intervention.
Heroes' Feast also grants immunity to the frightened condition. Since Frightful Prescence often comes with big AOE attacks or legendary/lair actions, this spell lets a party tackle the biggest threats with in-game and irl confidence since you don't have to bunch up around the paladin.
Aid. It's like healing word, but it targets 3 people and stacks with temporary hit points. Basically, it's what you want to do with mass healing word at a lower level. It also scales up better.
Thank you for including chen in your montage of clerics
Aid can be upcast, lasts for 8 hours with no Concentration, and stacks with Temporary Hit Points since it's raising your max, not adding THP.
You can use Gate to open a portal 20ft in diameter and 60 ft high to the plane of magma (aka the Fountains of Creation, at the intersection of the planes of fire and earth). By my calculations, that’s over 18.5 million tons of molten rock. By some of the rules they’ve given us, that would deal about 18d10 fire damage and 6d20 bludgeoning damage (if you change die size for object weight with fall damage).
Life transference is actually really strong on a life cleric. They get more healing out of it and, if they play mid line, can almost negate that downside at 6th level since theyll just heal themselves when they cast it and on subsequent heals.
Astral Projection does have a niche in that Gate has to be allowed by the DM in many cases, and Plane Shift needs a tuning fork which may or may not be easy to get, whereas Astral Projection lets you use the Astral Plane to go anywhere in the planes. Problem is it takes an hour to cast (not everyone has that much patience and it makes it useless in combat unlike Plane Shift and Gate), is super-expensive which makes it almost a one-time thing, and the githyanki silver swords, astral dreadnoughts and psychic winds in the Astral Plane having the potential to insta-kill you, all come together to encourage you to bite the bullet and hunt down that 250gp tuning fork.
Holy Aura is a great spell. It grants everyone in a 30 foot range which is fireball range. Disadvantage on all attacks against your party and advantage on all saving throws and just for kicks it makes undead and fiends make a Con save or be blinded. It is stupid good and makes the party almost unhittable. Which if you are playing a Life Cleric like myself it your job to keep the party alive. This spell does a great job at doing this.
Good on you with the PowerWolf
You know I wasn’t expecting a Powerwolf reference but I really should have
Been watching your channel for awhile, but that Powerwolf reference with animate dead got me to sub
7:32 range of touch means you can buff the fighter/paladin/barbarian’s weapon instead of yours, if they’re in trouble nuke their weapon so you can bail them out without getting nuked.
(Edit: I made a mistake, sacred flame is most definitively a Dex Save, not an attack roll.
That being said, it is still radiant damage, and is very useful against monsters and against most humanoids.
In addition the fact that they gain no benefit from cover for the sake of the roll and the fact that it costs nothing to cast does put it slightly above most Dex Save spells, and it is well worth a cantrip slot.)
Something to note about Sacred Flame is that it gains benefits from inflicting radiant damage rather than necrotic. There is a reason it exists, and no, Toll the Dead is not superior just because bigger damage die. Davvy is doing this for comedy, and is pulling from his own experiences as a player and DM. Comedy is funny, radiant damage is not. Experience is the best teacher, but teachers do not know all.
Still a good video so far Davvy. ^_^
Sacred flame isn't an attack roll, the target makes a Dexterity save. Most creatures have better Dex saves than wisdom saves as well, so Toll the Dead beats it in that respect too.
I thought sacred flame required a dex save? Or has that become an errata?
Sage Colvard you are... very correct. I apologize. That still doesn’t quite nullify the fact that radiant damage is frequently way better than necrotic against the kind of things you’ll be fighting as a cleric.
That being said, I will edit the post to reflect that, thank you.
@@CurlyHairedRogue No problem, I also like sacred flame, radiant damage can be very nice
@@CurlyHairedRogue No worries, I've made the same mistake with the Disintegrate spell. I thought that was an attack roll right up until I casted it.
This is very help. I just decided last night, to roll a War Cleric. Will be my first time playing DnD.
Aid is definitely still a viable option if you need your beefcakes slightly beefier.
Seriously, pop it onto a barbarian, and all those hitpoints suddenly have double the value because of resistances. And a level 5 aid will allow your rogue or monk to tank the average damage of a Fireball, even on a failed save.
Also it can be healed back up with healing spells, which is icing on the cake.
I never knew I needed Davvy singing Powerwolf in my life until now
This is fantastic and super helpful! Keep up the good work! If you’re taking requests, then please do one for Druids.
Powerwolf AND Gloryhammer? You spoiler me.
I did not expect Davvy to be familiar with Powerwolf... and yet it makes perfect sense.
8:41 In hoots we trust
You know, I wasn't expecting powerwolf, but I am glad to see it nonetheless
Never did I think i would hear a Gloryhammer reference in a Davvy Chappy video, amazing taste
Heroes feast - Amazing prep for dragons. "Who's afraid now, bitch?!"
Wasnt expecting the NSP reference! Hell yeah!
Cleric: *YOU BETTER START FUCKING PRAYING*
Pick V-human light cleric
Take resilient:constitution at level 1 and war caster at level 4.
Wade into the middle of combat, spirit guardians flying and spiritual weapon up. Everything will try to hit you, but unless they're outright knocking you below 0, you're probably not losing concentration
…Spirit Guardian is level 3
"Feign Death"
'I died, BUT IN PRETEND!'
The temple thing seems super great if you could find a way to create it on terrain you can undermine. Imagine it, a nigh-indestructible building sliding down a cliff face like a stony punch from the god you had the poor luck to tick off that day
8:41 I didn't know what Gloryhammer was when I first saw this video. I have since found enlightenment, and rewatching it now that I've heard their entire discography, this bit made my eyes light up with pure joy.
I don’t want to sound rude but control water is SUPER good on a bout to get rid of pirates and other water encounters
I freaking love your hints to powerwolf's best song hahaha
davvy whats a thick aasamar a assimar but plzz make a video of the aasamar
Frontline grave cleric is fun keeping spirit weapon up at all times with spirit guardian is hilarious amounts of damage early on