Tag Archives: cleric

How to Build a D&D Cleric Who’s Super Fun in a Fight

In Dungeon & Dragons, clerics suffer from a reputation as the dull class that folks dutifully play to support the party. Forget that. In fifth-edition D&D, clerics can enter a fight like a tornado, damaging every foe around them, dodging blows, and attacking, all in the same turn.

Plus, their faith gives clerics a ready-made hook for playing the sort of big personalities that make roleplaying fun.

At level 5, D&D classes leap in power. Martial classes typically gain an extra attack, potentially doubling their damage dealing. Monks gain Stunning Strike. Wizards and Sorcerers gain fireball, which delivers 5th-level power for a 3rd-level slot. Bards and Warlocks gain hypnotic pattern, a spell that turns fights into beatdowns. (See How Part of D&D that Everyone Avoided Shaped the 5th-Edition Power Curve.) The 3rd-level spell that lifts clerics in power lacks the flash of fireball or hypnotic pattern, but it makes clerics more fun in a fight.

Spirit guardians summons spirits that surround you to 15 feet and that damage enemies who enter or start their turn in that sphere. Spirit guardians rates as one of the most efficient spells to up-cast with a higher-level slot. I played a cleric to 20th level and loved casting spirit guardians at 8th or even 9th level to deal 8d8 or 9d8 damage to any foes near me. Clerics on the move take their 15-foot sphere of divine fury across the battlefield, forcing more foes into the destruction. If the party ever gains boots of speed, give them to the cleric!

Spirit guardians suffers from an obvious drawback and an overlooked one. Obviously, the spell requires concentration while encouraging clerics to go into the thick of a fight. Also, the spell requires clerics to see allies to exempt them from the guardians. That means invisible allies or even friends around the corner can’t be spared.

Tactics

Starting at 5th level, the fun battlefield cleric starts combat by casting spirit guardians and moving into the thick of battle. On turn two, cast your favorite combat cantrip—or just dodge—plus cast spiritual weapon for another strike, and then keep moving to include the biggest groups of foes in your radiant doom.

Ability scores

To build a cleric, make Wisdom your highest score, followed by Constitution. Choose an odd-numbered Constitution score. Traditionally, clerics rely on Strength, but a cleric’s cantrips can bring more damage than weapon attacks, especially with the Blessed Strike option in Tasha’s Cauldron of Everything. Only domains that grant heavy armor proficiency might actually benefit from Strength. A 13 Strength enables you to wear an affordable suit of chainmail without losing speed. A 15 Strength enables you to wear plate without slowing. Low strength dwarves can wear heavy armor without losing speed, so ironically the D&D rules reward creating agile, pencil-necked dwarves who defy their archetype. If your domain lacks heavy armor proficiency, choose Dexterity as your third highest score.

Why choose an odd Constitution score? Clerics surrounded by spirit guardians become an immediate target for attack. Through any damage, they must maintain concentration by making Constitution saves. The War Caster feat can help, but the Resilient (Constitution) feat proves better. If you start with a Constitution of 13, then taking Resilient (Constitution) before level 5 adds 1 to Constitution and helps your save about as much as War Caster. Then your save continues to improve with your proficiency bonus. If you play your cleric to high levels, you can add War Caster later.

Race

If your campaign uses the standard rules for ability scores in the Player’s Handbook, hill dwarves and variant humans make particularly good clerics. Wood elves also work well if you favor Dexterity and speed over Strength. If your campaign uses the custom origins from Tasha’s Cauldron of Everything and you prefer weapon attacks, pick a high elf and choose Booming Blade as your bonus cantrip. You can strike a foe, and then when they flee your spirit guardians, they take thunder damage. This combination works best with cleric domains such as life and tempest that grant the Divine Strike feature.

Domain

The forge and tempest cleric domains excel for clerics capable of fun battlefield fury. Both domains grant heavy armor proficiency.

Forge. The forge cleric brings improved AC to heavy armor and the 1st-level searing smite spell powers weapon attacks until you gain better spells to concentrate on. Opt for Strength over Dexterity. At level 7, you get the underrated wall of fire spell. Sadly though, wall of fire also competes for concentration.

Tempest. Once tempest clerics cast spirit guardians and become a target, they can use Wrath of the Storm to heap punishment on foes who hit back. Plus, the spell thunderwave and the Thunderbolt Strike feature both let you push away creatures so you can move freely around the battlefield. The tempest domain makes a flavorful combination with that high elf who makes attacks backed by the booming blade cantrip.

Other domains gain some versatility while remaining especially fun in a fight.

Life. Choose a life cleric to gain the durability of heavy armor while becoming the best healer in the game. Tasha’s Cauldron of Everything adds the aura of vitality spell to the cleric list. This domain gives that spell game-breaking power. (See The 7 Supreme D&D Character Builds for One Thing.)

Light. Choose the light domain if your notion of fun in a fight includes blasting things with fireball. For a light cleric, opt for a high Dexterity and ignore Strength.

Essential spells

Cantrips. Select guidance. Forge, tempest, and other clerics who favor weapon attacks should prepare sacred flame for the undead-slaying potency of radiant damage. Clerics who rely on damaging cantrips should choose toll the dead for maximum damage—unless you roleplay your light or life domain cleric as someone loyal to their ideals. (If you’re not a grave domain cleric, you can still prepare toll the dead, but you should feel bad about it.)

1st level. Prepare healing word to heal without slowing your attack. Add guiding bolt for attacks at range. Before 5th level, prepare bless. Once you reach 5th level, spirit guardians becomes a better spell to concentrate on.

2nd level. Prepare spiritual weapon. Aid makes one of the game’s best spells to cast using a higher-level slot. Although silence requires concentration, prepare it. Silence hinders enemy spellcasters, stops guards from calling for help, and lets you chop through doors without announcing your location.

3rd level. Prepare spirit guardians, mass healing word, and revivify. Invest 300 gp in diamond dust for revivify’s components. You may rarely cast revivify, but when you do, you become party MVP.

3 Posts that Need Updates Thanks to Tasha’s Cauldron of Everything

The latest Dungeons & Dragons release, Tasha’s Cauldron of Everything, brings a host of additions to D&D’s fifth edition. These extensions prompt updates to at least 3 posts on this site.

1. Fast, Unkillable, Deadly: The 7 Supreme D&D Character Builds for One Thing

Just two weeks before this post, I delivered a list of 7 supreme D&D builds, including best healer. Tasha’s Cauldron enables a new build to take that crown.

The older best-healer build combined of life domain cleric with enough bard levels to gain the paladin spell aura of vitality via the bard’s Magical Secrets feature. Tasha’s Cauldron paves a short cut by simply adding aura of vitality to the cleric’s spell list. Forget multiclassing; just play a life cleric. For each of the 10 rounds of aura of vitality’s 1 minute duration, you can use a bonus action to heal 2d6 hit points. The cleric’s Disciple of Life feature boosts that to 2d6+5 hp.

Now, to claim the crown as best healer in D&D, take the Metamagic Adept feat, also in Tasha’s Cauldron. “You learn two Metamagic options of your choice from the sorcerer class.” Select the Extended Spell option. “When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.” When you cast aura of vitality, spend 1 of your 2 sorcery points to double the duration and the healing. One third-level spell heals an average of 240 hp. At just level 5, you can perform the trick twice. Remember when folks fretted about pairing the life domain with goodberry for 40 points of healing?

2. Concentration Frustrates D&D’s Rangers More than Paladins and Hexblades, but Unearthed Arcana Helps

In a post on concentration, I explained the trouble concentration brings rangers. “The hunter’s mark spell underpins the ranger’s flavor as someone who targets prey and pursues it to the finish. With a duration marked in hours, hunter’s mark seems meant to last through a ranger’s daily adventures. But the spell requires concentration, so rangers who need another spell lose their mark and what feels like a key feature. Also, rangers who aim to enter melee with say, a sword in each hand, suffer an outsized risk of losing their mark.”

Unearthed Arcana trialed a new Favored Foe feature that erased the problem of concentration and hunter’s mark. Unfortunately, the final version in Tasha’s Guide brings back the pain. “When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).”

The offhand mention of concentration confused me, but a ruling on another feature sharing the wording clears up the intent. The trickery domain cleric’s Invoke Duplicity feature also works “until you lose your concentration (as if you were concentrating on a spell).” Lead rules designer Jeremey Crawford explained that this wording means that you must concentrate on the feature to maintain it, just like a spell.

The new Favored Foe skips the need to spend a bonus action, but otherwise it weakens the version tested in Unearthed Arcana in every way. In addition to requiring concentration, the new feature does less damage, only damages once per turn, just lasts a minute, and can’t be moved. Why do the D&D designers hate rangers?

3. D&D’s Animal Companions and Familiars—Choosing the Right Pet For Your Character

My post on choosing the right pet for your character continues to rank near the top of my daily page views, proving the appeal of animal companions.

The post began with the easiest route to a pet or companion. “Through roleplaying and ability checks (most likely Animal Handling or Persuasion), you can have a buddy,” Jeremy Crawford explained, “As long as your DM is OK adding a creature to the group.”

But this simple approach posed one problem: After the party befriended a creature, the party leveled up to meet greater threats while the friend remained the same fragile creature. At just level 5, most characters survive a flameskull’s fireball, but an 11 hp wolf needs extraordinary luck to live, and a 5 hp tressym goes to meet Sharess, goddess of cats.

My favorite part of Tasha’s Guide offers a remedy: The sidekick rules offer an easy way to add a special companion to a group of adventurers. “A sidekick can be any type of creature with a stat block in the Monster Manual or another D&D book, but the challenge rating in its stat block must be 1/2 or lower.” This means that sidekicks could range from that wolf or tressym, to a bullywug rescued from a monster who enjoys frog legs, to the kobold Meepo, future dragonlord.

Whenever a group’s average level goes up, the companion gains a level in a sidekick class of warrior, expert, or spellcaster. They gain the additional abilities and hit points required to survive and contribute without ever overshadowing the rest of the party.

My post on pets ends with advice for beast master rangers. This archetype’s animal companions earn a reputation for weakness, partly because the Player’s Handbook offers poor direction. The beast master’s description suggests taking a hawk or mastiff as an animal companion. D&D designer Dan Dillon says that such choices set players up for failure. Beast masters should not take beasts with a challenge rating below 1/4.

To enhance the beast master archetype, Tasha’s Guide presents three primal companions typed for land, sea, and sky. Beastmasters can summon these primal beasts as a companion instead of befriending the creatures in D&D’s monster books. You can choose to describe your creature as a hawk or mastiff or anything that fits a type, without the risk of selecting a creature too weak to prove effective.

Rangers can spend a bonus action to  command the primal beasts to attack or to take an action other than the dodging they do on their own. This marks a big improvement from archtype’s original companions, which typically required an action to command.

The primal beasts offer effective companions that can feel warm, fuzzy, and charismatic. The primal companions tend offer more hit points than real creatures. Plus, if these spirt beasts drop to 0 hit points, you can revive them for the price of a spell slot. As spirit creatures, you can summon new and different beasts after a long rest.

Paladins, Barbarians, and Other Classes Once Balanced by Rules of Behavior

Early in the history of Dungeons & Dragons, the game’s creators made classes that rewarded strict rules of behavior with extra power. For instance, a player taking the challenge of playing a chivalrous cavalier always fought fairly, but also gained a bonus to attack with sword and lance.

Arguably, cleric stands as the first class limited by rules of behavior. Some holy men in history attempted to straddle the gulf between peaceful servant of god and spilling the blood of enemies by opting to bash their foes’ skulls while claiming not to spill blood. Based on that lore, original D&D required clerics to choose not to wield edged weapons or arrows. Back then, all weapons dealt 1d6 damage, so this limit only counted as a disadvantage because the treasure tables made magic swords 20 times more common than non-edged weapons.

Former Wizards of the Coast head Peter Adkison shepherded D&D’s third edition design. He wanted to purge “restrictions that did a good job of reinforcing play balance but still didn’t make sense.” Why would a cleric devoted to Apollo the Archer refuse a bow? For third edition, D&D’s designers replaced the rule that prevented clerics from using swords with a proficiency system that made swords a poor option. Modern D&D follows the same pattern, but it still includes a class that requires characters who choose to limit themselves. More on that at the end.

With D&D’s first Greyhawk supplement, Dungeons & Dragons co-creator Gary Gygax started adding classes that clearly balanced extra power with limitations that required certain behavior. Paladins started as a version of fighter who always acted lawfully. (D&D lacked good and evil alignments then.) “Any chaotic act will immediately revoke the status of paladin, and it can never be regained.” The paladin’s generosity required the class to give away inessential magic items and other loot. “Gifts must be to the poor or to charitable or religious institutions, i.e. not to some other character played in the game.”

The first editor of The Dragon, Tim Kask, wrote, “It was so rigid a PC class; that smacks of Gary’s fiendish wit. Make a character truly extraordinary and make it really tough to play in terms of always having to do the ‘right’ thing, ALWAYS.”

By the Unearthed Arcana book for Advanced Dungeons & Dragons, many classes offset power with a roleplaying catch. “Barbarians in general detest magic and those who use it. They will often seek to destroy magic items.”

Gygax knew this created a recipe for party conflict and embraced it. “When I played a barbarian, I would indeed attempt to get at newly discovered magic items and rid the world of their bane, and if some mage was foolish enough to flaunt such an object before the character, and he could lay hands on it, then…” When a monster turned Gygax’s barbarian to stone, it ended the character’s career. “No cleric or mage in the group was much interested in having the poor chap returned to life.”

In most games, players saw such restrictions as problems to solve with ingenuity. Part of the paladin’s reputation for lawful stupid comes from all the do-gooders conned into leaving the room when the thief wanted to question or kill prisoners. And how many barbarian players opted for characters just stupid enough to fail to realize that their +2 sword and cloak of protection happened to be magical? Sample dialog: “Tan-kor, you should wear this cloak we found because it, um, matches your eyes.”

Second edition introduced class kits that made characters more distinctive and powerful, often in exchange for behavior restrictions. For instance, the bladesinger from the Complete Book of Elves ranked as one of the most powerful kits. The catch: Having to protect elves whenever the opportunity comes. Players got a boost for simply committing to bite on a certain sort of adventure hook. A more onerous code weighed cavaliers, who always had to fight fairly and chivalrously. So if a cavalier’s foe slips off a cliff and hangs by the edge, the cavalier must help the foe up before resuming the fight.

Such restrictions only worked in campaigns where every player valued roleplaying. In a mix of actors and power gamers, behavior limits cause friction—even when the code doesn’t require destroying magic items. Players who value immersing into character grow annoyed by the players who just look for loopholes in codes of conduct. Dungeon masters dislike the role of mandating or penalizing behavior that ignores the hindrances built into a character kit.

By third edition, the D&D team mostly dropped roleplaying limits from the class-design toolbox.

Still, one code of conduct remains in the modern druid class. The fifth edition Sage Advice Compendium explains, “Druids don’t lack the ability to wear metal armor. They choose not to wear it. This choice is part of their identity as a mystical order. Think of it in these terms: a vegetarian can eat meat, but chooses not to.” This restriction brings enough teeth for class balance while proving clear enough to defy most players seeking loopholes.

Related: 4 Ways D&D’s Creators Tried and Failed to Balance Classes

How Dungeons & Dragons Got Its Ability Scores

The earliest character sheet for the game that inspired Dungeons & Dragons includes 8 character traits: Brains, Looks, Credibility, Sex, Health, Strength, Courage, and Cunning. The character comes from Dave Arneson’s Blackmoor campaign, which launched in 1971. See A History of D&D in 12 Treasures from author Jon Peterson.

The sheet organizes these traits under the heading, “Personality,” and measures of personality dominate the list more than abilities like strength and health. The Blackmoor campaign represented Charisma with three scores—Credibility, Looks, and Sex, as in “sexual prowess.”

Blackmoor evolved from miniature wargame campaigns. These games only represented individuals when they served as commanders for military units or as leaders of countries. When the referee needed to determine how well a commander followed orders or honored an alliance, measures of personality such as courage and loyalty mattered. One early campaign adopted a system for generating life events such as marriages and sickness for important characters. You can imagine how health and even sexual prowess could factor in such a game. Abilities like strength never figured in play.

Blackmoor started with players controlling single characters who would act in political intrigue and as leaders in battle, so the game emphasized traits for personality and leadership. The characters could fight solo or learn magic, so Strength, Health, and Brains found a place in the game.

In the Blackmoor campaign, Dave used ability scores as the basis of tests that resemble modern saving throws or ability checks. “Players would roll against a trait, Strength for example, to see if they were successful at an attempt,” writes Blackmoor scholar D. H. Boggs. For example, on page 28 of The First Fantasy Campaign (1977), Dave describes how characters had to roll under their Dexterity score to remove their armor before drowning in Blackmoor Bay.

That example cites D&D’s Dexterity attribute, a score the original Blackmoor characters lacked. If Dave and his players used ability scores for saves, how did the rules omit a score for dodging? For his game, Dave also borrowed the saving throw categories from Chainmail—a 1971 set of rules for miniature-figure battles. Boggs speculates that these types for Dragon Breath, Spider Poison, Basilisk Gaze, and Spells covered enough cases to make a Dexterity attribute unnecessary.

How did Blackmoor’s personality traits turn into D&D’s six ability scores?

In 1972, Dave introduced his Blackmoor campaign to Gary Gygax, the author of Chainmail. Dave’s game transformed bits of Chainmail into something new and irresistible—something that broadly resembled D&D.

Based on Dave’s demonstration, feedback, and notes, Gary added his own contributions to make the D&D game that reached print. Dave recalled that Gary and his Lake Geneva group “had a lot more spare time than I did and they had a lot of ideas, so they came up with their own version of the rules.”

In the case of ability scores, Gary reworked the Blackmoor attributes into D&D’s. For example, Gary never favored simple, informal terminology like “Brains” and “Health,” so he opted for Intelligence and Constitution.

Gary consolidated Credibility, Looks, and Sex into Charisma. (Later, Unearthed Arcana and other roleplaying games would experiment with splitting Charisma back into traits for charm and beauty.)

Gary’s early games paired players with gangs of followers, so Charisma helped recruitment and retention. As play styles turned away from henchmen and hirelings, Charisma became less important. The 1977 Basic Set provided no rules crunch for Charisma.

On the Blackmoor character sheet, Cunning looks like a late addition. In both Dave and Gary’s pre-D&D campaigns, Cunning became the prime requisite for clerics. “Cunning” suggests a faith-healing charlatan more than a priest who’s spells worked. Still, the first cleric character, as played by Mike Carr in Dave’s Blackmoor game, had working spells. So eventually Cunning turned to Wisdom and became a measure of spirituality.

Unlike fighters, wizards, and thieves, the cleric lacks a clear archetype in the fantasy tales that inspired D&D. Instead, the class draws inspiration from bits of Christian priest and crusader, from Friar Tuck and Van Helsing. These clerics made an awkward fit in the pulp-fantasy world of D&D and lacked a place in other games. In 1975, when TSR adapted the D&D rules to different settings to create Metamorphosis Alpha and Empire of the Petal Throne, the games dropped clerics and their Wisdom attribute.

Instead designers saw a need to measure a character’s mental toughness with a sort of mental counterpart to Strength and Constitution. Metamorphosis Alpha swaps Wisdom for Mental Resistance. Empire of the Petal Throne replaces Wisdom with Psychic Strength.

Apparently, these games led Gary to see a need for a similar rating for D&D characters. Instead of adding a new attribute, Gary broadened Wisdom to include willpower. The Advanced Dungeons & Dragons Player’s Handbook grants characters with high wisdom a bonus to saves against “mental attack forms involving will force.” Only a strained definition of wisdom includes willpower, but until then Wisdom only served clerics. The broader scope gave Wisdom similar weight to the other attributes.

Years later, Wisdom would gain an association with perception. Games without Wisdom tend to associate perception with Intelligence.

Dexterity arrived to the game last. Gary must have felt that Strength needed a counterpart for characters wielding crossbows, so Dexterity showed aptitude for ranged weapons. After the original books reached the public, the Thief entered the game and took Dexterity as a prime requisite.

Even though the original D&D release turned the scores from measures of personality into measures of ability, the game still says that the scores aid players “in selecting a role” like one of those personality tests that help students select a career.

When Gary wrote D&D, he never explained how to use ability scores for checks. In his own game, Gary preferred a loose method where he decided on a character’s chance of success and improvised a die roll to match. For saves, Gary just elaborated on the system from the Chainmail rules.

So according to D&D’s original rules, ability scores counted for little. The abilities barely deliver any game effects: At most a +1 to hit or an extra hit point per die.

These slight effects mean that early D&D characters in the same class all played much the same. But ability scores ranging from 3 to 18 seemed to promise bigger game effects than a mere +1. With the release of the Greyhawk supplement in 1975, Gary began linking more game effects to the scores: High strength meant more damage, high Wisdom and Intelligence yielded more spells, and so on.

With that development, D&D started down the road to the modern game, which builds on ability scores as the foundation for every check and save.

Related:
The awkward role of Wisdom in fantasy role playing.

Ability Checks—From the Worst Mechanic in Role-Playing Game History to a Foundation Of D&D

For 25 Years, D&D Put Saving Throws In Groups Made For Just 3 Creatures and 2 Spells

7 Best Classes to Add to Multiclass a Dungeons & Dragons Character

During the unveiling of third-edition Dungeons & Dragons, I saw a member of the design team say multiclassing offered tempting options for every character, but that every class offered enough rewards to make the choice to multiclass tough. Ideally, D&D multiclassing strikes that balance. In play, third edition fell short of balancing multiclassing. Classes tended to stack extra features at level 1 and sometimes suffered “dead levels” offering few benefits, so multiclass characters tended to outshine their single-class peers.

In fifth edtion, multiclassing isn’t so optimal. The first level of an additional class delivers fewer proficiencies. Every class level delivers new features or at least more spell slots. So while each class brings goodies, characters that multiclass lose some advantages of focus.

Spellcasters pay the biggest price for multiclassing. The top level in each separate spellcasting class limits the highest level of spell a character can know or prepare, so every level of a multiclass slows progress to higher-level spells. Characters reach spell slots based on the sum of their spellcasting classes, so they may gain slots of a higher level than any spell they know. At most, they can use those slots to boost a lower-level spell. Spellcasters who veer from their main class for more than 3 levels will never gain 9th-level spells.

Most classes leap in power at 5th level. Barbarians, fighters, paladins, and rangers all get a second attack. Wizards and sorcerers gain Fireball. Bards and warlocks gain Hypnotic Pattern. Monks gain Stunning Strike. When single-class characters reach level 5, multiclass characters will fall behind until their main class hits level 5.

At level 4, every class delivers a +2 ability score boost. Until a character’s attack or spellcasting ability reaches 20, these ability boosts stand to improve almost every to-hit roll and to hinder every foes’ save. Multiclassers who stop leveling a class at 1, 2, or 3 miss a key upgrade.

Despite the offsetting drawbacks of multiclassing, just a level or two of a class can enrich a character. For some players, multiclassing yields the flexibility to match a character’s story concept. Other players just want power. Many players seek a unique concept.

Whatever your aim for your character, this list reveals the top 7 classes to add as a multiclass.

7. Barbarian

Generally, barbarian makes a poor second class. Few martial characters want to avoid armor. Spellcasters can’t cast while raging. Despite the limitations, 2 levels of barbarian make a gimmicky combination with rogue. The Reckless Attack feature lets your rogue gain advantage for Sneak Attack.

6. Cleric

For spellcasters aiming to become much more durable, two cleric domains make a good start.

A character who starts as a Tempest cleric gains heavy armor proficiency. At 2nd level, the domain grants Destructive Wrath, which lets a cleric use Channel Divinity to deliver maximum lighting or thunder damage. Most spellcasters can find use a for that.

The Forge domain also grants new clerics heavy armor proficiency. At 1st level, these clerics can use Blessing of the Forge to add a +1 bonus to your armor or to a martial party member’s weapon.

Update: In the comments, Rooneg raises an important point. Heavy armor demands Strength scores higher than any spellcaster needs, so most characters only benefit from the medium armor proficiency granted by every cleric domain.

Unlike other classes that grant armor proficiency, a level of cleric keeps spellcasters on pace as they gain spell slots. As a drawback, your spellcaster will gain little benefit from the 13 Wisdom required to multiclass as a cleric.

5. Bard

At first level, bard delivers light armor proficiency, a skill, and Bardic Inspiration. Most multiclassers continue to gain Jack of All Trades at level 2. This adds half your proficiency bonus to every ability check where you lack proficiency.

Levels of bard combine easily with charisma-based spellcasters.

4. Warlock

Characters dip into warlock for 2 levels to gain 2 Eldritch Invocations. For charisma-based casters, the Agonizing Blast invocation upgrades Eldritch Blast from an ordinary, weak, cantrip attack to a powerful option. Devils Sight makes a dangerous combination with the Darkness spell. Mask of Many Faces lets a deceptive character scheme past obstacles and break a few adventures. Ignore the shell-shocked look on your dungeon master’s face; they love it.

When you calculate a multiclass spellcaster’s spell slots, Warlock levels don’t add to other caster levels. Still the warlock class combines especially well with sorcerer. See 7 Dungeons & Dragons character builds absurdly good at one thing.

3. Sorcerer

Many of the Sorcerous Origins bring appealing perks at level 1. The Divine Soul’s Favored By The Gods feature lets you add 2d4 to a failed save. I like mobile characters, so the Storm Sorcerer’s Tempestuous Magic strikes my fancy. Before or after casting a spell, the feature lets you fly 10 feet without provoking.

Multiclassers add sorcerer to gain the 2 metamagic options available at level 3. Quickened Spell, Twined Spell, and Heightened Spell may rank as the best. Subtle Spell helps in adventures that feature role play and intrigue.

Characters rising in other spellcasting classes can trade spell slots for the sorcery points that fuel metamagic options. Except in the sort of dungeon crawls that exhaust spell slots, most mid- to high-level casters rarely use all their slots anyway.

2. Fighter

The first level of fighter ranks as the most useful single level in fifth edition. Characters who start as fighters gain heavy armor proficiency.

Level 1 also delivers a fighting style. The Archery style brings a +2 to ranged weapon attacks and benefits every sharpshooter. The Defense style grants +1 AC and keeps your spellcaster from harm. The Protection style helps save your allies. Protection lets a shield-bearing character impose disadvantage on an attack against a character within 5 feet. First-level fighters also gain Second Wind.

Levels 2 and 3 bring fewer rewards, but the features suit players who enjoy bringing big damage spikes. At 2nd, Action Surge lets fighter take an extra action once between rests. At 3rd, the Champion archetype scores critical hits on a roll of 19 or 20. This combines brilliantly with the paladin’s Divine Smite feature. If you stick with fighter through level 3, you should probably stay with the class to level 5 for the ability score boost and the Extra Attack feature.

1. Rogue

At 1st level, the Rogue class delivers Sneak Attack, but the Expertise feature may benefit dabblers more. Expertise doubles your proficiency in two skills. Second level brings Cunning Action, the best prize for multiclassers. Use a bonus action to Dash, Disengage, or Hide.

As a bonus, characters who start as a rogue gain 4 skills while most other classes just get 2.

A level or two of rogue fits with most multiclass characters.

Related:
Best Multiclass Combinations With Paladin
10 Ways to Build a Character That Will Earn the Love of Your Party

My recommendations for fifth-edition D&D spellcasters and components

In my last post, I looked for an official way to make the fifth-edition Dungeons & Dragons rules for for spell components and free hands match the way players operated at the table—with little attention to what characters have in hand.

This may soon become obsolete, and that makes me happy. Alphastream, who has earned a much greater stature in the Dungeons & Dragons community than I have, gave my gripes a boost that garnered the attention of designer Jeremy Crawford.

alphastream-jeremy_crawfordIf needed, I am prepared to take 100% of the credit for spurring Jeremy to act, although he probably had the article planned before I posted.

As I wrote my original post, I created the following suggestions for rulings and house rules, so you, dear reader, get them despite their brief relevance.

Doomvault Golem FoundryFirst, I suggest allowing the characters with the War Caster feat to use a weapon as a spellcasting focus. This small change offers a path that lets most martial-spellcasters to operate without headaches.

For many classes, I have a suggested rulings and additional house rules. The rulings steer close to the rules as written, while the house rules introduce small changes that makes classes work as players expect.

Class Suggested Ruling House rule
Bard Bards need a free hand for components or their musical instrument. For El Kabong, the instrument doubles as a weapon. Bards in the College of Valor may use a melee weapon as a bard spellcasting focus.
Cleric For clerics, brandishing a worn holy symbol or one on a shield satisfies the need for both somatic and material components.
Druid Druids who wish to carry a shield can opt to use staff as a spellcasting focus in the other hand. The staff doubles as a weapon. Druids may use visibly worn mistletoe, holly or totemic objects as a focus that satisfies the need for both somatic and material components.
Fighter – Eldritch Knight Eldritch knights may cast while holding a two-handed weapon in one hand. Those who wish to carry a shield should plan on taking the War Caster feat. Eldritch knights may use their bonded weapon as a spellcasting focus.
Paladin For paladins, brandishing a worn holy symbol or one on a shield satisfies the need for both somatic and material components.
Ranger Rangers who opt for the two-weapon fighting style should plan on taking the War Caster feat. Rangers who choose the two-weapon fighting style may use a melee weapon as a ranger spellcasting focus.

 

Lawful DM and Chaotic DM answer questions about spellcasting and free hands

When I saw the fifth-edition basic Dungeons & Dragons rules, I concluded that the designers wanted to make the rules match the way players obviously want to play—with little concern for time spent swapping weapons and spell components. For example, the rules allow clerics and paladins to cast with a holy symbol worn or emblazoned on a shield. The text never connects the dots and says that a cleric or paladin can cast with a weapon in one hand and a shield in the other, but we should know they can because clerics and paladins always have.

But the Player’s Handbook made me doubt the designers had given much thought to the matter. The full rules prompted more questions on hands and spellcasting than any other topic. Then the  designers’ answers made the game convoluted. For exhibit A, see this September 5 tweet from Jeremy Crawford.

Exhibit A

Exhibit A

To follow Jeremy’s suggestion, players of clerics and paladins must sheath their weapon, cast the spell, and then wait until next turn to draw their weapon, but only for spells that just require somatic components. For the first time, players must account for components during ordinary play.

The rules seem just as awkward for dual-wielding rangers, shield-bearing druids in the College of Valor, and eldritch knights. These characters must sheath their weapon, cast the spell, and then wait until next turn to draw their weapon.  In the past, similar character types never forced players to endure such friction. Even players careful enough to spend actions to switch gear would rather not play that game.

An ideal D&D game would allow characters that combine martial prowess with spellcasting to operate as they always have—without a worrying about stowing weapons to free a hand to cast.

Some dungeon masters will simply adapt and interpret the rules to suit a vision like mine, but those of us running games at conventions and stores lack that option. We must stick to the official rules. When players sit at my table, I want their dual-wielding ranger to play the way their intuition and past experience suggests.

Drizzt Do'Urden statueThe War Caster (p.170) feat could have let that dual-wielding ranger operate more freely, but it just adds complexity.  The feat lets someone cast without a hand free for somatic components, but not material components.  So dual-wielding rangers, shield-bearing druids, and eldritch knights now need to keep track of which spells require material components, and to swap gear to cast these spells. Good grief.

How should the game work? For answers, I scoured the rules and the advice of sages, but I failed to find any definitive answers that I can pass on. So I turned to my two imaginary fiends, Lawful DM and Chaotic DM, for answers. I will support their answers with responses tweeted by the designers. You can reference the tweets among many others on thesageadvice.wordpress.com. Although the tweets come from the designers, they represent unofficial, off-the-cuff guidance.

Question Lawful DM Chaotic DM
Can you cast a spell that uses somatic components if you wield a two-handed weapon? No. (Mike Mearls, August 2) Allowing this  favors martial-spellcasters with a two-handed weapon over those with a shield. The game should not encourage more greatsword-wielding, spellcasting, chaotic Elric wannabes. Yes. A two-handed weapon needs two hands to be used, but not  two to be carried. (Mike Mearls and Jeremy Crawford, September 28)
Can the arcane or druidic focus staff double as a quarterstaff? Yes. (Mike Mearls September 9)
Can a cleric or paladin cast a spell while wielding a weapon and brandishing a holy symbol worn or emblazoned on their shield? Yes. Thankfully Jeremy Crawford’s answer does not represent an official ruling that players must follow. Instead, defer to 40 years of tradition. Yes. (Mike Mearls September 9 and the entire history of the game from 1974 on.)
Can a Druid,  Ranger, Eldritch Knight, or a Bard with shield proficiency cast spells while bearing a shield and wielding a weapon. No. The character must take the War Caster feat (p.170) to gain some of this ability. Druids and Eldritch Knights may opt to use a staff that doubles as a weapon and focus, but Knights wielding staffs risk having Barbarians make fun of them. Yes. Just stow that weapon in the shield hand for a moment. (Mike Mearls, August 28)
Can a character cast spells while wielding two weapons? No. The character must take the War Caster feat (p.170) to gain some of this ability. Wizards have never dual-wielded daggers, and they should not start now. Yes, because Rangers have cast spells while wielding two weapons since second edition in 1989. (But not since Drizzt first appeared in The Crystal Shard in 1988, because Drizzt doesn’t cast. He has a DM who respects the rules. – Lawful DM)
What if my dual-dagger-wielding wizard carries a lot of daggers and drops them when he needs a free hand to cast? Okay, but your parents did not spend all that money on wizarding school so you could walk around with bandoliers of daggers like a common thief.

While Lawful DM and Chaotic DM may not help much, in my next post, I have some recommendations for your game.

What must D&D spellcasters do with their hands?

In my last post, I discussed how expanding options and shrinking rounds turned what Dungeons & Dragons characters had in hand into something that mattered. I showed a mindset that avoids making gear in hand into a distraction at the table, but I dodged the area of the fifth-edition rules that leads to the most questions. What must a spellcaster have in hand to cast spells?

In the early days of Dungeons & Dragons, no one worried what magic users could do with their hands. That changed when someone captured an enemy mage—or was captured themselves. Now players wondered if their imprisoned magic user could still cast. The 1977 Basic Set gave an official answer: A magic user “can then throw the spell by saying the magic words and making gestures with his hands. This means that a magic-user bound and gagged can not use his magic.”  The set credits Eric Holmes as editor, but the rules came from Gary Gygax and previewed things to come in Advanced Dungeons & Dragons.

The Compleat Enchanter

The Compleat Enchanter

By requiring wizards to speak and gesture, D&D enabled plots involving captive and helpless wizards, but Gary elected to go further. In The Compleat Enchanter by L. Sprague deCamp and Fletcher Pratt, a character explains, “The normal spell consists of several components, which may be termed the verbal, somatic and material.” Even though material components seldom affected play, Gary added them, probably because he relished inventing witty spell components. For example, the Fireball spell requires bat guano because guano once served as a source of saltpeter, an ingredient in gunpowder. Aside from tickling Gary’s fancy, material components only occasional saw play, and then only as a story device. For example, the second-edition Dark Sun setting turned material components into one of many resources players struggled to find in a resource-poor world.

By fourth-edition, material components only applied to rituals, and then only as a means to cap ritual use by attaching a gold cost.  Of all the new changes that sparked protests, no one seemed to morn the loss of material components. Even the most hidebound players happily continued to ignore material components. Nonetheless, as a nod to tradition, fifth edition included material components. Many casters will opt to substitute a spellcasting focus instead.

Class Spellcasting alternative to material components
Bard Musical instrument (Player’s Handbook p.53)
Cleric Holy symbol (PH p.151). Can be worn or emblazoned on a shield.
Druid Druidic focus (PH p.151). May be a staff, which doubles as a quarterstaff weapon.
Fighter – Eldritch Knight Arcane focus (PH p.151).
Paladin Holy symbol (PH p.151). Can be worn or emblazoned on a shield.
Ranger No focus, so Rangers require material components to cast.
Rogue – Arcane Trickster Arcane focus (PH p.151)
Sorcerer Arcane focus (PH p.151)
Warlock Arcane focus (PH p.151)
Wizard Arcane focus (PH p.151)

Advanced Dungeons & Dragons ignored the issue of how dual-wielding rangers and multiclassed elves could access material components while fighting with sword and shield. The game used minute-long combat rounds, and a first-level spell only took 6 seconds to cast, leaving plenty of extra time to gather components, repack a bag, and savor a juice box before the start of the next round.  The second-edition Player’s Handbook grants even more wiggle room. “The caster must…have both arms free.” Not hands, arms. It’s all in the wrists.

Players imagine a round as an exchange of blows, making the 1-minute round seem ludicrously long. So in third-edition, the round shrank to a mere six seconds. This seemed more plausible, but suddenly players needed to account for time needed to switch weapons and to being spell components to hand. Mialee, third edition’s iconic elf wizard, wore practical garb covered with pockets for easy access to spell components. (Plus, the midriff-baring outfit can be worn throughout pregnancy.) As a product of the shorter round, drawing or sheathing a weapon became a move action. In practice, few players paid much attention to what their characters held, with no more concern to freeing hands for spell gestures and components than in 1974.

Next: Lawful DM and Chaotic DM answer questions about spellcasting and free hands

The awkward role of Wisdom in fantasy role playing

In original Dungeons & Dragons, what did Wisdom represent? Knowledge gained from experience? Not at first level. Good sense or judgment? Perhaps, but those qualities are normally under the full control of the player, so why bother with an ability score?

Wisdom entered the game because Gary Gygax needed a prime requisite for clerics that seemed less sinister than Cunning, the cleric’s original prime requisite. At first, Wisdom seemed to measure spirituality because only clerics benefited from it.

With the release of the Greyhawk supplement in 1975, Gary began linking more game effects to the scores: High strength meant more damage, high Intelligence yielded more spells, and so on. Except for Wisdom, every high ability score delivered benefits to every character. Even Intelligence brought additional languages. Wisdom started to look like an oddity, the lone stat only good for one class.

Many fantasy role-playing games followed D&D. My table of games up to to 1983 features 14 games. All these games adopted ability scores descended from the original six scores in D&D. Sometimes the names change—only the term “Strength” remains constant—but the essential traits remain. Except for Wisdom.

Cover by Erol Otis on any  early printings of the Arduin Grimoire

Cover by Erol Otis on an early printing of The Arduin Grimoire

Aside from D&D, Wisdom only appears in two games: Arduin Grimoire (1977) and Chivalry & Sorcery (1977). Dave Hargrave’s Arduin Grimoire hardly counts as a separate game. It began as a brown-book addition to D&D, an indie successor to Greyhawk and Blackmoor. Only the threat of legal action seemed to drive Dave Hargrave to claim that Arduin was a completely different game. Gary would adopt the same stance for Advanced Dungeons & Dragons, another completely different game that includes Wisdom.

Why does the Wisdom ability score have so few descendants?

Unlike fighters, wizards, and thieves, the cleric lacks a clear fantasy archetype. Instead, the class draws inspiration from bits of Christian priest and crusader, from Friar Tuck and  Van Helsing. While the cleric has a Christian flavor, D&D eschews the sort of Christian worlds that would make the class seem at home. Instead, D&D and other fantasy RPGs draw inspiration from the sort of fantasy polytheism imagined in the Gods, Demi-Gods & Heroes supplement. The gods of Lankhmar, Melniboné, and the Hyborian Age all seem more at home in D&D than a cleric sworn to wield blunt weapons. If not for the cleric’s traditional healing role, the class might rank in a third tier with druids and assassins.

If D&D featured religion similar to historical Christianity, Clerics would make a better fit. For example, Clerics and Wisdom fit easily in Chivalry & Sorcery, because the game recreates the culture of feudal Europe, complete with Christian priests capable of miracles.

Arioch from Dieties & Demigods, first printing

Arioch from Deities & Demigods, first printing

The designers of D&D’s other competitors stuck more closely to the fantasy archetypes set by Tolkien, Leiber, Howard, and Moorcock. So they never imitated D&D’s cleric or adopted an ability score like Wisdom.

Meanwhile these designers saw a need to measure a character’s mental toughness with a sort of mental counterpart to Strength and Constitution. Metamorphosis Alpha (1975) swaps Wisdom for Mental Resistance. Empire of the Petal Throne (1975) replaces Wisdom with Psychic Strength. Arduin adds an Ego ability score as a measure of willpower. In 1978, with the release of Advanced Dungeons & Dragons, Gary expanded Wisdom’s portfolio to include willpower. After that, every fantasy RPG features an ability for willpower.

In AD&D, the recommended technique for generating ability scores allowed players to rearrange scores any way they liked. Wisdom only delivered slight bonuses, so it became the place to dump your lowest score. No one needed wisdom except the poor cleric, who had to favor it over one of the other, broadly useful stats. With no compelling reason to opt for a high wisdom, character creation offers one less interesting choice.

This situation remained until third edition, with the invention of the Will save, and with Wisdom offering bonuses to the most frequent, non-combat checks in the game.

Next: A short history of perception in D&D

How Dungeons & Dragons gained its ability scores

In History of D&D in 12 Treasures, Jon Peterson shows a character sheet from Dave Arneson’s Blackmoor campaign, the game which inspired Dungeons & Dragons. The sheet includes 8 personality traits: Brains, Looks, Credibility, Sex, Health, Strength, Courage, and Cunning.

The sheet organizes these traits under the heading, “Personality,” and measures of personality dominate the list more than abilities like strength and health. The Blackmoor campaign represented Charisma with three scores—Credibility, Looks, and Sex, as in “sexual prowess.”

Blackmoor evolved from miniature wargame campaigns. These games only represented individuals when they served as commanders for military units or as leaders of countries. When the referee needed to determine how well a commander followed orders or honored an alliance, measures of personality such as courage and loyalty mattered. One early campaign adopted a system for generating life events such as marriages and sickness for important characters. You can imagine how health and even sexual prowess could factor in such a game. Abilities like strength never figured in play.

Blackmoor started with players controlling single characters who would act in political intrigue and as leaders in battle. So the game emphasized traits for personality and leadership. The characters could fight solo or learn magic, so Strength, Health, and Brains found a place in the game.

How did these many personality trait turn into D&D’s six ability scores?

Gary Gygax never favored simple, informal terminology like “Brains” and “Health,” so he opted for Intelligence and Constitution. Even though “constitution” sent a young DM David to the dictionary, I prefer Gary’s more precise word choices.

Gary consolidated Credibility, Looks, and Sex into Charisma. Unearthed Arcana and other role-playing games experimented with splitting Charisma back into traits for charm and beauty, but Sex had to wait for players of the Ironwood RPG.

On the Blackmoor character sheet, Cunning looks like a late addition. In both Dave and Gary’s pre-D&D campaigns, Cunning became the prime requisite for Clerics. “Cunning” suggests a faith-healing charlatan more than a priest who’s spells actually worked. Still, the first cleric character, as played by Mike Carr in Dave’s Blackmoor game, had working spells. Eventually Cunning turned to Wisdom and became a measure of spirituality.

Dexterity arrived to the game last. Gary must have felt that Strength needed a counterpart for characters wielding crossbows, so Dexterity showed aptitude for ranged weapons. After the original books reached the public, the Thief entered the game and took Dexterity as a prime requisite.

Even though the original D&D release turned the scores from measures of personality into measures of ability, the game still says that the scores aid players “in selecting a role” like one of those personality tests that help students select a career.

The abilities barely deliver any game effects: At most a +1 to hit or an extra hit point per die. In the early days, ability scores counted for little. Gary’s early games paired players with gangs of followers, so Charisma helped recruitment and retention. As play styles turned away from henchmen and hirelings, Charisma became less important. I started with the 1977 basic set, which provided no rules crunch for Charisma.

Despite different ability scores, early D&D characters in the same class all played much the same. But ability scores ranging from 3 to 18 seemed to promise bigger game effects than a mere +1. With the release of the Greyhawk supplement in 1975, Gary began linking more game effects to the scores: High strength meant more damage, high Wisdom and Intelligence yielded more spells, and so on.

With that development, D&D started down the road to becoming a game like D&D Next, which builds on ability scores as the foundation for every check and save.