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In this Solasta Crown of the Magister Cleric Information I’m going to debate my Cleric Construct, and present you what works when it comes to selecting the most effective Ancestry or Race, Background, Skills and much more. In the event you’ve been in search of a approach to play as a Cleric who can deal huge injury with Melee Weapons and Spells whereas buffing the celebration, then this Information is for you.
Solasta Crown of the Magister Cleric Construct Information: Battle Area
Clerics are conduits of their Deity’s energy. As such, they wield divine magic that they will solely harness by means of devotion. They mix therapeutic and offensive magic to assist their allies within the face of hazard. Clerics have Proficiency with Easy Weapons in addition to Gentle and Medium Armor, that are sufficient to guard them in Fight.
Battle Clerics are proficient with Martial Weapons, supplying you with entry to raised Gear. You’ll give attention to Knowledge, which is your Spellcasting Skill, and Energy. These Skills permit you to solid Spells that can land on enemies and to successfully hit and to break them with Melee Weapons.
Cleric Character Creation
On this part, we’ll talk about the most effective Cleric’s Ancestry, Background, Skills, Expertise, and Language to decide on in Character Creation.
Ancestry
Out of all of the races, People make the most effective Cleric as a result of they obtain +1 bonuses to all Skills. The extra +1 Knowledge, Energy and Structure profit this Class enormously. With Structure, their max HP and due to this fact their sturdiness, are improved.
In comparison with the Hill Dwarf, which offers you with +2 Structure, +1 Knowledge, and incremental HP enhance per degree, People are nonetheless higher due to their well-balanced Skill Rating unfold at earlier ranges, and larger motion.
Deities and Divine Domains
Not like Paladins, selecting a Deity largely impacts your Construct as a result of they’re tied to the Cleric’s completely different Divine Domains or Subclasses. There are 4 Deities and ten Divine Domains in complete. Let’s undergo them one after the other.
Arun
Elemental (Fireplace), Elemental (Ice), Elemental (Lightning)
These Elemental Divine Domains give you Elemental Area Spells which might be each offensive and defensive in nature. In addition they achieve resistance to Fireplace, Ice or Lightning Injury, in addition to a Bonus Cantrip relying on the component. Though their Bonus Cantrips are helpful, the resistances they provide aren’t for the reason that majority of enemies don’t typically inflict all these injury.
Solar
The Solar Divine Area has extra offensive Fireplace and Gentle Spells. This Subclass depends on utilizing Sacred Flame on condition that this Spell additionally imposes a Drawback on the goal’s Saving Throw, thereby rising the possibilities of harming them.
Maraike
Life
Life is the final word tank Cleric as a result of they solid Spells that buff, heal and revive the celebration akin to Bless, Remedy Wounds, and Revivify, respectively. For the reason that Life Cleric’s forte is being on the defensive, they will additionally equip Heavy Armor, which significantly boosts their sturdiness.
Oblivion
Not like Life, Oblivion focuses on dealing offensive Spells executed at shut vary. This makes it a staple alternative for Melee Builds. Moreover, Oblivion Clerics in addition to their allies, take Benefit on Dying Saving Throws, which considerably raises the possibilities of surviving in fight.
Pakri
Legislation
Legislation is just like the basic Paladin in that they’ve Spells to assist and to defend the celebration. Moreover, they achieve Proficiency in Intimidation and Benefit on Intimidation Checks, which go hand in hand with excessive Charisma. Legislation Clerics are additionally extra immune to being Shoved.
Perception
Perception contains Spells that require respectable Intelligence and Charisma, which aren’t the Cleric’s principal Skills, in an effort to efficiently roll Arcana, Historical past, Persuasion, or Intimidation Checks. Nevertheless, what’s good is that they have entry to the Ritual Spell Determine, which is most helpful in the event that they don’t have a Wizard of their celebration. Ritual Spells will be solid exterior of fight to find the hidden properties of an object. This prevents them from spending gold for an NPC to establish magical objects. The remainder of their Spells are aimed toward destabilizing enemies.
Einar
Legislation
Einar’s Legislation Area is just like Pakri’s. The one distinction is that Einar’s Alignment is Lawful Good whereas Pakri is Lawful Impartial.
Battle
This brings us to our chosen Divine Area, which is Battle. The Subclass has a number of damaging Spells akin to Magic Missile, Acid Arrow, and Fireball on high of their buffs. With Divine Fortitude, you achieve momentary HP each time you degree up. Moreover, you’ve got entry to the Battle Magic Characteristic. Battle Magic is related to the Melee-based Cleric as a result of now you can solid Spells which have the Somatic Part with out switching to your Secondary Gear Set in an effort to activate them along with your free hand. Consequently, Battle Clerics make for wonderful frontliners in fight.
Background
For the Background, I like to recommend selecting Acolyte. As an Acolyte, you achieve extra proficiency in Faith, Nature and Perception. The latter two are extra important resulting from your excessive Knowledge. Moreover, you additionally grow to be an knowledgeable in Creating Potions due to your Herbalism Package Proficiency.
Skills
On this information, I’ll make use of the Level Purchase Skill Technology System as a substitute of Cube Rolls so I can management the factors I allot for every Skill. The Cleric’s Spellcasting Skill is Knowledge, which determines whether or not or not the Spells they solid will efficiently land on enemies. You possibly can enhance this Skill to 16 so that you instantly reap the profit at earlier ranges. As such, you’ll obtain +3 Spellcasting Skill Modifier to enhance your hit probabilities.
The second most vital Skill is Energy. To your Melee Cleric, you’ll wish to enhance your possibilities of efficiently hitting and damaging enemies with Melee Weapons and you may obtain this by elevating Energy to 16. You’ll additionally be capable to soar farther and to hold extra objects in your stock. In a while, you’ll be equipping the Belt of Big Energy (Fireplace) to maximise this Skill to 25, offering you with an ideal +7 Energy Modifier.
Third is Dexterity, which it’s important to enhance to 14 to make the most of the +2 Dexterity Modifier. That is added to your Medium Armor and Armor Class (AC). Subsequent is Structure you could increase to 12 to begin with 9 HP. It shouldn’t be an issue because you’ll be equipping the Amulet of Well being in an effort to enhance Structure to 19.
You possibly can then distribute the remaining factors between Charisma and Intelligence. With Level Purchase, your Skill Rating unfold ought to seem like this:
Expertise
For Expertise, I recommend selecting Drugs. Drugs lets you craft therapeutic Potions at a faster charge. That is helpful given the restricted variety of Spell Slots you’ve got at decrease ranges. You possibly can then choose any Talent that fits your different Skills.
Language
You possibly can select any language you need.
Cleric Degree 1 Options, Cantrips and Spells
Battle Magic and Divine Fortitude
As talked about earlier with Battle Magic, now you can solid Spells with the Somatic Part even whenever you’re wielding a Weapon and Defend. You additionally achieve 3 momentary HP per degree due to the Divine Fortitude Characteristic.
Scroll Scribing
Clerics are in a position to study extra Spells by “Scribing” these from Scrolls offered that mentioned Spells are a part of the Cleric Spell Listing. Nevertheless, I desire having the Wizard do the scribing since their Wizard Spell Listing is broader. Furthermore, they’re proficient in Arcana, which is helpful on this exercise.
Ritual Casting
As beforehand mentioned, Clerics even have entry to Ritual Casting. Due to this, they’ve a devoted “Ritual Button” in order that they received’t expend their Spell Slots after they activate Ritual Spells. Nevertheless, there’s a bug for the time being the place this button, which must be beside “Use Merchandise”, is just not seen to the Battle Cleric even whenever you’ve ready a Ritual Spell. Not like different common Spells, you don’t want to arrange this earlier than you should use it.
Cantrips
Cantrips are solid with out expending Spell Slots, which signifies that you should use them in each flip. At Degree 1, you get to decide on three Cantrips. Bear in mind that almost all of encounters happen in unlit areas so that you’ll want a steady mild supply to stop incurring a Drawback. Drawback is a mechanic, which makes you roll a D20 twice for an Assault Roll, Skill Test, or Saving Throw. Of the 2 values that you just get, having Drawback means you’ll be utilizing the decrease worth between the 2. On this occasion, you’ll probably miss your hits since you can’t see enemies nicely at midnight.
I like to recommend the next Cantrips:
Gentle lets you illuminate your Weapon for 1 hour so you possibly can battle correctly in unlit areas. Since many combats are in darkness, this generally is a large enhance to your injury, since you’ll land assaults way more typically.
Sacred Flame inflicts 1-8 Radiant Injury so long as the goal fails their Dexterity Saving Throw. This may generally be highly effective however oftentimes, the miss charge of this Cantrip is excessive due to respectable Dexterity Scores.
Spare the Dying enables you to save a dying ally with 0 HP from regularly performing Dying Saving Throws, which may end up in precise loss of life after they fail. What occurs is when you contact them, they’ll be steady however unconscious. You’ll must heal the goal individually to convey them again on their ft.
Ready Spells
Ready Spells are people who require “Preparation” in an effort to solid them. You possibly can solely carry out this exercise as soon as after each Lengthy Relaxation. Notice that there are solely a restricted quantity, which will increase whenever you attain sure ranges. At Degree 1, you possibly can put together 4 Spells. I recommend choosing the next:
Bless will increase your celebration members’ Assault Rolls and Saving Throws for a number of rounds. This raises the chance of hitting enemies and saving allies from assaults, respectively. It’s a great throughout buff that may make fight go your approach.
Therapeutic Phrase is Bonus Motion that lets you heal an ally. In comparison with Remedy Wounds, I desire this Spell as a result of you possibly can heal them from afar. Your +3 Knowledge Modifier can also be added to the goal’s restored HP.
Guiding Bolt is a really robust Spell that inflicts 4-24 Radiant Injury from afar. What’s good is that this illuminates your goal, making them extremely seen to the remainder of the celebration. Moreover, you possibly can achieve Benefit by being on greater floor.
Inflict Wounds offers 3-30 Necrotic Injury up shut. This one is especially good right here because you’re a Melee Cleric, and can typically be in melee vary.
Amongst these Ready Spells, you’ll discover that Bless has the Focus Property. Focus is damaged should you solid one other Cantrip or Spell that additionally requires Focus. For instance, if Bless is energetic and also you determine to solid Defend of Religion, then Defend of Religion would be the energetic Spell.
Furthermore, whenever you take injury whereas a Cantrip or Spell that requires Focus is energetic, you’ll must make a Structure Saving Throw and succeed to take care of its impact, in any other case you’ll should recast it. That is the place Structure is useful in an effort to enhance your Saving Throw’s success charge.
Area Spells
Area Spells are mechanically accessible so it doesn’t rely in the direction of your complete variety of Ready Spells. At Degree 1, you’ll get the next:
Magic Missile offers 2-5 Power Injury with a number of projectiles. This Spell doesn’t miss, so it’s nice for conditions the place you may in any other case have Drawback, like in dim mild or decrease floor with respect to the enemy.
Defend of Religion raises your goal’s AC by 2. That is advantageous in circumstances when their HP is already low so that they want that additional layer of safety.
Cleric Degree 2 Channel Divinity and Spell
Channel Divinity: Decisive Strike and Flip Undead
At Degree 2, you’ll unlock Decisive Strike. Upon efficiently hitting the enemy, you’ll get the choice to deal extra 1-6 Bludgeoning Injury whereas gorgeous them within the course of. Notice that in the event that they efficiently roll a Structure Saving Throw, the stun situation shall be nullified. As such, that is higher triggered when going through enemies with low HP, who will more than likely fail their Saving Throw.
Moreover, you achieve Flip Undead, which pushes the Undead to flee from you until they efficiently roll a Knowledge Saving Throw. Though this isn’t as helpful at earlier ranges, you possibly can activate it in some circumstances when your HP turns into dangerously low and also you’ve run out of Spell Slots to heal your self. Each Channel Divinity Options are recharged after taking a Brief Relaxation.
Spell
You can even put together another Spell. I recommend choosing Remedy Wounds as a result of this restores the HP of an ally by touching them. It additionally accounts to your +3 Knowledge Modifier.
Cleric Degree 3 Spells
Ready Spell
At Degree 3, you’re in a position to put together one Spell. You additionally achieve entry to Degree 2 Spells. Due to this, I like to recommend selecting Non secular Weapon and substituting Remedy Wounds with Prayer of Therapeutic. Non secular Weapon enables you to summon a magical Melee Weapon below your management to deal ample Bludgeoning Injury. In consequence, you’re in a position to assault enemies twice in a single flip.
In comparison with Remedy Wounds, Prayer of Therapeutic is solid whenever you’re 6 cells away out of your targets moderately than touching them. What’s nice with this Spell is you possibly can concurrently heal a number of allies and restore greater HP, which additionally considers your Knowledge Modifier.
Area Spells
At this degree, you unlock two damaging Area Spells particularly the next:
Acid Arrow offers huge 4-16 Acid Injury and inflicts targets with Acidified to take additional injury at each flip. This can be a highly effective Spell since you do two varieties of injury, particularly burst injury and injury over time, each of which assure fast kills.
Flaming Sphere lets you summon a burning sphere to observe targets round and to inflict 2-12 Fireplace Injury. So long as this ball of vitality is energetic and a goal unintentionally walks by means of it, they’ll take injury.
Cleric Degree 4 Skill Rating Selection and Cantrip
Skill Rating Selection
At Degree 4, you’re given two choices to additional improve your character. First is with the Skill Rating Selection, which lets you allocate two factors on an Skill or one level every to 2 Skills. Second is with the Bonus Feat, which is a part of a set of particular Skills accessible to nearly all the Lessons. You’ll want to satisfy sure necessities earlier than choosing a particular Feat. Some have a warning image beside them to warn you that that Feat is just not advisable as you’re already reaping some, if not all, of its advantages.
Between the Skill Rating Selection and the Bonus Feat, I strongly advise choosing the previous. With this, you possibly can enhance Knowledge by 2 to boost its corresponding modifier to +4. In consequence, you’ll be capable to hit enemies along with your Spells more often than not. You’ll once more be given the choice to decide on between the Skill Rating Selection and Bonus Feat whenever you attain Degree 8.
Cantrip
You additionally get to decide on a Cantrip you need.
Cleric Degree 5 Flip Undead (Destroy) and Spells
Channel Divinity: Flip Undead (Destroy)
At Degree 5, your Channel Divinity: Flip Undead is improved by including the stipulation that allows you to annihilate the Undead in the event that they fail their Saving Throw Roll so long as their Problem Ranking is 0.5 or beneath.
Ready Spells
From six Ready Spells, you now have a complete of 9 and also you even have entry to Degree 3 Spells. As such, I like to recommend the next:
Detect Magic is a Ritual Spell that helps you identify magical objects out of your stock. As soon as detected, you possibly can both have your Wizard or an NPC solid Determine to disclose its hidden properties.
Dispel Magic is a really efficient Abjuration Spell as a result of it removes any situation imposed on allies akin to being Frightened or Charmed, in addition to negating buffs of enemies like having additional AC. This Spell will be solid from afar and is meant to invalidate lasting magical results moderately than people who immediately injury or have an effect on you. As such, Dispel Magic is just not efficient on an incoming Scorching Ray Spell.
Revivify is a must have Spell as a result of it offers you the facility to convey again a fallen ally. This may prevent a whole celebration wipe, and a reload in lots of circumstances, so it’s greatest to have it.
Area Spells
At this degree, you unlock two highly effective Area Spells, particularly Fireball and Haste. Fireball offers huge 8-48 AoE Fireplace Injury towards a number of enemies. Even when they reach rolling Dexterity Saving Throws, they nonetheless obtain half the Spell’s injury. Make it possible for none of your allies are positioned on this Spell’s radius, in any other case, they’ll additionally get hit and broken.
Then again, Haste enables you to solid a number of buffs on a single ally. These embody doubling their Motion Velocity, including +2 AC, having Benefit on Dexterity Saving Throws, and performing a second Motion throughout their flip. This Motion will be one other assault, Sprint or Dodge.
Cleric Degree 6 Channel Divinity, Herald of Battle, and Spell
Channel Divinity
At Degree 6, you achieve one extra slot to your Channel Divinity powers.
Herald of Battle
You additionally unlock Herald of Battle that additional buffs all allies close to you by offering them with +1 bonus to their Assault Rolls, injury, AC, and Saving Throws. Notice that that is all the time energetic so long as you don’t grow to be incapacitated.
Ready Spell
At this degree, you possibly can add one Ready Spell. Assist is an effective Degree 2 Therapeutic Spell as a result of you possibly can heal three celebration members from a spread of 6 cells.
Cleric Degree 7 Spells
Ready Spell
At Degree 7, you unlock Degree 4 Spells. Due to this, I like to recommend getting Dying Ward, which is a strong Abjuration Spell that stops a weak ally from succumbing to 0 HP and rolling Dying Saving Throws. Once they attain 0 HP, they mechanically grow to be steady by gaining again 1 HP.
Area Spells
You additionally unlock two extra Area Spells, particularly Phantasmal Killer and Stoneskin. Phantasmal Killer frightens the enemy whereas inflicting 4-40 Psychic Injury over time. So long as they fail their Knowledge Saving Throws in every flip, they’ll regularly get broken closely.
In the meantime, Stoneskin makes an ally immune to Bodily Injury together with Bludgeoning, Piercing and Slashing Injury. If as an illustration the enemy’s assault efficiently connects and this ally receives 25 Bludgeoning Injury, they’ll as a substitute take solely half of it, which is equal to 13 injury, rounded up.
Cleric Degree 8 Skill Rating Selection and Options
Skill Rating Selection
At Degree 8, I like to recommend selecting Skill Rating Selection over Bonus Feat. With this, you’ll be capable to max out your Knowledge in an effort to additional enhance the possibilities of touchdown your Spells. Your improved Skill Rating unfold ought to seem like this:
Channel Divinity: Flip Undead (Destroy)
As a substitute of killing the Undead if their Problem Ranking is 0.5 or beneath as in Degree 5, now you can destroy them when their score is at most 1.
Scholar of Battle
Scholar of Battle capabilities equally as Further Assault in you could assault a second time in a single flip utilizing your Assault Motion or Shove. These Actions are solely relevant when utilizing Melee and Ranged Weapons. If as an illustration you pierce an enemy with a Morningstar as your first Assault Motion, you’ll set off a second Motion with the identical Weapon. Notice that casting a Spell won’t provoke Scholar of Battle as a result of that is thought-about a “Solid Spell” Motion as a substitute of an Assault Motion.
Cleric Degree 9 Spells
Ready Spells
At Degree 9, you unlock Degree 5 Spells and also you get to arrange a complete of fourteen Spells. I extremely advocate acquiring Mass Remedy Wounds as a result of it heals as much as 6 creatures from afar. Notice that this has the very best restoration doable.
You possibly can then put together Spells to your liking.
Area Spells
Furthermore, you achieve the final set of Battle Area Spells, notably Maintain Monster and Insect Plague. Maintain Monster paralyzes the enemy, besides the Undead, till they reach rolling a Knowledge Saving Throw. Whereas they’re paralyzed, you achieve Benefit in your Assault Rolls.
Then again, Insect Plague enables you to summon a sphere of bugs, which causes 4-40 Piercing Injury. Moreover, enemies inside the similar space grow to be blind because of the swarm.
Cleric Degree 10 Divine Intervention, Spell and Cantrip
Divine Intervention
At Degree 10 with Divine Intervention, you possibly can summon your Deity in extremely precarious conditions when all allies are extremely weak. In the event you handle to roll a quantity equal to 10, which is your present degree, or decrease, you’ll succeed. The success charge is extremely low because you’re asking for a god to intervene in your life or loss of life state of affairs. As soon as summoned, you possibly can then carry out one other Motion that you really want or want.
Ready Spell and Cantrip
Moreover, you possibly can select one other Spell and Cantrip that you just like.
Gear
Weapons
To your One-Handed Weapon, because you’re proficient with Martial Weapons, I extremely recommend equipping Morningstar +2. This Melee Weapon inflicts huge Piercing Injury due to the +2 Assault and Injury Bonuses it offers. As such, you’re in a position to successfully hit and injury enemies up shut.
To your Offhand, Defend +2 offers you with extra +4 AC, which considerably boosts the possibilities of enemies lacking their assaults.
Armor
When it comes to Armor, I like to recommend acquiring the Half Plate +1. This raises your AC to 18 as a result of it takes into consideration your +2 Dexterity Modifier. With Defend +2, your complete AC turns into 22.
With different Equipment, the Belt of Big Energy (Fireplace), Cloak of Safety, and Amulet of Well being are nice to have. These all require Attunement, which is proscribed to a complete of three items of drugs per character. You possibly can solely attune one piece of drugs per Brief or Lengthy Relaxation. The Belt of Big Energy (Fireplace) will be bought from Halman Summer time of the Antiquarian Faction. With a view to unlock it, you’ll have to realize the Residing Legend Fame by giving them the vast majority of artifacts you accumulate. This Belt considerably will increase your Energy to 25, which is equal to +7 Energy Modifier so you possibly can hit enemies 100% of the time whereas inflicting the very best injury doable.
Cloak of Safety offers you with +1 bonus every to your Saving Throws and AC. As such, your complete AC turns into 23, which ensures that the assaults of enemies towards you’ll typically miss.
Lastly, the Amulet of Well being raises your Structure to 19, thereby boosting your max HP and making certain that you just efficiently roll Structure Saving Throws to take care of Focus to your Spells.
Remaining Suggestions
As a Battle Cleric, you’re not restricted to the Melee Construct. In the event you want to swap to the Ranged Construct, which additionally offers good injury, you possibly can as a substitute make investments 16 factors in Dexterity moderately than Energy. On the subject of your Weapon, change Morningstar +2 to Longbow +1, which will be bought from Joriel Foxeye of the Circle of Danantar in Caer Cyflen. This shouldn’t be a problem because you’re already proficient with Martial Weapons anyway by selecting the Battle Divine Area.
Ensure that to solid Guiding Bolt from the next elevation with respect to your targets when doable so that you achieve Benefit whenever you solid it. Along with different comparable Spells, Guiding Bolt is taken into account a Ranged Assault as indicated in its Vary Description.
Lastly, bear in mind to pre-cast Gentle in your Weapon previous to initiating fight so that you received’t incur a Drawback when going through enemies at midnight.
Keep tuned for extra Solasta Crown of the Magister content material as we check out Lessons and Builds, and be sure you drop by our Twitch channel if in case you have questions in regards to the sport. In the event you want one thing particular, take a look at our Solasta Wiki.
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