Cleric

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Preamble

I'M A PRIIIIIIEST

I'M A PRIIIIIIEST

ACCEPT MY DIIIIIIIIIICK!

I'M A PRIIIIIIEST

Clerics in D&D

In D&D, the cleric is a healer, spellcaster, and sometime melee fighter. It is a fantasy reimagining of the holy orders of the knights Templar and Hospitaller of medieval times.

In 1st edition AD&D, the cleric could wear heavy armor and use a shield. He was forbidden to use weapons that were not blunt, with the only missile weapons being the very feeble sling or the bizarre staff-sling. The cleric wore a holy symbol, which he could use to turn away or destroy undead creatures. He could cast spells to mend wounds and cure ailments. He also had spells to protect and buff up the party, some spells to afflict opponents, and some utility spells. The cleric didn't get a lot of ranged attack spells, the exception being the very overpowered Flamestrike. Many of the 1st edition cleric spells were patterned after legendary religious miracles. His excellent armor, good saving throws, and fair hit points made the cleric a decent front-line battle healer. In spite of, or rather because of this, most players didn't want to play a cleric, because most of the time he was the only means of healing, and so he became nothing but a walking first aid kit.

In 2nd edition AD&D, the druid class became more powerful. Several granted powers were added, including the ability to shapeshift into animals. With ranged and powerful attack spells like Fire Seeds, Call Lightning, and The Creeping Doom, the druid could be more exciting to play than the cleric. If you wanted to focus on the undead-battling aspect of the cleric, you could also play a paladin, who had obtained a few upgrades and whose healing was absolutely feeble. 2nd edition also released optional rules for "Priests of Special Mythoi", which allowed you to handpick your spells and new, otherwise unattainable buffs, right from the Players Handbook. By using the rules in the Dungeon Master's Guide for creating a new character class, a player could create a lean but tough priest of a special mythos that advanced in level at a decent pace. In contrast, the cleric only received a buff common to all priests, extra "bonus" spells per day for having a high Wisdom score. Many players chose to play one of those other classes, where their combat clout or attack spells let them be somebody, instead of suffering the insult of being thought of as a reusable healing potion owned by everyone else in the party.

In 3rd edition, druids can turn into a giant overpowered bear that shoots giant bears out of its eyes while farting lightning and mauling things with its own pet grizzly bear, also overpowered. Clerics can blow all the non-fullcaster members of the party away by self-buffing his stats (to the point where a single hit from his mace will hit with the fury of an angry god's fist) while shooting meta-magicked unresistable fire out of his eyes. They are awesome. Most of the 3rd edition spells were in the 2nd edition spellbook, but there were limitations that made the cleric more of a curiosity than a decent party contributor. In 3rd edition, if you don't have a cleric or druid in your group, your group tends to die. See: CoDzilla

The 4th edition designers, driven mad by the pantshitting idiocy of the common gaming group, threw up their hands and gave every class pathetic healing. They intended for clerics to fill a "leader" role. You can create a Strength-based "battle" build character, who deals radiant melee damage. Or, you can create a back-row "devoted" healer build, who can buff and make ranged radiant attacks. It is nothing like the 3e glory days.

Alternatively, they reigned in the super-powered classes in favor of trying to make every class something you could play without butthurt optimizers whining about it being crap, and incurred the impotent anger of those self-same munchkins who were unhappy about losing that sense of smug superiority that comes from slaying an entire army by breathing radioactive fire at it while a fighter of the same level misses with his newly-earned second attack.

It could go either way really.

Dungeons & Dragons 3rd Edition classes
Player's Handbook BarbarianBardClericDruidFighterMonkPaladinRangerRogueSorcererWizard
Player's Handbook II BeguilerDragon ShamanDuskbladeKnight
Complete Adventurer ExemplarNinjaScoutSpellthief
Complete Arcane WarlockWarmageWu jen
Complete Divine Favored SoulShugenjaSpirit Shaman
Complete Psionic ArdentDivine MindEruditeLurk
Complete Warrior HexbladeSamuraiSwashbuckler
Dragon Compendium Battle DancerDeath MasterJesterMountebankSavantSha'irUrban Druid
Dragon Magazine Sha'ir
Dragon Magic Dragonfire Adept
Dungeonscape Factotum
Eberron Campaign Setting Artificer
Heroes of Horror ArchivistDread Necromancer
Magic of Incarnum IncarnateSoulbornTotemist
Miniatures Handbook Favored SoulHealerMarshalWarmage
Ghostwalk Eidolon (Eidoloncer)
Oriental Adventures SamuraiShamanShugenjaSoheiWu Jen
Psionics Handbook PsionPsychic WarriorSoulknifeWilder
Tome of Battle CrusaderSwordsageWarblade
Tome of Magic BinderShadowcasterTruenamer
War of the Lance Master
Wizards's Website Psychic Rogue
NPC Classes AdeptAristocratCommonerExpertMagewrightWarrior
Second Party MarinerMysticNobleProphet
Class-related things Epic LevelsFavored ClassGestalt characterMulticlassingPrestige ClassRacial Paragon ClassTier SystemVariant Class
Dungeons & Dragons 4th Edition Classes
Player's Handbook 1 ClericFighterPaladinRangerRogueWarlockWarlordWizard
Player's Handbook 2 AvengerBarbarianBardDruidInvokerShamanSorcererWarden
Player's Handbook 3 ArdentBattlemindMonkPsionRunepriestSeeker
Heroes of X Blackguard* • Binder* • Cavalier* • Elementalist* • Hexblade* • Hunter* • Mage* • Knight* • Protector* • Scout* • Sentinel* • Skald* • Slayer* • Sha'ir* • Thief* • Vampire* • Warpriest* • Witch*
Settings Book ArtificerBladesinger* • Swordmage
Dragon Magazine Assassin
Others Paragon PathEpic Destiny
*·: Non-AEDU variant classes