Powerful Build. You count as a single size much larger when determining your carrying capacity and also the weight it is possible to force, drag, or elevate.
Firbolg: +2 to WIS is kind of a rare racial bonus, and the extra spells are great. The STR should help In case you are likely to get a weighty armor cleric build.
isn't horrible for clerics, Fey Touched is going to present much more price. Piercer: Most clerics will skip this, as dealing damage isn’t their priority. Having said that, War Domain, Strength Domain, and Forge Domain will work wonders with this feat, as they would like to offer hefty damage. Planar Wanderer: Very little listed here for a cleric. Poisoner: Clerics really should be skipping this feat entirely. Melee clerics have far better feats to select up, and supporting clerics would rather use their damaging cantrips or buffs. Polearm Master: Clerics don’t have any features that let them to attack with their spellcasting modifier like the Battle Smith or Hexblade. This makes melee-oriented clerics multi-ability dependant right from the bat.
17th level Avatar of Battle: Resistance to nonmagical damage is certainly a robust feature. Sadly, by seventeenth-level you'll be struggling with lots of magical damage.
Mark of Handling: Delivers additional overall flexibility with some nature-based spells and entry to very powerful spells that aren’t typically about the cleric’s spell list.
Geas: Not for use in combat but has very strong effects if you can Forged it. The max damage This may do is 5d10 a day, so It can be best used on a particularly influential commoner.
or guidance is often a solid defensive buff and means that you can select a different cleric cantrip to deepen your repertoire. Next Opportunity: The ASIs are not great for clerics they usually likely is not going to benefit A lot from this unless They are in heavy armor and charging into battle. Sentinel: This feat works perfectly with almost all Cleric domains, as long as they prefer to become wading into battle. War Domain and Forge Domain will especially choose this feat, as they’re certain to be up close and personal. Shadow Touched: Though most cleric classes could use this feat properly, I feel it best suits Trickery Domain, Grave Domain, or Demise Domain clerics. It expands their spell list slightly, stays flavorful to their domains, and might upcast if needed. Sharpshooter: Clerics that Do not entirely rely on spellcasting commonly spec into a melee weapon build, instead of a ranged weapon build. Protect Master: If your cleric will probably be keeping their distance in combat, this is not the feat to suit your needs. Melee clerics on the other hand can gain from this feat as they have an inclination to utilize shields as a rule. It not just lets them last longer inside of a battle, but Furthermore, it helps hold enemies absent from them inside of a pinch. This feat is very good for clerics that like to attack with their weapons, instead of working with cantrips in battle because they will have invested in STR to the Shove bonus action.
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Auto Gnome: Seeing as clerics already get medium armor, they won't normally stack into DEX beyond the +2 they need for AC. They also presently have a good amount of strategies to recover and usage of bless
Freedom of Movement: It’s great to give more movement options to allies, but you'll find much better buff spells which 1 is really situational.
Magic Missile: Your common find to start with-level damage dealer. This spell usually hits that's awesome. This spell is great if your concentrating on a spellcaster with the intention of making them fall focus simply because they’ll need to make a DC 10 CON check for Just about every dart you mail at them.
Firbolgs’ appearance is a issue of some contention. No one can quite agree what these magically disguised forest folk look like!
Blink: 50% probability of completely averting any damage to get a turn is much more dependable above a long period of time than mirror image
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