The first chapter features player options: two or three subclasses for every in the , aesthetic options for background and random origins, and 20 racial. Depending on your build you might want to pick up War Caster, Heavy Armor Master, Sharpshooter, or any number of other feats. Bestow Curse C : Here's an interesting one. Deep Gnome: See the write-up in the Elemental Evil section above. It still makes a passable Str based build.
Bonus Proficiencies: Here we go. It's fine if you wouldn't personally take it, I just thought it was worth mentioning. I love this one because it grounds the character in the reality of the game. This build is best for Knowledge and Light Domain builds that rely on Sacred Flame, as well as Nature Domain builds that rely on Shillelagh. Two levels could provide interesting utility for another caster class. Since Spare the Dying and Toll the Dead are already on your list you can choose Chill Touch and get the multi-targeting benefit to all three spells, if you want. But the book catches you off guard with its noncombat spells.
Divine Strike: To add insult to injury the Trickster's damage bonus is Poison, which is one of the most commonly resisted damage types. I was wondering, since war clerics don't get a second attack, is the damage they get from the domain ability enough to keep them competent as a melee character? Simic Hybrid- Flexible stats obviously Wis for Clerics, which makes for a strong opening stat line. Lightfoot Halflings: Like Drow, but you trade light sensitivity and perception proficiency for a lower move speed and Lucky. Life Transference: For Life Clerics this can actually be rather potent. An attack spell is +3 relative to a save spell, in terms of success.
Sorry for the long post. Also Thorn Whip to bring enemy back into my Spirit Guardians zone. They deserve their easy victory - And you just need to make things a little harder next time. Radiance of the Dawn: More blasting, this time using up your Channel Divinity. But not nearly as bad, with Darkvision, Relentless Endurance, and Savage Attacks.
A second level gets you some free melee damage. If you get proficiency from your background and if you're the party scout then this might be worth it. Picture the staff + shield Cleric from the above discussion with Polearm Master making attacks with each end of his staff with one hand. Much like Control Weather it's aimed more at leveling a city than your typical tactical scenario. Dampen Elements: Free multi-element resistance that only uses your reaction? So compared to other cantrips it's certainly not absurd.
His skills are more Athletic, Acrobatic and Perceptive from being a sailor and pirate. Not a terrible way to keep up bonus action damage, given a small enough battlefield. Just so many good things. Sorcerer: One level for Draconic Resilience might be okay for a Dex build, if you've got nothing better to do, but you're probably better off with Monk for that. It was designed so we'd be knocked out and lose all the gold we'd bet on ourselves. Both this type and the next will often use their weaponry for offense, freeing up spell slots and cantrip choices for buffs, crowd control, healing, and other effects. Probably a better choice than Weapon Master if you're trying to fix Trickery Domain with a feat.
Really only useful if you're planning to encounter a lot of magical darkness. Other weapons are even more powerful in comparison. Good damage in double type with decent scaling and a big area. An ancient tomb or something. Carapace seems like the best 5th level option for most characters, boring as it is. Soul Cage Necromancers get a lot of cool spells in this book.
A Potion of Healing can heal one person once for 2d4+2 healing at the cost of 50gp. Sure you could do it with spells, but not necessarily as effectively. And technicaly, you wouldn't be able to go staff and shield and still cast spells without Warcaster. Have some of your guys use it too. Relevant for your entire career, though mitigated somewhat by Concentration. Arcana: Domain Spells: A decent list, full of things you don't always have access to, Arcane Initiate: This is a big game changer.
Fits Nature thematically, but would be better as a Str build, mechanically. Divine Strike: Psychic is a strong type. You see, Trickery gets Divine Strike rather than Potent Spellcasting at 8th level, meaning it's a weapon-focused Domain. The worst scenario is if the creature is proficent with that save, then use other resources if you have. If you've got the diamonds on-hand this is a quick and cheaper revival than other methods, which is very nice. Anyway, I really like this guide and have bookmarked it.