So I've looked high and low and can't specifically find the question 'what the best race for cleric is in fifth edition' discussed anywhere. (I hope I'm wrong lol)Anyways in a future potential campaign with my friends I'm interested in playing the cleric role. We're all beginners (except one of the two DMs) and I understand there's enough depth to DND for everything to be viable but I'd still like to see what players with experience think.Specifically in domain for clerics I'm looking at chaotic, death, destruction, evil, trickery or travel as they fit my current idea of my character's personality. What most benefits any of these? As a side note any tips or anything on playing cleric would be nice. So I've looked high and low and can't specifically find the question 'what the best race for cleric is in fifth edition' discussed anywhere. (I hope I'm wrong lol)Anyways in a future potential campaign with my friends I'm interested in playing the cleric role.
Oct 27, 2014 Is there an official map of the DnD 5e World? But in the north you can see Neverwinter. 1 point 4 years ago. And you can buy a Hi-Res version HERE. 1 point 4 years ago. I have not found a 5e world map. The only 5e maps are for the sword coast as mentioned previously. I have been reading. Close Save changes Save changes.
We're all beginners (except one of the two DMs) and I understand there's enough depth to DND for everything to be viable but I'd still like to see what players with experience think.Specifically in domain for clerics I'm looking at chaotic, death, destruction, evil, trickery or travel as they fit my current idea of my character's personality. What most benefits any of these? As a side note any tips or anything on playing cleric would be nice. Races-the 'classic' choice is Hill Dwarf.
But many many others work-there isn't a 'best' race as cleric builds are pretty varied.As to the domain-those are old domains (3e, not 5e). 5e only has a restricted set:Arcana (Sword-coast Adventurer's Guide) - a little bit of arcane castingDeath (DMG, evil) - necromancyForge (Xanthar's) - fire resistance and cheap temporary magic itemsGrave (Xanthar's) - death preventionKnowledge - skillsLife - HEALING!Light - burn them with fireNature - quasi druid, but clericTempest - Thunderbolts and lightning, very very frightningTrickery - Pseudo rogue/rogue supportWar - I smash with my hammer! Races-the 'classic' choice is Hill Dwarf.
But many many others work-there isn't a 'best' race as cleric builds are pretty varied.As to the domain-those are old domains (3e, not 5e). 5e only has a restricted set:Arcana (Sword-coast Adventurer's Guide) - a little bit of arcane castingDeath (DMG, evil) - necromancyForge (Xanthar's) - fire resistance and cheap temporary magic itemsGrave (Xanthar's) - death preventionKnowledge - skillsLife - HEALING!Light - burn them with fireNature - quasi druid, but clericTempest - Thunderbolts and lightning, very very frightningTrickery - Pseudo rogue/rogue supportWar - I smash with my hammer!Thank you so much for the correction! Hill Dwarf is right up there as one of the best for all possible builds, where they're going primarily Wis, Str & Wis, or Dex & Wis. If you're going Dex & Wis specifically, Wood Elves, Aarakocra, and Ghostwise Halflings are also some of your best choices. And Variant Human is also pretty high up there, if you feel like you'll be hungry for feats/if there's a feat you know you want right out the gate.The Death domain works equally well as primarily Wis, or Dex & Wis, so any of the above listed races should work wonderfully. Trickery seems to want to be Dex & Wis, but needs a little extra help with it, so I'd advise probably Wood Elf for the weapon proficiencies if you don't want to dip into another class. Pretty sure Firbolg give str and wis.But in general, it depends on what you want to do with your cleric.Sounds like mostly you're looking for a domain that provides medium armor - so Dex over Str.
Destruction can be supported by Arcane, Light, Tempest or War most easily. So, if you're wanting to wade into melee and smash faces with maces, Tempest or War with heavy armor and martial weapon proficiencies are best, and I'd go with Firbolg for the intimidation factor (they're taller than humans, still Medium sized, but impressive).OTOH, if you're looking for more sneaky Tricksey type, the Trickery domain is right up your ally (and emulates most of the other domains you listed). In that case, wood elf, possibly stout halfling (if ghostwise isn't available) would be better suited.Hill Dwarf was the defacto cleric race due to the con and wis bonuses, no need for strength to wear heavy armor (so Nature, with Shillelagh is the pure build), darkvision, etc. But having played high elven and human clerics, race is less important.
Clerics are very well rounded, and extremely capable.Oh, one of my first clerics was a half-elf Knowledge Cleric who worshipped Fharlanghn and multiclassed into rogue for extra movement and skills. Definitely had the feel of a Travel Domain cleric. I love Clerics.
For my money, they're the best designed class in the game. I adore them, I wish we had 30 more Domains because there just can't be enough Cleric options.As a side note, for unofficial stuff, check out Plane Shift: Amonkhet for additional Cleric Domains. I'm a big fan of the Ambition Domain.I like Hill Dwarves a lot, for obvious reasons. Many Domains get Heavy Armor, which (aside from a select few Races) need 15 Strength to take advantage of. In that sense, Firbolg is extremely good, though their Lore doesn't match up well with some Domains.Githzerai are also fairly good Clerics.
They're confirmed to be in the next book, thanks to the cat gif related efforts of myself and DracoKnight.I personally love the thought of Warforged Clerics. They don't get a Wisdom bonus, instead getting +1 Str and +1 Con, which is great for most Domains, and a flat +1 bonus to AC on top of it. They're Unearthed Arcana material and are thus unofficial, but they're still great. Any race that boosts Wisdom and Con. To be optimized (to be 'best' you need to be optimized at least to some extent) you need a 16 wis - and it really helps to have a 16 con. Con is not just for the hit points - it's a con ST to see of you keep concentrating on a conc. Spell when you are damaged in combat.
And there are other con st's to make and keep you from being hurt.Va Human is quite strong if you have a feat you can make work. Lucky is a pretty good one. Alert can be useful, maybe not so much for a cleric - and frankly there are many you can make work. Some players take Magic Initiate and do almost nothing with it.
Others take it and are utterly amazing - like using their familiar owl to assist a party meleer every turn of combat (giving advantage) - and finding amazing uses for message and mend or minor illusion and friends or w/e cantrips they pick. Many feats are good but only shine if you use them well.Hill Dw is good of course.Tortle is a fence-sitter (wis is +1 but they get +2 str, not con) - so w/ a max 14 or 15 starting con, they got that against them - but they got 17 ac naturally, which is a good thing.Anyway, if you role play pick a race that's fun. Even a non optimized race can make a very good cleric. Far more important that you pick useful spells that you understand how to use (and your other stuff you get).
Contents EtymologyThe city was originally named ' Eigersstor', which was an word. The name 'Neverwinter' was the translation.A number of legends purported to explain where the city's name came from, but they contradicted each other. Some believed that the city was founded by a named, who led the elves of against an invasion in. Surrounded by his enemies, he chose the site where the river met the sea to make his last stand, naming the place 'Never's Winter,' believing he would die in the ensuing battle. However, allies arrived just in time to come to his aid, and together they defeated the Illuskans. Never founded the city, keeping the name. Over the years the name was shortened to 'Neverwinter'.Others, such as Volo and Elminster, considered that the name came from its gardens.
This was also the source of the city's moniker, 'the City of Skilled Hands,' for Neverwinter's gardeners were acclaimed throughout the Realms for their ability to keep their gardens growing even through winter.Locals, however, believed that the name came from the city's unusually warm climate, and how its docks were always ice-free in all but the coldest of winters. It was believed this was because of the that flowed through the city, as it was heated by living under the nearby in the. The heat given off from the river created a permanent warm climate in the immediate area. Main article: Brief HistoryThe first settlement in the was an elven city known as.
Illefarn became a bustling nation after the time of the. Eventually, Illefarn was divided into three nations, of which was the most prominent. Iliyanbruen was weakened by invasions, which paved the way for Eigersstor, the first multi-racial settlement in the area, which would later be called Neverwinter.Neverwinter became a center of civilization, peace and culture and was widely viewed as a marvel by visitors. This trend lasted, seemingly unbroken since its founding until when a disease known as the laid low most of the city's inhabitants. Then, in, the struck.The century that followed saw the rise in power of.
Netherese loyalists infiltrated the power structure of the weakened Neverwinter, but their efforts were sidetracked by the eruption of in, so powerful that laid the city to waste and killed the ruling.In, Lord, seeing an opportunity to add to his financial empire, hired workers to help rebuild the city and to protect it from monsters and bandits; claiming himself to be a descendant of Neverwinter's former rulers and thus the rightful 'Lord Protector' of the city, started the movement. Lord Neverember invested a great deal of his own personal fortune to rebuild the city's infrastructure, buy the interest of merchants to send their caravans again to Neverwinter, and even ensuring Neverwintan refugees had enough food and gold in hand. By, Neverember's efforts to rebuild the city proved successful, and Neverwinter had slowly being restored as a center of civilization in the.
GovernmentAs of, the city was ruled fairly and justly by, an aging, veteran and devout worshiper of. As such, the Neverwintans followed a Tyrran faith that promoted justice and fairness, with greed being frowned upon. Lord Nasher ensured that the city was well defended before his death, both physically and, against attacks or infiltration from, Neverwinter's warlike rival.
Maps of the city were not allowed to be made as part of an effort to thwart Luskan spies.While Lord Nasher was the nominal leader of Neverwinter, the real power in the city was held by the, an order of -aligned that supported the rule of Lord Nasher.Lord Nasher rejected the position of King of Neverwinter for much of his life, accepting the title only in old age, by public acclamation. After his death, he was succeeded by his son, who founded the royal family. The Alagondar line of kings and queens ruled justly and kept Neverwinter stable and prosperous even in the dark period that followed the Spellplague, until the destruction of Neverwinter after the eruption of Mount Hotenow, when all members of the royal family died in the disaster. New Neverwinter.