![]() ![]() Getting channeling to be efficient takes a lot of feats though (Quicken Channel, Selective Channeling, ensuring you can both harm and heal) but this is also good for emergency healing. Generally not as good as nuking something with Flame Strike, but this doesn't cost spells. Naturally clerics are better at defensive buffs, party buffs, and healing (not just hit point healing, but condition healing).įinally, channeling makes a great "off-spell" attack. At very high levels the druid's buffs are better though, as you can pounce (or even flying pounce, when you can turn into Large magical beasts) with multiple attacks at your maximum attack bonus. By contrast, a cleric gets slightly weaker self-buffs but gets to keep their AC. It's almost balanced compared to 3.5, but your Armor Class will suck until you can afford wild armor, which is a +3 bonus. Wildshape turned out to be less good than I thought. ![]() (Druids don't get forest walk, and can only ignore terrain effects caused by non-magical terrain.) Plant Growth has a nastier and harder-to-evade effect, but the large area is more of a liability than an asset, since your friends, animal companion and potential summons cannot maneuver through it. You slow the opponent, and they can fairly easily get out of even that. At higher levels clerics can dish out spells like Holy Word, which can easily blind the "trash".Įntangle covers a huge area, but the effect is pretty weak. Clerics have more save-or-suffer powers, starting with Command and Soundburst, going onto Blindness/Deafness, and so forth. Having played a druid, I think the cleric comes out ahead.Ĭlerics cover more roles (not surprising, as druids used to be specialty clerics). ![]()
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