Should this happen, creatures within a five-foot-wide line in between the Cleric and the target have to make a DC 13 Dex save or suffer 4d6 lightning damage. Using the Javelin of Lightning's unique ability reduces it into a standard magic weapon until the next dawn.
This caveat means Cleric should probably use this ability on a strong opponent. Either way, ordinary javelins can deal 1d6 damage and can be both be used in melee or thrown to targets.
Players can acquire this weapon of Uncommon rarity from exotic weapon stores, or when visiting trading ports. No one has to deny it - having a flaming sword is nothing short of impressive. Flame Tongue makes this dream come true by making a chosen sword possess a fiery blade.
Players wielding Flame Tongue can cast a command word to cause flames to engulf its blade. If this weapon hits a target, the target suffers an additional 2d6 fire damage. This ability makes this weapon perfect not just for Fighters but for any class. Clerics who want to spice up their hits with the "fiery wrath" of their deity should definitely get this rare weapon.
The additional light source it provides can make it a great asset in dark environments. Players can acquire Flame Tongue from mysterious treasure chests, or as a reward from a powerful wizard. Clerics often get associated with maces, and the Mace of Disruption makes this stereotype something to fear.
Any kind of Cleric using a mace may want to consider having it enchanted to this rare item. Mace of Disruption takes the form of any mace and, when held, releases both bright and dim lighting. Mace of Disruption may seem unhelpful in most encounters. However, its magic shines when used against the undead and fiends. Clerics that hit these kinds of opponents will add 2d6 radiant damage to their total damage output. Not only that, but targets that end up with 25 HP or lower after taking that bonus damage will have to succeed a Wisdom save DC 15 or be destroyed!
Clerics can acquire a Mace of Disruption in sacred sites. They may also try asking their respective deity's representatives for assistance. Clerics that want to wield the Mace of Disruption needs to be Attuned with it. Clerics wielding Sun Blade will get a longsword hilt that can unleash a blade of radiant light when activated.
Aside from this, the blade deals radiant damage instead of slashing damage. Since it has a blade of pure light, Sun Blade can emit a bright light that can be expanded or reduced. It can also deal additional 1d8 radiant damage to undead opponents. This weapon may be present in ancient temples or sacred grounds. Clerics who have the Staff of Thunder and Lightning can use the very elements against their opponents.
This staff gives Clerics access to five unique abilities that can be used once per dawn. Each of these can either add extra damage or cause status ailments to targets.
The Staff of Thunder and Lightning allows Clerics to use its abilities once per dawn, giving Clerics five turns to perform new actions on top of their existing skill-set. As a Very Rare item that requires attunement, players will most likely get this staff after important quests or from a powerful magic-user.
Moreover, this weapon destroys giants that fail a DC 17 Con save when suffering a critical hit. The Hammer also allows Clerics to make ranged attacks that can create a thunderclap capable of stunning opponents. A mace is a blunt weapon, a type of club or virge that uses a heavy head on the end of a handle to deliver powerful strikes.
The mace was chiefly used for blows struck upon the head of an enemy. A common feature of clerics across many games is that they may not equip pointed weapons such as swords or daggers, and must use blunt weapons such as maces, war-hammers, shields or wand instead. A wood elf cleric is proficient in longsword, shortsword, shortbow, and longbow from wood elf and all simple weapons from cleric.
The Life Domain cleric has proficiency in medium armor, shields, and simple weapons. Basic Rules, p. Clerics are proficient with crossbows already, so they can use them out of the gate. You can gain Martial Weapon Proficiency multiple times. KenM Active member Banned. Most of the games I have played in have had the house rule that a cleric is proficent with there gods primary weapon.
Kredoc said:. Priests in 2e RAW are restricted to blunt weapons. Validated User. In order to understand why it still exists, you have to look at why it was created in the first place. That distinguisher became the lack of availability of ranged weapons or many melee weapons, and was further influenced by the Archbishop Turpin inspiration cited above.
It barely matters whether your character wields a longsword or a mace. I've retained a restriction of access to variable weaponry, but I allow clerics in my world to choose what types of weapons they have proficiency in. So, it might be only 1-handed blunt, 1-handed sharp, 2-handed blunt, 2-handed sharp, or a specific ranged weapon. Presumably, the idea here is that characers restricted to Simple Weapons have spent less time studying the arts of war and so haven't mastered the use of more complicated weapons.
There remains quite an array, though. I wouldn't personally mind being proficient enough with all 17 of those weapons that I'd trust my ability to use them to save my life. Presumably, 5e does as well. So the idea that "clerics can't use swords" persists with players because it's still a rule of the game, though later editions have given us feats that allow exceptions to the rule. The legendary basis is Archbishop Turpin, as mentioned above, but it's also about not making clerics powerful fighters.
Originally they couldn't use any missile weapons or swords, the most powerful of the magic weapons. The history of later editions is a history of people complaining "why can't clerics? Kind of funny, if you think about it. A restriction I've been using is that fighters know all weapons, and all other classes only know the weapons they buy at character creation, plus maybe the "no blood" restriction for Lawful clerics, in other words blunt weapons and only strike to subdue.
If Lawful clerics break the prohibition, make a divine reaction roll. I think Talysman has hit on a part of the in-modern-players-heads or at least the heads of modern designers reason for the continued prohibition: Clerics like to keep bodies whole. Normally I'd phrase it as "Clerics like to keep bodies healed ," but that leaves out the evil Clerics who are, usually, experts at necromancy and such.
0コメント