![]() ![]() Medicine and Persuasion are strong choices that play into the Cleric’s supportive role and take advantage of their natural bonuses. Skill Proficiency: At creation, Clerics can choose two proficiencies out of History, Insight, Medicine, Persuasion, and Religion.Some supportive Cleric spells require a touch range, meaning that a Cleric devoted to supporting their allies may need to wade into the melee to do their divine best. Clerics are best off wearing armor to mitigate their vulnerability.Gear Proficiency: Light Armor, Medium Armor, Simple Weapons, Shields.Clerics use their Wis and Cha bonuses for their saving throws.Both Wisdom and Charisma also have a number of associated skills, making Clerics more capable with those proficiencies, if they choose them. ![]() Having a high Charisma also helps some of their anti-fiend and anti-undead features.
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