Here's a campaign idea: a clerics only party is summoned by the gods to put an end to the dark age brought by the wizards only party as they slowly approach the apex of their power.
The Biblical 4 Horsemen "They were given authority over a quarter of the Earth, to kill with sword, famine and plague, and by means of the beasts of the Earth." So Nature Domain could cover the beasts part.
@MrGlies We had an overall objective to travel between different cities and win a massive competition but all kinds of odd misadventures happened along the way. Our characters had their own reasons to compete and we had a few rival NPCs. Storywise it became painful when we got roped into doing favors that really exemplified the Rick & Morty 20 minute adventure meme. Combat was rough at times but it inspired us to push the boundaries of the spells we had available; melee seldom yielded positive results. BTW I got the pun but that campaign rendered the entire group numb to puns
I imagine the difficulty with all bard is they don’t specialize very well. No one is super flimsy but no one is a front liner. No one is damageless but no one does good consistent damage. No one lacks control options but no one can truly take control of the battlefield. No one is bad at really anything, but no one is really that good either, especially when it comes to damage or tanking which, if you don’t have a person who can fill each of those, it can be rough
I love the thought of an all Cleric party that follows the same deity all using Divine Intervention in the same combat like, "Mom/Dad didn't pick up the phone! You try calling them!" as they roll the dice one after another.
My DM ran a one-shot for my birthday a couple years ago, and we called it "Oops all clerics!" because cleric is my favorite class. It was a lot of fun! The domains made us all still feel very different!
@@Kirk9019you make a good point but also keep in mind that divine intervention is not a spell. And at this point, litterally anything is possible. Like I can imagine the trickery or arcane cleric using divine inspiration to remove counterspell or dispel magic from existence only for the wizard to immediately use wish to wish it back.
A group of all Warforged Clerics tracking down and recovering magic items and such to build their own Warforged god!!! I need to run this campaign asap!
I think it's interesting that they both chose Trickery even though it was their lowest rated subclass. The problem with the Trickery domain is that there are other classes that can do what it does so much better, but in the context of an all cleric party it fills a small but necessary niche
@@zackgatland8647 It has been my experience that, the best healers in any game are any class but the cleric. The bard, artificer, druid, paladin etc are always happy to heal, while the clerics are like "But I want to do some damage". And I always think and once or twice said out loud, "Why would you play cleric if you do not want to play support?".
@@farrex0 "Why would you play cleric if you do not want to play support?" Because Cleric has spiritual weapon and spirit guardians (and can get heavy armor). You can build a very strong support cleric, but you can also build a very strong offensive cleric. What ever suits your playstyle.
i can see a 4 cleric party having a day where theyre like ''WHAT DO YOU MEAN NO ONE BROUGHT ANY HEALING SPELLS TODAY'' cause they all assume the others have it covered
hey, the twilight, peace, trickery, and light is absolutely perfect thematically. as a concept, the twilight domain includes all of those elements. imagine the other 3 clerics as the corners of the twilight triforce.
I would probably also add/swap trickery with tempest and order (extra control and action economy disruption, since light has blasting covered and peace and twilight are trivialising healing/communal hp pool and taking) for a very strong party. While tempest is harder to justify thematically, well someones gonna have to keep the order in the chaos.😂 What do you think would you agree?
35:32 for a "4 horsemen of the apocalypse" themed cleric party, if you want to go with the classic "war, death, famine, pestilence/plague" themed, I'd take the following to fill each role: +War Rider - War Domain.. obviously +Death Rider - Grave Domain. The death rider is less about bringing death and more about gathering the dead, as he is described as being followed by hades, the resting place of the dead. Likewise the Grave domain is about watching over the line between life and death. To resist death, or to desecrate the dead’s rest, is an abomination. Grave domain also focuses on the death itself and imo, it fits better than the death domain. +Pestilence Rider - Death Domain. some deities who have Death as their domain also have poison and disease as a domain. this domain tends to focus on the school of necromancy and necrotic damage more than actual death. Many Necromancy spells tend to make the target sick or inflict a disease or poison on the target and so Death domain would work well. (also, in a lot of fantasy, zombies and vampires are created by diseases of different kinds so that'd work with the undead aspect as well) +Famine Rider - Tempest Domain. this one was a hard one to decide upon. at first, the sound of Nature domain seems to be a perfect fit but nature domain is more about growth and command of plants as well as communicating and commanding animals. kinda the opposite of a famine. however, famines are often caused by a huge storm causing fires or floods that wipe out crops. so a cleric who commands such forces seems like a good fit. Oh, and the spell "Insect Plague" is on their domain spell list.. a plague of insects would cause famine as they eat all the food.. so there is that. lol. I'd have used death domain as some necromancy spells do cause withering effects on plant life and would be a great fit but can't use repeat domains in this and death was already taken (and fits better overall in pestilence imo). so Tempest domain is my pick for famine. now those are the classic interpretations of the horsemen. however, if you want to be more biblically accurate, there is no pestilence rider. instead, there is a "conquest" rider. and if we used this (conquest, war, famine, and death) than the domains i would use to fill each role are as follows: +Conquest Rider - War Domain. the conquest rider is going out to conquer. he's actively fighting. war domain is all about battle and some of the gods who hold it as a domain also hold conquest as a domain. It fits well. +War Rider - Forge Domain. in the bible, it mentions that the war rider is "given power to take peace from the earth and to make men slay each other". how do you make men slay each other? you give them weapons. weapons must be forged, so craftsmen are the backbone of war and the forge domain fits this better than the war domain. +Famine Rider - Death Domain. pretty much as i mentioned above in the pestilence rider and famine rider of the classic horsemen.. death domain focuses on necromancy spells and necrotic damage and many necromancy spells have strong effects on plant life. it was my first choice above but i couldnt use it up there.. i have no restrictions here and it does fit better than the tempest overall. +Death Rider - Grave Domain. Pretty much everything stated above still applies here.
oh wow this was super eye-opening. made me kinda chuckle thinking of how they'd introduce themselves and explain their mechanical differences in domains DESPITE their official names
@@itwasidio1736 honestly if i were to go with either of these party builds i may rename their domains into what horseman role they were filling just to make it easier to keep track of. and might make some cosmetic changes to spells to make them fit more as well.. stuff that doesnt effect gameplay but effects roleplay.
I think for famine I really liked the concept from Supernatural. The famine isn't lack of the amount of something but the lack of being satisfied. For that I think it best and go really dark and use the Life domain. They facilitate such a desire for life and excess that people eat each other alive. Peace domain might also work. People are so secure in their peace and comfort that they indulge to the point of decadence and extravagence and overconsumption they destroy themselves.
@@XionDarkblood13 while the concept is interesting, i was also looking at the actual subclasses in terms of abilities.. nothing in the life domain lends to that imo.. with life domain being about healing its not really a "eating others alive because of a desire for life".. peace domain has a similar thing.. its got healing and protection type stuff, neither lending to the concept of indulging on comforts... i do like the concept you suggest, but imo you gotta look at more than just the name of the domain when picking the correct subclass to go with.
@@darcraven01 I think no matter what there is going to be some roleplay required to create the theme. Its more of a concept than a direct force. Famine is a hard thing to tranlsate to combat. You could do a bit of imagination and the Life domain is stealing from others essence to heal others. Not exactly mechanically correct but again its something hard to translate. I suppose you could try the Order domain and try to use the enchantments to make people starve themselves, perhaps the Trickery domain to make the food dissapear but overall Famine isn't somehthing that can be brought life in a combat situation. At least not in the skirmish battles of DnD.
4:12 I love this idea because it reminds me a lot of the cleric in my long-running (like three years at this point I think?) Tyranny of Dragons campaign. He’s an arcana domain cleric who serves the universe itself. His holy symbol has been the ying-yang symbol and a set of scales at different points in the campaign, and for every healing/buffing spell he takes he takes a damaging/debuff spell to counterbalance it. It’s also fun because his rival in the party is my wild magic sorcerer, born from a literal knot in the weave. The cleric is super cool, and definitely the strongest member of the party.
The big 3 as far as filling in would be wizards clerics and rogues. Rogues get a bit squishy but a party that all can stealth and sneak attack is totally broken for combat lol.
@@OhhLoz paladins would be like one step down. Super good still but not really as much so as wizards or clerics. Rogues really are close to the paladins tho for that. If paladins had a bit more features on utility I'd say they'd be good for this too but really combat and social they are good but other then that they fall pretty low.
@@richardduncan2954 I would say bards are a bit better than rouges. You still get skills and can cover all pillars of play. You start off a bit weak but you can actually build really high damage bards with the right feats and subclasses. Plus magical secrets in the late game makes that party insane.
@@joaopedromeira2619 by itself, little bit, but advantage on the next attack can push up the average damage. The range isn't bad either. Part of the toolkit.
@@adamkaris yeah but, if youre gonna upcast it it gets weak real fast, at level one is indeed pretty good (I said its weak thinking about upcastable part)
@@richardduncan2954 So there I was, drinking on guard duty like usual, when this ten-story divine monstrosity knocks on my door, and then he goes, he says, "HELLO SIR MIGHT I TROUBLE YOU FOR SOME CHANGE" and i said "how much you need, divine monsta?" and that's when he tells me, he says, he says, "i need about tree fiddy"
I ran a one shot called cleric con, a whole party of clerics vs undead waves like cod zombies, with a random magic item from the magic item table after every wave. It was a complete slaughter for the undead! Really hard to balance!
I love the Nature cleric here, providing missing battlefield control with Spike Growth, Plant Growth, and forced movement with Thorn Whip, which is also great for Spirit Guardians. Probably also have Telekinesis, in a build similar to Colby's (d4) nature cleric.
In some versions of lore, all the scalekind gods were once one, The World Serpent. Imagine a group of lizardfolk, yuan-ti, kobold, etc, clerics all receiving a vision and coming together to reform the serpent.
My very first campaign I came into in the final dungeon to cover for somebody who couldn't make it anymore. I had a life cleric and there was already a war cleric. We had opposite alignments, but got on wonderfully. We cheesed the BBEG in like 4 turns of keeping him from doing anything. Not sure of he had any legendary abilities or whatnot or if the DM forgot about them, but it was pure cheese.
Be a Mark of Shadow Elf, a Arcana Domain Cleric, and a Prismari Background. Mark of Shadow Elf gives you alot of Illusion based spells that can almost simulate a Trickery Cleric. The Arcana Cleric with the Ritual Caster Feat (Wizard) will almost be a spell caster similarly equal to a Wizard. Prismari Background gives you some more diverse spellcasting capabilities. Plus, you get a free Feat for more Cantrips. At 17th Level, learn the Simulacrum and Wish spells. At 20th Level, you and your Simulacrum can both cast the Wish spell from using your 9th Level Spell Slots, while you use a guarantee Divine Intervention to cast the Wish spells again.
Excellent, as always. Thank you. This is my favorite class. I’m so happy to see this video pop up! The rituals they can all bring are also super sweet. Personally, I’d take a Light, Trickery, Tempest, and Forge domain in an all Norse setting.
I don't know why but my brain immediately flashed to George Carlton's very intense "my god has a bigger d*ck then your god" with the other cleric just saying in an almost dumbfounded "we literally worship the same god"
I was reminded of that episode of Doctor Who "The Time of Angels" where the doctor works with a group of militarised clerics. It's basically an army of soldiers that are also all clerics.
I've hand crafted (Forgotten Realms) domains for the 4 elemental gods of Kossuth, Istishia, Akadi, and Grumbar. Fire domain is a blaster, water domain is a controller, air domain is an agile combatant that specializes in slipping into the back line and striking, earth domain is incredibly resilient front line tank. They're all great in a party of other classes etc, but I'm very happy with the idea of them as a party of 4, preaching elemental unity.
My group is going to be taking on this challenge next! Thanks guys for the ideas. First up, a ragtag wandering band of mercenaries (fighters) hired by the king but will be betrayed through rather insidious means and declared deserters and fugitives. They will have to come up with a way to clear their names or embrace the new new. It’s going to be a blast.
Does a creature take damage from multiple spirit guardians spells? There’s that whole thing about multiple castings of one spell not overlapping. I’d say you probably only half your speed once but take damage four times, but that’s kinda broken.
@@talongreenlee7704 Does a creature take damage from overlapping fireballs? Still, I get what you're saying. As a DM, I'd allow it, but with diminishing returns. One "aura" of spirit guardians does the usual 3d8, a second overlapping one adds 2d8, a third adds 1d8, fourth or higher adds nothing.
Our party for a short adventure-in-between-adventures currently has 3 druids (2 stars, 1 sheperd) and its pretty funny, we have ALL the advantage ALL THE TIME with those guiding bolts and faerie fires and summons, the kitchen sink and everything else. Also exploration and gathering information with multiple druids is so funny, among us we basically have a spy network of squirrels.
I think I’m leaning towards trying to make a religious assassin group that’s essentially the darker version of the templars. They all believe their killing is justified, or at least, most do and those that don’t keep quiet. For them I’m leaning towards Trickery, Tempest, Grave, Twilight, with Tempest being a bit more of the ‘flashy’ and “smite thee” approach, and Trickery and Twilight being the more “boogeyman” approach of scary flying or sneaking or both. Grave is there mostly to pray for those who are having “divine judgment enacted upon them” I could switch out some of these to be more optimal or more flavorful but
What if your clerics ARE the gods, manifested in mortal form for a specific task and all members of the same pantheon. Like the gods are all locked up in the heavens and they've concocted this scheme to get their avatars onto the material plane in order to open the lock from this side.
I mean it could easily work. Like oh no a divine barrier prevents our direct interference. But what if? We used mortal vessels to break it from that side?😮
We ran a 6 person all cleric (different domains) group aka “The Miracle Six”. The DM has recovered from his breakdown and was going nicely until we had a group with 2 Halflings-both with Luck Feat and 4 Divination Wizards……….We are pretty sure the DM isn’t coming back from this one.
Im hoping this becomes a series, as the concept has fed my favorite one shots ive ever played in. Looking forward to oops all bards, as well as the oops all monks episodes
i would love to have a chosen group of the great aliance. with each character representing the best of their race and the head of their pantheons... a dwarven forge domain follower of moradin, an elf Twilight follower of corellon, a halfing peace domain follower of yondalla and one human light follower of lethander
I think they missed a key damage option based on AC not ST. 4 people chain casting guiding bolt. Each one doing 14 average, and more than likely hitting because of the advantage from the previous
Dungeon Dudes: There's not really an answer to social encounters Me: Gee, if only there was a Love Domain that people didn't throw a fit over that could have filled that party role.
38:37 ok so... arcane domain - former wizard, nature domain - former druid, trickery domain - former rogue, war domain - former paladin (or warrior, but it kinda has a paladin feel to the domain)
41:22 idea.. id think it'd be to start a campaign but idk how the party would be together before this.. anyway, all 4 are clerics to different gods and all 4 clerics use Divine Intervention.. they all get an answer but none from the god they worship. its a 5th god(or maybe a demon/devil) who answers
35:38 In the Bible, the first horseman is actually Conquest, not Pestilence, so an Order Domain Cleric would fit quite well. Given their Channel Divinity option and general "I tell you what to do" powers, they would make for a good representation of Conquest!
@@thegooddoctor2009 it’d definitely. I’d argue the only thing more thematic would be throw in a paladin or two, and it’d be the most thematic adventure in history.
I think if you played a War, Trickery, Light, and Life domain party, you’d have your classic fighter, rogue, wizard, and cleric style party pretty easily.
Very fun to watch your all-one-class team videos! For cleric team, i would start with Knowledge, Light, and Trickery Domains ... then in a larger group, would add whatever fits the theme or else Arcana Domain.
39:20 mentioning the dragon deities got me thinking about one (or two, pending on how you look at it) that most people forget about. there is one known as "Null". he is the dragon god of death. he has two aspects (which are sometimes separated as different deities in place of Null) known as The Guardian of the Lost (named "Chronepsis") and The Reaver (named "Faluzure"). As Chronepsis, he is neutral or good and guides the souls of dragons to the afterlife. Fate and Judgment (but only of dragons) are also in his portfolio. He is also called a god of "eternal law" but doesnt really care about justice. as Faluzure he is evil and is the god of undeath, decay, and the like. Its said that Faluzure is a gifted master of disguise and that he has a terrible beauty that must be maintained by death. So i decided to look into what 5e cleric domains would work with this idea in a 4 cleric party and here is what with this. first of all, the 4 dragonborn clerics would be key in this (probably take 2 metallic for Chronepsis and two chromatic for Faluzure, but that'd just be extra flavor that'd not be required). For Chronepsis, you would definately need Grave Domain. as for his second cleric, if you're ok with using Unearthed Arcana than there is a Fate Domain that would be perfect. Otherwise you probably would need to take Order Domain. as for Faluzure, Death domain is a must for his first cleric. for his second cleric, you could play off the "master of disguise" part of him and use Trickery domain, elsewise you could have a War domain who's purpose is to feed death to Faluzure to help maintain his beauty. I think if you used order with chronepsis than trickery would be a good opposite to it but if you took the UA fate domain than war may be a better option but really it wouldn't matter overall. in the end, the idea would be all 4 clerics serve Null but in different ways.
The cleric party I came up with when I first started watching the video was Life, War, Knowledge / Arcana, and Trickery Immediately realized Twilight was going to get the nod but wasn't sure what niche it would fill. After y'all mentioned the way Life becomes less necessary when everybody has the default cleric healing ability, my grouping would probably lean toward Death for martial DPS, War or Forge for tankiness, still Arcana or Knowledge for general utility, and Trickery is tempting, but so is a Light cleric with the criminal background.
Love that video as much as the all wizard party video very fun and interessting to listen to you as allways is this format going to be once a month continuing forward ?
Dude this idea is just awesome - love the all wizard campaign and monk too - or even paladins and it’s just a twist on the crusades. Amazing ideas and themes to explore.
7:58 A similar trick for GURPS splatbooks back in the day was "pick 3 or 4 and make sense of them". Greece + Religion + Robots + Space = Battlestar Galactica, for example.
I recently played in a 5e version of Expedition to the Barrier Peaks. The party was comprised solely of druids. Circles of Moon, Land (Mountain), Stars, Wildfire, and Spores were the party sub-classes. The setup was that archdruids of each circle sent a party representative to discover the source of strange creatures and, apparently non-arcane, technology in the peaks. It was epic. Kelly might ought to hold up on a cleric S tier and look at what a bunch of tree hugging, furries can do together!
I'd love to see your takes on an all Monk party. Stunning Strike plus Flurry of Blows is such a useful combo that normally the Monk's other Ki point abilities are inefficient, but since a target can only be stunned once per round, the other Monks would be able to use their damaging Ki point abilities.
I've been playing a peace domain cleric. Emboldening Bond stacked with bless is just fantastic(+2-+8 on attacks AND saving throws). The utility of the Protective Bond to determine where the damage goes in the party can be taken advantage of as well.
Ran a short campaign with 3 17th level clerics, each with a 7th level cleric retainer. There was a demonic invasion blasting out of an ancient tomb. They needed to go in and close the demonic gate inside the tomb.
I"m so used to having a decent charisma score as a Cleric because I used to focus on Undead dealing in 3.5 and Pathfinder, You needed WIS for your spellcasting and CHA for turning, I also think Clerics can be needed to be very social in Intimidating situtions to keep people on the straight and narrow, to help people express their feelings and when I was playing my Cleric, I was very expressive to the point where I came up with an entire wedding ceremony for my Cleric of Shelyn :) Was very proud of myself for that one. :)
Please do a video like this for every class. Personally I would be really excited to hear about what kind of shenanigans and all druid party could get into.
What a great video. Might be biased playing two different (not that kind of Clerics characters) (not a healer) Clerics can almost always be a very strong choice.
Also don't forget the spell Barrowed Knowledge. That combined with Enhance Ability or Guidance or both if you have 2 clerics (which you do) makes it literally impossible to fail any Ability check, even if it's one you're bad at. Clerics literally have no weakness. Easy S tier
You can't ignore their weapon attacks when you factor in Divine Strike. And most of their damage spells deal Radiant damage. The only creatures that have resistance is Celestials. And concerning high level wizard v high level cleric I would like to refer you to the Bonaduce father son fight where Cadderly came out on top. For battle control remember Divine Word and Banishment.
A fun party is one of all Dwarves who are of the forge, war, light, life domains all patrons of Moradin. They all fit very thematically with the Dwarven life and have light(fire) from underground. War fighting any army that attacks the clan, the forge from the minerals they mine, light for the fire/lava under ground and the fourth can really be quite a few thing but the life domain is the balance that fire creates(with destruction comes new life).
I once played a Halfling Trickery Cleric in a 3 shot alongside a Dwarf Knowledge Cleric and we didn’t step on each other’s toes at all. We actually played very different. Made me appreciate the versatility of the Cleric Class!
We had this happen in our 1E group. The campaign was rather as Gygax originally envisioned, which resembled a series of pickup games. Players found that Magic Users got squished by physical damage at low levels, and Fighters got eaten later. Clerics (and Druids) combined robustness and spellcasting (with fast progression at low levels) and were found to do best. When I brought my Druid along I generally had to operate as an erstatz wizard, which was fun to figure out. When we saw the other classes it was almost always in some sort of multi- or dual-classed combination (including the 1E Bard). Once 2E came along I played in a game where characters had inordinately high ability scores. In that context Fighter/Cleric multiclasses dominated. One thing that was poorly recognized in 1 and 2E was that ability scores seriously affected the balance between the classes. For example the 2E Fighter/Cleric combination was completely useless to a character with just a couple of 15/16s.
Decades ago, I ran an all-cleric campaign (sort of; it was 2e AD&D and the way classes were defined was different). Translated into 5e terms, the six PCs were Storm, Order, Knowledge, Trickery, Nature, and Death. They represented the main gods of the pantheon, normally diametrically opposed, but drawn together to fight against a threat to the whole pantheon.
I've been thinking of playing in a party of all Warlocks. I think it would be fun and drive the DM nuts: "Time for a short rest." I hope y'all do an episode on this. Keep on keepin' on, dudes.
It would be brutal. 1. Patrons are flexible enough to cover every role. Say a hexblade (tank), a celestial (healer), fey (scout/rogue), and fiend (blasting) 2. You have pacts really increase abilities. Blade for melee, book for utility, chain for scouting, and maybe a genie or something. 3. Invocations help focus on roles. 4. Everyone could have devil's sight which would make a single darkness brutal. 5. Everyone has good ranged abilities. etc.
Regarding the social capabilities of the Clerics, Fast Friends isn't necessarily a casual spell to use, but when you NEED to succeed, that's available on the Cleric spell list for Social situations. Wanted to toss it out as I didn't see it mentioned in the video.
It bears mentioning that the fact that the whole party has decent AC, good ranged options, and unmatched healing means that you can afford for party members to prioritise one each of Str, Dex, Int, and Cha over Con. This along with careful allocation of skill proficiencies from backgrounds and lineages can solve the cleric party's skill problem by trading against their ridiculously high survivability. Oh, and if you want to break the world with downtime at higher levels, you have Planar Binding and Summon Celestial. With a year of prep time and a lot of gold, you can muster an army of thousands of angels and conquer hell. I like these party ideas. You end up with feats that often get ignored like Skilled, Magic Initiate, and even Weapon Master being premium feats. Very interesting and fun.
My group did a fun thing awhile ago for a one shot, it wasn't "All clerics" though. It was "Everyone needs a connection to this specific temple, and a reason to do this job for them." We had the standard "I was a temple guard (fighter)" "I was an inquisitor. (paladin)" "I was a priest. (cleric)" Then we had "This servant of the god is my Patron (warlock)" and my personal favorite "I stole a thing from them, felt bad, brought it back, and agreed to do the job as penance. (rogue)"
Here's a campaign idea: a clerics only party is summoned by the gods to put an end to the dark age brought by the wizards only party as they slowly approach the apex of their power.
My idea was that Moander got back so even the evil fucked up deities have to team up with good guys
if only there were more campaigns taking us to high level, so we could ACTUALLY achieve that apex power
the 4 horseman of the apocalypse party. War, Death, Nature and Trickery not sure if affective but very story driven posssible.
War, Death, Nature, and Grave (Pestilence or Famine depending on the RP) would be one hell of a game.
The Biblical 4 Horsemen "They were given authority over a quarter of the Earth, to kill with sword, famine and plague, and by means of the beasts of the Earth." So Nature Domain could cover the beasts part.
I think I'd choose the Light Domain for Famine. A scorcher of the earth and destroyer of plants.
So there is another version of the Four horseman, victory is one. So destructive or protective.
Can i be the Nature cleric? I'll totally be the Nature cleric....
We managed to run a bards only campaign for 3 years. A clerics only campaign would be an absolute breeze comparatively
Did your DM have to railroad you a lot? It just seems like you would easily get on the bandwagon.
@@MrGlies boooo 😂
an all bard party i just view as a traveling band that scooby-doo's on the side..
@MrGlies We had an overall objective to travel between different cities and win a massive competition but all kinds of odd misadventures happened along the way. Our characters had their own reasons to compete and we had a few rival NPCs.
Storywise it became painful when we got roped into doing favors that really exemplified the Rick & Morty 20 minute adventure meme. Combat was rough at times but it inspired us to push the boundaries of the spells we had available; melee seldom yielded positive results.
BTW I got the pun but that campaign rendered the entire group numb to puns
I imagine the difficulty with all bard is they don’t specialize very well. No one is super flimsy but no one is a front liner. No one is damageless but no one does good consistent damage. No one lacks control options but no one can truly take control of the battlefield. No one is bad at really anything, but no one is really that good either, especially when it comes to damage or tanking which, if you don’t have a person who can fill each of those, it can be rough
I love the thought of an all Cleric party that follows the same deity all using Divine Intervention in the same combat like, "Mom/Dad didn't pick up the phone! You try calling them!" as they roll the dice one after another.
My DM ran a one-shot for my birthday a couple years ago, and we called it "Oops all clerics!" because cleric is my favorite class. It was a lot of fun! The domains made us all still feel very different!
I need to do this for my birthday!!!
Regarding the “level 20 clerics vs level 20 wizards”, the clerics have 4 guaranteed divine interventions. That’s pretty strong. It’s effectively 4 wish spells.
don't forget arcana cleric getting wizard spells!
But 4 wizards actually have 4 wish spells!😂
Counterspell impacts the result pretty significantly
@@williamhurst2657 this. Only arcana domain cleric gets counterspell. Once the wizards start spamming counterspell it's all over rover
@@Kirk9019you make a good point but also keep in mind that divine intervention is not a spell. And at this point, litterally anything is possible. Like I can imagine the trickery or arcane cleric using divine inspiration to remove counterspell or dispel magic from existence only for the wizard to immediately use wish to wish it back.
A group of all Warforged Clerics tracking down and recovering magic items and such to build their own Warforged god!!! I need to run this campaign asap!
I have a warforged peace domain cleric of Rao in my Princes of the Apocalypse campaign. Machine clerics are the best clerics
This is a very good idea!
Come and look upon the heart and akulakhan
PRAISE THE OMNISSIAH!
I think it's interesting that they both chose Trickery even though it was their lowest rated subclass. The problem with the Trickery domain is that there are other classes that can do what it does so much better, but in the context of an all cleric party it fills a small but necessary niche
Just remember, as clerics (and support as a whole) our job isn't healing, it's deciding who lives and who dies.
Heheheh, indeed.
1 hp ain't 0 hp
Remember, the best way to heal the party is to do so in advance (by killing your enemies before they have the chance to deal any damage)
@@zackgatland8647 It has been my experience that, the best healers in any game are any class but the cleric. The bard, artificer, druid, paladin etc are always happy to heal, while the clerics are like "But I want to do some damage". And I always think and once or twice said out loud, "Why would you play cleric if you do not want to play support?".
@@farrex0 "Why would you play cleric if you do not want to play support?" Because Cleric has spiritual weapon and spirit guardians (and can get heavy armor). You can build a very strong support cleric, but you can also build a very strong offensive cleric. What ever suits your playstyle.
i can see a 4 cleric party having a day where theyre like ''WHAT DO YOU MEAN NO ONE BROUGHT ANY HEALING SPELLS TODAY'' cause they all assume the others have it covered
A-Men assemble! 😂
Let it be so
That’s a good one:D
@@emilbroseliger8506 I can't claim that one. It's a Jocat joke.
Someone watch Joecat?
Tiamat is nervous.
hey, the twilight, peace, trickery, and light is absolutely perfect thematically. as a concept, the twilight domain includes all of those elements. imagine the other 3 clerics as the corners of the twilight triforce.
I would probably also add/swap trickery with tempest and order (extra control and action economy disruption, since light has blasting covered and peace and twilight are trivialising healing/communal hp pool and taking) for a very strong party. While tempest is harder to justify thematically, well someones gonna have to keep the order in the chaos.😂
What do you think would you agree?
🙌🏻
This could for sure work for a god/goddess of the moon or stars
Light, Twilight, Trickery, and Peace is also basically Sehanine, the Moonweaver.
twilight and peace are broken
35:32 for a "4 horsemen of the apocalypse" themed cleric party, if you want to go with the classic "war, death, famine, pestilence/plague" themed, I'd take the following to fill each role:
+War Rider - War Domain.. obviously
+Death Rider - Grave Domain. The death rider is less about bringing death and more about gathering the dead, as he is described as being followed by hades, the resting place of the dead. Likewise the Grave domain is about watching over the line between life and death. To resist death, or to desecrate the dead’s rest, is an abomination. Grave domain also focuses on the death itself and imo, it fits better than the death domain.
+Pestilence Rider - Death Domain. some deities who have Death as their domain also have poison and disease as a domain. this domain tends to focus on the school of necromancy and necrotic damage more than actual death. Many Necromancy spells tend to make the target sick or inflict a disease or poison on the target and so Death domain would work well. (also, in a lot of fantasy, zombies and vampires are created by diseases of different kinds so that'd work with the undead aspect as well)
+Famine Rider - Tempest Domain. this one was a hard one to decide upon. at first, the sound of Nature domain seems to be a perfect fit but nature domain is more about growth and command of plants as well as communicating and commanding animals. kinda the opposite of a famine. however, famines are often caused by a huge storm causing fires or floods that wipe out crops. so a cleric who commands such forces seems like a good fit. Oh, and the spell "Insect Plague" is on their domain spell list.. a plague of insects would cause famine as they eat all the food.. so there is that. lol. I'd have used death domain as some necromancy spells do cause withering effects on plant life and would be a great fit but can't use repeat domains in this and death was already taken (and fits better overall in pestilence imo). so Tempest domain is my pick for famine.
now those are the classic interpretations of the horsemen. however, if you want to be more biblically accurate, there is no pestilence rider. instead, there is a "conquest" rider. and if we used this (conquest, war, famine, and death) than the domains i would use to fill each role are as follows:
+Conquest Rider - War Domain. the conquest rider is going out to conquer. he's actively fighting. war domain is all about battle and some of the gods who hold it as a domain also hold conquest as a domain. It fits well.
+War Rider - Forge Domain. in the bible, it mentions that the war rider is "given power to take peace from the earth and to make men slay each other". how do you make men slay each other? you give them weapons. weapons must be forged, so craftsmen are the backbone of war and the forge domain fits this better than the war domain.
+Famine Rider - Death Domain. pretty much as i mentioned above in the pestilence rider and famine rider of the classic horsemen.. death domain focuses on necromancy spells and necrotic damage and many necromancy spells have strong effects on plant life. it was my first choice above but i couldnt use it up there.. i have no restrictions here and it does fit better than the tempest overall.
+Death Rider - Grave Domain. Pretty much everything stated above still applies here.
oh wow this was super eye-opening. made me kinda chuckle thinking of how they'd introduce themselves and explain their mechanical differences in domains DESPITE their official names
@@itwasidio1736 honestly if i were to go with either of these party builds i may rename their domains into what horseman role they were filling just to make it easier to keep track of. and might make some cosmetic changes to spells to make them fit more as well.. stuff that doesnt effect gameplay but effects roleplay.
I think for famine I really liked the concept from Supernatural. The famine isn't lack of the amount of something but the lack of being satisfied. For that I think it best and go really dark and use the Life domain. They facilitate such a desire for life and excess that people eat each other alive. Peace domain might also work. People are so secure in their peace and comfort that they indulge to the point of decadence and extravagence and overconsumption they destroy themselves.
@@XionDarkblood13 while the concept is interesting, i was also looking at the actual subclasses in terms of abilities.. nothing in the life domain lends to that imo.. with life domain being about healing its not really a "eating others alive because of a desire for life".. peace domain has a similar thing.. its got healing and protection type stuff, neither lending to the concept of indulging on comforts...
i do like the concept you suggest, but imo you gotta look at more than just the name of the domain when picking the correct subclass to go with.
@@darcraven01 I think no matter what there is going to be some roleplay required to create the theme. Its more of a concept than a direct force. Famine is a hard thing to tranlsate to combat. You could do a bit of imagination and the Life domain is stealing from others essence to heal others. Not exactly mechanically correct but again its something hard to translate. I suppose you could try the Order domain and try to use the enchantments to make people starve themselves, perhaps the Trickery domain to make the food dissapear but overall Famine isn't somehthing that can be brought life in a combat situation. At least not in the skirmish battles of DnD.
If this series goes on through enough classes (and I hope it does) we'll eventually get to the power rangers
In my newest campaign, my players are all artificers. They just wanted that. Bag of holding for everyone:D
Bag of holding exploding everywhere, be ready for that
Firmitas machina!
It’s a great class; I’ve played through Avernus to level 14. Wish there were more subs for it
Did somebody say multiple black hole guns at lvl 2?
4:12 I love this idea because it reminds me a lot of the cleric in my long-running (like three years at this point I think?) Tyranny of Dragons campaign. He’s an arcana domain cleric who serves the universe itself. His holy symbol has been the ying-yang symbol and a set of scales at different points in the campaign, and for every healing/buffing spell he takes he takes a damaging/debuff spell to counterbalance it. It’s also fun because his rival in the party is my wild magic sorcerer, born from a literal knot in the weave. The cleric is super cool, and definitely the strongest member of the party.
I would imagine Cleric is one of the best classes to fill your party with.
The big 3 as far as filling in would be wizards clerics and rogues. Rogues get a bit squishy but a party that all can stealth and sneak attack is totally broken for combat lol.
That may be, but first we have to convince Kelly, Jill, and Joe to run a cleric in Drakkenheim.
@@richardduncan2954 I would've thought paladins would be a big one aswell
@@OhhLoz paladins would be like one step down. Super good still but not really as much so as wizards or clerics. Rogues really are close to the paladins tho for that. If paladins had a bit more features on utility I'd say they'd be good for this too but really combat and social they are good but other then that they fall pretty low.
@@richardduncan2954 I would say bards are a bit better than rouges. You still get skills and can cover all pillars of play. You start off a bit weak but you can actually build really high damage bards with the right feats and subclasses. Plus magical secrets in the late game makes that party insane.
Guiding Bolt, an upcastable attack roll spell, will be this group's best friend.
its kinda weak though
@@joaopedromeira2619 by itself, little bit, but advantage on the next attack can push up the average damage. The range isn't bad either. Part of the toolkit.
@@joaopedromeira26194d6 for a level 1 slot? And advantage on the next attack? Chromatic orb and catapult are 3d8.
Not to mention they will give the next guiding bolt advantage, giving drastically higher chances of critting
@@adamkaris yeah but, if youre gonna upcast it it gets weak real fast, at level one is indeed pretty good (I said its weak thinking about upcastable part)
Combine your four spirit guardians to make an Asura and have it wield all four of your spiritual weapons.
Honestly as a dm I would totally let them use that in the final fight and get a nearly instant win.
@@richardduncan2954 So there I was, drinking on guard duty like usual, when this ten-story divine monstrosity knocks on my door, and then he goes, he says, "HELLO SIR MIGHT I TROUBLE YOU FOR SOME CHANGE" and i said "how much you need, divine monsta?" and that's when he tells me, he says, he says, "i need about tree fiddy"
@@RovalisGTO God dammit lock Ness monster leave me alone.
@@RovalisGTO i was expecting a play on word with '' trouble you for some change '' and he just start to punch him to convert it to their god
LOL! I can just imagine a single sharkrat slinging around a spiritual sword, hammer, shield, and bow.
I ran a one shot called cleric con, a whole party of clerics vs undead waves like cod zombies, with a random magic item from the magic item table after every wave.
It was a complete slaughter for the undead! Really hard to balance!
I love the Nature cleric here, providing missing battlefield control with Spike Growth, Plant Growth, and forced movement with Thorn Whip, which is also great for Spirit Guardians. Probably also have Telekinesis, in a build similar to Colby's (d4) nature cleric.
Yeah, I don't see the point of Forge past level 5. Fire 🔥 is less reliable as you gain levels.
Using magic initiate to grab booming blade on your tempest cleric would also help with the melee ability for this cleric party
Just play a kobold and pick booming blade
Last year I ran 6 session campaign with 2 Paladins and 3 Clerics. It was a blast.
In some versions of lore, all the scalekind gods were once one, The World Serpent. Imagine a group of lizardfolk, yuan-ti, kobold, etc, clerics all receiving a vision and coming together to reform the serpent.
These kind of videos are really entertaining. Thanks Dudes!
Glad you like them!
My very first campaign I came into in the final dungeon to cover for somebody who couldn't make it anymore. I had a life cleric and there was already a war cleric. We had opposite alignments, but got on wonderfully. We cheesed the BBEG in like 4 turns of keeping him from doing anything. Not sure of he had any legendary abilities or whatnot or if the DM forgot about them, but it was pure cheese.
Life and Death (or Grave) could be Anubis as he was often seen as the one who judges who carries on or dies
Pretty sure Anubis is one of the named gods for Grave Domain 😁
Be a Mark of Shadow Elf, a Arcana Domain Cleric, and a Prismari Background.
Mark of Shadow Elf gives you alot of Illusion based spells that can almost simulate a Trickery Cleric.
The Arcana Cleric with the Ritual Caster Feat (Wizard) will almost be a spell caster similarly equal to a Wizard.
Prismari Background gives you some more diverse spellcasting capabilities. Plus, you get a free Feat for more Cantrips.
At 17th Level, learn the Simulacrum and Wish spells.
At 20th Level, you and your Simulacrum can both cast the Wish spell from using your 9th Level Spell Slots, while you use a guarantee Divine Intervention to cast the Wish spells again.
Excellent, as always. Thank you.
This is my favorite class. I’m so happy to see this video pop up!
The rituals they can all bring are also super sweet. Personally, I’d take a Light, Trickery, Tempest, and Forge domain in an all Norse setting.
My dream!!! I love cleric and would have a blast doing this. Imagine the banter and role playing fun of who’s Deity is the best.
Yes, and it could be light-hearted with serious undertone but respect like in Conan: The Barbarian.
See my previous post. 😂 The religious debates kept things lively! I was like Matt Mercer just listening & trying not to have the Gods intercede! 😂
I don't know why but my brain immediately flashed to George Carlton's very intense "my god has a bigger d*ck then your god" with the other cleric just saying in an almost dumbfounded "we literally worship the same god"
“We’re on a mission from god” “yea but which one?”
I like the throwback to 3.5 deities. I miss seeing Wee Jas on the list. She’d be a fun focus of Grave/Arcane/Order/Death
Haven't seen it yet so I'll suggest it, a party of all clerics who are demi-gods like in the Percy Jackson series!
This is just stronger than a lot of regular parties
I was reminded of that episode of Doctor Who "The Time of Angels" where the doctor works with a group of militarised clerics. It's basically an army of soldiers that are also all clerics.
The peace and twilight combo could really work in an Eberron setting as both could worship Boldrei.
I've hand crafted (Forgotten Realms) domains for the 4 elemental gods of Kossuth, Istishia, Akadi, and Grumbar. Fire domain is a blaster, water domain is a controller, air domain is an agile combatant that specializes in slipping into the back line and striking, earth domain is incredibly resilient front line tank.
They're all great in a party of other classes etc, but I'm very happy with the idea of them as a party of 4, preaching elemental unity.
My group is going to be taking on this challenge next! Thanks guys for the ideas. First up, a ragtag wandering band of mercenaries (fighters) hired by the king but will be betrayed through rather insidious means and declared deserters and fugitives. They will have to come up with a way to clear their names or embrace the new new. It’s going to be a blast.
Cleric: "Oh, you too?"
Everyone: "Same"
Please do an all barbarian party next, the role playing applications are hilarious!!! 😂
That would be my worst nightmare as a DM 😂
That party is just so freaking angry, lol.
Apes together, strong.
It will be a short video
ah yes, barbarian only group.. also known as "failed anger management group"
4x the spirit Guardians
4x the spiritual weapon
Does a creature take damage from multiple spirit guardians spells? There’s that whole thing about multiple castings of one spell not overlapping. I’d say you probably only half your speed once but take damage four times, but that’s kinda broken.
i think starting your turn in multiple spell areas of the same name means you just get hit by the most powerful one
@@talongreenlee7704 no, but imagine the area they can cover haha
@@talongreenlee7704 Does a creature take damage from overlapping fireballs? Still, I get what you're saying. As a DM, I'd allow it, but with diminishing returns. One "aura" of spirit guardians does the usual 3d8, a second overlapping one adds 2d8, a third adds 1d8, fourth or higher adds nothing.
Melee enemies just get hit by 16d8 everytime they run in 😂
This video just made me think about all Druid team. They speak for the trees and they must defend nature.
I cannot wait for the all Druid video. It's my favorite class and I would think an all Druid party would be pretty strong.
Our party for a short adventure-in-between-adventures currently has 3 druids (2 stars, 1 sheperd) and its pretty funny, we have ALL the advantage ALL THE TIME with those guiding bolts and faerie fires and summons, the kitchen sink and everything else. Also exploration and gathering information with multiple druids is so funny, among us we basically have a spy network of squirrels.
I would totally enjoy watching more of these all something party. This was super interesting and I enjoyed it a lot!
You become the A-Men.
I think I’m leaning towards trying to make a religious assassin group that’s essentially the darker version of the templars. They all believe their killing is justified, or at least, most do and those that don’t keep quiet. For them I’m leaning towards Trickery, Tempest, Grave, Twilight, with Tempest being a bit more of the ‘flashy’ and “smite thee” approach, and Trickery and Twilight being the more “boogeyman” approach of scary flying or sneaking or both. Grave is there mostly to pray for those who are having “divine judgment enacted upon them” I could switch out some of these to be more optimal or more flavorful but
What if your clerics ARE the gods, manifested in mortal form for a specific task and all members of the same pantheon. Like the gods are all locked up in the heavens and they've concocted this scheme to get their avatars onto the material plane in order to open the lock from this side.
I mean it could easily work. Like oh no a divine barrier prevents our direct interference. But what if? We used mortal vessels to break it from that side?😮
really cool idea
This definitely one of my favorite series you guys have done. Loving it
I really want to get the one about a Monk only party
Now that would be interesting
It's called "oops, we're all dead"
Everybody was kung-fu fightiiing
Tabaxi, Yuan-Ti, Aarakocra and Tortle Monk?
@@bubbles9829 nah, 4 tortle monks.. tmnt that shit
Great episode guys. Really enjoyed it. Thank you. 👍
We ran a 6 person all cleric (different domains) group aka “The Miracle Six”. The DM has recovered from his breakdown and was going nicely until we had a group with 2 Halflings-both with Luck Feat and 4 Divination Wizards……….We are pretty sure the DM isn’t coming back from this one.
Im hoping this becomes a series, as the concept has fed my favorite one shots ive ever played in. Looking forward to oops all bards, as well as the oops all monks episodes
i would love to have a chosen group of the great aliance. with each character representing the best of their race and the head of their pantheons... a dwarven forge domain follower of moradin, an elf Twilight follower of corellon, a halfing peace domain follower of yondalla and one human light follower of lethander
I think they missed a key damage option based on AC not ST. 4 people chain casting guiding bolt. Each one doing 14 average, and more than likely hitting because of the advantage from the previous
Dungeon Dudes: There's not really an answer to social encounters
Me: Gee, if only there was a Love Domain that people didn't throw a fit over that could have filled that party role.
Add a beautiful red head cleric of Sune & there ya go!
@@helixxharpell Mmhmm. And instead, she's still stuck as a goddess of Life and Light, even though she has no connections to healing or the sun.
38:37 ok so... arcane domain - former wizard, nature domain - former druid, trickery domain - former rogue, war domain - former paladin (or warrior, but it kinda has a paladin feel to the domain)
Time to go bully Tiamat for her lunch money.
I’m so excited for this series remade for 2024
Now I’m wondering what a Paladin only campaign would go…
*_Smite._*
41:22 idea.. id think it'd be to start a campaign but idk how the party would be together before this.. anyway, all 4 are clerics to different gods and all 4 clerics use Divine Intervention.. they all get an answer but none from the god they worship. its a 5th god(or maybe a demon/devil) who answers
Arcana cleric is a good 1 or 2 level dip for an eloquence bard or a lore bard.
35:38
In the Bible, the first horseman is actually Conquest, not Pestilence, so an Order Domain Cleric would fit quite well. Given their Channel Divinity option and general "I tell you what to do" powers, they would make for a good representation of Conquest!
I’m thinking this would be slightly powerful in an all undead campaign.
Only a bit.
True, but thematically it would make a lot of sense.
@@thegooddoctor2009 it’d definitely. I’d argue the only thing more thematic would be throw in a paladin or two, and it’d be the most thematic adventure in history.
I'd love to see Bard next! Also, it would be funny to see just how bad (or perhaps surprisingly okay-ish) an all-Monk party would be.
I think if you played a War, Trickery, Light, and Life domain party, you’d have your classic fighter, rogue, wizard, and cleric style party pretty easily.
Yes! Another option is War, Knowledge, Tempest and Life, almost the same with different foccus.
why light..? theres literally an arcane domain
@@darcraven01 because I only have the PHB and light gets fireball
@@talongreenlee7704 i mean... i guess thats fair... but like, cant you use online resourses?
@@darcraven01 not technically legally unless I pay for it
Very fun to watch your all-one-class team videos! For cleric team, i would start with Knowledge, Light, and Trickery Domains ... then in a larger group, would add whatever fits the theme or else Arcana Domain.
Clerics are one of the only classes where you could have an entire party of the same class and not really suffer at all.
39:20 mentioning the dragon deities got me thinking about one (or two, pending on how you look at it) that most people forget about. there is one known as "Null". he is the dragon god of death. he has two aspects (which are sometimes separated as different deities in place of Null) known as The Guardian of the Lost (named "Chronepsis") and The Reaver (named "Faluzure"). As Chronepsis, he is neutral or good and guides the souls of dragons to the afterlife. Fate and Judgment (but only of dragons) are also in his portfolio. He is also called a god of "eternal law" but doesnt really care about justice. as Faluzure he is evil and is the god of undeath, decay, and the like. Its said that Faluzure is a gifted master of disguise and that he has a terrible beauty that must be maintained by death.
So i decided to look into what 5e cleric domains would work with this idea in a 4 cleric party and here is what with this. first of all, the 4 dragonborn clerics would be key in this (probably take 2 metallic for Chronepsis and two chromatic for Faluzure, but that'd just be extra flavor that'd not be required). For Chronepsis, you would definately need Grave Domain. as for his second cleric, if you're ok with using Unearthed Arcana than there is a Fate Domain that would be perfect. Otherwise you probably would need to take Order Domain. as for Faluzure, Death domain is a must for his first cleric. for his second cleric, you could play off the "master of disguise" part of him and use Trickery domain, elsewise you could have a War domain who's purpose is to feed death to Faluzure to help maintain his beauty. I think if you used order with chronepsis than trickery would be a good opposite to it but if you took the UA fate domain than war may be a better option but really it wouldn't matter overall. in the end, the idea would be all 4 clerics serve Null but in different ways.
I'd love to see you guys talk out a four druids party! It'd be un-bear-able
I can't wait for All Paladin Party.
All of them worship the same god and they all say the others are doing it wrong
The cleric party I came up with when I first started watching the video was Life, War, Knowledge / Arcana, and Trickery
Immediately realized Twilight was going to get the nod but wasn't sure what niche it would fill.
After y'all mentioned the way Life becomes less necessary when everybody has the default cleric healing ability, my grouping would probably lean toward Death for martial DPS, War or Forge for tankiness, still Arcana or Knowledge for general utility, and Trickery is tempting, but so is a Light cleric with the criminal background.
An all druid party would be really good as well!!!
Thanks dudes!
Love that video as much as the all wizard party video
very fun and interessting to listen to you as allways
is this format going to be once a month continuing forward ?
I love this series. Can't wait to see the other classes!
Dude this idea is just awesome - love the all wizard campaign and monk too - or even paladins and it’s just a twist on the crusades. Amazing ideas and themes to explore.
I love the idea of an all cleric party made up of a twilight, life, peace, and grave cleric. Nobody would ever die
7:58 A similar trick for GURPS splatbooks back in the day was "pick 3 or 4 and make sense of them". Greece + Religion + Robots + Space = Battlestar Galactica, for example.
I recently played in a 5e version of Expedition to the Barrier Peaks. The party was comprised solely of druids.
Circles of Moon, Land (Mountain), Stars, Wildfire, and Spores were the party sub-classes. The setup was that archdruids of each circle sent a party representative to discover the source of strange creatures and, apparently non-arcane, technology in the peaks. It was epic.
Kelly might ought to hold up on a cleric S tier and look at what a bunch of tree hugging, furries can do together!
I'd love to see your takes on an all Monk party. Stunning Strike plus Flurry of Blows is such a useful combo that normally the Monk's other Ki point abilities are inefficient, but since a target can only be stunned once per round, the other Monks would be able to use their damaging Ki point abilities.
I've been playing a peace domain cleric. Emboldening Bond stacked with bless is just fantastic(+2-+8 on attacks AND saving throws). The utility of the Protective Bond to determine where the damage goes in the party can be taken advantage of as well.
The DM has to prepare every encounter about 5 levels higher than the party level actually is, to give them a challenge
Ran a short campaign with 3 17th level clerics, each with a 7th level cleric retainer. There was a demonic invasion blasting out of an ancient tomb. They needed to go in and close the demonic gate inside the tomb.
I"m so used to having a decent charisma score as a Cleric because I used to focus on Undead dealing in 3.5 and Pathfinder, You needed WIS for your spellcasting and CHA for turning, I also think Clerics can be needed to be very social in Intimidating situtions to keep people on the straight and narrow, to help people express their feelings and when I was playing my Cleric, I was very expressive to the point where I came up with an entire wedding ceremony for my Cleric of Shelyn :) Was very proud of myself for that one. :)
Just what I was looking forward to
4 hours ago I started my campaign (Out of the Abyss) with my party of 4 clerics.
Domains:
Peace, Grave, Death, and Twilight
Please do a video like this for every class. Personally I would be really excited to hear about what kind of shenanigans and all druid party could get into.
Would absolutely love to see you guys run these all one class parties through some bonkers lvl 20 adventure to see how they do
What a great video. Might be biased playing two different (not that kind of Clerics characters) (not a healer) Clerics can almost always be a very strong choice.
Also don't forget the spell Barrowed Knowledge. That combined with Enhance Ability or Guidance or both if you have 2 clerics (which you do) makes it literally impossible to fail any Ability check, even if it's one you're bad at. Clerics literally have no weakness. Easy S tier
You can't ignore their weapon attacks when you factor in Divine Strike. And most of their damage spells deal Radiant damage. The only creatures that have resistance is Celestials. And concerning high level wizard v high level cleric I would like to refer you to the Bonaduce father son fight where Cadderly came out on top. For battle control remember Divine Word and Banishment.
A fun party is one of all Dwarves who are of the forge, war, light, life domains all patrons of Moradin. They all fit very thematically with the Dwarven life and have light(fire) from underground. War fighting any army that attacks the clan, the forge from the minerals they mine, light for the fire/lava under ground and the fourth can really be quite a few thing but the life domain is the balance that fire creates(with destruction comes new life).
I once played a Halfling Trickery Cleric in a 3 shot alongside a Dwarf Knowledge Cleric and we didn’t step on each other’s toes at all. We actually played very different. Made me appreciate the versatility of the Cleric Class!
We had this happen in our 1E group. The campaign was rather as Gygax originally envisioned, which resembled a series of pickup games. Players found that Magic Users got squished by physical damage at low levels, and Fighters got eaten later. Clerics (and Druids) combined robustness and spellcasting (with fast progression at low levels) and were found to do best. When I brought my Druid along I generally had to operate as an erstatz wizard, which was fun to figure out. When we saw the other classes it was almost always in some sort of multi- or dual-classed combination (including the 1E Bard).
Once 2E came along I played in a game where characters had inordinately high ability scores. In that context Fighter/Cleric multiclasses dominated. One thing that was poorly recognized in 1 and 2E was that ability scores seriously affected the balance between the classes. For example the 2E Fighter/Cleric combination was completely useless to a character with just a couple of 15/16s.
Decades ago, I ran an all-cleric campaign (sort of; it was 2e AD&D and the way classes were defined was different). Translated into 5e terms, the six PCs were Storm, Order, Knowledge, Trickery, Nature, and Death. They represented the main gods of the pantheon, normally diametrically opposed, but drawn together to fight against a threat to the whole pantheon.
The big problem I had as DM was the unkillableness of the party. With so much healing, it was difficult to create challenging encounter.
I've been thinking of playing in a party of all Warlocks. I think it would be fun and drive the DM nuts: "Time for a short rest." I hope y'all do an episode on this. Keep on keepin' on, dudes.
It would be brutal.
1. Patrons are flexible enough to cover every role. Say a hexblade (tank), a celestial (healer), fey (scout/rogue), and fiend (blasting)
2. You have pacts really increase abilities. Blade for melee, book for utility, chain for scouting, and maybe a genie or something.
3. Invocations help focus on roles.
4. Everyone could have devil's sight which would make a single darkness brutal.
5. Everyone has good ranged abilities.
etc.
I LOVE this series, gives me such good thought experiment material for my NPC's in my game.
I feel like this would be a pretty solid group to run with. I love the Cleric class!
Regarding the social capabilities of the Clerics, Fast Friends isn't necessarily a casual spell to use, but when you NEED to succeed, that's available on the Cleric spell list for Social situations. Wanted to toss it out as I didn't see it mentioned in the video.
It bears mentioning that the fact that the whole party has decent AC, good ranged options, and unmatched healing means that you can afford for party members to prioritise one each of Str, Dex, Int, and Cha over Con. This along with careful allocation of skill proficiencies from backgrounds and lineages can solve the cleric party's skill problem by trading against their ridiculously high survivability.
Oh, and if you want to break the world with downtime at higher levels, you have Planar Binding and Summon Celestial. With a year of prep time and a lot of gold, you can muster an army of thousands of angels and conquer hell.
I like these party ideas. You end up with feats that often get ignored like Skilled, Magic Initiate, and even Weapon Master being premium feats. Very interesting and fun.
My group did a fun thing awhile ago for a one shot, it wasn't "All clerics" though. It was "Everyone needs a connection to this specific temple, and a reason to do this job for them."
We had the standard "I was a temple guard (fighter)" "I was an inquisitor. (paladin)" "I was a priest. (cleric)" Then we had "This servant of the god is my Patron (warlock)" and my personal favorite "I stole a thing from them, felt bad, brought it back, and agreed to do the job as penance. (rogue)"