We all agree on the necessity of compromise.
We just can't agree on when it's necessary to compromise.
~ Larry Wall

Items of Interest

Play D&D Here

Dungeons and Dragons: Without a Cleric?

It’s been long debated by some that a D&D party must have the basic abilities that come from the four main classes: fighter, wizard, cleric, and rogue. With this optimized array of skills, feats, and abilities a group should be able to tackle the challenges they face. Each seems to do something that cannot be easily replaced by one of the other classes. And we’re not talking about the hybrid type classes here, like ranger, paladins, ect. But of the fantastic four. Each is unique in their own way. But what if one of these classes were missing.

With an absent fighter cannot a cleric, a rogue, or wizard make up for the damage a fighter can dish out and absorb? Without a wizard cannot the others find ways to circumvent obstacles, deal with foes, and defeat their adversaries? And if the rogue is missing doesn’t that just mean less surprise attacks, more broken down doors, and the sting of a few traps? And if the cleric fails to show up doesn’t that mean…wait, no cleric, who’s gonna heal us?!

Is the cleric the one single class the fantastic four cannot be without? Sure, a fighter can take the hits and deal damage better than the cleric. The wizard’s spell arsenal can navigate more obstacles and dish out the damage and even provide the buffs. But no one brings the one element to the party that the cleric does, and thats the ability to cast curing spells. But isn’t that also the one reason why many players do not want to play a cleric? They’re treated like bandaids, chastized for not reserving their spells for healing, and given a second rate selection of weapons and combat abilities.

I think most of us are guilty of reducing the cleric to the role of Florence Nightingale at some point and the clerics role as a support character saps some of the glory out of playing a hero. After all, the cleric is the heroes first aid kit. They get tired of listening to the fighter brag about the finishing blow while the cleric dabbs on the neosporin; or watching the wizard rain down fire on the enemy while they bless everyone before the melee begins. So ditch him I say. Drop the cleric off at the abbey and promise to bring him back something shiney. What would happen?

Well let’s look at that situation a little. Adventures without a cleric among our gaming group have sort of a taboo. Too many times when the cleric’s player doesn’t make the game the party has been wiped out. We now jokingly speculate that we’re gonna all die if the cleric doen’t make the game and bat around the idea of doing something else for the night. So what really happens then.

Well, the most obvious is the lack of ability to heal injuries. Of course this can be cicumvented with potions or purchasing the healing elsewhere. This still has a significant effect though. Using the potion still takes you out of a fight for a moment to drink it. Else if you wait you may be putting your character’s life in serious jepardy. So this leads to shorter forays into the combat zones. And if funds are short or healing just isn’t available then you have significanly more down time to wait for natural healing to take effect.

Beyond the healing though I think the cleric can sit it out. Sure they have their own interesting selection of spells but are they really that interesting? I think the wizard’s got a better line up. And their combat prowess is a nice complement to the fighter’s, but it’s still second rate and next to the rogue’s sneak attack they’re ability to deal damage falls flat.

Wait, they turn undead, I forgot about that. Um, well I was glad when they published the feats that allow you to do something useful with turn undead. It’s just not that handy. So what’s the argument then? Why shouldn’t the cleric hang up his holy symbol and multiclass into something else? Straight up clerics just don’t got it.

Popularity: 4%

Related Posts

One Response to “Dungeons and Dragons: Without a Cleric?”

  1. Trigger happy cleric Says:

    *Blows off the dust from an old subject.*

    Yeah, well, sorry to start anew this old topic, but I saw some points I just couldn’t ignore.

    1-Clerics are awesome. In the last 4 sessions, I fell in love with my cleric, I won’t ever say anything bad about any of them(I might still blame the player for poor spell selection, but never the class)

    2-Clerics, with a couple of buffs added, can do both the tanking and and the melee damage of a fighter. Of course, a buffed fighter will still out-damage a cleric, but he won’t be buffed if the said cleric is only healing.

    3-Even if you don’t count the “cure” spells(including healing), the quality of restoration(break enchantment, regenerate, restoration, neutralize poison) is hard to get with potions and wands.

    4-Finally, my last point. You were waiting for that, weren’t you? Anyway. Damage. I’m currently trying to break the 240 damage cap with my cleric. Sure, fireball would’ve been nice, but my point is: Clerics can deal with pretty much anything an adventure can throw at it and deal with it. Cleric is the middle ground with extras. Sure, that means anyone can do that stuff, but even better, but it also means that if your wizard is down, the cleric can do that job, if the fighter is away, the cleric can do that job. Heck, with find traps, he can even do the rogue’s job.

Leave a Reply