Eventually I'll appear as a 2nd Dwarf Cleric.... Here is the basic list of of cantrips and spells. I
propose to prepare the purple spells. But as usual, I have questions:
1. Two of the spells are listed as "bonus actions". Obviously they won't do me much good if I can't use them. What typically triggers the ability to perform a bonus action?
2. I also have a question about
Initiative, which controls the order that players take actions. One of the spells that the Cleric Dwarf has is
"bless" which appears to be very handy. Ready about it below. However, this is where the initiative question comes in. To be effective, Bless, would be cast first so that other players would benefit from this spell in their attack rolls, however this would have to be coordinated so it is cast first. If the Cleric does not end up in the first initiative slot, could other players give up their initiative letting the cleric go first, but not lose their turns for that round?
3. Looking at the on-going Goblin attack scenario, I think
Thaumaturgy might be handy too as a distraction.
Here is the description about Initiative from basic rules:
Initiative
Initiative determines the order of turns during combat.
When combat starts, every participant makes a Dexterity
check to determine their place in the initiative order.
The DM makes one roll for an entire group of identical
creatures, so each member of the group acts at the
same time.
The DM ranks the combatants in order from the one
with the highest Dexterity check total to the one with
the lowest. This is the order (called the initiative order)
in which they act during each round. The initiative order
remains the same from round to round.
If a tie occurs, the DM decides the order among
tied DM-controlled creatures, and the players decide
the order among their tied characters. The DM can
decide the order if the tie is between a monster and a
player character. Optionally, the DM can have the tied
characters and monsters each roll a d20 to determine the
order, highest roll going first.
-Cleric L1 Spell List (Basic Rules v0.3, p82)
Proposed Spells to Prepare are Purple
Scenario Started With Blue Spells
Cantrips (0 Level)
* Guidance
* Light (Cantrip, touch, 1 action, lasts 1 hr, components V&M?, any object no larger than 10’ any dimensions will shed bright light (any color) for a 20’ radius, and dim light for an additional 20’. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
* Resistance
*
Sacred Flame (Cantrip, Ranged 60’, 1 action, Component V&S, Instantaneous. Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
* Spare the Dying
*
Thaumaturgy ( Cantrip, Ranged 30’, 1 action, Components V, Duration 1 min.)
- You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Spellcasting Ability- (Character sheet) Wisdom is your spellcasting ability for your spells. The saving throw DC to resist a spell you cast is 13. Your attack bonus when you make an attack with a spell is +5. See the rulebook for rules oncasting your spells.
Prepared Spells are Purple
Started Scenario With Blue Spells
1st Level Spells
* Bless- (1 action, components V+S+M, up to 3 targets, ranged 30’, lasts 1 min, enhances target’s attack by d4 added to their Attack Roll of Saving throw).
* Command- (60’ command a target)
* Cure Wounds (touch, 1action, components V &S?, target regains 1d8+3 (Wisdom modifier).
* Detect Magic
* Guiding Bolt- (1 action, ranged 120 feet, Components V&S, target takes 4d6 radiant damage, the next attack roll against this target before the end of your next turn has advantage.) <--by someone else?
* Healing Word (single target,
1 bonus action, instantaneous, ranged 60 feet, regains 1d4+ spellcasting ability modifier (Wisdom +3).
* Inflict Wounds (touch, 1sec, 1 action, target takes 3d10 necrotic damage.)
Sanctuary- Protects a target.
* Shield of Faith- (
1 bonus action, duration up to 10 min, ranged 60’, Protects a target with a +2 Bonus to AC for duration.