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16

You are able to cast the cleric spells at a higher level. While spells known / prepared are handled on a class basis, your spell slots are combined. PHB, page 164, Multiclassing, Spellcasting, Spell slots Spell Slots. You determine your available spell slots by adding together all your levels ... Use this total to determine your spell slots by ...


14

1. Is there any requirement that the alignment be the same or close to their deity's? No, your alignment does not need to match the alignment of your deity. In the introductory paragraph for the cleric it reads (page 35 of the Player's Handbook): As you create a cleric, the most important question to consider is which deity to serve and what principles ...


13

In 3.5, you gain experience for overcoming challenges, not for individual things you do. So a fighter doesn’t get XP for successfully attacking, a wizard doesn’t get XP for successfully casting a spell, and a cleric doesn’t get XP for successfully turning an undead creature. Rather, they get XP when their attack, spell, or turn undead ...


9

The bonus proficiency is a domain feature. Domains are a class feature. The multiclassing rules state that you gain the class features when you get a new level in the new class. It then lists exceptions to this with channel divinity, extra attack, spell casting and unarmored defense. Domains are not listed, so it seems that the bonus proficiency is the ...


7

It really depends. for a cleric, they are functionally identical. Here are the damage expressions: Two hander: 2d6 + str TWF: 1d6 + str, 1d6 Literally exactly the same when you factor in that your to-hit is going to be the exact same number for both. You only get your Divine strike (I think War domain gets that at 8 and 14 like the Life cleric does) on ...


5

Yes! When you take levels of a new class, you get all of the benefits of their class features. When you gain a new level in a class, you get its features for that level. A few features, however, have additional rules when you're multiclassing... While channel divinity is one of the things that is listed as having a special rule surrounding it, Cleric ...


5

There's no standard amount. I D&D 3.5e XP is dealt for overcoming challenges, not for doing actions. If successfully turning those undead leads to their demise or lets the party otherwise "win" the encounter (for example by successfully bypassing it), you should get the XP those monsters were worth.


4

You can, but it won't help you in these cases. The target is a creature, which definitely includes you unless you are an inanimate object. The effects will likely not help you, since Effects that last a certain number of rounds end just before the same initiative count that they began on. (Core Rulebook page 178). So it usually only helps yourself ...


2

Sorc 1/Cleric 1 should be pretty solid. You'd have 3 L1 spell slots per day, you'd get access to medium armor and Shields, which is a nice boost to your AC. You'd also pick up the first domain feature for your cleric, which can be quite good. A S1/C1 would be a solid combination, it's a bit MAD as you'd want to make sure you have wis/cha/dex, but that's ...


2

You can touch yourself (har har...), although with the listed domain powers it's fairly useless unless your table wants to houserule that the bonus lasts until the end of your next turn (by default, it will end just as your next turn starts). You can target yourself with any touch power or spell that doesn't specify that you cannot. [Note that if you are ...


1

Here are the "rules" I would use: If you are going to take advantage of more than 2 "extra attacks", Two handed weapons is the better option. If you gain more from critical hits or once per round damage bonuses such as sneak attack damage dice, and those bonuses outclass the actual weapon damage itself (such as 3d6 sneak attack damage) then you will ...



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