![]() They get healing spells (though not as many as the Cleric), as well as offensive spells, placing the Druid somewhere between the Cleric and the Wizard in function. These three abilities allow them to be fantastically versatile. Druid: Druids’ three big components are their animal companion, their spells, and wild shape.Divine Metamagic makes them able to use metamagic feats much more easily than other spellcasters, and Persist Metamagic works fantastically well for many powerful Cleric buffs which normally have rounds/level durations. Their access to healing magic makes them essential in any party. Cleric: With a huge spell list and heavy armor, Clerics are proficient both as spellcasters and as melee combatants.Artificer: Extremely complicated to play, but very easy to abuse, the Artificer is a personification of how powerful magic items are in 3.5.While it lacks the offensive power of a Wizard, the Archivist is supremely effective as a Support and Utility character, and is an absolutely fantastic Librarian. Archivist: All of the spell options of the Cleric, but considerably better skills in place of the Cleric’s ability to wade into combat.These characters tend to eclipse entire parties. ![]() These guys, if played with skill, can easily break a campaign and can be very hard to challenge without extreme DM fiat or plenty of house rules. Has world changing powers at high levels. Often capable of solving encounters with a single mechanical ability and little thought from the player. Capable of doing absolutely everything, often better than classes that specialize in that thing. ![]()
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