In , Paladins and Clerics are the two divine spellcasters. They both get access to some of the same spells and can fill similar roles in the party composition. Though they are often considered to have fixed roles as damage dealers and healers, there is a lot more to them and a considerable amount of overlap in their abilities.
Due to having some abilities in common and being alike in terms of lore, it may be difficult for players to choose the right one for their character. It's hard to say which one is the best choice, as it depends on the player's preferences, but there is a lot that can be compared between the two. So, which areas do the two classes shine in?
Despite the two classes actually being fairly similar, they're at opposite ends of the popularity scale, as revealed on X. Paladins are half-casters, which limits them to spells only up to level 3. Unlike Clerics, they don't get access to damage-dealing AOE spells. Paladins can perform various smite attacks, but the one they will likely be using the most is the iconic. This spell is very reliable, being a very heavy hitter and not using up a spell slot on a miss — players also have the option to turn regular critical hits into divine smites by using a reaction.
Meanwhile, Clerics are, of course, full casters. This means that later in the game, they have access to many different spells, often more than a player may know what to do with. Though aPpaladin won't have access to spells outside of third level without multiclassing, in the later game, Clerics get access to very powerful spells such asHarm, Insect Plague, Telekenesis, Blade Barrier, Planar Ally, and Flame Strike Inflict wounds, and Guiding Bolt are also very powerful against enemies at the beginning of the game, and are acquired at level 1.
Clerics are often written off as healers, though healing is generally a secondary ability to the classes that function as a support role. It could be argued that tries to prompt the player to think outside the
Read more on screenrant.com