How do spell slots and preparation work when multi-classing between cleric and bard

I’m planning to play a multi-class bard/cleric character, and I wanted to verify how spell preparation and slots work across the two classes, particularly since they use different approaches for casting.

  • Can spell slots from the the total number available from the Multiclass Caster table (PHB pg165) be used to cast either known Bard spells or prepared Cleric spells?
  • Is it correct that Cleric spells must still be prepared each day from the set of available Cleric spells for the character’s level?
  • Is it correct that Cleric spells must use Wis as the primary stat, and Bard spells must use Chr?

I’m sorry if this has already been asked before, I couldn’t find an answer on first look. Thanks.

Pathfinder Brewkeeper (cleric prepared spells interaction with metamagic)

I have recently came across the Brewkeeper prestige class and i fell in love with it, the interactions it has with spells and potions is amazing for late game, especialy when you have potions left over from lower levels, but one thing bothers me, i know the rules on metamagic is that it increeses the level of the spell being cast but with brewkeeper you can add a metamagic effect onto a spell as you cast it, if you have levels in cleric and cast an already prepared spell and add a metamagic effect onto it with the brewkeeper’s helpful home brew ability does it use up a spell slot of a higher level? if so wouldnt that break the aspect of clerics needing to prepare the spell beforehand, for instance prepare 1 use of a level 2 spell and augment it to level 3 with a metamagic feat, using the 3rd level spell slot while keeping all your other level 2 spell slots free to take other spells?

What happens to Cleric builds when Divine Metamagic is banned?

For most Clerics, Extend Spell, Persist Spell, and Divine Metamagic: Persist are as good as class features. However, a not too rare house rule is to ban Divine Metamagic (due to its extreme power). I’ve never been in such a game, but it seems obvious to me that this house rule will have major consequences for what Cleric builds are viable. For example, it potentially frees up three feats for you to take. I would like to know more about this. What changes are typically made to Cleric builds when Divine Metamagic is banned?

Note: I’m not asking for Theoretical Optimization builds. After all, if a DM is going to ban Divine Metamagic, then any Theoretical Optimization builds are likely to get hit by Rule 0. Given how common I suspect this house rule to be, I wouldn’t be surprised if there’s a handbook for it.

As a DM I gave our dwarf cleric a bear cub as a companion, what can I do?

So I’m with 2 PCs, playing D&D essentials kit. Most of the time we follow the plot, add some extra things there and here and of course doing some improve. I try to stick to some of the rules but not always, to make it more fun.

The PCs recently encountered a big brown bear and killed it. A bear cub appeared and they managed to persuade the cub to go with them and they have it now. I applied wolf stats to it (didn’t give them the card yet, should I?). So now I’m thinking what this bear could do. I do not want to mobilize it as a fighting companion but make it more passive in battles and just help them with it’s perception and some other goodies.

I was thinking:

  1. Make the bear cub not grow with time, but rather give them an item to make the bear stronger in terms of constitution.

  2. It mostly follows them and will not run away on it’s own unless it’s in life threatening danger.

Edit: Question: Do my two points make sense and what stats should I include any other mechanics that would work with this relationship between dwarf and bear? Should I allow mounting of the bear once it grows?

edit2: what stats and info can i reveal to my PC?

Maximizing healing and damage for a Cleric

I am planning this character out for levels 1-20. We’re starting at level one and we are continuing until we’re done or dead.

I’m having some trouble deciding on my feats, and spells to maximize damage and healing output.

I understand that warpriest clerics are given armor proficiency to help make creating a 2nd edition battle medic super easy, but I’m trying to balance my character perfectly between doing damage with my deity’s weapon and healing my allies. I’m having a lot of trouble judging which trade-offs to take so that I can hit harder while still being a viable healer.

As a character, I’ve chosen Cleric, Warpriest, Dwarf, Medium Armror, Shelyn, and Glaive.

Right now, my plans for feats are leaning toward Domain initiate with Zeal, communal healing, divine weapon, but the details are starting to get fuzzy. It’s all the different numbers floating around that are confusing. I really just want to increase the amount of healing from my spells and the amount of damage from my glaive. What is the best way to balance these two paths?

Pathfinder 2e: Cleric feats, skills and spells to create a strong battle medic

I’m having some trouble deciding on my feats, skills and spells. Everything else I’m already sold on.

I understand that warpriest clerics are given armor proficiency to help make creating a 2nd edition battle medic super easy, but I’m trying to balance my character perfectly between doing damage with my deity’s weapon and healing my allies. I’m having a lot of trouble judging which trade-offs to take so that I can hit harder while still being a viable healer.

As a character, I’ve chosen Cleric, Warpriest, Dwarf, Medium Armror, Shelyn, Glaive, and Pick.

Not that it should influence my decision much, but the but my allies in this group are: rogue, sorcerer, barbarian, monk, and fighter(longbow). Here are things I’m trying to be good at:

  • Glaive
  • Pick
  • Healing
  • Crafting

Someone may wonder why I’m trying to be good at two melee weapons, and the reason is that I like to build my melee characters with both reach weaponry and close weaponry. This way I can sit behind the barbarian or defend myself when someone circles around. Another person may ask why the focus on crafting, that comes from character roleplaying. I’m a very wholesome dwarf who really loves worshipping Shelyn. She demands that I master a craft!

I’m having a hard time hitting all the prerequisites for feats. It seems like I don’t have enough to take what is required to be a great healer and a great warrior.

Cleric Channel Energy heals and damages at the same time?

Can a Cleric use Channel Positive Energy to damage and heal at the same time?

For example: An undead and a living human are 10 feet from the cleric. The cleric Channels Positive Energy. Does he damage the undead and heal the human?

If he can only heal or cause damage, and not both at the same time, why not? There is not much sense behind this. If it is a burst of Positive Energy shouldn’t it affect all in the area in some way? How does Positive Energy stops healing living creatures or stops causing damage to undead?

Does the Life Cleric ability Disciple of Life apply to the spell Aid?

My first thought was “Oh, yes it does, because it is giving hit points”. Then a closer reading seemed to show that no it doesn’t, because it isn’t restoring lost hit points.

I’m still low level so I’ve been keeping Aid in my back pocket, and it’s only been used once. If the Disciple of Life ability did apply, it might actually make me hang on to it for a bit as the spell could be useful for the squishies.

Why is Share Energy left off the GURPS:DFRPG Cleric spell list?

I’m playing in a play-by-post Dungeon Fantasy/DFRPG (“Powered by GURPS”, based on 4th Ed.) game, and just built a healer who comes with an Ally, who is also a healer. DFRPG limits the entire Healing college, aside from Lend Energy and Recover Energy, to Cleric class characters only — and left Share Energy off the Cleric list (at least the one I have access to, in DF:1).

My character build has shown me there is at least one spell that is on the list, at a low Power Investiture level, that a single individual effectively can’t cast at a low point total without being a “one-trick pony” — giving up a lot of the template abilities just to empower that one spell. That spell is Final Rest, with a fatigue cost of 20.

A low point total character (say, a 187 point Ally) would be unable to cast this spell without drawing a number of hit points (in my case, with a shaved down Cleric template, I’d have to use 7 HP). The skill penalty of -1 per HP used to power a spell means this reduced-point character would be casting at effective skill 6 — not a recipe for success.

I know I can have a Power Item, but starting characters would have to spend points on Wealth (no spare points in the template) to be able to afford one large enough to avoid drawing on HP. Alternatively, I could cast as Ceremonial Magic, but that requires Skill 15 and either one or more partners with the same or higher skill (requiring duplication between the two healers), or a congregation who can contribute 1-3 FP each, depending on their abilities — and that’s a bit of a problem to travel potentially weeks from home base with.

My GM has suggested using paut (a potion found in DF:1), but as I read it, that only replaces spent fatigue, rather than letting the user store up FP prior to a casting.

Now, as things stand, I have a way to make the spell possible, by using a small Power Item to limit the number of HP required to cast when fully rested — and I’ll probably wind up going that way for this game — but I wanted to check if there was any statement from the game designers concerning why Share Energy was left off the lists?

My GM suggested it was mainly used in enchantment, but the limit of 5 FP, and the DF/DFRPG bar against wizards using Healing college, plus the complete deletion of Enchantment college for PCs make that argument a non-starter. In fact, as far as I can see, the most likely explanation is that it’s really only needed for this one spell, was either left off as an oversight, or it was preferred to force Clerics into ceremonial casting, large Power Reserve, or large Power Items — but I’d like to be sure.

What power I actually get as a Cleric with Fire domain?


Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Being a good cleric (actually, a neutral cleric who channels positive energy), would I get both abilities or just the first one?

If I get both, is the daily limit shared?