I think you're doing well so far. Horukh is about as well-established as any PC so far. I'd say continue the recent trend of using the Priest spells from your spheres, with cool descriptions and clerical narratives tacked on. You can hit some weaker creatures (like goblins) with your staff, and I believe you still have Turn Undead ability to try later. There should be more spells to try too, as well as repeating the familiar Cure Light Wounds, Bless, Faerie Fire, and Protection From Evil. All proved useful so far, aiding the party. Good advice from Torvald on leaning towards casting and often buffs (protections, enhancements to yourself and party members). We could work on some of your Henchmen and Hirelings . Perhaps you want to take an Escort or a Bodyguard along, Scribe, Porter, Navigator, Guide, Sage, someone else? This would be an under-PC, an NPC-Henchman of yours, not a full PC in stats, XP, or story. We would start with determining their species, class and occupation in your employ. Let's check your AC . I remembered that Kenku have a Natural AC of 15, due to Feathers, so I want to make sure that's listed on your sheet. Profile-wise, Horukh is the Lowest Strength in the party, and also the lowest Con in the party. Guess what? Horukh is also THE WISEST in the party, the most gracious and Charismatic in the party (one of the few 18's), and the #1 most Perceptive member of the party. That's a lot of distinctions! Fancy Bird bears some kind of outstanding award among the party on 5 out of 7 ability scores. Horukh The Weak, The Sickly, The Wise, The Gracious, The Perceptive. Therefore the stats say, focus on the Personality traits. Int + Wis + Cha + Perception, your total personality power is mechanically greater than most, and should be brought to bear in-game. Note that Int, Wis, and even Perception can be used for deducing things (like political plots, alignments, secrets, likely hiding places, puzzle solutions, and so on). What should I work on more to be an effective 2e priest? Cast all of your spells per-day, as a matter of policy, cast them up by the end of the day. Meter your spells out so that they try to last the whole "day" until you can sleep, but don't hold back much. Let loose with all your spells. Watch your party mates' health-bars and use healing spells wisely when needed. At the end of each day, any unused spell slots can be offered for bolstering healing, or night-watch protections. Turn the Undead when you meet any corrupted and evil ones. Vanquish them. You're the best in the party at expunging the undead, although you haven't met any in Horukh's adventures as of yet. Watch out for all manner of Skeletons Zombies Wights Wraiths Ghosts Vampires Mummies Lich etc. The Spirit World contains good and neutral ghosts as well. Most of the undead are typically evil abominations. However note the difference of the Spirit World which may reveal the appearance of ghosts who are non-evil bearing messages. Talk/explore and fear the spirit world! Are there specific magic/holy items I should always have, or, ones I should trade or quest for? Always have or get: Keoghtom's Ointment Holy Water Potions Of Healing Trade or find: Ring of Protection Scrolls of Protection (From Fire, From Acid, From Cold, From Poison, From Undead, and so on) Quest or find-discover: Mithril (ultra light metal mined by dwarves, crafted by elves, good for featherweight armor) Elven Chain or other ultralight armor Ion Stones (aka Ioun Stones) Figurine of Wondrous Power Ring Of Spell Storing Ring of Regeneration Rod of Security Staff of Curing Rod of Resurrection Plus anything to help you with flying & get your fellow party members able to join you in the skies for flying purposes that may arise. There seems to be a lot happening in the sky, that may be of interest later. Trying to actually hit anything (like using a melee weapon or bow) would just be round upon round of disappointment I fear. I would encourage you to try repeated melee against mooks (lower level opponents) when your HP is at Max, if a spell is not needed in the situation. You can hit some things with your staff in melee, but it is a risk. Your Strength is bad, and that's a negative. However the Cleric is 2nd-best after Fighter, in your Attack Bonus according to your class, so it's not terrible. Against higher-powered monsters, you're right, you are not able to hit them much. But against more gang-like smaller monsters, you would hit a fair amount if you swing repeatedly. Yes there would be some misses, but the law of averages will bring you Hits after a few rounds. If the situation does not require a spell, then swinging repeatedly may be your best bet against lower-armored enemies especially. Sometimes you just roll a fast swing, and miss and we move on quickly to the next person (this can be good), but if you get lucky and roll 20 (5% of the time) then you get a narrative and a longer turn to talk. If you get a Hit, maybe it's 10% of the time, maybe 20%, 30%, it comes around if you keep trying. If you don't swing you never get a hit! If you roll 20 you ALWAYS HIT, so it's never a lost-cause even at 6 STR. How can he get news spells, which ones would be good? Let's have a party-conference-look at your total spell list and pick out some good ones to bring up. Since it's a 'high magic campaign', I've granted the Cleric free casting of your Level 1-2-3 spells, which should be a boon to the PC, adds flexibility and flavor. So you have ALL the spells that you could want, with the exception of spheres you don't access because of your personality-pantheon. You should have a large selection of spells that will only get more powerful when you level up a bit more. Have we got a full list of your spells Level 1-2-3? Let's Write down ALL the spells from all your spheres, sorted by Level. We will Make a list of all the 1st level spells you can cast, all the 2nd level spells you can cast, all 3rd level spells. We should have a substantial list to review then, and I'll help you (along with the other Players) to recognize any spells that you aren't sure how to use them. If you don't have such a list prepared, comprehensive-organized in writing, we can work on it together in the game or before the game. no problem. This is the key to your access to a large number of spells. Let's get your spell list in clean-text list so Torvald and the others can look-on in the thread. Estimated 30+ spells. What if he found a clerical magic item that used charges, how could he recharge the item? Items with charges should usually just be used as soon as you find opportunities. You can't recharge them yourself until higher levels but you can buy recharging services, or obtain some graces of the Gods if you perform fitting actions. A few certain items should be reserved for necessary applications (Cure Disease, Neutralize Poison, Slay Mummy, etc). Most items with charges should be used liberally in-the-game action. This DM does not like to see awarded items hoarded away or, worse, forgotten, or worst of all: not written down on your sheet and then completely forgotten POOF. All items placed/awarded in-game treasures means that I thought it would be fun and interesting to see it used, or possibly it's a clue that you would need such an item for upcoming scenarios, so use your magic items whenever you see a place that it can be applied. This also fits with the 'high magic' theme. I saw some that said "can be recharged by a 12th level cleric" and I thought, "where the heck are THOSE going to be on this planet?!" There are a few around, 9th level, 12th level, up to perhaps 20th level or so. There are divine and diabolical powers at play beyond 20th, too. It is a full-scale Earth size homebrew world. The continental area from Alta to Portlandio is only the size of a couple provinces of Canada. Other parts of the homebrew world have established civilizations. There are high level shamans, clerics, temples, monks, diviners, all sorts. Within Portlandio some of the higher level clerics in the immediate vicinity, at the moment, are priests at the Greek Temple, others at the Temple Of the Phoenix, and the Temple of Chauntea, possibly other places too. Other cultures like the Lizardmen and Bullywugs of the marsh lands have their shaman and priests too.