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D&D 5E Tempest Cleric seems VERY strong


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Caliban

Rules Monkey
There are over 100 AL legal adventures right now. I linked to them. Sorry, but you're wrong. Insulting me isn't going to change that.

*shrug* I didn't insult you. You wanted to "back up" Zaardnar in insulting me and calling me names and I refuted you.

But 100 would indeed be a limited number, once you take into account those adventures are limited by Tiers. Tier 1 is for lvls 1-4, Tier 2 is for lvls 5-10, Tier 3 is for lvls 11-15, and Tier 4 is lvls 16-20. Plus, the modules are all written to be played in either 1 hour, 2 hours, or 4 hours.

So for most game days and cons the adventures you need the most are in Tiers 1 and 2. New players have to start with a level 1 character. It can be hard to get enough players for a tier 3 mod, and almost impossible for a Tier 4 mod. I only have 2 characters that can play in Tier 3 mods, most of them are stuck in Tier 2 because I have to keep starting new characters - we get an influx of new players and so only tier 1 mods can be run, or they need another player to make the table legal, etc.

The reality is, if you are playing at public game day or gaming convention, you are going to see a lot of the same mods run, over and over again. This would be over the course of a few years, not a weekend (unless you are at a convention - then you may see the same mods run over and over again over a few days).

You may not like it, you may not think it is necessary, but that is the reality. I know, because I've lived it. I don't actually like running AL mods, so I don't really know all the details of ordering them and running them for game days. I may be missing a few nuances. This is just my experience as a player for the last 6 AL Seasons.

But if you want to continue complaining about how bad you think AL is, might I suggest you take it to the AL forum instead of telling me about it?

I'm sure you will receive a warm reception and people will eagerly share information with you.
 
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Darkness

Hand and Eye of Piratecat [Moderator]
This thread has some civility issues. Name-calling and other personal attacks don't belong on these boards. Always attack the argument - not the person behind it. Also, there's way too much snarking at your fellow posters going on in this thread.
 


KahlessNestor

Adventurer
Even on the AL boards/FB, the general feel I get is reading a module to see if you like the loot is considered...gauche. Sure, there's nothing anyone can do about it (honor system and all), but it was considered bad form. Even when I complained about not enough secret missions (I kept missing them because I don't get to play every week) for my character that had enough renown to be Level 4 in his faction but only had 1 secret mission, no one was willing to openly tell me where they could be found, because spoilers. Someone did PM to offer me a list, though.

But once you play the module once, sure, there's no erasing it from your memory, and you are allowed to replay with a different character. No one is ever guaranteed to get the loot, though, given the way magic item distribution works.
 

Nathan Mitchell

First Post
Back to the topic of Tempest Clerics...

When I first played a Cleric, I did so because I was asked to fill a hole in the party. I chose Tempest because I wanted to be more than a healbot and to say it exceeded my expectations is a gross understatement. I was a Hill Dwarf for the additional HP per level and my DM was nice enough to allow me to pick up Booming Blade as it is thematically appropriate. Spiritual Weapon gave me an additional attack from up to 60ft away and Spirit Guardians combined with Booming Blade to put melee enemies in a catch-22 situation. Our resident Paladin was reliant on Divine Smite to out-do me in terms of DPR when I had both Spiritual Weapon and Spirit Guardians active. Taking either Resilient: Con or War Caster is huge for this character though, if you're reliant on Magic Initiate or a multiclass to pick up Booming Blade you might struggle in terms of ASIs.
 

Justinmatson

First Post
So I'm a level 5 tempest cleric, still new to dnd, but I love the class so far! My chain mail and shield give me 18 AC so I can tank, and my thunder wave gives amazing crowd control. I usually end up taking out 75% of all enemies. I basically just charge 16 feet ahead of the group, do a thunder wave and channel divinity, then kill most the enemies. Wrath of the storm also is amazing and helps me kill off or at least weaken people as I'm trying to retreat once my initial charge is over and the rogue/fighters move in. I have decent strength but I'm mostly a spell blaster. Maybe I'll hit problems as I level up... I hear concentration becomes an issue so I'll probably take the war caster feat, but I also kinda wanna be an expert thunder god so might opt for spell sniper and elementally adept. I'm half human half fallen aasimar. My DM nerfed some of my powers, but at least I got necrotic shroud which is good if tanking goes wrong and I need to retreat. Similar to turn undead. Spiritual weapon is also amazing and it helps again with crowd control. I can't wait to try out call lightning and spiritual guardians. I thought about multi classing but I've developed a backstory and basically need level 20 divine intervention to help me with my goal: I'm gonna kill that jerk Poseidon!

Any tips on getting more thunder abilities? I guess just find magic weapons or multi class? How do you use sleet storm effectively? I'm not quite sure how to use it yet.
 
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5ekyu

Hero
justinmatson

IMX that rush of power sounds like New Tier Syndrome.moving to 5th opens power level that makes some of the tougher encounter pre-5th easy, specifically the mob of low lifes.

So before you get overly settled in with expectations, see how things play thru as you start hitting more enemies at your new tier CR etc.

As for sleet storm, that spell has a lot of control effects combined in one spell along with a decent area and range, si it can be useful in a lot of situations.

Heavy obscured basically creates blindness and can be used to divide the enemy into a small set your you can engage with your whole party and another set that can't really see you. that can cut down on their damage per round quite a bit while leaving yours untouched.
Difficult terrain makes getting out of that area slow going for some.
Dex save at start of creature's turn means another chance to make getting out of the area tough for many. A 30' move character spends iirc half of that just getting up and then has movement cost doubled. Even with sash thats only 22' of movement and if the majority of the effect's radius is in front of them, that may mean they stay in there multiple turns.
Forcing Concentration save each turn on casters - and against your spell DC not the base 10 or half damage - is big. (So casters are looking at DEX save or prone plus CON save or lose concentration spell - forcing two different saves with one spell is nice esp when its unlikely both are proficient on same character.

in general, it is one of IMO "those kinds of spells" that can be a quick and radical change to the circumstances of a fight in a lot of circumstances even as you level up without burning higher level slots.



Sent from my VS995 using EN World mobile app
 
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CTurbo

Explorer
So I'm a level 5 tempest cleric, still new to dnd, but I love the class so far! My chain mail and shield give me 18 AC so I can tank, and my thunder wave gives amazing crowd control. I usually end up taking out 75% of all enemies. I basically just charge 16 feet ahead of the group, do a thunder wave and channel divinity, then kill most the enemies. Wrath of the storm also is amazing and helps me kill off or at least weaken people as I'm trying to retreat once my initial charge is over and the rogue/fighters move in. I have decent strength but I'm mostly a spell blaster. Maybe I'll hit problems as I level up... I hear concentration becomes an issue so I'll probably take the war caster feat, but I also kinda wanna be an expert thunder god so might opt for spell sniper and elementally adept. I'm half human half fallen aasimar. My DM nerfed some of my powers, but at least I got necrotic shroud which is good if tanking goes wrong and I need to retreat. Similar to turn undead. Spiritual weapon is also amazing and it helps again with crowd control. I can't wait to try out call lightning and spiritual guardians. I thought about multi classing but I've developed a backstory and basically need level 20 divine intervention to help me with my goal: I'm gonna kill that jerk Poseidon!

Any tips on getting more thunder abilities? I guess just find magic weapons or multi class? How do you use sleet storm effectively? I'm not quite sure how to use it yet.


You must have a 14 Str or you would be using better armor right? You should have Plate by level 5 as long as your Str is 15. What is your Dex? You may be better off with Breastplate for more Stealth or Half Plate for +1 AC. I'd probably take Resilient (Con) before taking War Caster since you said you're mostly a spell blaster. I don't like the Spell Sniper feat but it's decent for you. If your Str is 14, and you want the better armor, you could take Heavy Armor Mastery for the +1 Str plus the -3 damage reduction to melee damage. My Tempest Cleric took that at level 1 and it's been amazing. Helps with concentration too. Maxing out Wisdom us never a bad choice either.


I have used Sleet Storm once and it was epic. The bad guys approached my party on horseback demanding we surrender. Well one Sleet Storm later, they were all prone and 2 of them failed their Dex saves and were trapped under their horses. It turned a supposedly hard boss battle into a cake walk. I think I like Shatter the best so far. One maxed out Shatter(24 damage) KOed almost an entire pack of Gnolls(22hp) before they could even reach us. The DM later admitted that we were supposed to run and not even fight that encounter.
 

Justinmatson

First Post
Wow cool. I just got to level 5 so I haven’t really gotten to play it much but can’t wait to try sleet storm out. You are correct that I only had 14 strength, but I just found some magic gauntlets of strength that will bring me up to 19! So I’ll buy some plate as soon a so can afford it. I also got magic stealth boots of striding and springing that remove the disadvantage of heavy armor. With my shield that will be 21 AC at level 5 which should be sweet.

im still torn between resilient and war caster. I have 14 con so the plus 1 won’t do much, thow I guess saving throws proficiency will help add +3 to bring me to 18. But isn’t advantage better? I feel like I always roll terrible so getting a second chance is tempting. Plus as a spell caster I like the idea of getting to thunderwave as an attack of opportunity.

spell sniper might be weak and range hasn’t been too much of a problem, but doubling my range could help with aoe spells so I can place them more accurately to not hurt my party. And ignoring cover might be good?

Is elementslly adept good? I basically want to learn as much lighting stuff as I can, but so it fits my character, but I’m not sure if many creatures are resistant to lightning (except Blue dragons) anyways, and most of my spells can switch to thunder if that’s the case.
 
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