First and foremost thanks for your interest and help (if given)!
Alot of the D&D 5e rules are as clear as mud (especially Adventures League). (Especially for an old school player like myself).
Concept: Flying Dwarf/ tank with healing AND a Dwarven Thrower...
"Flying Boots" have to be attuned therefore = sux!
Flying unless you have DM perks is limited to Dragon Sorcerers 14th and Boots of Flying (to my knowledge - new to 5e and AL).
Someone turned me on to Tempest Cleric over War Cleric for Heavy Armor Prof (hence the reason lightning was chosen - not for Thor).
Most people say go mountain Dwarf over the Hill Dwarf but Hill essentially gets 2 Con points for that 1 life per level and that +1 Wisdom is huge.
Opening Attributes
Str: 14
Dex: 10
Con: 15
Int: 8
Wis: 13
Chr: 15
Clerics need to be able to hit something at first level and 14 is a good starting point.
Can't have Dex negatives for initiative and Dex Saves for a tank are crucial.
Con is the most important stat for this build.
Int is for skills and I will cover that in skill packages.
Wisdom is minimum for Clerics because this build does NOT need to overcome resistance most time.
Charisma is where spells need to get over resistance also this is useful for some other things.
Skills
Background: Custom; "Dwarven Equalizer" (mafia) Investigate Perception
Class skills: History Religion
(At Level 20)
Acrobatics +0 DEX (0) -
Animal Handling +2 WIS (2) -
Arcana -1 INT (-1) -
Athletics +2 STR (2) -
Deception +3 CHA (3) -
History +5 INT (-1) +6
Insight +2 WIS (2) -
Intimidation +3 CHA (3) -
Investigation +5 INT (-1) +6
Medicine +2 WIS (2) -
Nature -1 INT (-1) -
Perception +8 WIS (2) +6
Performance +3 CHA (3) -
Persuasion +3 CHA (3) -
Religion +5 INT (-1) +6
Sleight of Hand +0 DEX (0) -
Stealth +0 DEX (0) -
Survival +2 WIS (2) -
Passive Perception: 18
Level Build Out:
1: Tempest Cleric
2-17: Bronze Draconic Bloodline Sorcerer (that take you thru the 4th feat and wings)
18-20: Tempest Cleric (for the additional feat and some spells).
(maybe need some help on order progression suggestions are always appreciated - maybe a lvl of fighter???)
Feats:
Dwarven Fortitude (Dodge = heal, Periphat of Wound Closure = double healing + cast shield of faith and reaction shield)
Shield Master (for Dex saves)
War Caster (unwanted but needed)
Elemental Adept (Lightning) (for the resistance beat -also unwanted)
+1 Wis +1 Chr
(Definitely need suggestions - work arounds)!!!
Spells:
Cleric spells memorized (CL 4th)
Spell Save DC 16 Spell Attack +8
2nd—find traps , gust of wind , shatter, spiritual weapon
1st—bless, cure wounds , fog cloud, guiding bolt , shield of
faith, thunderwave
Cantrips—guidance, light, resistance, word of radiance
Sorcerer spells known (CL 16th)
Spell Save DC 17 Spell Attack +9
7th—plane shift
6th—chain lightning, sunbeam
4th—stoneskin, storm sphere
3rd—haste, lightning bolt , thunder step
2nd—blur, knock
1st—comprehend languages, magic missile, shield,
witch bolt
Cantrips—blade ward, booming blade , light, mage
hand, shocking grasp , thunderclap
(note Spiritual Weapon, Shield of Faith are bonus actions and combo really well off the dodge action along with shield reaction).
With +3 Plate
A Dwarven Thrower
A periphat of Wound Closure
and Belt of Giant Strength
he is a titan (I think)??? Final Stats:
AC 26
Initiative +0
Speed 25 ft
HP:183 (16d6+4d8 +1lvl hill, +1 sorcerer for Dragonic Bloodlines averaged)
Dwarven Thrower
Ranged: +11, 1d8+5 bludgeoning (base without belt of giant strength)
plus 1d8/2d8 at range
Sry it is lengthy thanks for reading if you made it this far: input is appreciated!
Alot of the D&D 5e rules are as clear as mud (especially Adventures League). (Especially for an old school player like myself).
Concept: Flying Dwarf/ tank with healing AND a Dwarven Thrower...
"Flying Boots" have to be attuned therefore = sux!
Flying unless you have DM perks is limited to Dragon Sorcerers 14th and Boots of Flying (to my knowledge - new to 5e and AL).
Someone turned me on to Tempest Cleric over War Cleric for Heavy Armor Prof (hence the reason lightning was chosen - not for Thor).
Most people say go mountain Dwarf over the Hill Dwarf but Hill essentially gets 2 Con points for that 1 life per level and that +1 Wisdom is huge.
Opening Attributes
Str: 14
Dex: 10
Con: 15
Int: 8
Wis: 13
Chr: 15
Clerics need to be able to hit something at first level and 14 is a good starting point.
Can't have Dex negatives for initiative and Dex Saves for a tank are crucial.
Con is the most important stat for this build.
Int is for skills and I will cover that in skill packages.
Wisdom is minimum for Clerics because this build does NOT need to overcome resistance most time.
Charisma is where spells need to get over resistance also this is useful for some other things.
Skills
Background: Custom; "Dwarven Equalizer" (mafia) Investigate Perception
Class skills: History Religion
(At Level 20)
Acrobatics +0 DEX (0) -
Animal Handling +2 WIS (2) -
Arcana -1 INT (-1) -
Athletics +2 STR (2) -
Deception +3 CHA (3) -
History +5 INT (-1) +6
Insight +2 WIS (2) -
Intimidation +3 CHA (3) -
Investigation +5 INT (-1) +6
Medicine +2 WIS (2) -
Nature -1 INT (-1) -
Perception +8 WIS (2) +6
Performance +3 CHA (3) -
Persuasion +3 CHA (3) -
Religion +5 INT (-1) +6
Sleight of Hand +0 DEX (0) -
Stealth +0 DEX (0) -
Survival +2 WIS (2) -
Passive Perception: 18
Level Build Out:
1: Tempest Cleric
2-17: Bronze Draconic Bloodline Sorcerer (that take you thru the 4th feat and wings)
18-20: Tempest Cleric (for the additional feat and some spells).
(maybe need some help on order progression suggestions are always appreciated - maybe a lvl of fighter???)
Feats:
Dwarven Fortitude (Dodge = heal, Periphat of Wound Closure = double healing + cast shield of faith and reaction shield)
Shield Master (for Dex saves)
War Caster (unwanted but needed)
Elemental Adept (Lightning) (for the resistance beat -also unwanted)
+1 Wis +1 Chr
(Definitely need suggestions - work arounds)!!!
Spells:
Cleric spells memorized (CL 4th)
Spell Save DC 16 Spell Attack +8
2nd—find traps , gust of wind , shatter, spiritual weapon
1st—bless, cure wounds , fog cloud, guiding bolt , shield of
faith, thunderwave
Cantrips—guidance, light, resistance, word of radiance
Sorcerer spells known (CL 16th)
Spell Save DC 17 Spell Attack +9
7th—plane shift
6th—chain lightning, sunbeam
4th—stoneskin, storm sphere
3rd—haste, lightning bolt , thunder step
2nd—blur, knock
1st—comprehend languages, magic missile, shield,
witch bolt
Cantrips—blade ward, booming blade , light, mage
hand, shocking grasp , thunderclap
(note Spiritual Weapon, Shield of Faith are bonus actions and combo really well off the dodge action along with shield reaction).
With +3 Plate
A Dwarven Thrower
A periphat of Wound Closure
and Belt of Giant Strength
he is a titan (I think)??? Final Stats:
AC 26
Initiative +0
Speed 25 ft
HP:183 (16d6+4d8 +1lvl hill, +1 sorcerer for Dragonic Bloodlines averaged)
Dwarven Thrower
Ranged: +11, 1d8+5 bludgeoning (base without belt of giant strength)
plus 1d8/2d8 at range
Sry it is lengthy thanks for reading if you made it this far: input is appreciated!