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General Tabletop Discussion
Character Builds & Optimization
An in-depth optimized Cleric build for levels 1-5
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<blockquote data-quote="Gavin O." data-source="post: 7556225" data-attributes="member: 6941440"><p>Level 2</p><p></p><p>We can either take 1d8+2 hit points, or 7. I always recommend you take the 7, since it's actually higher than the average you would get from rolling, but the choice is up to you, maybe you'll get lucky. </p><p></p><p>At second level, we gain our Channel Divinity, and for Tempest Cleric that's Wrath of the Storm. We can use our Channel Divinity to deal maximum damage with any Lightning or Thunder effect, instead of rolling. Our Channel Divinity comes back on a Short Rest, so if we get two short rests per day, we might be able to use this three times. </p><p></p><p>Currently, the only things we have that deal Lightning or Thunder damage are short range, our Thunderwave spell and Wrath of the Storm. For this reason, we're going to move into Melee. We have a shield from our starting equipment, so hopefully during the course of our first level we're picked up a Finesse weapon we can use. The ideal would be a Rapier, but even a dagger would do. Most martial characters start with more weapons than they need, so ask one of them if they can start with a Rapier for you. If you have a party Rogue, they start with two daggers that they rarely need. </p><p></p><p>We have gained a third spell slot this level, and Thunderwave becomes a much more appealing option when it deals 16 damage instead of 9 on average. Just remember that the spell is not friendly (that is, it hits your allies) and try to cast it in such a way that you're only hitting your enemies with it. The fact that you have +3 to initiative could help with this. If you act before your allies in combat, you could run into Melee with the enemy, Thunderwave them to deal good damage and disrupt their formation, and then your allies can join the fight. </p><p></p><p>We can also prepare another spell this level, and I'm taking another ritual, this time Purify Food and Drink. I don't expect to cast this often, but it can be a huge help, and we don't really have the spell slots to support another combat spell. I'd also recommend you switch Inflict Wounds for Guiding Bolt, since now that we're mostly in melee, we need something to do in case we get caught at range from the enemy.</p></blockquote><p></p>
[QUOTE="Gavin O., post: 7556225, member: 6941440"] Level 2 We can either take 1d8+2 hit points, or 7. I always recommend you take the 7, since it's actually higher than the average you would get from rolling, but the choice is up to you, maybe you'll get lucky. At second level, we gain our Channel Divinity, and for Tempest Cleric that's Wrath of the Storm. We can use our Channel Divinity to deal maximum damage with any Lightning or Thunder effect, instead of rolling. Our Channel Divinity comes back on a Short Rest, so if we get two short rests per day, we might be able to use this three times. Currently, the only things we have that deal Lightning or Thunder damage are short range, our Thunderwave spell and Wrath of the Storm. For this reason, we're going to move into Melee. We have a shield from our starting equipment, so hopefully during the course of our first level we're picked up a Finesse weapon we can use. The ideal would be a Rapier, but even a dagger would do. Most martial characters start with more weapons than they need, so ask one of them if they can start with a Rapier for you. If you have a party Rogue, they start with two daggers that they rarely need. We have gained a third spell slot this level, and Thunderwave becomes a much more appealing option when it deals 16 damage instead of 9 on average. Just remember that the spell is not friendly (that is, it hits your allies) and try to cast it in such a way that you're only hitting your enemies with it. The fact that you have +3 to initiative could help with this. If you act before your allies in combat, you could run into Melee with the enemy, Thunderwave them to deal good damage and disrupt their formation, and then your allies can join the fight. We can also prepare another spell this level, and I'm taking another ritual, this time Purify Food and Drink. I don't expect to cast this often, but it can be a huge help, and we don't really have the spell slots to support another combat spell. I'd also recommend you switch Inflict Wounds for Guiding Bolt, since now that we're mostly in melee, we need something to do in case we get caught at range from the enemy. [/QUOTE]
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An in-depth optimized Cleric build for levels 1-5
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