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<blockquote data-quote="pukunui" data-source="post: 7019089" data-attributes="member: 54629"><p>Hi all,</p><p></p><p>I'm playing a human arcana cleric. He's currently 3rd level but the DM says we should level up next session. I'm facing some indecision when it comes to some of my options. I'm aiming for a more ranged character, as everyone else in the party is focused on melee (half-orc barbarian, dwarf fighter, and human rogue/warlock).</p><p></p><p>Currently, my PC's got <em>acid splash</em> and <em>ray of frost</em> as his wizard cantrips. At 4th level, I'll get another cleric cantrip, and I'm thinking I might pick up <em>sacred flame</em>. If I do, I'm not sure if I should keep <em>acid splash</em> or not. It's nice because it can potentially target two creatures, but because it requires a Dex save, targets can potentially get a bonus on their save if they've got cover (which could be from his melee-oriented allies). Targets don't get that bonus against <em>sacred flame</em>, however ... but then it can only target one creature at a time. So there's definitely a trade-off, and I just can't decide which is preferable. It would be nice to have a spell he can cast without having to worry about if his allies are in the way or not.</p><p></p><p>And if I do swap out <em>acid splash</em>, what would I take in its place? I've thought about taking <em>frostbite</em> instead, but then I'd have two cold-based cantrips. <em>Shocking grasp</em> would make for a nice melee option, should I need it. At the moment, I've got a <em>+2 dagger</em>, but the damage from <em>shocking grasp</em> will outstrip it once I hit 5th level. </p><p></p><p></p><p>I'm also not sure if I should bump my Wisdom up to 18 or take a feat. I took Resilient (Con) as my human bonus feat. I could take Spell Sniper, but it would really only benefit a few spells, namely <em>ray of frost</em> and <em>guiding bolt</em> and such, and the only viable option I can take with the feat is <em>magic stone</em>.</p><p></p><p>Another option might be War Caster, but I think I'd only really need that if I were to stick with the dagger rather than take <em>shocking grasp</em>.</p><p></p><p></p><p>As an aside, I've also been pondering taking a dip into wizard for some more utility spells. My PC's Intelligence is only 13, so I'd focus on things that don't require an attack roll or saving throw, and there are plenty of those. I could pick up things like <em>mage hand</em> and <em>prestidigitation</em> as cantrips, and then fill his spellbook with rituals (<em>alarm</em>, <em>comprehend languages</em>, <em>identify</em>, etc), defensive spells like <em>shield</em>, and maybe even <em>unseen servant</em>. The trouble is, I'm not sure I want to delay any of the nice arcana cleric features. I'm looking forward to Spellbreaker at 6th and Potent Cantrips at 8th. If I leave the dip until 9th level, that might be too late to make it worth it, as we're only going up to 10th or 11th level (we're playing SKT).</p><p></p><p></p><p>Anyone got any thoughts? I hate it when I get all indecisive like this.</p><p></p><p></p><p>Cheers,</p><p>Jonathan</p></blockquote><p></p>
[QUOTE="pukunui, post: 7019089, member: 54629"] Hi all, I'm playing a human arcana cleric. He's currently 3rd level but the DM says we should level up next session. I'm facing some indecision when it comes to some of my options. I'm aiming for a more ranged character, as everyone else in the party is focused on melee (half-orc barbarian, dwarf fighter, and human rogue/warlock). Currently, my PC's got [I]acid splash[/I] and [I]ray of frost[/I] as his wizard cantrips. At 4th level, I'll get another cleric cantrip, and I'm thinking I might pick up [I]sacred flame[/I]. If I do, I'm not sure if I should keep [I]acid splash[/I] or not. It's nice because it can potentially target two creatures, but because it requires a Dex save, targets can potentially get a bonus on their save if they've got cover (which could be from his melee-oriented allies). Targets don't get that bonus against [I]sacred flame[/I], however ... but then it can only target one creature at a time. So there's definitely a trade-off, and I just can't decide which is preferable. It would be nice to have a spell he can cast without having to worry about if his allies are in the way or not. And if I do swap out [I]acid splash[/I], what would I take in its place? I've thought about taking [I]frostbite[/I] instead, but then I'd have two cold-based cantrips. [I]Shocking grasp[/I] would make for a nice melee option, should I need it. At the moment, I've got a [I]+2 dagger[/I], but the damage from [I]shocking grasp[/I] will outstrip it once I hit 5th level. I'm also not sure if I should bump my Wisdom up to 18 or take a feat. I took Resilient (Con) as my human bonus feat. I could take Spell Sniper, but it would really only benefit a few spells, namely [I]ray of frost[/I] and [I]guiding bolt[/I] and such, and the only viable option I can take with the feat is [I]magic stone[/I]. Another option might be War Caster, but I think I'd only really need that if I were to stick with the dagger rather than take [I]shocking grasp[/I]. As an aside, I've also been pondering taking a dip into wizard for some more utility spells. My PC's Intelligence is only 13, so I'd focus on things that don't require an attack roll or saving throw, and there are plenty of those. I could pick up things like [I]mage hand[/I] and [I]prestidigitation[/I] as cantrips, and then fill his spellbook with rituals ([I]alarm[/I], [I]comprehend languages[/I], [I]identify[/I], etc), defensive spells like [I]shield[/I], and maybe even [I]unseen servant[/I]. The trouble is, I'm not sure I want to delay any of the nice arcana cleric features. I'm looking forward to Spellbreaker at 6th and Potent Cantrips at 8th. If I leave the dip until 9th level, that might be too late to make it worth it, as we're only going up to 10th or 11th level (we're playing SKT). Anyone got any thoughts? I hate it when I get all indecisive like this. Cheers, Jonathan [/QUOTE]
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