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Build Advice for Tempest Cleric
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<blockquote data-quote="Volund" data-source="post: 7389413" data-attributes="member: 6872597"><p>I have played a tempest cleric through level 16. You will be fine in melee through level 4 using your warhammer and Spiritual Weapon. Once you hit level 5 spirit guardians, call lightning, shatter, plus your destructive wrath feature will be better than any single attack you can do in melee. Since you are only going to level 10 you only get 2 ASI's which you should use to get your Wis up to 20 and your spell DC up to 17 by level 9. I would go variant human with the Resilient (con) feat and +1 to str and wis for starting stats of 16/12/14/8/16/8 or half elf for 16/10/14/8/16/10. Depends on how important it is to have darkvision or +1 to dex. If you are dead set on a melee cleric then I would take the magic initiate feat (wizard) for the find familiar spell plus mage hand and booming blade cantrips. At level 8 you add a d8 of thunder damage to melee attacks. With Destructive Wrath your Booming Blade crits will do 32 dmg plus the weapon damage. In general clerics get more bang for their buck buffing other strikers in their party than they do from making melee attacks. At lower levels you can cast Bless, Spiritual Weapon and take the Dodge action to inflict damage while minimizing the chance you take damage in return. At level 5 and higher cast Spirit Guardians instead of Bless. By level 7 when I was outdoors I would upcast Call Lightning at 4th level and have 2 channel divinities per short rest to do 40 hp max lightning damage. Banishment is also an excellent use of your 4th level spell slot. A DC 17 charisma save can be an encounter-ender.</p></blockquote><p></p>
[QUOTE="Volund, post: 7389413, member: 6872597"] I have played a tempest cleric through level 16. You will be fine in melee through level 4 using your warhammer and Spiritual Weapon. Once you hit level 5 spirit guardians, call lightning, shatter, plus your destructive wrath feature will be better than any single attack you can do in melee. Since you are only going to level 10 you only get 2 ASI's which you should use to get your Wis up to 20 and your spell DC up to 17 by level 9. I would go variant human with the Resilient (con) feat and +1 to str and wis for starting stats of 16/12/14/8/16/8 or half elf for 16/10/14/8/16/10. Depends on how important it is to have darkvision or +1 to dex. If you are dead set on a melee cleric then I would take the magic initiate feat (wizard) for the find familiar spell plus mage hand and booming blade cantrips. At level 8 you add a d8 of thunder damage to melee attacks. With Destructive Wrath your Booming Blade crits will do 32 dmg plus the weapon damage. In general clerics get more bang for their buck buffing other strikers in their party than they do from making melee attacks. At lower levels you can cast Bless, Spiritual Weapon and take the Dodge action to inflict damage while minimizing the chance you take damage in return. At level 5 and higher cast Spirit Guardians instead of Bless. By level 7 when I was outdoors I would upcast Call Lightning at 4th level and have 2 channel divinities per short rest to do 40 hp max lightning damage. Banishment is also an excellent use of your 4th level spell slot. A DC 17 charisma save can be an encounter-ender. [/QUOTE]
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