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Requesting advice on fighter/cleric for Avernus
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<blockquote data-quote="RogueJK" data-source="post: 7887969" data-attributes="member: 170"><p>Personally, if you're going to multiclass into Cleric, I'd grab Fighter 6 first to get the next ASI for +2 STR, and then go straight Cleric from there. A level or two in Cleric won't do you all that much good at this point. You're considering multiclassing to Cleric primarily for healing, but you'd be limited to 1st level spell slots only, which would let you heal 1d8+2 HP at most with each Cure Wounds. That's less than a Potion of Healing, which are cheap and relatively easy to get. And you'd only have 2-3 of these 1st level slots per day to boot.</p><p></p><p>So either go Fighter6/Cleric7, or just stick to Fighter and rely on Healing Potions, Healers Kits, and possibly the new Druid player for healing.</p><p></p><p></p><p>As for Cleric subclass, Forge could be a decent option, but has some significant drawbacks (especially with the lower level abilities and domain spells). Keep in mind that Blessing of the Forge only applies to nonmagical armor/weapons, so it loses its usefulness once the party acquires +1 magical armor/weapons. The damaging domain spells like Heat Metal and Searing Smite are fire-based, which won't be much use against Demons/Devils which have Fire Resistance/Immunity. Magic Weapon, like Blessing of the Forge, only works on non-magical weapons, and you usually have better things to be spending your Concentration on anyway, like Bless, Shield of Faith, or eventually Spirit Guardians. And the Identify spell isn't strictly necessary, as a PC can "identify" a magic item just by spending 1 hour (a short rest) studying it without requiring a spell, although there are some circumstantial situations in which the Identify spell could be helpful to figure out a magical spell affecting a creature or non-item object like a statue or door.</p><p></p><p>On the upside, Artisan's Blessing is a great "swiss army knife" ability for a creative player to get the party out of a jam, and Forge's higher level abilities and domain spells are more useful to you. The additional +1 to AC at 6th level applies across the board even with magic armor, and the extra Fire Resistance at 6th level will be helpful in an Avernus campaign. (Although the campaign will be almost done by that point at 12th total character level.) And the 3rd level domain spells are Elemental Weapon, which stacks with magical weapons and allow you to choose an element like Thunder to which Demons/Devils aren't resistant, and Protection from Energy for more fire resistance for the party.</p><p></p><p></p><p>If you're mainly worried about healing, a better option would be to take those 7 levels as a Life Cleric. You'd get a boost to all of your healing spells, which would help to offset your low Wisdom. Plus the domain spells are basically all standard spells that you'd have prepared anyway, freeing up your spell selection to have some more situationally useful options prepared.</p></blockquote><p></p>
[QUOTE="RogueJK, post: 7887969, member: 170"] Personally, if you're going to multiclass into Cleric, I'd grab Fighter 6 first to get the next ASI for +2 STR, and then go straight Cleric from there. A level or two in Cleric won't do you all that much good at this point. You're considering multiclassing to Cleric primarily for healing, but you'd be limited to 1st level spell slots only, which would let you heal 1d8+2 HP at most with each Cure Wounds. That's less than a Potion of Healing, which are cheap and relatively easy to get. And you'd only have 2-3 of these 1st level slots per day to boot. So either go Fighter6/Cleric7, or just stick to Fighter and rely on Healing Potions, Healers Kits, and possibly the new Druid player for healing. As for Cleric subclass, Forge could be a decent option, but has some significant drawbacks (especially with the lower level abilities and domain spells). Keep in mind that Blessing of the Forge only applies to nonmagical armor/weapons, so it loses its usefulness once the party acquires +1 magical armor/weapons. The damaging domain spells like Heat Metal and Searing Smite are fire-based, which won't be much use against Demons/Devils which have Fire Resistance/Immunity. Magic Weapon, like Blessing of the Forge, only works on non-magical weapons, and you usually have better things to be spending your Concentration on anyway, like Bless, Shield of Faith, or eventually Spirit Guardians. And the Identify spell isn't strictly necessary, as a PC can "identify" a magic item just by spending 1 hour (a short rest) studying it without requiring a spell, although there are some circumstantial situations in which the Identify spell could be helpful to figure out a magical spell affecting a creature or non-item object like a statue or door. On the upside, Artisan's Blessing is a great "swiss army knife" ability for a creative player to get the party out of a jam, and Forge's higher level abilities and domain spells are more useful to you. The additional +1 to AC at 6th level applies across the board even with magic armor, and the extra Fire Resistance at 6th level will be helpful in an Avernus campaign. (Although the campaign will be almost done by that point at 12th total character level.) And the 3rd level domain spells are Elemental Weapon, which stacks with magical weapons and allow you to choose an element like Thunder to which Demons/Devils aren't resistant, and Protection from Energy for more fire resistance for the party. If you're mainly worried about healing, a better option would be to take those 7 levels as a Life Cleric. You'd get a boost to all of your healing spells, which would help to offset your low Wisdom. Plus the domain spells are basically all standard spells that you'd have prepared anyway, freeing up your spell selection to have some more situationally useful options prepared. [/QUOTE]
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