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TEMPEST CLERIC 4TH LVL ASI ADVICE
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<blockquote data-quote="ECMO3" data-source="post: 8367219" data-attributes="member: 7030563"><p>Since you already have warcaster, BB would be ideal with the shield and hammer combo and IMO would be effective at control. It won't stop enemies, but it will both up your weapon damage and cause them to take more if they move. Furrther it does this both on your tunr and as a reaction. If you hit him on your turn and he moves he takes 1d8 extra, if you get another AOO against him he takes 1d8 more. At 5th level that goes up to 2d8 each when he moves plus an extra 1d8 on the hits themselves. Compared to Sentinel at 5th level this is 6d8 more damage if he moves vs not allowing him to move at all. You could also get maximum damage on some of those dice (with no save) through your channel divinity.</p><p></p><p>Also with your 6th level feature you will be able to hit with booming blade and push the enemy 10 feet away. This means when you hit on your turn they will not take the extra 2d8 damage for movement, but means they are stuck after you move them and they can't move closer on their turn without taking it. Again you would have the option to max that damage with channel divinity.</p><p></p><p>I think Sentinel is an option, but I don't think it is as good in this situation though because you lose a lot of damage. Also if you are taking sentinel but do not have pole arm master I would use the hammer when using Sentinel, as it will be easier to get an AOO.</p><p></p><p>The Glaive reach covers a larger area, but that is actually not great when it comes to an AOO. An enemy has to actually leave your reach to trigger the AOO. If you are playing on a grid your glaive covers a 5x5 box. That means there are 24 different squares he can move to without drawing an AOO (not including the one you are standing on. Put yourself in a 10 foot wide halway with an enemy 15 feet away and he can use 25 feet of movement to walk right by you without dawing an AOO at all. In a 30x30 room if you are in the center of it with a Glaive, a bad guy can attack annyone else in that room without drawing an AOO from you (assumming he has enough movement to get to them). PAM changes this by enabling AOO when they enter range, which essentially gives you a free turn, but that is another feat to add and since you already have warcaster I would go with something that got you booming blade.</p><p></p><p>PAM notwithstanding, If you really want to make the best use possible out of AOOs with either Sentinel or the warcaster-BB combo I would fight with my hammer and hold(not necessarily use) a whip in my other hand when the geography is such that you want a reach AOO capability. You give up the AC, but now you have a reach weapon and if you are holding a hammer in one hand you can get an AOO with the hammer at 5 feet and with the whip at 10 feet, so you have the best of both worlds.</p><p></p><p>Finally as far as feat options go, one I would consider is magic initiate wizard (or sorcerer). That gets you booming blade, a second cantrip (shocking grasp?) and a spell. With your build I would get the shield spell.</p><p></p><p>I think any of these options are better than an ASI IMO.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8367219, member: 7030563"] Since you already have warcaster, BB would be ideal with the shield and hammer combo and IMO would be effective at control. It won't stop enemies, but it will both up your weapon damage and cause them to take more if they move. Furrther it does this both on your tunr and as a reaction. If you hit him on your turn and he moves he takes 1d8 extra, if you get another AOO against him he takes 1d8 more. At 5th level that goes up to 2d8 each when he moves plus an extra 1d8 on the hits themselves. Compared to Sentinel at 5th level this is 6d8 more damage if he moves vs not allowing him to move at all. You could also get maximum damage on some of those dice (with no save) through your channel divinity. Also with your 6th level feature you will be able to hit with booming blade and push the enemy 10 feet away. This means when you hit on your turn they will not take the extra 2d8 damage for movement, but means they are stuck after you move them and they can't move closer on their turn without taking it. Again you would have the option to max that damage with channel divinity. I think Sentinel is an option, but I don't think it is as good in this situation though because you lose a lot of damage. Also if you are taking sentinel but do not have pole arm master I would use the hammer when using Sentinel, as it will be easier to get an AOO. The Glaive reach covers a larger area, but that is actually not great when it comes to an AOO. An enemy has to actually leave your reach to trigger the AOO. If you are playing on a grid your glaive covers a 5x5 box. That means there are 24 different squares he can move to without drawing an AOO (not including the one you are standing on. Put yourself in a 10 foot wide halway with an enemy 15 feet away and he can use 25 feet of movement to walk right by you without dawing an AOO at all. In a 30x30 room if you are in the center of it with a Glaive, a bad guy can attack annyone else in that room without drawing an AOO from you (assumming he has enough movement to get to them). PAM changes this by enabling AOO when they enter range, which essentially gives you a free turn, but that is another feat to add and since you already have warcaster I would go with something that got you booming blade. PAM notwithstanding, If you really want to make the best use possible out of AOOs with either Sentinel or the warcaster-BB combo I would fight with my hammer and hold(not necessarily use) a whip in my other hand when the geography is such that you want a reach AOO capability. You give up the AC, but now you have a reach weapon and if you are holding a hammer in one hand you can get an AOO with the hammer at 5 feet and with the whip at 10 feet, so you have the best of both worlds. Finally as far as feat options go, one I would consider is magic initiate wizard (or sorcerer). That gets you booming blade, a second cantrip (shocking grasp?) and a spell. With your build I would get the shield spell. I think any of these options are better than an ASI IMO. [/QUOTE]
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