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Warlock/Cleric Best of all Worlds
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<blockquote data-quote="Zaruthustran" data-source="post: 6360034" data-attributes="member: 1457"><p>Heavy Armor. Shield. Martial weapons. Healing. Fireball. Invisible familiar. For the player who wants it all: the Warlock/Cleric.</p><p></p><p>One of the major features of the Warlock is that it gets all spell slots back after a short rest, and those slots are maximum potency. The downside is that it only has 2 slots (until very high level). </p><p></p><p>One of the major features of the Cleric is that it "knows" every single spell on the Cleric list, plus domain spells. Unlike the other classes, which have to choose a limited number of spells to "know" with the rest of the list inaccessible.</p><p></p><p>Multiclassing allows the character to use Warlock spell slots to cast any spell known, including spells known via other classes. And allows casting of Warlock spells using spell slots gained from another class.</p><p></p><p>The Cleric/Warlock, then, has greatly expanded utility and versatility. </p><p></p><p>Build:</p><p>Human</p><p>Str 14 (13, +1 from Heavy Armor Master)</p><p>Dex 8</p><p>Con 12</p><p>Int 8</p><p>Wis 16 (15, +1 from Human)</p><p>Cha 16 (15, +1 from Human)</p><p></p><p>Feat: Heavy Armor Master (+1 Str, DR 3 vs nonmagical weapons)</p><p>Future feats: Wis bump, Cha bump, or Ritual Caster (Wizard) for even more versatility.</p><p></p><p></p><p>Class progression (with minimum details, so as not to violate copyright)</p><p>Cleric 1 Tempest domain (alt: War)</p><p>Warlock 1 Fiend patron</p><p>Warlock 2-5</p><p>Cleric 2-15</p><p></p><p>Power peaks at 10th level (3rd level Warlock and Cleric spells) and is eclipsed by single-class casters in the high levels. In my experience most games are played in low-to-midlevel, and that's where this shines.</p><p></p><p>Fun tricks:</p><p>1. 3rd level Inflict Wounds (5d10 damage) delivered by invisible familiar, twice per short rest.</p><p>2. Casting "noncombat" spells like Detect Magic, Detect Poison, Augury, Speak With Dead, Zone of Truth, Sending, and such and being able to regain that slot in 1 hour.</p><p>3. Two 3d8 + 3 heals per hour will let the party quickly recover from battle. </p><p>4. Bestow Curse delivered by invisible familiar, to give Disadvantage on the appropriate saving throw on a followup Hold Person or similar lockdown spell.</p><p>5. More uses per day out of party buff spells such as Bless or Crusader's Mantle (if War domain).</p><p></p><p>[Edit--start with Cleric to satisfy Heavy Armor Mastery. This feat isn't necessary for the build, but it *is* a decent feat.]</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 6360034, member: 1457"] Heavy Armor. Shield. Martial weapons. Healing. Fireball. Invisible familiar. For the player who wants it all: the Warlock/Cleric. One of the major features of the Warlock is that it gets all spell slots back after a short rest, and those slots are maximum potency. The downside is that it only has 2 slots (until very high level). One of the major features of the Cleric is that it "knows" every single spell on the Cleric list, plus domain spells. Unlike the other classes, which have to choose a limited number of spells to "know" with the rest of the list inaccessible. Multiclassing allows the character to use Warlock spell slots to cast any spell known, including spells known via other classes. And allows casting of Warlock spells using spell slots gained from another class. The Cleric/Warlock, then, has greatly expanded utility and versatility. Build: Human Str 14 (13, +1 from Heavy Armor Master) Dex 8 Con 12 Int 8 Wis 16 (15, +1 from Human) Cha 16 (15, +1 from Human) Feat: Heavy Armor Master (+1 Str, DR 3 vs nonmagical weapons) Future feats: Wis bump, Cha bump, or Ritual Caster (Wizard) for even more versatility. Class progression (with minimum details, so as not to violate copyright) Cleric 1 Tempest domain (alt: War) Warlock 1 Fiend patron Warlock 2-5 Cleric 2-15 Power peaks at 10th level (3rd level Warlock and Cleric spells) and is eclipsed by single-class casters in the high levels. In my experience most games are played in low-to-midlevel, and that's where this shines. Fun tricks: 1. 3rd level Inflict Wounds (5d10 damage) delivered by invisible familiar, twice per short rest. 2. Casting "noncombat" spells like Detect Magic, Detect Poison, Augury, Speak With Dead, Zone of Truth, Sending, and such and being able to regain that slot in 1 hour. 3. Two 3d8 + 3 heals per hour will let the party quickly recover from battle. 4. Bestow Curse delivered by invisible familiar, to give Disadvantage on the appropriate saving throw on a followup Hold Person or similar lockdown spell. 5. More uses per day out of party buff spells such as Bless or Crusader's Mantle (if War domain). [Edit--start with Cleric to satisfy Heavy Armor Mastery. This feat isn't necessary for the build, but it *is* a decent feat.] [/QUOTE]
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