I'm sure I'm not the first to think of this, yet many people regard the Arcana Cleric as a weaker Cleric subclass. I will say I do as well, if not for this particular build. I'm curious what the rest of you think about it.
The idea is to pick up Booming Blade, which seems to synchronize extremely well with the (otherwise lackluster) subclass abilities.
Level 1: Arcane Initiate: Pick up Booming Blade and if you like, also Green-Flame Blade. This already is a better damaging Cantrip than most, if you have a high Dex or Str for your melee attack (I would go Dex + a finesse weapon).
Level 3: Pick up Spiritual Weapon. If you hit its target with Booming Blade, you can punish them if they try to move away from it.
Level 5: Pick up Spirit Guardians. Again, use BB to punish enemies for leaving the effect.
Then at level 8 your Booming Blade is now doing even more damage from either Potent Spellcasting or Blessed Strikes (Optional).
The only time you can pick up wizard cantrips is via the level 1 feature. So you can't pick up GFB at level 5. My recommendation is one of BB/GFB, and then Chill Touch/Firebolt with the other option at level 1. The 120 ft range and to hit vs save works great for a cleric whose cantrips are usually saves. Eventually you pick up toll the dead or sacred flame (for covered enemies).
The trick on arcana cleric is figuring out your AC from a survival standpoint if you want to be doing melee damage with blade cantrips. Making sure you have the option of hanging in back with chill touch and spiritual weapon can help you by giving you an option if your HP start running low.
The real trick at level 5 is spirit guardians and BB. Pick up warcaster so you can sword and shield and get a reaction booming blade when they run away from your spirit guardians.
The only time you can pick up wizard cantrips is via the level 1 feature. So you can't pick up GFB at level 5. My recommendation is one of BB/GFB, and then Chill Touch/Firebolt with the other option at level 1. The 120 ft range and to hit vs save works great for a cleric whose cantrips are usually saves. Eventually you pick up toll the dead or sacred flame (for covered enemies).
The trick on arcana cleric is figuring out your AC from a survival standpoint if you want to be doing melee damage with blade cantrips. Making sure you have the option of hanging in back with chill touch and spiritual weapon can help you by giving you an option if your HP start running low.
The real trick at level 5 is spirit guardians and BB. Pick up warcaster so you can sword and shield and get a reaction booming blade when they run away from your spirit guardians.
That was a copy & paste goof. I just corrected it. I meant to paste the Spirit Guardians spell in there. Walk up to someone, they are in the effect, Booming Blade them.
My suggestion would be grabbing Magic Initiate for Thorn Whip. Spirit Guardians is best abused by having multiple enemies within its dastardly radius. Having a pulling option that also conveniently uses WIS as the spellcasting modifier is a nice trick to have up your sleeve. You can also grab Shillelagh to make your build less MAD or whatever other druid cantrip that strikes your fancy
The only issue with Magic Initiate and Thorn Whip is that you cant boost your damage with Potent Spellcasting at level 8, but that doesnt really matter for this build since it is only a level 5 character.
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The only issue with Magic Initiate and Thorn Whip is that you cant boost your damage with Potent Spellcasting at level 8, but that doesnt really matter for this build since it is only a level 5 character.
The concept comes online at level 5, but I would definitely want to take advantage of Potent Spellcasting (or the optional Blessed Strikes) at level 8. I generally favor build concepts that work as early as possible.
Also, Blessed Strikes should work with any cantrip, Cleric or not.
Blessed Strikes
8th-level cleric feature, which replaces the Divine Strike or Potent Spellcasting feature
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.
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I'm sure I'm not the first to think of this, yet many people regard the Arcana Cleric as a weaker Cleric subclass. I will say I do as well, if not for this particular build. I'm curious what the rest of you think about it.
The idea is to pick up Booming Blade, which seems to synchronize extremely well with the (otherwise lackluster) subclass abilities.
Level 1: Arcane Initiate: Pick up Booming Blade and if you like, also Green-Flame Blade. This already is a better damaging Cantrip than most, if you have a high Dex or Str for your melee attack (I would go Dex + a finesse weapon).
Level 3: Pick up Spiritual Weapon. If you hit its target with Booming Blade, you can punish them if they try to move away from it.
Level 5: Pick up Spirit Guardians. Again, use BB to punish enemies for leaving the effect.
Then at level 8 your Booming Blade is now doing even more damage from either Potent Spellcasting or Blessed Strikes (Optional).
The only time you can pick up wizard cantrips is via the level 1 feature. So you can't pick up GFB at level 5. My recommendation is one of BB/GFB, and then Chill Touch/Firebolt with the other option at level 1. The 120 ft range and to hit vs save works great for a cleric whose cantrips are usually saves. Eventually you pick up toll the dead or sacred flame (for covered enemies).
The trick on arcana cleric is figuring out your AC from a survival standpoint if you want to be doing melee damage with blade cantrips. Making sure you have the option of hanging in back with chill touch and spiritual weapon can help you by giving you an option if your HP start running low.
The real trick at level 5 is spirit guardians and BB. Pick up warcaster so you can sword and shield and get a reaction booming blade when they run away from your spirit guardians.
That was a copy & paste goof. I just corrected it. I meant to paste the Spirit Guardians spell in there. Walk up to someone, they are in the effect, Booming Blade them.
My suggestion would be grabbing Magic Initiate for Thorn Whip. Spirit Guardians is best abused by having multiple enemies within its dastardly radius. Having a pulling option that also conveniently uses WIS as the spellcasting modifier is a nice trick to have up your sleeve. You can also grab Shillelagh to make your build less MAD or whatever other druid cantrip that strikes your fancy
The only issue with Magic Initiate and Thorn Whip is that you cant boost your damage with Potent Spellcasting at level 8, but that doesnt really matter for this build since it is only a level 5 character.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
The concept comes online at level 5, but I would definitely want to take advantage of Potent Spellcasting (or the optional Blessed Strikes) at level 8. I generally favor build concepts that work as early as possible.
Also, Blessed Strikes should work with any cantrip, Cleric or not.
Blessed Strikes
8th-level cleric feature, which replaces the Divine Strike or Potent Spellcasting feature
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.