I am playing a nautical campaign with a lot of underwater action.
I am thinking of playing a Tempest Cleric of umberlee with a fatomless warlock dip (sea hag patron). Start as the cleric, dip 1 level of warlock at 2 and then cleric until at least 6th.
Tashas custom, Fey Touched Feat with dissonent whispers: S16/D8/C12/I8/W16/ch14
She was a sailor and the ships chaplain of Umberlee (if that makes sense). Her ship was destroyed in a storm (umberlees wrath), she was "rescued" by a sea hag who is also a worshiper of umberlee and made a deal with her to deliver her to the shore.
This character is probably going to be mainly a tankish caster. Chain at first level, eventually plate. Using whatever magic weapons they find. Warlock spells are Hex and Armor of Agathys. Dissonent Whispers through Fey touched (with Wisdom save). Dissonent whispers works well because you close and then cast it and get an AOO against the guy as he runs away.
Guidance, Toll the dead and thamuturgy as cleric, Booming Blade and Eldritch blast from warlock (EB to give her a halfway decent long ranged option).
Uses Booming blade in melee (thunder theme). Take warcaster at level 5 so I can boost melee damage and use booming blade on AOOs.
At first I was looking for more bonus action options but with the tentacle, Hex and spiritual weapon I think i should have pretty regular BAs.
It is not as powerful as the Tempest/Storm sorcerer multiclass but it fits thematically. In fact I was sold with the backstory you came up with, nicely done. You do have plenty of options in combat. With hex, tentacles of the deep and spiritual weapon there wont be a single turn that you let your bonus action go to waste. The only thing that troubles me is the warlock part. In that I mean the tentacle of the deep feature and the EB cantrip. With only 14 Charisma their attack rolls will be on the lower end (I get it that they are situational ways to deal damage), plus the tentacle damage is cold. Overall it is not too lacking and is a unique build
Armor of Agathys won't do much after a few levels without raising your Warlock spell slot levels though I'm afraid, 5 tempHP isn't a lot after the first few levels.
You can upcast AoA with any spell slots so you can use spell slots from the Cleric levels to upcast. Spell casting is not tied to specific character spell slots.
It is not as powerful as the Tempest/Storm sorcerer multiclass but it fits thematically. In fact I was sold with the backstory you came up with, nicely done. You do have plenty of options in combat. With hex, tentacles of the deep and spiritual weapon there wont be a single turn that you let your bonus action go to waste. The only thing that troubles me is the warlock part. In that I mean the tentacle of the deep feature and the EB cantrip. With only 14 Charisma their attack rolls will be on the lower end (I get it that they are situational ways to deal damage), plus the tentacle damage is cold. Overall it is not too lacking and is a unique build
I actually like storm sorcerer better thematically, but the sorcerer seems very weak, especially on a 1-level dip.
The Tempustos Magic feature would be great if it worked with Cantrips - booming blade then move 10 feet away. Working with leveled spells only makes it not very effective and I really can't think of a good use for it, but maybe there is something I am not seeing. The first level features are what matter the most but honestly the higher level storm sorcerer features don't seem very good either. Am I missing something?
I know the 14 CH will nerf the tentacle and EB. For EB it is the 120' range I want going with 1d10 and +2 on the attack roll is going to be better than using a ranged weapon that hits that far away with -1 on attack and damage. The tentacle is a bonus action for when I am not doing something else. When it comes to Warlock it is really the spells I am after
For mechanics, I can say I played a tempest cleric through level 14. I never felt like I needed them kind of ranged attack eldritch blast would give me. ( Though I suppose this could be campaign-dependent) I had piles of offensive spells from my domain spells (lots of which had some thunder damage), and pretty much wanted to be in melee anyway. Beyond that, sacred flame (this was a pre-toll the dead campaign) took care of the few times I did need range. Really, once I had warcaster, I don’t think I even used my weapon (before I had it, my weapon was mostly only ever for OAs), since my wis bonus was so much better than my str, my spells were just more effective. I guess what I’m getting at is, are the warlock spells worth delaying your cleric spell progression. Also, I was the party healer. So it was nice having my domain spells all be solid offensive options, and I could focus my prepared spells on healing, restoration, etc. So if you are going to be the healer, do you want to push back when you get things like mass cure wounds and greater restoration.
Now thematically and rp wise, it’s a cool concept, and makes sense for why you’d want to go that way. Just, mechanics-wise, single class tempest cleric never left me feeling like I was missing anything. It was really one of the most fun characters I’ve played in 5e, since it seemed like I always had something to contribute in and out of combat.
For mechanics, I can say I played a tempest cleric through level 14. I never felt like I needed them kind of ranged attack eldritch blast would give me. ( Though I suppose this could be campaign-dependent) I had piles of offensive spells from my domain spells (lots of which had some thunder damage), and pretty much wanted to be in melee anyway. Beyond that, sacred flame (this was a pre-toll the dead campaign) took care of the few times I did need range. Really, once I had warcaster, I don’t think I even used my weapon (before I had it, my weapon was mostly only ever for OAs), since my wis bonus was so much better than my str, my spells were just more effective. I guess what I’m getting at is, are the warlock spells worth delaying your cleric spell progression. Also, I was the party healer. So it was nice having my domain spells all be solid offensive options, and I could focus my prepared spells on healing, restoration, etc. So if you are going to be the healer, do you want to push back when you get things like mass cure wounds and greater restoration.
Now thematically and rp wise, it’s a cool concept, and makes sense for why you’d want to go that way. Just, mechanics-wise, single class tempest cleric never left me feeling like I was missing anything. It was really one of the most fun characters I’ve played in 5e, since it seemed like I always had something to contribute in and out of combat.
I think so. The warlock spells are ok, but the subclass abilities, especially the swim speed and water breathing are two of the main mechanical features that will be useful.
For mechanics, I can say I played a tempest cleric through level 14. I never felt like I needed them kind of ranged attack eldritch blast would give me. ( Though I suppose this could be campaign-dependent) I had piles of offensive spells from my domain spells (lots of which had some thunder damage), and pretty much wanted to be in melee anyway. Beyond that, sacred flame (this was a pre-toll the dead campaign) took care of the few times I did need range. Really, once I had warcaster, I don’t think I even used my weapon (before I had it, my weapon was mostly only ever for OAs), since my wis bonus was so much better than my str, my spells were just more effective. I guess what I’m getting at is, are the warlock spells worth delaying your cleric spell progression. Also, I was the party healer. So it was nice having my domain spells all be solid offensive options, and I could focus my prepared spells on healing, restoration, etc. So if you are going to be the healer, do you want to push back when you get things like mass cure wounds and greater restoration.
Now thematically and rp wise, it’s a cool concept, and makes sense for why you’d want to go that way. Just, mechanics-wise, single class tempest cleric never left me feeling like I was missing anything. It was really one of the most fun characters I’ve played in 5e, since it seemed like I always had something to contribute in and out of combat.
I think so. The warlock spells are ok, but the subclass abilities, especially the swim speed and water breathing are two of the main mechanical features that will be useful.
Those are certainly useful, but I will point out the water breathing spell is a ritual, lasts 24 hours without concentration, and effects up to 10 creatures. So it’s pretty easy to just have that always on (cast it right after you end your long rest on the whole party) for everyone.
I am playing a nautical campaign with a lot of underwater action.
I am thinking of playing a Tempest Cleric of umberlee with a fatomless warlock dip (sea hag patron). Start as the cleric, dip 1 level of warlock at 2 and then cleric until at least 6th.
Tashas custom, Fey Touched Feat with dissonent whispers: S16/D8/C12/I8/W16/ch14
She was a sailor and the ships chaplain of Umberlee (if that makes sense). Her ship was destroyed in a storm (umberlees wrath), she was "rescued" by a sea hag who is also a worshiper of umberlee and made a deal with her to deliver her to the shore.
This character is probably going to be mainly a tankish caster. Chain at first level, eventually plate. Using whatever magic weapons they find. Warlock spells are Hex and Armor of Agathys. Dissonent Whispers through Fey touched (with Wisdom save). Dissonent whispers works well because you close and then cast it and get an AOO against the guy as he runs away.
Guidance, Toll the dead and thamuturgy as cleric, Booming Blade and Eldritch blast from warlock (EB to give her a halfway decent long ranged option).
Uses Booming blade in melee (thunder theme). Take warcaster at level 5 so I can boost melee damage and use booming blade on AOOs.
At first I was looking for more bonus action options but with the tentacle, Hex and spiritual weapon I think i should have pretty regular BAs.
Will this work?
It is not as powerful as the Tempest/Storm sorcerer multiclass but it fits thematically. In fact I was sold with the backstory you came up with, nicely done. You do have plenty of options in combat. With hex, tentacles of the deep and spiritual weapon there wont be a single turn that you let your bonus action go to waste. The only thing that troubles me is the warlock part. In that I mean the tentacle of the deep feature and the EB cantrip. With only 14 Charisma their attack rolls will be on the lower end (I get it that they are situational ways to deal damage), plus the tentacle damage is cold. Overall it is not too lacking and is a unique build
You can upcast AoA with any spell slots so you can use spell slots from the Cleric levels to upcast. Spell casting is not tied to specific character spell slots.
I actually like storm sorcerer better thematically, but the sorcerer seems very weak, especially on a 1-level dip.
The Tempustos Magic feature would be great if it worked with Cantrips - booming blade then move 10 feet away. Working with leveled spells only makes it not very effective and I really can't think of a good use for it, but maybe there is something I am not seeing. The first level features are what matter the most but honestly the higher level storm sorcerer features don't seem very good either. Am I missing something?
I know the 14 CH will nerf the tentacle and EB. For EB it is the 120' range I want going with 1d10 and +2 on the attack roll is going to be better than using a ranged weapon that hits that far away with -1 on attack and damage. The tentacle is a bonus action for when I am not doing something else. When it comes to Warlock it is really the spells I am after
For mechanics, I can say I played a tempest cleric through level 14. I never felt like I needed them kind of ranged attack eldritch blast would give me. ( Though I suppose this could be campaign-dependent) I had piles of offensive spells from my domain spells (lots of which had some thunder damage), and pretty much wanted to be in melee anyway. Beyond that, sacred flame (this was a pre-toll the dead campaign) took care of the few times I did need range. Really, once I had warcaster, I don’t think I even used my weapon (before I had it, my weapon was mostly only ever for OAs), since my wis bonus was so much better than my str, my spells were just more effective. I guess what I’m getting at is, are the warlock spells worth delaying your cleric spell progression. Also, I was the party healer. So it was nice having my domain spells all be solid offensive options, and I could focus my prepared spells on healing, restoration, etc. So if you are going to be the healer, do you want to push back when you get things like mass cure wounds and greater restoration.
Now thematically and rp wise, it’s a cool concept, and makes sense for why you’d want to go that way. Just, mechanics-wise, single class tempest cleric never left me feeling like I was missing anything. It was really one of the most fun characters I’ve played in 5e, since it seemed like I always had something to contribute in and out of combat.
I think so. The warlock spells are ok, but the subclass abilities, especially the swim speed and water breathing are two of the main mechanical features that will be useful.
Those are certainly useful, but I will point out the water breathing spell is a ritual, lasts 24 hours without concentration, and effects up to 10 creatures. So it’s pretty easy to just have that always on (cast it right after you end your long rest on the whole party) for everyone.
Doesn’t help with the swim speed, I suppose.