So far I have had a hard time determining when to use my spells and what spells to use. I am lvl 2 and only have 3 level 1 spell slots. So many times I am just during combat I am just a fighter swinging my war hammer, to worried to waste a spell slot on an encounter and as a result we have had several characters need to start making saving throws lol.
My group will be making our first dungeon run this weekend into a bandit headquarters/cave. how do you all do spells at lower levels?
pre-level 3 you are just a fighter swinging your war hammer.
Honestly I'm very stingy with spell slots (i have seen enough of my friends waste a slot with smite on a 4hp left mob for no reason) and would only use it to make sure players don't get downed. That is if you are the main support of the group.
What domain is your Cleric? How many are in your party, and what are their classes?
In general, at your level, you are basically a Fighter with some extra mojo. There's no real wrong answer on when/how to use your spells; it's all situational, and ultimately comes down to your own judgement. I can, however, recommend a few things:
Healing
If you are the main source of healing for your group, it can be wise to reserve your spell slots for emergency healing.
You only have 3 slots currently, so it's important that your party knows that.
It is equally important that your party members do not expect all your spells be spent on them.
A good example a friend of mine suggested is to tell everyone upfront that you will provide each individual with one healing spell in combat, and only Spare the Dying if they go down after that. That tends to spur the rest of the party toward playing more intelligently, and not just recklessly throwing themselves into a meat grinder because they expect you to save them from themselves.
Damage
The one thing that I highly recommend you DON'T do (while still low level) is use your spell slots on attack spells that require an attack roll.
Guiding Bolt is a cool spell, and probably the largest potential damage you can do at the moment... if you hit.
It's very easy to miss things with attack rolls at this level, and you expend a spell slot even if you miss the target. That's a huge kick in the teeth to see a precious slot just poof with nothing to show for it.
Spells that require a target to roll an ability save generally have some effect even if the target saves (half damage on save being most prevalent), so you can at least get something for your effort even if it's not the full effect.
Utility/Support
You really can't go wrong with using utility/support spells, and Cleric has a TON of them.
Bless. You don't have to use this, nor should anyone in your group expect you to. It is, however, probably the single "best" way to use a spell slot (and your use of concentration) in larger combat encounters at your level.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
What domain is your Cleric? How many are in your party, and what are their classes?
In general, at your level, you are basically a Fighter with some extra mojo. There's no real wrong answer on when/how to use your spells; it's all situational, and ultimately comes down to your own judgement. I can, however, recommend a few things:
Healing
If you are the main source of healing for your group, it can be wise to reserve your spell slots for emergency healing.
You only have 3 slots currently, so it's important that your party knows that.
It is equally important that your party members do not expect all your spells be spent on them.
A good example a friend of mine suggested is to tell everyone upfront that you will provide each individual with one healing spell in combat, and only Spare the Dying if they go down after that. That tends to spur the rest of the party toward playing more intelligently, and not just recklessly throwing themselves into a meat grinder because they expect you to save them from themselves.
I am a Tempest cleric, have a NPC fighter, PC warlock, and PC rogue in my party. The warlock had already died technically, but the DM took great pity on them and let just lose almost all their gear in a river and come back unconscious. The rogue has had some pretty bad roles and has not had the best luck in stealth situations haha.
But i really like the idea of the each person gets 1 heal and a spare the dying afterward. I am hoping we can stock up on some potions before leave the town and head to the dungeon.
If you're willing to risk people a little bit, you can even go so far as to wait to heal until someone falls unconscious (kinda lets them cheat and soak up a little extra damage) and pick them up with Healing Word while continuing to attack.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
If you've got something like Guidance, Spare the Dying, and either Toll the Dead or Sacred Flame for cantrips, you'll have a decent package for low level spell use without needing to use spell slots. The benefit of using the cantrip for damage instead of your warhammer is that you can limit the amount of damage you are taking. You're likely to get into melee quickly enough as is and if you've picked up the chainmail and are using your shield, you'll be stout enough once there. I have a life cleric in my campaign that sits at 18 AC with the chainmail/shield combo who took a critical tentacle normal bite multiattack from a grick that dropped him from full health to unconscious in one shot. Where you are the only healer option in your party until potions are acquired, you may want to limit your exposure as much as possible.
I have a Warforged Tempest Cleric/Eldritch Knight Fighter build that I am eager to play, he will have a 21AC at level 1 and I think he will start as Fighter for 3 levels and the rest Cleric.
Guiding Bolt is good if you have at least a 16 WIS, Bless is worth spending a slot on unless you expect combat to be over really quickly, Healing Word is great as it is a bonus action and can be used after someone drops, and Aid can help keep people alive an extra round, two if you are lucky.
With cantrips like toll the dead and sacred flame you can feel a bit less fightery
I'd save 2 spell slots for healing/ great utility (Bless in a critical fight) and keep 1 to Thunderwave with Channel divinity: Destructive Wrath. Doing 16 damage in a 15ft cube is great stuff at that level and might actually save the need for healing because you just blew up the room full o' enemies.
At that level I really only used my spell slots for Bless and whatever healing was needed. If it came down to it I would fire off a Guiding Bolt to help take down a big baddie but that only happened once if I recall. My biggest damage dealer at that point was Toll the Dead and my warhammer.
I guess the other consideration is how your DM runs sessions. Are you having more then 1 or 2 combats a session? If not, then no biggie using your spells, if so, then you need to be more decisive.
Spare the Dying is your friend at low levels. Also, since you’re going to be in melee a fair amount during fights, take advantage of your Wrath of the Storm reaction. Clerics rarely have reaction options, so this won’t take a spell slot, or take away from other action options, either, and guarantees damage. Just remember that it’s only if they hit you, not just if they attack you. And it combos with Destructive Wrath, meaning it’s 16 or 8 damage automatically.
I would rather maximize Shatter over Wrath of the Storm at low levels
i am not familiar with this spell... is it in the PHB? thats the only source the DM wants us using since we are all new players. Doesn't want us to get bogged down in all the extra stuff.
It is, it's a second-level spell that you'll get as one of your domain spells, so you'll always have it prepared. The downside to it is that it affects all creatures in its range, including other party members, so watch out for that.
I agree with what everyone else is saying: use your cantrips and weapon for attacks. Use you spell slots for emergency heals, and a generous helping of Bless to buff your team's attacks, or Bane to hinder your enemies' attacks and saving throws. You're an attack-y group, so probably go with Bless. Your party will thank you.
Once you pick up Shatter you will be dealing a ton of damage. If you can get two or three enemies in the AOE (watch out for your rogue), you crank it to eleven with a Channel Divinity. Fight Over. Even if you party refuses to give you props for it, lol.
Also, the Number One Rule of Clerics: Use your Channel Divinity. Be judicious when to use it, at you level you only get one per rest, but don't ever leave it on the table. Tempest Clerics have arguably (undeniably IMHO) the coolest and most potent Channel Divinity. Maxing damage on your AOE spells Shatter, Call Lightning, and Destructive Wave is devastating. Not even an Evoker's Fireball can match you, a spell that is intentionally overpowered, BTW.
I'm a bit late to the party on this one, but in case any other low level clerics roll by looking for this I'll throw it out. At level 2, I would only be considering casting two spells with slots: Bless and healing word. I'd only use Bless in a fight that I thought might be difficult, and I'd use it very early in the fight. I prefer bless to bane for a few reasons. first bless has no save. It just works. A bane can be resisted by the enemy. Also, bane requires a little more book keeping on the part of the DM. My divine sorlock had bane (for thematic reasons) and the DM didn't really like tracking it. He didn't complain much but he mentioned after a session once that it was a hassle. Having played an arcane cleric with bless, and the divine sorlock with bane, (and presently playing a pure support divine sorc) in my mind it's no question as to which is better. Bless. The rest of my slots are for healing word (not cure wounds) and /only/ when the target goes down. They hit zero hit points, I blow a bonus action and spell slot, and they are back on their feet.
The rest of the time, I am standing in the back shooting my crossbow because I'm not a huge fan of front-line clerics in general. I want to make as few conc saves as possible to keep that bless running. I'm not saying melee clerics are bad, or that people are wrong for looking to beat on things with their hammer; I'm saying for me, ranged clerics are a better option in most situations.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
2nd what everyone has already said about Bless. One of the best low level buff spells in the game.
Another very useful spell at 1st level is Command. It might not be the go-to spell for buffing or killing, but it's a very flexible 1 second mind control spell. With a Rogue and Warlock in your party, use it to impose disadvantage at a key moment or to force your enemy to run away to give them some breathing room. It opens up some great possibilities if your party fights as a team.
Sacred Flame the crap out of every living thing until you get Spiritual Weapon, was my strategy. I preferred to save the grand majority of my spell slots for healing and Bless until I got to be about level 5. Other than that, at low levels, your mace is actually gonna be pretty useful, and as long as your AC is double digits, you're probably fine to be out in the fray. Guiding Bolt is real nice if everybody is struggling to take down a bigger bad guy, cause you can really put some hurt down if you manage to land it.
Don't forget about Channel Divinity either! It's really easy to do (our party's rogue almost perma-died on the dungeon ceiling cause I forgot Preserve Life was a thing)! It can be super clutch to get a bunch of zombies to turn tail on you, or divvy up 35 hit points for free when everybody's in single digits.
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So far I have had a hard time determining when to use my spells and what spells to use. I am lvl 2 and only have 3 level 1 spell slots. So many times I am just during combat I am just a fighter swinging my war hammer, to worried to waste a spell slot on an encounter and as a result we have had several characters need to start making saving throws lol.
My group will be making our first dungeon run this weekend into a bandit headquarters/cave. how do you all do spells at lower levels?
pre-level 3 you are just a fighter swinging your war hammer.
Honestly I'm very stingy with spell slots (i have seen enough of my friends waste a slot with smite on a 4hp left mob for no reason) and would only use it to make sure players don't get downed. That is if you are the main support of the group.
What domain is your Cleric? How many are in your party, and what are their classes?
In general, at your level, you are basically a Fighter with some extra mojo. There's no real wrong answer on when/how to use your spells; it's all situational, and ultimately comes down to your own judgement. I can, however, recommend a few things:
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
I am a Tempest cleric, have a NPC fighter, PC warlock, and PC rogue in my party. The warlock had already died technically, but the DM took great pity on them and let just lose almost all their gear in a river and come back unconscious. The rogue has had some pretty bad roles and has not had the best luck in stealth situations haha.
But i really like the idea of the each person gets 1 heal and a spare the dying afterward. I am hoping we can stock up on some potions before leave the town and head to the dungeon.
If you're willing to risk people a little bit, you can even go so far as to wait to heal until someone falls unconscious (kinda lets them cheat and soak up a little extra damage) and pick them up with Healing Word while continuing to attack.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
If you've got something like Guidance, Spare the Dying, and either Toll the Dead or Sacred Flame for cantrips, you'll have a decent package for low level spell use without needing to use spell slots. The benefit of using the cantrip for damage instead of your warhammer is that you can limit the amount of damage you are taking. You're likely to get into melee quickly enough as is and if you've picked up the chainmail and are using your shield, you'll be stout enough once there. I have a life cleric in my campaign that sits at 18 AC with the chainmail/shield combo who took a critical tentacle normal bite multiattack from a grick that dropped him from full health to unconscious in one shot. Where you are the only healer option in your party until potions are acquired, you may want to limit your exposure as much as possible.
I have a Warforged Tempest Cleric/Eldritch Knight Fighter build that I am eager to play, he will have a 21AC at level 1 and I think he will start as Fighter for 3 levels and the rest Cleric.
Guiding Bolt is good if you have at least a 16 WIS, Bless is worth spending a slot on unless you expect combat to be over really quickly, Healing Word is great as it is a bonus action and can be used after someone drops, and Aid can help keep people alive an extra round, two if you are lucky.
With cantrips like toll the dead and sacred flame you can feel a bit less fightery
I'd save 2 spell slots for healing/ great utility (Bless in a critical fight) and keep 1 to Thunderwave with Channel divinity: Destructive Wrath. Doing 16 damage in a 15ft cube is great stuff at that level and might actually save the need for healing because you just blew up the room full o' enemies.
At that level I really only used my spell slots for Bless and whatever healing was needed. If it came down to it I would fire off a Guiding Bolt to help take down a big baddie but that only happened once if I recall. My biggest damage dealer at that point was Toll the Dead and my warhammer.
I guess the other consideration is how your DM runs sessions. Are you having more then 1 or 2 combats a session? If not, then no biggie using your spells, if so, then you need to be more decisive.
Spare the Dying is your friend at low levels. Also, since you’re going to be in melee a fair amount during fights, take advantage of your Wrath of the Storm reaction. Clerics rarely have reaction options, so this won’t take a spell slot, or take away from other action options, either, and guarantees damage. Just remember that it’s only if they hit you, not just if they attack you. And it combos with Destructive Wrath, meaning it’s 16 or 8 damage automatically.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
I would rather maximize Shatter over Wrath of the Storm at low levels
i am not familiar with this spell... is it in the PHB? thats the only source the DM wants us using since we are all new players. Doesn't want us to get bogged down in all the extra stuff.
It is, it's a second-level spell that you'll get as one of your domain spells, so you'll always have it prepared. The downside to it is that it affects all creatures in its range, including other party members, so watch out for that.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Yeah, you just need to be smart about placement, but it is pretty easy to hit multiple enemies without getting party members
It's basically a ranged, stronger Thunderwave when ye reach lvl 3.
I agree with what everyone else is saying: use your cantrips and weapon for attacks. Use you spell slots for emergency heals, and a generous helping of Bless to buff your team's attacks, or Bane to hinder your enemies' attacks and saving throws. You're an attack-y group, so probably go with Bless. Your party will thank you.
Once you pick up Shatter you will be dealing a ton of damage. If you can get two or three enemies in the AOE (watch out for your rogue), you crank it to eleven with a Channel Divinity. Fight Over. Even if you party refuses to give you props for it, lol.
Also, the Number One Rule of Clerics: Use your Channel Divinity. Be judicious when to use it, at you level you only get one per rest, but don't ever leave it on the table. Tempest Clerics have arguably (undeniably IMHO) the coolest and most potent Channel Divinity. Maxing damage on your AOE spells Shatter, Call Lightning, and Destructive Wave is devastating. Not even an Evoker's Fireball can match you, a spell that is intentionally overpowered, BTW.
I'm a bit late to the party on this one, but in case any other low level clerics roll by looking for this I'll throw it out. At level 2, I would only be considering casting two spells with slots: Bless and healing word. I'd only use Bless in a fight that I thought might be difficult, and I'd use it very early in the fight. I prefer bless to bane for a few reasons. first bless has no save. It just works. A bane can be resisted by the enemy. Also, bane requires a little more book keeping on the part of the DM. My divine sorlock had bane (for thematic reasons) and the DM didn't really like tracking it. He didn't complain much but he mentioned after a session once that it was a hassle. Having played an arcane cleric with bless, and the divine sorlock with bane, (and presently playing a pure support divine sorc) in my mind it's no question as to which is better. Bless. The rest of my slots are for healing word (not cure wounds) and /only/ when the target goes down. They hit zero hit points, I blow a bonus action and spell slot, and they are back on their feet.
The rest of the time, I am standing in the back shooting my crossbow because I'm not a huge fan of front-line clerics in general. I want to make as few conc saves as possible to keep that bless running. I'm not saying melee clerics are bad, or that people are wrong for looking to beat on things with their hammer; I'm saying for me, ranged clerics are a better option in most situations.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
2nd what everyone has already said about Bless. One of the best low level buff spells in the game.
Another very useful spell at 1st level is Command. It might not be the go-to spell for buffing or killing, but it's a very flexible 1 second mind control spell. With a Rogue and Warlock in your party, use it to impose disadvantage at a key moment or to force your enemy to run away to give them some breathing room. It opens up some great possibilities if your party fights as a team.
Sacred Flame the crap out of every living thing until you get Spiritual Weapon, was my strategy. I preferred to save the grand majority of my spell slots for healing and Bless until I got to be about level 5. Other than that, at low levels, your mace is actually gonna be pretty useful, and as long as your AC is double digits, you're probably fine to be out in the fray. Guiding Bolt is real nice if everybody is struggling to take down a bigger bad guy, cause you can really put some hurt down if you manage to land it.
Don't forget about Channel Divinity either! It's really easy to do (our party's rogue almost perma-died on the dungeon ceiling cause I forgot Preserve Life was a thing)! It can be super clutch to get a bunch of zombies to turn tail on you, or divvy up 35 hit points for free when everybody's in single digits.