Just go 2 levels of tempest cleric and 18 of storm sorcerer. You get more spells, better metamagic, a constant flying speed that you can give to party members, and the ability to deal maximum damage with channel divinity. At the beginning of each day, transform the few cleric spell slots you have into spell slots for sorcerer.
You should never have less than 17 levels of pure caster if we're going to talk about a level 20 build. While you combine spell slots, you don't combine spell levels known. And nothing beats having access to level 9 magic. As fun as Thunderbolt Strike is, its not worth losing all those Sorcery Points and higher tier spells.
I think I would have done the progression differently, but otherwise love the build.
I would do it like this (using vhuman cause I'm a damn dirty optimizer):
1. Sorcerer 1. Polearm Master
2. Cleric 1.
3. Cleric 2.
4. Cleric 3.
5. Cleric 4. Warcaster
6. Cleric 5.
7. Cleric 6.
8. Sorcerer 2.
9. Sorcerer 3.
10. Sorcerer 4. ???
Con save proficiency, BB and Lure from level 1 and getting to cleric 6 with the relevant feats by level 7.
And now I'm thinking about how to make this a truly ridiculous multiclass with bladesinger for the cantrip extra attack. Great build and write up. Thanks for the inspiration!
RIP this build since the Booming Blade errata set its range to Self (5-foot radius), meaning you can't double the range to work with Reach weapons anymore.
RIP this build since the Booming Blade errata set its range to Self (5-foot radius), meaning you can't double the range to work with Reach weapons anymore.
A lot of it still works, but in their effort to "fix" fun uses of spells and abilities they just narrow down a player's ability to experiment. I don't get it, personally. There is already so little overlap with abilities I don't know why you would water the game down more.
Personally, I felt Lightning Lure had more utility with this build than Booming Blade anyways. I feel bad for people going for a Tunnel Fighter lockdown build as it's another gameplay option taken away by odd rules rewrites.
I decided to try this build myself as I thought it would be fun.
Went with Variant Human and the Mobile feat. We just got to 6th level. Started off with 2 levels of Cleric. I've followed that up with 4 levels of Sorcerer. I'm planning to take 1-2 more levels of Sorcerer so I can get 3rd level spells. My plan is to eventually take 6-8 levels of Sorcerer and 6-8 levels of Cleric. After that I'll either take more Sorcerer levels or do a 6 level dip in Warlock (Hexblade). I was mainly considering Warlock for the 2nd attack and for Devil Sight, so I may just skip it, take the Eldritch Adept feat instead. I also just took the Shield Master feat because I thought it would be fun to knock enemies into our party wizard's Flaming Sphere, and also allow me to (hopefully) avoid damage from breath weapon/spell attacks.
Mobile allows me to hit and run which is great when I twin booming blade. Or I can thunderwave a group of enemies, then fly away from them. I can also switch up my damage type if I know an enemy is resistant to a specific type, or I can change a spell to lightning or thunder damage so I can use Destructive Wrath(At 7th level, I'd be able to cast a thunderball/lightningball or lightning bolt that does 54 damage).
Booming Blade still meets the parameters for twinning. It only affects one target and it's range is not Self, it's Self xyz(5'), which are very different. Per Jeremy Crawford, Self (xyz') does not prohibit twinning.
Booming Blade still meets the parameters for twinning. It only affects one target and it's range is not Self, it's Self xyz(5'), which are very different. Per Jeremy Crawford, Self (xyz') does not prohibit twinning.
Do you have any proof that Self (xyz) does not prohibit twinning according to Jeremy Crawford?
Booming Blade still meets the parameters for twinning. It only affects one target and it's range is not Self, it's Self xyz(5'), which are very different. Per Jeremy Crawford, Self (xyz') does not prohibit twinning.
Do you have any proof that Self (xyz) does not prohibit twinning according to Jeremy Crawford?
I believe the point made was that you could use Distance spell to double the spell's range. Therefore, its range is 10ft thanks to the sorcery point used.
I believe the point made was that you could use Distance spell to double the spell's range. Therefore, its range is 10ft thanks to the sorcery point used.
Distant Spell doesn't work with the updated form of booming blade/green-flame blade, as they both have a range of Self. Once cast these spells then trigger a melee weapon attack that must be against a target "within 5 feet of you", but that's not the Range of the spell itself, so Distant Spell does not apply to that part.
Personally I've always just allowed the weapon's own reach to be used for Rules As Fun, but that's not the Rules As Written, and it does make an already good cantrip even better so it depend on the situation.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
A value in brackets is the area of effect; thunderwave for example is Self (15-foot cube). It's nice that Wizards of the Coast never actually explicitly set this out, then later break the precedent, but I see no reason to treat it any differently, as with the way these cantrips work you, or more accurately your weapon, is the target of the spell; it then lets you make an attack.
The weird part is why that attack has a distance associated with it at all, given that weapons already have their own reach values. While being able to use it at 10 feet makes booming blade quite strong, it's not so strong that it's obviously broken.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Don't forget that the 10 ft movement from Tempestuous Magic only triggers on 1st level spells or higher
I find that at 20th level, you want a 14/6 sorcerer-cleric mix.
I go into Storm Sorcery a little earlier (3rd level) and then focus on Cleric up till 6th. Then Storm Sorcery all the way.
Chilling kinda vibe.
Just go 2 levels of tempest cleric and 18 of storm sorcerer. You get more spells, better metamagic, a constant flying speed that you can give to party members, and the ability to deal maximum damage with channel divinity. At the beginning of each day, transform the few cleric spell slots you have into spell slots for sorcerer.
there is nothing like cleric spell slots. You will have same spell slots like full lvl 20 caster. They are shared
You should never have less than 17 levels of pure caster if we're going to talk about a level 20 build. While you combine spell slots, you don't combine spell levels known. And nothing beats having access to level 9 magic. As fun as Thunderbolt Strike is, its not worth losing all those Sorcery Points and higher tier spells.
I think I would have done the progression differently, but otherwise love the build.
I would do it like this (using vhuman cause I'm a damn dirty optimizer):
1. Sorcerer 1. Polearm Master
2. Cleric 1.
3. Cleric 2.
4. Cleric 3.
5. Cleric 4. Warcaster
6. Cleric 5.
7. Cleric 6.
8. Sorcerer 2.
9. Sorcerer 3.
10. Sorcerer 4. ???
Con save proficiency, BB and Lure from level 1 and getting to cleric 6 with the relevant feats by level 7.
And now I'm thinking about how to make this a truly ridiculous multiclass with bladesinger for the cantrip extra attack. Great build and write up. Thanks for the inspiration!
what abilities are you referancing that boomblade doesnt apply too
RIP this build since the Booming Blade errata set its range to Self (5-foot radius), meaning you can't double the range to work with Reach weapons anymore.
A lot of it still works, but in their effort to "fix" fun uses of spells and abilities they just narrow down a player's ability to experiment. I don't get it, personally. There is already so little overlap with abilities I don't know why you would water the game down more.
Personally, I felt Lightning Lure had more utility with this build than Booming Blade anyways. I feel bad for people going for a Tunnel Fighter lockdown build as it's another gameplay option taken away by odd rules rewrites.
I decided to try this build myself as I thought it would be fun.
Went with Variant Human and the Mobile feat. We just got to 6th level. Started off with 2 levels of Cleric. I've followed that up with 4 levels of Sorcerer. I'm planning to take 1-2 more levels of Sorcerer so I can get 3rd level spells. My plan is to eventually take 6-8 levels of Sorcerer and 6-8 levels of Cleric. After that I'll either take more Sorcerer levels or do a 6 level dip in Warlock (Hexblade). I was mainly considering Warlock for the 2nd attack and for Devil Sight, so I may just skip it, take the Eldritch Adept feat instead. I also just took the Shield Master feat because I thought it would be fun to knock enemies into our party wizard's Flaming Sphere, and also allow me to (hopefully) avoid damage from breath weapon/spell attacks.
Mobile allows me to hit and run which is great when I twin booming blade. Or I can thunderwave a group of enemies, then fly away from them. I can also switch up my damage type if I know an enemy is resistant to a specific type, or I can change a spell to lightning or thunder damage so I can use Destructive Wrath(At 7th level, I'd be able to cast a thunderball/lightningball or lightning bolt that does 54 damage).
According to sage adivice, you cannot twin booming blade anymore if I remember correctly
Are you thinking of GFB, which affects 2 targets?
Booming Blade still meets the parameters for twinning. It only affects one target and it's range is not Self, it's Self xyz(5'), which are very different. Per Jeremy Crawford, Self (xyz') does not prohibit twinning.
Do you have any proof that Self (xyz) does not prohibit twinning according to Jeremy Crawford?
Here's my proof that you're wrong:
https://youtu.be/xUOaQ_XY7wE?t=720
What I had seen from JC was from earlier than this video.
That being said, each DM/group gets to make their own decisions, which is what makes the game fun for all. And mine is okay with it.
Plus, to be honest, I tend to twin guiding bolt and chromatic orb more anyways.
I believe the point made was that you could use Distance spell to double the spell's range. Therefore, its range is 10ft thanks to the sorcery point used.
Distant Spell doesn't work with the updated form of booming blade/green-flame blade, as they both have a range of Self. Once cast these spells then trigger a melee weapon attack that must be against a target "within 5 feet of you", but that's not the Range of the spell itself, so Distant Spell does not apply to that part.
Personally I've always just allowed the weapon's own reach to be used for Rules As Fun, but that's not the Rules As Written, and it does make an already good cantrip even better so it depend on the situation.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
A value in brackets is the area of effect; thunderwave for example is Self (15-foot cube). It's nice that Wizards of the Coast never actually explicitly set this out, then later break the precedent, but I see no reason to treat it any differently, as with the way these cantrips work you, or more accurately your weapon, is the target of the spell; it then lets you make an attack.
The weird part is why that attack has a distance associated with it at all, given that weapons already have their own reach values. While being able to use it at 10 feet makes booming blade quite strong, it's not so strong that it's obviously broken.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.