Hello everyone, I am here to inquire about a dilemma I have and that is mainly ranged combat, I really want to be spare in my uses of spell slots as I feel that the amounts of long rest, me and my party get are rare and in between as we are running the module for horde of the dragon queen and the way my dm runs it we RARELY get a chance to use a short or long rest due to the lack of material.
what are some of the better cantrips for damage/ranged spell attacks for a Melee Life Cleric (i got the ac and two feats to back it up so why not {human varient}) get from magic initiate or spell sniper and how would it compare to Crossbow expert, Yes I am aware of the spirit guardian and spiritual weapon combo but at the moment If by some miracle my dm actually hits me and somehow causes me to lose concentration, has not happened yet not without his lack of trying, I personally think I have to may SAVE based attack spells, kinda part of the reason I like guiding bolt so much, it gets a +7 to hit deals good damage for me most of the time, hold person is another favorite of mine.
But all in all what are some good cantrips that can be obtained with these feats that are just good for slinging damage or can create some really good/funny combos that are also effective damage dealers or allow control, please note that I'm trying to stay in the realm of the wizard spell list or sorcerer spell list.
if you wanted to boost melee damage further then the booming blade or green-flame blade cantrips are both quite strong. You’d need to use magic initiate (wizard, sorcerer, or warlock) on them though. Fun fact - familiars with inflict wounds can be really dangerous.
similarly, depending on your strength and wisdom scores, shillelagh makes for a good cantrip (via magic initiate druid), which would allow you to be awkward by taking goodberry as the one/day spell for lots of healing. Produce flame is an ok ranged cantrip, or you could go along the lines of guidance, allowing you to take both the Cleric cantrips mentioned above for options at range.
I definitely recommend War Caster. Helps with concentration, and can cast a spell as a reaction for opportunity attacks.
Cantrips are your best bet for a spell as a reaction, but of course clerics have a lot of good single-target spells, so that's up to you for spell management. Since you mentioned the concern about conserving spell slots, though, I'd suggest Sacred Flame and Toll the Dead for damage-dealing cleric cantrips. I have both, since I like having the option to go after an enemy's Dex or Wisdom.
Agreeing with those who suggested Magic Initiate to grab Booming Blade and/or Green Flame Blade.
Also, don't be shy about letting your DM know that this is on your mind. There is a difference between "challenging the party to manage their resources carefully" and "making them feel like they can never use their stuff because it'll be several sessions before they can get it back." HotDQ is rough at the start; while you're in Greenest, yeah, there isn't really an opportunity to rest for a while. We didn't finish that module sadly, because people's schedules changed. We did get to leave the town, though, so that tough "we can never rest oh my god" didn't last forever.
Clerics don't have to be the primary source of healing in the group, but 1.) we do have access to healing and 2.) Life Cleric has those extra healing abilities, so my advice: be on the lookout for a magic weapon. Melee or ranged, either, but don't be shy about getting into the thick of things so you're close to both your melee party members and ranged ones. You get access to heavy armor, so wading in there with the barbarian and paladin shouldn't be an issue. If you want a magic weapon, don't be shy to let your DM know you're on the lookout for one. Maybe you won't rely on it forever or as your main damage dealing option, but it will help break up the monotony of Sacred Flame and Toll the Dead all the time, and depending on your Strength or Dex score, may be as effective as a cantrip at the lower levels. Plus if you grab Green Flame Blade or Booming Blade, you'll want to have a weapon.
At higher levels, it may also be worth thinking about Resilient: Constitution. Helps with your concentration saves, and of course just good for constitution saves. Even better if you have an odd CON score before you grab it so you'll get the extra hp.
If you are looking for ranged damage-dealing cantrips, Acid Spash may be an option. It's a d6 for damage, but acid isn't a very commonly resisted damage type. Chill Touch is also a decent one; d8 damage, has a longer range, and has some extra debuffs on the enemy; not many enemies can heal, but if they can, then this will come in handy. Plus it's does a little something extra to undead, and what cleric doesn't want that?
War Caster and Resilient Constitution are the two best feats for almost every Cleric.
I took the Spell Sniper feat on my Cleric and took the spell Thorn Whip. One of the creative ways to use Thorn Whip is that it is one of the very few ways that you can deal damage with Spirit Guardians on your own turn. If you move your Spirit Guardians aura on top of an enemy, it doesn't make them take damage. But if they move into your aura through forced movement, they do take damage. Thorn Whip is a Druid spell, so it uses your Wisdom score, which is obviously going to be quite high as a Cleric.
Hello everyone, I am here to inquire about a dilemma I have and that is mainly ranged combat, I really want to be spare in my uses of spell slots as I feel that the amounts of long rest, me and my party get are rare and in between as we are running the module for horde of the dragon queen and the way my dm runs it we RARELY get a chance to use a short or long rest due to the lack of material.
what are some of the better cantrips for damage/ranged spell attacks for a Melee Life Cleric (i got the ac and two feats to back it up so why not {human varient}) get from magic initiate or spell sniper and how would it compare to Crossbow expert, Yes I am aware of the spirit guardian and spiritual weapon combo but at the moment If by some miracle my dm actually hits me and somehow causes me to lose concentration, has not happened yet not without his lack of trying, I personally think I have to may SAVE based attack spells, kinda part of the reason I like guiding bolt so much, it gets a +7 to hit deals good damage for me most of the time, hold person is another favorite of mine.
But all in all what are some good cantrips that can be obtained with these feats that are just good for slinging damage or can create some really good/funny combos that are also effective damage dealers or allow control, please note that I'm trying to stay in the realm of the wizard spell list or sorcerer spell list.
Sacred flame and toll the dead are my go-to cleric cantrips. And warcaster should really be on your short list of feats to consider.
Solid advice above from Xalthu.
if you wanted to boost melee damage further then the booming blade or green-flame blade cantrips are both quite strong. You’d need to use magic initiate (wizard, sorcerer, or warlock) on them though. Fun fact - familiars with inflict wounds can be really dangerous.
similarly, depending on your strength and wisdom scores, shillelagh makes for a good cantrip (via magic initiate druid), which would allow you to be awkward by taking goodberry as the one/day spell for lots of healing. Produce flame is an ok ranged cantrip, or you could go along the lines of guidance, allowing you to take both the Cleric cantrips mentioned above for options at range.
Please take a look at my homebrewed Spells, Magic Items, and Subclasses. Any feedback appreciated.
The forge cleric at my table wanted to tank so he picked up the dual wielder feat. unconventional, i know. He uses the hell out of it.
"Not all those who wander are lost"
I definitely recommend War Caster. Helps with concentration, and can cast a spell as a reaction for opportunity attacks.
Cantrips are your best bet for a spell as a reaction, but of course clerics have a lot of good single-target spells, so that's up to you for spell management. Since you mentioned the concern about conserving spell slots, though, I'd suggest Sacred Flame and Toll the Dead for damage-dealing cleric cantrips. I have both, since I like having the option to go after an enemy's Dex or Wisdom.
Agreeing with those who suggested Magic Initiate to grab Booming Blade and/or Green Flame Blade.
Also, don't be shy about letting your DM know that this is on your mind. There is a difference between "challenging the party to manage their resources carefully" and "making them feel like they can never use their stuff because it'll be several sessions before they can get it back." HotDQ is rough at the start; while you're in Greenest, yeah, there isn't really an opportunity to rest for a while. We didn't finish that module sadly, because people's schedules changed. We did get to leave the town, though, so that tough "we can never rest oh my god" didn't last forever.
Clerics don't have to be the primary source of healing in the group, but 1.) we do have access to healing and 2.) Life Cleric has those extra healing abilities, so my advice: be on the lookout for a magic weapon. Melee or ranged, either, but don't be shy about getting into the thick of things so you're close to both your melee party members and ranged ones. You get access to heavy armor, so wading in there with the barbarian and paladin shouldn't be an issue. If you want a magic weapon, don't be shy to let your DM know you're on the lookout for one. Maybe you won't rely on it forever or as your main damage dealing option, but it will help break up the monotony of Sacred Flame and Toll the Dead all the time, and depending on your Strength or Dex score, may be as effective as a cantrip at the lower levels. Plus if you grab Green Flame Blade or Booming Blade, you'll want to have a weapon.
At higher levels, it may also be worth thinking about Resilient: Constitution. Helps with your concentration saves, and of course just good for constitution saves. Even better if you have an odd CON score before you grab it so you'll get the extra hp.
If you are looking for ranged damage-dealing cantrips, Acid Spash may be an option. It's a d6 for damage, but acid isn't a very commonly resisted damage type. Chill Touch is also a decent one; d8 damage, has a longer range, and has some extra debuffs on the enemy; not many enemies can heal, but if they can, then this will come in handy. Plus it's does a little something extra to undead, and what cleric doesn't want that?
War Caster and Resilient Constitution are the two best feats for almost every Cleric.
I took the Spell Sniper feat on my Cleric and took the spell Thorn Whip. One of the creative ways to use Thorn Whip is that it is one of the very few ways that you can deal damage with Spirit Guardians on your own turn. If you move your Spirit Guardians aura on top of an enemy, it doesn't make them take damage. But if they move into your aura through forced movement, they do take damage. Thorn Whip is a Druid spell, so it uses your Wisdom score, which is obviously going to be quite high as a Cleric.
Another great option is to take Green Flame Blade or Booming Blade.
RAW that can make it difficult ot cast spells in combat as you nearly always need a had free for the somantic / material components.