I'm a lvl2 mountain dwarf with homebrew rules on spending racial bonuses, paired with a good ability roll (without racial bonuses: 16,14,17,13,17,13). In addition, we got a starting feat - I took observant for the +1WIS. So this is the lvl2 char now:
My plan: go lvl 5 cleric, (taking the resilient feat with CON at lvl4) then dip 3 lvls into artificer get cantrips: thorn whip and booming blade get 2 infusions: +1AC on shield; mind sharpener on armor get a steel defender for a one-hit meat shield or to be close for deflect attack, but otherwise not really attacking with it continue cleric until the end OR take another artificer for ASI/feat?
In battle
spirit guardians
spiritual weapon
booming blade if enemy close/ thorn whip if far
What I need help with is:
does it make sense to go 2-3 lvls into artificer?
1 lvl would be enough for the cantrips
2 lvls enable for +1AC + mind sharpener frees me up from choosing war caster later (am I right?)
3 lvls enable for steel defender but that might not even worth it (it will have like 18hp and I'll use my bonus action on SW)
Is there any better multiclassing option with great synergies for SG or a front line cleric in general?
What should I do with my next ASI/feat? I was looking at shield master (if mind sharpener is there, else war caster)
Anything I might have missed or would be missing out on if I go with this plan
Do you follow rules for spell components? Cause if so you’re going to have some problems. If you are weapon and shield, that doesn’t leave you with a free hand for the artificer tools you need for a focus for those spells. Let alone the free hand for somatic components for cleric spells. Warcaster can fix the cleric end, but doesn’t help with the artificer end. Really forge clerics are pretty amazing front liners by themselves. And for the dip into artificer, you give up a +1 to AC, fire resistance, a +d8 to damage, and set back your spell progression. I’d stay single class. (I’m biased, though, I always stay single class)
How far are you going to be taking this cleric? Are they possibly going to hit level 20, or are they for a published adventure that will end before that, like level 13 or something?
Note that you've only got INT 13 so that's going to make Thorn Whip and any other magical attack spells you pick as an artificer much less likely to hit. I'm assuming you'll be in heavy armor, so you might want to at least swap your INT and DEX, and try and find a headband of intellect.
I'll point out another benefit of going to level 3 in artificer is that you get access to the shield spell.
The steel defender won't really act as a meat shield, it can't take attacks for you, and its Deflect Attack is only useful against melee, it won't help against an archer or ranged spellcaster unless it's near them, and either way it can only react once per round.
The Mind Sharpener definitely looks useful -- if you're going to high enough levels where you're up against spells like Meteor Swarm, a nat 20's not going to let you keep your concentration. However, the Warcaster feat also has the 'use a spell as an attack of opportunity' feature, so there is still utility to taking it.
Because the spellcasting multiclassing rule for artificers is half your level rounded up, 3 vs 4 levels won't make a difference in terms of spell slots, you'd actually progress faster with only 3 levels. But if you go 3 levels artificer in a row, you won't have an ASI between character levels 4 and 11. If you take 4 levels of artificer you'd be taking that second ASI at character level 9, only one level behind everyone else. 2 levels of artificer mean ASI at 10.
Honestly, I would say it's going to come down to when you want that second ASI, and how much you want the Mind Sharpener. If you're set on getting that autosucceed on your CON saves, then go whole hog and take 4 levels, getting autoprepared shield spell and an ASI. If your PC gets to level 20, they'll have a 9th level spell slot but only access to 8th level cleric spells. There are only 4 9th-level cleric spells (5 including the optional one from Tasha's) and the only unique one (which might be available to bards via Tasha's, I forget, and bards could take it anyway with magical secrets) is just Mass Heal.
In terms of other synergies, the best ones are always going to be the ones that take advantage of the same main stats. As a cleric, that leaves you with Druid or Ranger for wisdom (nixing Monk because of the armor class clash), and possibly fighter (barbs can't concentrate on spells while ranging, so that's out). There's only one Druid option with a CON save buff, and it only allows for not rolling under a 10. Wildshaping in general can be a great way to be a meat shield, but with beasts' low AC you probably won't keep concentration. One Ranger subclass has save buffs, but they come in too late to be helpful here (7 levels in, with a buff at 15). Also, with a forge cleric build I don't see that balancing as well, roleplay-wise, as the artificer concept would. A fighter would let you pick a fighting style at level 2, so you could get another +1 to AC. Though you can now get fighting styles as a feat, so this is of limited use. You could also action surge, which would be useful if you needed to dash or dodge, or just weapon attack on the same round as casting spirit guardians. So basically a bunch of iffy maybes.
Potential feats: fighting style for +1 AC, Magic Initiate: Druid for better ability to hit with Thorn Whip, War Caster for spell AOO, Sentinel to lock down melee enemies, Shield Master for 2nd and 3rd bullet points, +2 INT if you don't swap DEX and INT, or if you do and just need a +1 to INT, go for Fey Touched or Observant or Skill Expert.
the adventure will go until lvl10-11, potentially 12
@Xalthu: For artificer focus if I understand correctly any infused item will do (shield has holy symbol and would have an infusion for +1AC - so in theory its ticked for thorn whip and booming blade both?) maybe I got it wrong, its a bit complex :D but if I get it right, this might be tricky with other spells not having material but having somatic components
@pocketmouse: that is a lot of info to consider! I understand the potential of shield spell, but it feels like it would draw me into 2 more lvls of artificer than what I need. I'm now thinking about 2lvls of artificer, so ASI would come at lvl10 - which is practically close to the end of the adventure. I will go with the infusions and use booming blade most I think - thanks for pointing out that it will be hard to hit with the whip. I will also swap dex with int to ensure I do have that extra +1 modifier.
this way I'll be able to see what to do at lvl 10 for ASI or feat, where I will consider: -- warcaster for AOO - this will both boost my chance to succeed on concentration checks without a reaction but also potentially mess up my reaction economy for mind sharpener -- magic initiate with druid for better whips
I've been player a Forge Cleric for the last 9 months or so, currently he is at level 10. I've not found a need to dip into another class unless it is something you want to do for flavor. He currently has a 22AC (full plate and a +1 shield) and that is without using the forge blessing on himself so it is plenty tanky. Now that I have divine smite I hardly ever use an attack cantrip unless there is nothing within hand to hand. I would echo taking Warcaster, you will need that to cast spells and use a shield, it is also great to have advantage on concentration saving throws. In a bigger battler it is spirit guardians, spiritual weapon and then either attacking hand to hand with my warhammer or using my dodge action if I want to make sure I keep concentration.
Keep in mind that mind sharpener on your armor stops you from being able to use you blessing of the forge on your armor. So unless your going to be using it on a non-magical weapon that becomes a point of issue for you.
A fun little build I am planning on playing for a new campaign down the line is a Forge Cleric/Eldritch Knight Multiclass that I have affectionately named 'The Ambulance of Destruction' and it goes a little something like this:
Race: Warforged
Ability Scores
Strength 15 Dexterity 8 Constitution 15 (13+2 from racial modifier) Intelligence 10 Wisdom 16 (15+1 from racial modifier) Charisma 10
With no magic items and just starting gear this monstrosity can hit 21 AC at level 2 (Chainmail armor with a shield, Warforged +1 AC Forge Cleric +1 to armor and Defense Fighting Style). At level 4 this shoots up to 26AC with the Shield spell. At level 5 you can hit for decent damage with Shillellagh Booming Blades while still supporting the team with Healing Words and Bless. If you want more Cleric than Fighter you can go back to leveling Cleric after you hit Fighter 4. I plan on going to Fighter 8 first because I wanted to catch up on the ASIs.
A fun little build I am planning on playing for a new campaign down the line is a Forge Cleric/Eldritch Knight Multiclass that I have affectionately named 'The Ambulance of Destruction' and it goes a little something like this:
Race: Warforged
Ability Scores
Strength 15 Dexterity 8 Constitution 15 (13+2 from racial modifier) Intelligence 10 Wisdom 16 (15+1 from racial modifier) Charisma 10
With no magic items and just starting gear this monstrosity can hit 21 AC at level 2 (Chainmail armor with a shield, Warforged +1 AC Forge Cleric +1 to armor and Defense Fighting Style). At level 4 this shoots up to 26AC with the Shield spell. At level 5 you can hit for decent damage with Shillellagh Booming Blades while still supporting the team with Healing Words and Bless. If you want more Cleric than Fighter you can go back to leveling Cleric after you hit Fighter 4. I plan on going to Fighter 8 first because I wanted to catch up on the ASIs.
Most of this is fairly straightforward and can be done in a lot of places. Many of my more tank focused Fighters all start out with 20-21 AC when including shield, armor, and the fighting style for example. The Cleric that can wear heavy armor gets all the same basic starting tools to make that happen. It's part of what gives Clerics the variety that they have in how you play them and where they are in the party that actually makes them interesting.
Sorry to be a bit of a nitpick here but tank Fighters with Defense Fighting style will NOT have 20-21 AC at the start. A DM is not going to give you Plate Armor right off the bat if the campaign starts off at level 2 or 3 so you will most likely have about 19 AC. This is important because 2 extra AC at level 2-3 is a LOT.
Sorry to be a bit of a nitpick here but tank Fighters with Defense Fighting style will NOT have 20-21 AC at the start. A DM is not going to give you Plate Armor right off the bat if the campaign starts off at level 2 or 3 so you will most likely have about 19 AC. This is important because 2 extra AC at level 2-3 is a LOT.
AT low level it isn't actually alot. at those levels because it takes what is barely hittable and makes it barely hittable. Requiring rolls above a 15 at least but not out of the realm of most enemies to still do without needing assistance or purely by getting criticals. Those two points of AC actually count for a lot more when those numbers become something that is being more commonly reached.
And it is possible to get those numbers through various basic methods. Such as Various spells that things like Priests can use such as armor of faith.
So your nitpick is duly noted but not considering all of the factors by working purely in isolation and not considering other possible variables.
I know what you mean. But what you also need to consider is the build that I presented will always have that extra 2 AC over other tanks because that was what I specifically built it for. Sure your normal Cleric can raise their AC by 2 with Shield of Faith, but my character can do that too. But to be honest I highly doubt I will be concentrating on that spell when I could be using something way more useful like Bless.
I know what you mean. But what you also need to consider is the build that I presented will always have that extra 2 AC over other tanks because that was what I specifically built it for. Sure your normal Cleric can raise their AC by 2 with Shield of Faith, but my character can do that too. But to be honest I highly doubt I will be concentrating on that spell when I could be using something way more useful like Bless.
And I wasn't denying that or saying that it is a bad thing. it's actually a good thing. I actually like shield of Faith. Specially on something with a naturally good constitution like a Paladin or a Fighter with Magic Initiate. I wasn't meaning the list in my statement to be comprehensive. But there is something to be said for Tank types to be concentrating on defensive spells even when they are not Clerics because it's less expected but they also tend to have the concentration checks to help keep it up as well as good AC's to take less hits, the barbarian excluded of course. I've had some stay up a surprisingly long time by such characters.
It's a good build and I wasn't trying to knock it. I was merely trying to say that there are a few ways to accompish similar if people want to have fun and consider such numbers. That they consider variations on such a build or even achieve such results in tandem through allies in the party.
And as for Something like Shield of Faith specifically it's actually a spell I like, and sometimes like to cast on tank allies, that they often aren't expecting because so many things are built in vacuums these days. Bless is certainly useful but I've found that sometimes if the guys around me are beating on things well enough. I'm using up spell slots but not doing a lot by casting bless. It's something that goes un-noticed by many but it can happen. And thus switching up to something like shield of faith to bolster the tank standing between me and an enemy if they are taking hits but only barely or other allies for other reasons can do a lot to keep the party going. But there are other spells that other Casters could potentially be using to similar extents at varying levels as well.
Quite Frankly in all honesty there are also times that I get bored of Spiritual Weapon and Spiritual guardians. Or by shere fact that they are level 2 and 3 spells there are times where I don't even have them yet. That i also want to just do something else to help the party with my concentration slot.
So so true. The very first 5e character I ever played was a Light Domain Cleric. Though I have fond memories of the character I've lost count the number of times I cast Spirit Guardians, move to the front and then spam Dodge and Spiritual Weapon. Thats why in this future planned build I wanna try be more interactive with Booming Blade to give my DM the headache of having his monsters stay in my Spirit Guardians or take a bunch of extra Booming Blade damage to move away.
I've been thinking about a totally new approach instead of cleric/artificer! The new idea is one level dip into Hexblade for my 6th level, then continue cleric (the adventure will go until lvl10-12 max). At lvl4 take warcaster then lvl9 (8th cleric) take resilient cons (cons will be 20 with that) This would enable a bunch of fun I think:
Warcaster benefits early on
Booming blade and shield spell, and Hexblade's curse (other than curse's heal, its not much difference that my lock lvl will be 1 and CHA only +1)
lots of fun and grinding
The only weird bit will be warcaster AOO booming blade competing with shield for my reaction, but I guess that is a situational decision anyway. This would enable lots of fun with concentration spells and ensure multiple viable playstyles.
What do you think? Weirdly enough I have not found a single thing on google which would consider cleric with one lvl dip into hexblade so I'm not sure if I'm missing out on something here.
I've been thinking about a totally new approach instead of cleric/artificer! The new idea is one level dip into Hexblade for my 6th level, then continue cleric (the adventure will go until lvl10-12 max). At lvl4 take warcaster then lvl9 (8th cleric) take resilient cons (cons will be 20 with that) This would enable a bunch of fun I think:
Warcaster benefits early on
Booming blade and shield spell, and Hexblade's curse (other than curse's heal, its not much difference that my lock lvl will be 1 and CHA only +1)
lots of fun and grinding
The only weird bit will be warcaster AOO booming blade competing with shield for my reaction, but I guess that is a situational decision anyway. This would enable lots of fun with concentration spells and ensure multiple viable playstyles.
What do you think? Weirdly enough I have not found a single thing on google which would consider cleric with one lvl dip into hexblade so I'm not sure if I'm missing out on something here.
I think a 1 lvl Wizard dip might be better. You lose Hexblade's Curse but you gain a bunch of useful Ritual spells including the very powerful Find Familiar. You can also learn and prepare the Absorb Elements spell to complement the Shield spell. You can also learn 1 more cantrip too.
Heck if you are feeling super adventurous a 2 lvl wizard dip opens up a school and a ton more possibilities.
I just started running a House cannith human war mage,one leve in forge cleric and cant wait for my next one.
16 ac with mage armor, +3 ac from shield, lets me start with a beautiful 19 ac at level 3, with support of shield of faith, and bless, or a possible spell. Heavy armor becomes a possibility with this build since my wizard with a consistent 21 ac, 23 ac reaction or 26 shield spell.
Honestly, just trying to be a fabricate factory at level 7.
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I'm a lvl2 mountain dwarf with homebrew rules on spending racial bonuses, paired with a good ability roll (without racial bonuses: 16,14,17,13,17,13). In addition, we got a starting feat - I took observant for the +1WIS. So this is the lvl2 char now:
STR: 16, DEX: 14, CON: 19, INT: 13, WIS: 20, CHA:13
My plan:
go lvl 5 cleric, (taking the resilient feat with CON at lvl4)
then dip 3 lvls into artificer
get cantrips: thorn whip and booming blade
get 2 infusions: +1AC on shield; mind sharpener on armor
get a steel defender for a one-hit meat shield or to be close for deflect attack, but otherwise not really attacking with it
continue cleric until the end OR take another artificer for ASI/feat?
In battle
What I need help with is:
Do you follow rules for spell components? Cause if so you’re going to have some problems. If you are weapon and shield, that doesn’t leave you with a free hand for the artificer tools you need for a focus for those spells. Let alone the free hand for somatic components for cleric spells. Warcaster can fix the cleric end, but doesn’t help with the artificer end.
Really forge clerics are pretty amazing front liners by themselves. And for the dip into artificer, you give up a +1 to AC, fire resistance, a +d8 to damage, and set back your spell progression. I’d stay single class. (I’m biased, though, I always stay single class)
How far are you going to be taking this cleric? Are they possibly going to hit level 20, or are they for a published adventure that will end before that, like level 13 or something?
Note that you've only got INT 13 so that's going to make Thorn Whip and any other magical attack spells you pick as an artificer much less likely to hit. I'm assuming you'll be in heavy armor, so you might want to at least swap your INT and DEX, and try and find a headband of intellect.
I'll point out another benefit of going to level 3 in artificer is that you get access to the shield spell.
The steel defender won't really act as a meat shield, it can't take attacks for you, and its Deflect Attack is only useful against melee, it won't help against an archer or ranged spellcaster unless it's near them, and either way it can only react once per round.
The Mind Sharpener definitely looks useful -- if you're going to high enough levels where you're up against spells like Meteor Swarm, a nat 20's not going to let you keep your concentration. However, the Warcaster feat also has the 'use a spell as an attack of opportunity' feature, so there is still utility to taking it.
Because the spellcasting multiclassing rule for artificers is half your level rounded up, 3 vs 4 levels won't make a difference in terms of spell slots, you'd actually progress faster with only 3 levels. But if you go 3 levels artificer in a row, you won't have an ASI between character levels 4 and 11. If you take 4 levels of artificer you'd be taking that second ASI at character level 9, only one level behind everyone else. 2 levels of artificer mean ASI at 10.
Honestly, I would say it's going to come down to when you want that second ASI, and how much you want the Mind Sharpener. If you're set on getting that autosucceed on your CON saves, then go whole hog and take 4 levels, getting autoprepared shield spell and an ASI. If your PC gets to level 20, they'll have a 9th level spell slot but only access to 8th level cleric spells. There are only 4 9th-level cleric spells (5 including the optional one from Tasha's) and the only unique one (which might be available to bards via Tasha's, I forget, and bards could take it anyway with magical secrets) is just Mass Heal.
In terms of other synergies, the best ones are always going to be the ones that take advantage of the same main stats. As a cleric, that leaves you with Druid or Ranger for wisdom (nixing Monk because of the armor class clash), and possibly fighter (barbs can't concentrate on spells while ranging, so that's out). There's only one Druid option with a CON save buff, and it only allows for not rolling under a 10. Wildshaping in general can be a great way to be a meat shield, but with beasts' low AC you probably won't keep concentration. One Ranger subclass has save buffs, but they come in too late to be helpful here (7 levels in, with a buff at 15). Also, with a forge cleric build I don't see that balancing as well, roleplay-wise, as the artificer concept would. A fighter would let you pick a fighting style at level 2, so you could get another +1 to AC. Though you can now get fighting styles as a feat, so this is of limited use. You could also action surge, which would be useful if you needed to dash or dodge, or just weapon attack on the same round as casting spirit guardians. So basically a bunch of iffy maybes.
Potential feats: fighting style for +1 AC, Magic Initiate: Druid for better ability to hit with Thorn Whip, War Caster for spell AOO, Sentinel to lock down melee enemies, Shield Master for 2nd and 3rd bullet points, +2 INT if you don't swap DEX and INT, or if you do and just need a +1 to INT, go for Fey Touched or Observant or Skill Expert.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Thanks, those are really good points!
the adventure will go until lvl10-11, potentially 12
@Xalthu: For artificer focus if I understand correctly any infused item will do (shield has holy symbol and would have an infusion for +1AC - so in theory its ticked for thorn whip and booming blade both?) maybe I got it wrong, its a bit complex :D but if I get it right, this might be tricky with other spells not having material but having somatic components
@pocketmouse: that is a lot of info to consider! I understand the potential of shield spell, but it feels like it would draw me into 2 more lvls of artificer than what I need. I'm now thinking about 2lvls of artificer, so ASI would come at lvl10 - which is practically close to the end of the adventure. I will go with the infusions and use booming blade most I think - thanks for pointing out that it will be hard to hit with the whip. I will also swap dex with int to ensure I do have that extra +1 modifier.
this way I'll be able to see what to do at lvl 10 for ASI or feat, where I will consider:
-- warcaster for AOO - this will both boost my chance to succeed on concentration checks without a reaction but also potentially mess up my reaction economy for mind sharpener
-- magic initiate with druid for better whips
thanks!
I've been player a Forge Cleric for the last 9 months or so, currently he is at level 10. I've not found a need to dip into another class unless it is something you want to do for flavor. He currently has a 22AC (full plate and a +1 shield) and that is without using the forge blessing on himself so it is plenty tanky. Now that I have divine smite I hardly ever use an attack cantrip unless there is nothing within hand to hand. I would echo taking Warcaster, you will need that to cast spells and use a shield, it is also great to have advantage on concentration saving throws. In a bigger battler it is spirit guardians, spiritual weapon and then either attacking hand to hand with my warhammer or using my dodge action if I want to make sure I keep concentration.
Keep in mind that mind sharpener on your armor stops you from being able to use you blessing of the forge on your armor. So unless your going to be using it on a non-magical weapon that becomes a point of issue for you.
A fun little build I am planning on playing for a new campaign down the line is a Forge Cleric/Eldritch Knight Multiclass that I have affectionately named 'The Ambulance of Destruction' and it goes a little something like this:
Race: Warforged
Ability Scores
Strength 15
Dexterity 8
Constitution 15 (13+2 from racial modifier)
Intelligence 10
Wisdom 16 (15+1 from racial modifier)
Charisma 10
Level 1 Cleric (Forge Domain)
Cantrips: Guidance, Spare the Dying, Toll the Dead
Spells: Bless, Healing Word, Inflict Wounds/Protection from Evil and Good, Detect Magic, Identify (Domain), Searing Smite (Domain)
Level 2-9 Fighter (Eldritch Knight)
Fighting Style: Defense
Cantrips: Booming Blade, Mage Hand/Minor Illusion, Shillelagh (MI), Druidcraft (MI)
Spells: Absorb Elements, Shield, Find Familiar, Alarm/Arcane Lock, Warding Wind, Rope Trick/Misty Step, Goodberry (MI)
ASI: Magic Initiate (Druid), Warcaster, Wisdom x2
Level 10-17 Cleric
ASI: Wisdom x2, Resilient (Constitution)
Level 18-20 Fighter or Cleric
With no magic items and just starting gear this monstrosity can hit 21 AC at level 2 (Chainmail armor with a shield, Warforged +1 AC Forge Cleric +1 to armor and Defense Fighting Style). At level 4 this shoots up to 26AC with the Shield spell. At level 5 you can hit for decent damage with Shillellagh Booming Blades while still supporting the team with Healing Words and Bless. If you want more Cleric than Fighter you can go back to leveling Cleric after you hit Fighter 4. I plan on going to Fighter 8 first because I wanted to catch up on the ASIs.
Most of this is fairly straightforward and can be done in a lot of places. Many of my more tank focused Fighters all start out with 20-21 AC when including shield, armor, and the fighting style for example. The Cleric that can wear heavy armor gets all the same basic starting tools to make that happen. It's part of what gives Clerics the variety that they have in how you play them and where they are in the party that actually makes them interesting.
Sorry to be a bit of a nitpick here but tank Fighters with Defense Fighting style will NOT have 20-21 AC at the start. A DM is not going to give you Plate Armor right off the bat if the campaign starts off at level 2 or 3 so you will most likely have about 19 AC. This is important because 2 extra AC at level 2-3 is a LOT.
AT low level it isn't actually alot. at those levels because it takes what is barely hittable and makes it barely hittable. Requiring rolls above a 15 at least but not out of the realm of most enemies to still do without needing assistance or purely by getting criticals. Those two points of AC actually count for a lot more when those numbers become something that is being more commonly reached.
And it is possible to get those numbers through various basic methods. Such as Various spells that things like Priests can use such as armor of faith.
So your nitpick is duly noted but not considering all of the factors by working purely in isolation and not considering other possible variables.
I know what you mean. But what you also need to consider is the build that I presented will always have that extra 2 AC over other tanks because that was what I specifically built it for. Sure your normal Cleric can raise their AC by 2 with Shield of Faith, but my character can do that too. But to be honest I highly doubt I will be concentrating on that spell when I could be using something way more useful like Bless.
And I wasn't denying that or saying that it is a bad thing. it's actually a good thing. I actually like shield of Faith. Specially on something with a naturally good constitution like a Paladin or a Fighter with Magic Initiate. I wasn't meaning the list in my statement to be comprehensive. But there is something to be said for Tank types to be concentrating on defensive spells even when they are not Clerics because it's less expected but they also tend to have the concentration checks to help keep it up as well as good AC's to take less hits, the barbarian excluded of course. I've had some stay up a surprisingly long time by such characters.
It's a good build and I wasn't trying to knock it. I was merely trying to say that there are a few ways to accompish similar if people want to have fun and consider such numbers. That they consider variations on such a build or even achieve such results in tandem through allies in the party.
And as for Something like Shield of Faith specifically it's actually a spell I like, and sometimes like to cast on tank allies, that they often aren't expecting because so many things are built in vacuums these days. Bless is certainly useful but I've found that sometimes if the guys around me are beating on things well enough. I'm using up spell slots but not doing a lot by casting bless. It's something that goes un-noticed by many but it can happen. And thus switching up to something like shield of faith to bolster the tank standing between me and an enemy if they are taking hits but only barely or other allies for other reasons can do a lot to keep the party going. But there are other spells that other Casters could potentially be using to similar extents at varying levels as well.
Quite Frankly in all honesty there are also times that I get bored of Spiritual Weapon and Spiritual guardians. Or by shere fact that they are level 2 and 3 spells there are times where I don't even have them yet. That i also want to just do something else to help the party with my concentration slot.
So so true. The very first 5e character I ever played was a Light Domain Cleric. Though I have fond memories of the character I've lost count the number of times I cast Spirit Guardians, move to the front and then spam Dodge and Spiritual Weapon. Thats why in this future planned build I wanna try be more interactive with Booming Blade to give my DM the headache of having his monsters stay in my Spirit Guardians or take a bunch of extra Booming Blade damage to move away.
Very useful stuff everyone, thanks a bunch!
I've been thinking about a totally new approach instead of cleric/artificer! The new idea is one level dip into Hexblade for my 6th level, then continue cleric (the adventure will go until lvl10-12 max). At lvl4 take warcaster then lvl9 (8th cleric) take resilient cons (cons will be 20 with that) This would enable a bunch of fun I think:
The only weird bit will be warcaster AOO booming blade competing with shield for my reaction, but I guess that is a situational decision anyway. This would enable lots of fun with concentration spells and ensure multiple viable playstyles.
What do you think? Weirdly enough I have not found a single thing on google which would consider cleric with one lvl dip into hexblade so I'm not sure if I'm missing out on something here.
I think a 1 lvl Wizard dip might be better. You lose Hexblade's Curse but you gain a bunch of useful Ritual spells including the very powerful Find Familiar. You can also learn and prepare the Absorb Elements spell to complement the Shield spell. You can also learn 1 more cantrip too.
Heck if you are feeling super adventurous a 2 lvl wizard dip opens up a school and a ton more possibilities.
Nice Builds guys!
I just started running a House cannith human war mage,one leve in forge cleric and cant wait for my next one.
16 ac with mage armor, +3 ac from shield, lets me start with a beautiful 19 ac at level 3, with support of shield of faith, and bless, or a possible spell. Heavy armor becomes a possibility with this build since my wizard with a consistent 21 ac, 23 ac reaction or 26 shield spell.
Honestly, just trying to be a fabricate factory at level 7.