I'm currently playing in a Ravnica campaign and we are getting to the end of it. Just hit level 19 and I started thinking that the cleric capstone might not be worth it due to knowing I will only get that guaranteed intervention once before the campaign was over. I was looking to see if there was any 1 or 2 lvl dips that might get me something good but I'm not sure. So I wanted to see what some other people thought.
A little backstory, I'm from the Azorius guild and over this long campaign I have become a planeswalker and started an Ephara church by having a piece of her follow me from my visit to Theros. Just curious what options some people see that i might not and If the capstone is worth it. I also dont know what feat i would even get if I did get cleric 19 lol
Without thinking too hard or looking at this sheet (I know, minimal effort), I’m hard pressed to think of any level 1 stuff you’d pick up that would better than a level 7 spell slot, and “god owes me a favor.”
Yeah, they do have a much more limited selection of spells from 7th-9th level than other classes. The only spell of 7th level or higher on the Cleric list that isn't from the PHB is Temple of the Gods.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Guaranteed divine intervention is nothing to sneeze at. It’s all but getting a wish 1/week, with no chance of it really backfiring or no chance of never being able to use it again and no spell slot cost. Maybe wish is a bit much as an analogy, but it’s pretty close. Break it out in the BBEG fight and it could turn the tide. Any cleric spell or cleric domain spell is pretty broad, and could be broader depending on DM. Getting a true resurrection with no component cost as an action instead of it taking an hour, could be amazing mid fight. Now I think of it, you should probably talk to your DM about how it might work. It’s always better to give them prep time than to get an on the spot ruling.
I don't know if it's actually any more useful than just taking a few more levels of Cleric, but thematically and functionally you could get some decent use out of taking a single level of Storm Sorcerer. It gives you the Primordial Language, and it gives you a nifty bonus action limited flight/disengage feature that works with any leveled spell you cast, and not just your sorcerer spells. Another interesting thing is Sorcerers give the most cantrips for a single level dip, and when you learn new cantrips they just stack on top of any you already get as a cleric. If I'm not misremembering how multiclassing works, your spell slot progression would still continue as normal, so you'll still get that extra 7th level slot at level 20.
Any caster type gives you the extra 7th level slot. The only reason to take the last level of cleric is to get the divine intervention without a roll. It goes from a 19% chance to a 100% chance.
Any other full caster type adds cantrips and first level spells plus:
Bards give bardic inspiration (1d6, charisma modifer times= twice per day).
Druid gives you the druidic language, not worth it
Sorceror gives you an origin feature (Strength of the grave might be the best - when someone drops you to 0, you get a save to drop to 1 hp inste)
Wizard gives you recovery of a 1st level spell slot on a short rest. Not worth it.
Basically, if you want that 7th level spell slot, your choice is cleric, bard or sorcerer.
Guaranteed Divine intervention is huge. Sure it is only once every 7 days but being able to have your God true resuurect an allay or provide 700 HP of healing (probably enough to get everyone back to full health) is likely to be a major impact in the fight against the big boss. It is quite possible the boss fight is your only combat at level 20. I agree to speak to your DM about the power of divine intervention (if you haven't already)
Regarding Feats for level 19 I think the best options are
Lucky (rerolls when you fail the save against the BBEGs most powerful effects
Metamagic Adept. If you are likely to be fighting spellcasters with counterspell I would consider this to get subtle spell. Nothing worse than everyone being low on hit points you decide it is time to pull out mass heal only for the enemy to counter it. The usual second optio is extended spell (great on foresight so you can cast it the night before a big fight) careful (but most cleric spells have ways of avoiding friendly fire) I would suggest distant as a second metamagic. In my experiance high level combat is often over a large area so some of your key spells might be hard to get to the target. Mass heal strikes me he as well you might not be able to get to a point where you are withing 60 ft of all your allies. (obviously you can't do both a distant and subtle at the same time but if you don't need to worry about counterspell a healing word to someone makes death saves from 120ft might save their life, or you can attempt to banish (possibly multiple) creatures from 120ft .
I'm currently playing in a Ravnica campaign and we are getting to the end of it. Just hit level 19 and I started thinking that the cleric capstone might not be worth it due to knowing I will only get that guaranteed intervention once before the campaign was over. I was looking to see if there was any 1 or 2 lvl dips that might get me something good but I'm not sure. So I wanted to see what some other people thought.
https://www.dndbeyond.com/characters/9292830
A little backstory, I'm from the Azorius guild and over this long campaign I have become a planeswalker and started an Ephara church by having a piece of her follow me from my visit to Theros. Just curious what options some people see that i might not and If the capstone is worth it. I also dont know what feat i would even get if I did get cleric 19 lol
Without thinking too hard or looking at this sheet (I know, minimal effort), I’m hard pressed to think of any level 1 stuff you’d pick up that would better than a level 7 spell slot, and “god owes me a favor.”
Yeah, the extra 7th level slot is hard to disagree with even if you don't like the augmentation to Divine Intervention.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Makes sense, just wish high level cleric spells had at least a few more options.
Yeah, they do have a much more limited selection of spells from 7th-9th level than other classes. The only spell of 7th level or higher on the Cleric list that isn't from the PHB is Temple of the Gods.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Guaranteed divine intervention is nothing to sneeze at. It’s all but getting a wish 1/week, with no chance of it really backfiring or no chance of never being able to use it again and no spell slot cost.
Maybe wish is a bit much as an analogy, but it’s pretty close. Break it out in the BBEG fight and it could turn the tide. Any cleric spell or cleric domain spell is pretty broad, and could be broader depending on DM. Getting a true resurrection with no component cost as an action instead of it taking an hour, could be amazing mid fight. Now I think of it, you should probably talk to your DM about how it might work. It’s always better to give them prep time than to get an on the spot ruling.
I don't know if it's actually any more useful than just taking a few more levels of Cleric, but thematically and functionally you could get some decent use out of taking a single level of Storm Sorcerer. It gives you the Primordial Language, and it gives you a nifty bonus action limited flight/disengage feature that works with any leveled spell you cast, and not just your sorcerer spells. Another interesting thing is Sorcerers give the most cantrips for a single level dip, and when you learn new cantrips they just stack on top of any you already get as a cleric. If I'm not misremembering how multiclassing works, your spell slot progression would still continue as normal, so you'll still get that extra 7th level slot at level 20.
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Any caster type gives you the extra 7th level slot. The only reason to take the last level of cleric is to get the divine intervention without a roll. It goes from a 19% chance to a 100% chance.
Any other full caster type adds cantrips and first level spells plus:
Basically, if you want that 7th level spell slot, your choice is cleric, bard or sorcerer.
Guaranteed Divine intervention is huge. Sure it is only once every 7 days but being able to have your God true resuurect an allay or provide 700 HP of healing (probably enough to get everyone back to full health) is likely to be a major impact in the fight against the big boss. It is quite possible the boss fight is your only combat at level 20. I agree to speak to your DM about the power of divine intervention (if you haven't already)
Regarding Feats for level 19 I think the best options are