I will say I think Clerics are fun once your party realizes you don't have Spare the Dying known. Then you can be a melee masher, spell slinger, blaster, pretty much whatever. That's why I really like Arcana Domain, you can pick up wizard spells, so you can be a blaster, ditch healing, but unlike the wizard, you can take a hit.
My Cleric did take the Spare the Dying cantrip, but she's gone the route of being a battlefield controller Cleric.
She multiclassed with one level in Sorcerer (first level taken, thus proficiency in Constitution Saves) before going with Tempest Cleric, and she went variant human with the Spell Sniper Feat and the Thorn Whip cantrip from the Druid spell list. She's very multi-attribute dependent with attack cantrips using Dexterity, Wisdom, and Charisma, but because of the variety of attack cantrips, she has a bunch of options every turn.
She can do Booming Blade with her whip with a 10ft range if we want to try to discourage an enemy from moving. She can do Thorn Whip with a 60ft range we want to move an enemy towards us. She can do Ray of Frost with a 120ft range if we want to slow an enemy down, even if they're pretty far away. She can do Shocking Grasp if we want to take away an enemy's reaction. She can use a spell slot and do Thunderwave for an Area of Effect knockback. Once she reaches level 7, Shocking Grasp will get a knockback effect added to it, and her Wrath of the Storm will also get a Knockback effect. And of course, when she gets to cast Spirit Guardians, that will have a movement speed debuff to any enemies within 15ft of her. She's even used Gust of Wind to frustrate a Troll enough that he gave up on trying to attack us.
She still does have Spare the Dying and Cure Wounds, but her identity is certainly not the party healer.
what sorcerer subclass did she take and how the hell did you get thorn whip depite being neither an druid nor an nature cleric, did you go magic initiate or something?
I went with Draconic Sorcerer for the AC bonus, but Shadow Sorcerer would have been a great option if darkvision was more important (my character is one of three humans in the party, so darkvision isn't very important).
I got Thorn Whip from the Spell Sniper Feat, which is also why Booming Blade has a 10ft range for my character.
I am looking forward to using Thorn Whip to trigger Spirit Guardians by pulling them into the aura.
I will say I think Clerics are fun once your party realizes you don't have Spare the Dying known. Then you can be a melee masher, spell slinger, blaster, pretty much whatever. That's why I really like Arcana Domain, you can pick up wizard spells, so you can be a blaster, ditch healing, but unlike the wizard, you can take a hit.
My Cleric did take the Spare the Dying cantrip, but she's gone the route of being a battlefield controller Cleric.
She multiclassed with one level in Sorcerer (first level taken, thus proficiency in Constitution Saves) before going with Tempest Cleric, and she went variant human with the Spell Sniper Feat and the Thorn Whip cantrip from the Druid spell list. She's very multi-attribute dependent with attack cantrips using Dexterity, Wisdom, and Charisma, but because of the variety of attack cantrips, she has a bunch of options every turn.
She can do Booming Blade with her whip with a 10ft range if we want to try to discourage an enemy from moving. She can do Thorn Whip with a 60ft range we want to move an enemy towards us. She can do Ray of Frost with a 120ft range if we want to slow an enemy down, even if they're pretty far away. She can do Shocking Grasp if we want to take away an enemy's reaction. She can use a spell slot and do Thunderwave for an Area of Effect knockback. Once she reaches level 7, Shocking Grasp will get a knockback effect added to it, and her Wrath of the Storm will also get a Knockback effect. And of course, when she gets to cast Spirit Guardians, that will have a movement speed debuff to any enemies within 15ft of her. She's even used Gust of Wind to frustrate a Troll enough that he gave up on trying to attack us.
She still does have Spare the Dying and Cure Wounds, but her identity is certainly not the party healer.
what sorcerer subclass did she take and how the hell did you get thorn whip depite being neither an druid nor an nature cleric, did you go magic initiate or something?
I went with Draconic Sorcerer for the AC bonus, but Shadow Sorcerer would have been a great option if darkvision was more important (my character is one of three humans in the party, so darkvision isn't very important).
I got Thorn Whip from the Spell Sniper Feat, which is also why Booming Blade has a 10ft range for my character.
I am looking forward to using Thorn Whip to trigger Spirit Guardians by pulling them into the aura.
anyways that sounds like an very fantastic and fun character, especially once you get to knock stuff back 10 ft whenever you deal lightning damage, and remember that thorn whip is technically an melee attack, so it ignores anything that normally gives disadvantage on ranged attacks. Have you considered the lightning lure spell, that can both lure enemies towards you and deal lightning damage for additional frustration as you first pull somebody towards you 15 ft, and then immedeatly push them back 10 ft becuase if something is a flex that is gotta be it
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I will say I think Clerics are fun once your party realizes you don't have Spare the Dying known. Then you can be a melee masher, spell slinger, blaster, pretty much whatever. That's why I really like Arcana Domain, you can pick up wizard spells, so you can be a blaster, ditch healing, but unlike the wizard, you can take a hit.
My Cleric did take the Spare the Dying cantrip, but she's gone the route of being a battlefield controller Cleric.
She multiclassed with one level in Sorcerer (first level taken, thus proficiency in Constitution Saves) before going with Tempest Cleric, and she went variant human with the Spell Sniper Feat and the Thorn Whip cantrip from the Druid spell list. She's very multi-attribute dependent with attack cantrips using Dexterity, Wisdom, and Charisma, but because of the variety of attack cantrips, she has a bunch of options every turn.
She can do Booming Blade with her whip with a 10ft range if we want to try to discourage an enemy from moving. She can do Thorn Whip with a 60ft range we want to move an enemy towards us. She can do Ray of Frost with a 120ft range if we want to slow an enemy down, even if they're pretty far away. She can do Shocking Grasp if we want to take away an enemy's reaction. She can use a spell slot and do Thunderwave for an Area of Effect knockback. Once she reaches level 7, Shocking Grasp will get a knockback effect added to it, and her Wrath of the Storm will also get a Knockback effect. And of course, when she gets to cast Spirit Guardians, that will have a movement speed debuff to any enemies within 15ft of her. She's even used Gust of Wind to frustrate a Troll enough that he gave up on trying to attack us.
She still does have Spare the Dying and Cure Wounds, but her identity is certainly not the party healer.
what sorcerer subclass did she take and how the hell did you get thorn whip depite being neither an druid nor an nature cleric, did you go magic initiate or something?
I went with Draconic Sorcerer for the AC bonus, but Shadow Sorcerer would have been a great option if darkvision was more important (my character is one of three humans in the party, so darkvision isn't very important).
I got Thorn Whip from the Spell Sniper Feat, which is also why Booming Blade has a 10ft range for my character.
I am looking forward to using Thorn Whip to trigger Spirit Guardians by pulling them into the aura.
anyways that sounds like an very fantastic and fun character, especially once you get to knock stuff back 10 ft whenever you deal lightning damage, and remember that thorn whip is technically an melee attack, so it ignores anything that normally gives disadvantage on ranged attacks. Have you considered the lightning lure spell, that can both lure enemies towards you and deal lightning damage for additional frustration as you first pull somebody towards you 15 ft, and then immedeatly push them back 10 ft becuase if something is a flex that is gotta be it
I thought about Lightning Lure, but unless we have someone in the party putting down Spike Growth, I just don't see any reason to pull someone towards me and then push them away again. With Thorn Whip I already have the ability to pull somebody towards me, and with Shocking Grasp I will have the ability to push somebody away once I reach level 7, with the added bonus of taking away their reaction. Thorn Whip and Shocking Grasp would both let me reposition an enemy, but Lightning Lure wouldn't be doing that if I was doing both the pull and the push. I think repositioning the enemy is generally going to be much more valuable than moving an enemy towards you and then putting the enemy right back where it was.
Having four different attack cantrips, all of which have an added effect with regards to enemy movement/positioning in addition to dealing damage is indeed a lot of fun.
So far I've played Swords Bard, Hexblade, Tempest Cleric, Bear Barbarian, Scout Rogue, Open Hand Monk, Monster Slayer Ranger, Battlesmith Artificer, Archfey Warlock, and Aberrant Mind Sorcerer.
Swords Bard is hands down the most fun I've had playing a character. Casting spells and being able to dish out good damage while getting sky high AC is super fun, my DM is rarely able to hit me. Hexblade is pretty fun too but I haven't been able to play that character much. Battlesmith was fun too but it was for a one shot, so not much experience with it, but I'd definitely play the class again.
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I went with Draconic Sorcerer for the AC bonus, but Shadow Sorcerer would have been a great option if darkvision was more important (my character is one of three humans in the party, so darkvision isn't very important).
I got Thorn Whip from the Spell Sniper Feat, which is also why Booming Blade has a 10ft range for my character.
I am looking forward to using Thorn Whip to trigger Spirit Guardians by pulling them into the aura.
anyways that sounds like an very fantastic and fun character, especially once you get to knock stuff back 10 ft whenever you deal lightning damage, and remember that thorn whip is technically an melee attack, so it ignores anything that normally gives disadvantage on ranged attacks. Have you considered the lightning lure spell, that can both lure enemies towards you and deal lightning damage for additional frustration as you first pull somebody towards you 15 ft, and then immedeatly push them back 10 ft becuase if something is a flex that is gotta be it
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I thought about Lightning Lure, but unless we have someone in the party putting down Spike Growth, I just don't see any reason to pull someone towards me and then push them away again. With Thorn Whip I already have the ability to pull somebody towards me, and with Shocking Grasp I will have the ability to push somebody away once I reach level 7, with the added bonus of taking away their reaction. Thorn Whip and Shocking Grasp would both let me reposition an enemy, but Lightning Lure wouldn't be doing that if I was doing both the pull and the push. I think repositioning the enemy is generally going to be much more valuable than moving an enemy towards you and then putting the enemy right back where it was.
Having four different attack cantrips, all of which have an added effect with regards to enemy movement/positioning in addition to dealing damage is indeed a lot of fun.
So far I've played Swords Bard, Hexblade, Tempest Cleric, Bear Barbarian, Scout Rogue, Open Hand Monk, Monster Slayer Ranger, Battlesmith Artificer, Archfey Warlock, and Aberrant Mind Sorcerer.
Swords Bard is hands down the most fun I've had playing a character. Casting spells and being able to dish out good damage while getting sky high AC is super fun, my DM is rarely able to hit me. Hexblade is pretty fun too but I haven't been able to play that character much. Battlesmith was fun too but it was for a one shot, so not much experience with it, but I'd definitely play the class again.