SO, when creating a character remember that heavy armor proficiency, be it from your class or race or background or whatever, saves you from needing to invest in dex on character creation.
Assuming a standard array (adventurer's league standard) , if i was planning to use Heavy armor I could invest my 15 into primary stat, 14 into con, 13 into secondary stat governing skill group i want to invest it.
IF I WASN'T getting heavy armor I would need to put that 13 into dex to ensure i have decent AC... but heavy armor proficiency lets me not have to get dex and still have good AC.
There is nothing wrong with getting dex regardless i guess... (Better initiative, better hit/dam with ranged weps, dex saves, dex skills) but you can be more selective. thats the point i'm making.
Yes. This is sort of the crux of STR. Builds. Though, Dexterity is more generally useful than STR. It governs to hit, ranged to hit, damage, initative, armor class, one of the most common saving throws, important skills like stealth.
Str governs to hit, damage, a less common saving thrown, and a single medium tier skill check. This is why Dex is commonly called the "God Stat".
There are also several features and class abilities that are negated by Heavy Armor.
Disadvantage on Steath Checks, Races like the Aarakocra can't fly with Medium or Heavy armor. Monks and Barbarians have unarmored defense. Druids use Wildshape, which negates physical stats and humanoid armor Arcane casting classes would need to waste a feat or multiclass to get heavy armor Plate Armor costs 1500gp etc...
Starting with Heavy Armor proficiency usually means that it can be the basis for a good build, but investing in heavy armor would otherwise be a big ask.
SO, when creating a character remember that heavy armor proficiency, be it from your class or race or background or whatever, saves you from needing to invest in dex on character creation.
Assuming a standard array (adventurer's league standard) , if i was planning to use Heavy armor I could invest my 15 into primary stat, 14 into con, 13 into secondary stat governing skill group i want to invest it.
IF I WASN'T getting heavy armor I would need to put that 13 into dex to ensure i have decent AC... but heavy armor proficiency lets me not have to get dex and still have good AC.
There is nothing wrong with getting dex regardless i guess... (Better initiative, better hit/dam with ranged weps, dex saves, dex skills) but you can be more selective. thats the point i'm making.
Depending on the build, 14 into the secondary stat and 13 in con may be preferable. Of course, the racial bonuses also come into play for me. I would usually prefer to have two 16s and a 13 or a 16 and two 14s than have a 17 15 and 13 or a 17 and two 14s. As others have mentioned, dex does many things and may merit receiving at least a 12 even in a strength build.
Some of the examples that were given for when it would be bad are a little out there, but I understand the reason for putting them in is so that newcomers don't automatically think that they have to get heavy armor at any cost. The Arcane caster one in particular stood out, particularly since it should have been stated that it would require at least 1 feat to obtain heavy armor or a multiclass. A Wizard has no armor proficiency and would have to get Lightly Armored, Moderately Armored, and Heavily Armored in order to be proficient with Heavy Armor (and the presumably +3 strength that would go along with it). That's 3 feats. Multiclass requires either starting with Fighter or Paladin, or Choosing one of the Cleric domains that offers Heavy Armor proficiency at Cleric 1. The number of characters that are going to want to do that will not be super long, but for those characters, being able to focus on strength (to at least 16), constitution and whatever their other most important stat are will be important. Medium Armor isn't that far off and does only require a 14 in dex to max out your AC (barring Medium Armor Master), so it is manageable.
Edit: correction 15 is the max strength required for heavy armor... or a dwarf!
While you usually want your abilites to be even if you want heavy armour but are not attacking with strength then sticking at 15 strength might be best.
For example I have a Paladin with a single class of hexblade, his attacks are with charisma (he always wither attacks with his pact weapon or a spell) so only needs strength to remove the movement restriction with heavy armour. I started him with 14 str and 17 Cha (after racials), at level 4 he went to 15 str and 18 cha so he could wear plate when he could afford it. He is now at level 10, at 8 I took his cha up to 20 and future ASIs will either go on feats or Con.
A cleric of a domain that get heavy armour but usually casts spells could be in a similar position though Divine strike tends to make such a build sub optimal post level 8.
Characters who take a single level dip to get heavy armour proficiency are clearly also in the same position but I don't think it is generaly a good idea. With 14 Dex and half plate you are only one off the AC of plate, (and you get all the non AC beefits af a decent dex), characters with light profeiciency can get medium and shields at the cost of a half feat which can be an option for warlocks and bards. Wizards and sorcerers wil really miss being a level behind onb their spells and should not get attacked much (either by taking cover or their melee party members are in range of the enemy forcing any attack on the wizard to either involve an opportunity attack or be at disadvantage.
SO, when creating a character remember that heavy armor proficiency, be it from your class or race or background or whatever, saves you from needing to invest in dex on character creation.
Assuming a standard array (adventurer's league standard) , if i was planning to use Heavy armor I could invest my 15 into primary stat, 14 into con, 13 into secondary stat governing skill group i want to invest it.
IF I WASN'T getting heavy armor I would need to put that 13 into dex to ensure i have decent AC... but heavy armor proficiency lets me not have to get dex and still have good AC.
There is nothing wrong with getting dex regardless i guess... (Better initiative, better hit/dam with ranged weps, dex saves, dex skills) but you can be more selective. thats the point i'm making.
Depending on the build, 14 into the secondary stat and 13 in con may be preferable. Of course, the racial bonuses also come into play for me. I would usually prefer to have two 16s and a 13 or a 16 and two 14s than have a 17 15 and 13 or a 17 and two 14s. As others have mentioned, dex does many things and may merit receiving at least a 12 even in a strength build.
Some of the examples that were given for when it would be bad are a little out there, but I understand the reason for putting them in is so that newcomers don't automatically think that they have to get heavy armor at any cost. The Arcane caster one in particular stood out, particularly since it should have been stated that it would require at least 1 feat to obtain heavy armor or a multiclass. A Wizard has no armor proficiency and would have to get Lightly Armored, Moderately Armored, and Heavily Armored in order to be proficient with Heavy Armor (and the presumably +3 strength that would go along with it). That's 3 feats. Multiclass requires either starting with Fighter or Paladin, or Choosing one of the Cleric domains that offers Heavy Armor proficiency at Cleric 1. The number of characters that are going to want to do that will not be super long, but for those characters, being able to focus on strength (to at least 16), constitution and whatever their other most important stat are will be important. Medium Armor isn't that far off and does only require a 14 in dex to max out your AC (barring Medium Armor Master), so it is manageable.
Edit: correction 15 is the max strength required for heavy armor... or a dwarf!
I would think anyone would take a dip in paladin or something rather than commit three feats to being allowed to wear heavy armor.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
SO, when creating a character remember that heavy armor proficiency, be it from your class or race or background or whatever, saves you from needing to invest in dex on character creation.
Assuming a standard array (adventurer's league standard) , if i was planning to use Heavy armor I could invest my 15 into primary stat, 14 into con, 13 into secondary stat governing skill group i want to invest it.
IF I WASN'T getting heavy armor I would need to put that 13 into dex to ensure i have decent AC... but heavy armor proficiency lets me not have to get dex and still have good AC.
There is nothing wrong with getting dex regardless i guess... (Better initiative, better hit/dam with ranged weps, dex saves, dex skills) but you can be more selective. thats the point i'm making.
Depending on the build, 14 into the secondary stat and 13 in con may be preferable. Of course, the racial bonuses also come into play for me. I would usually prefer to have two 16s and a 13 or a 16 and two 14s than have a 17 15 and 13 or a 17 and two 14s. As others have mentioned, dex does many things and may merit receiving at least a 12 even in a strength build.
Some of the examples that were given for when it would be bad are a little out there, but I understand the reason for putting them in is so that newcomers don't automatically think that they have to get heavy armor at any cost. The Arcane caster one in particular stood out, particularly since it should have been stated that it would require at least 1 feat to obtain heavy armor or a multiclass. A Wizard has no armor proficiency and would have to get Lightly Armored, Moderately Armored, and Heavily Armored in order to be proficient with Heavy Armor (and the presumably +3 strength that would go along with it). That's 3 feats. Multiclass requires either starting with Fighter or Paladin, or Choosing one of the Cleric domains that offers Heavy Armor proficiency at Cleric 1. The number of characters that are going to want to do that will not be super long, but for those characters, being able to focus on strength (to at least 16), constitution and whatever their other most important stat are will be important. Medium Armor isn't that far off and does only require a 14 in dex to max out your AC (barring Medium Armor Master), so it is manageable.
Edit: correction 15 is the max strength required for heavy armor... or a dwarf!
I would think anyone would take a dip in paladin or something rather than commit three feats to being allowed to wear heavy armor.
Almost certainly, same with taking 2 feats for bards or most warlocks. That was part of the reason that I was saying that the example was a little out there. Most of those builds wouldn't be in a position to want the heavy armor any way and most of the builds that want heavy armor won't have to spend those resources to get it. For the most part, that's going to mean Fighters, Paladins, and melee range clerics, with the odd hexblade thrown in. The Arcane casters that want it will start Fighter for the Con saves, the proficiencies, probably defensive fighting style but maybe dueling, and a reasonable self heal, while perhaps going a second for Action Surge. The ones starting Paladin are much more likely to want it for the base, like a Sorcadin, primarily using the extra slots for smites with some support spells thrown in.
Worth noting that the Armorer Artificer also gets Heavy Armor, and in fact most of their Subclass Features revolve around a set of Heavy Armor they turn into their Power Armor. They are also unique among all half and one third Spellcasting Classes in that you round up, instead of down, for determining spell slot progression in multiclassing. So 3 levels in Artificer to reach the subclass only sets back a full caster by 1 level with regards to spell slots.
Actually, now that I think about it, I feel like Artificer will be the new go-to for Hexblade Warlocks that want Heavy Armor. In addition to the Power Armor features, and the ability to Infuse items (like your Pact Weapon), you also get access to things like Cure Wounds from the Artificer list, as well as more Cantrips. And if you were taking the character to level 20, all you'd lose is a single ASI and Eldritch Master, neither of which are all that earth shattering compared to what you're getting.
Another thing worth mentioning, Dwarfs as a race, negate the negativ side effects of wearing a heavy armour without sufficient strength. So you can play a 10 strength Dwarf and with the right clerric domain you can rock that set of full plate armor without a problem. (Still need to watch your total carry weight though)
Another thing worth mentioning, Dwarfs as a race, negate the negativ side effects of wearing a heavy armour without sufficient strength. So you can play a 10 strength Dwarf and with the right clerric domain you can rock that set of full plate armor without a problem. (Still need to watch your total carry weight though)
You can also just take the penaly a wood elf with strength 10 wearing heavy has the same speed a a dwarf.
Dnd 5e has its stats set up into primary stats and secondary stats. Specifically in regards to saving throws. The primarys are Dex, Con, and Wis. If you speck out of having dex you are going to end up failing a lot more saves then you are going to succeed on. For example, the amount of spells on dnd beyond that require a strength save is 18. The amount of dex save spells is 63. Also most creature abilities that require an athletics skill check specify that it is an Athletics/Acrobatics check.
So you are still going to need dex, regardless of what armor you have.
There are quite a few skills that do require str checks/saves to avoid side effects. Wolves comes to mind here for example.
But that is the beauty of standard/ point buy. You have to decide wich stats to prioritise. And if you want to go for a Con/Wis cleric or a Con/Cha Hexblade you can do that.
Heavy armour negates the need for Strength-based builds to rely on Dex for AC and damage. But as mentioned, having a decent Dex for other reasons is usually a good idea. That said, certain classes, like Paladin, can usually do pretty good just as long as they don't have a negative dex modifier.
Heavy armour negates the need for Strength-based builds to rely on Dex for AC and damage. But as mentioned, having a decent Dex for other reasons is usually a good idea. That said, certain classes, like Paladin, can usually do pretty good just as long as they don't have a negative dex modifier.
Pallys once they get to level 6 and get the Aura are still scared of Dex saves but its at least mitigated by that. Overall the builds that suffer the most from Dex saves are STR based fighters. They are the only STR build I can think of that doesn't have some way to help negate the bad saves. Barbs need DEX for their unarmed AC and at least need a 14 in DEX for their medium armor. They also get ADV on dex saves as long as they can see the effect.
Fighters get indomitable later on but thats one re-reoll per short rest which IMO is a bit underwhelming.
Heavy armour negates the need for Strength-based builds to rely on Dex for AC and damage. But as mentioned, having a decent Dex for other reasons is usually a good idea. That said, certain classes, like Paladin, can usually do pretty good just as long as they don't have a negative dex modifier.
Pallys once they get to level 6 and get the Aura are still scared of Dex saves but its at least mitigated by that. Overall the builds that suffer the most from Dex saves are STR based fighters. They are the only STR build I can think of that doesn't have some way to help negate the bad saves. Barbs need DEX for their unarmed AC and at least need a 14 in DEX for their medium armor. They also get ADV on dex saves as long as they can see the effect.
Fighters get indomitable later on but thats one re-reoll per short rest which IMO is a bit underwhelming.
What about clerics? Off hand I can not think of anything they have. We have just had a cleric join our campaign we did not realise how undexterous he was until he rolled 0 for his first initiative.
It's always going to be a pick your poison type thing. If you dump intelligence in a knowledge check heavy campaign and the enemies use lots of the limited number of spells and abilities that force intelligence saves, you'll be up a creek without a paddle. The Barbarian that stacks 15s on Strength, Dexterity, and Constitution at the expense of 8s on Intelligence, Wisdom, and Charisma will be a beast against the physical aspects of abilities and spells but hampered against the mental ones, and even putting a 12 in Wisdom can cause some problems for them. This is part of the reason that the Resilient series of feats exist, to help characters shore up weaker areas for them. If you are in a combat heavy campaign, you will want to at least have your 10 in dexterity if not your 12 (if you are using standard array) because of the number of dexterity saves that do occur. One of the benefits that fighters do have is the extra ASIs which they can use to shore up those dex saves with dex ASIs or Resilient (dex) if they choose to dump dexterity early. Tier 1 is the most likely tier to not have bunches of spells cast at the players, let alone ones that force dex saves. But it's still a risk that needs to be weighed.
Finally, Shield Master Feat is a great option for dex dumpers who wield shields. Adding the shield's AC bonus to your dex saves (as long as it only targets you) is the equivalent of having 4 additional points in dexterity at minimum. It doesn't help for spells like Fireball, which can still cause problems, but it does show that there are ways to mitigate a low dex even if you are a cleric. If you are playing your the numbers game, then you'll want some dexterity. It's not the end of the game if you don't take it, but be prepared to spend other resources (ASIs, spell slots, gold on potions, etc) to counterbalance it. But it's probably best not to dump dex to an 8. That's probably best saved for either Intelligence or Charisma on a strength character.
Shield Master
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Heavy armour negates the need for Strength-based builds to rely on Dex for AC and damage. But as mentioned, having a decent Dex for other reasons is usually a good idea. That said, certain classes, like Paladin, can usually do pretty good just as long as they don't have a negative dex modifier.
Pallys once they get to level 6 and get the Aura are still scared of Dex saves but its at least mitigated by that. Overall the builds that suffer the most from Dex saves are STR based fighters. They are the only STR build I can think of that doesn't have some way to help negate the bad saves. Barbs need DEX for their unarmed AC and at least need a 14 in DEX for their medium armor. They also get ADV on dex saves as long as they can see the effect.
Fighters get indomitable later on but thats one re-reoll per short rest which IMO is a bit underwhelming.
What about clerics? Off hand I can not think of anything they have. We have just had a cleric join our campaign we did not realise how undexterous he was until he rolled 0 for his first initiative.
Ah thats a good one. Clerics generally as casters have more opportunity to mitigate damage/effects compared to martials so they have a slight edge but it is a good point.
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SO, when creating a character remember that heavy armor proficiency, be it from your class or race or background or whatever, saves you from needing to invest in dex on character creation.
Assuming a standard array (adventurer's league standard) , if i was planning to use Heavy armor I could invest my 15 into primary stat, 14 into con, 13 into secondary stat governing skill group i want to invest it.
IF I WASN'T getting heavy armor I would need to put that 13 into dex to ensure i have decent AC... but heavy armor proficiency lets me not have to get dex and still have good AC.
There is nothing wrong with getting dex regardless i guess... (Better initiative, better hit/dam with ranged weps, dex saves, dex skills) but you can be more selective. thats the point i'm making.
Yes. This is sort of the crux of STR. Builds. Though, Dexterity is more generally useful than STR. It governs to hit, ranged to hit, damage, initative, armor class, one of the most common saving throws, important skills like stealth.
Str governs to hit, damage, a less common saving thrown, and a single medium tier skill check. This is why Dex is commonly called the "God Stat".
There are also several features and class abilities that are negated by Heavy Armor.
Disadvantage on Steath Checks,
Races like the Aarakocra can't fly with Medium or Heavy armor.
Monks and Barbarians have unarmored defense.
Druids use Wildshape, which negates physical stats and humanoid armor
Arcane casting classes would need to waste a feat or multiclass to get heavy armor
Plate Armor costs 1500gp
etc...
Starting with Heavy Armor proficiency usually means that it can be the basis for a good build, but investing in heavy armor would otherwise be a big ask.
Also be aware that if you dump Dex, then any random Dex Save is going to impose some nasty not niceness on you at any given time.
Depending on the build, 14 into the secondary stat and 13 in con may be preferable. Of course, the racial bonuses also come into play for me. I would usually prefer to have two 16s and a 13 or a 16 and two 14s than have a 17 15 and 13 or a 17 and two 14s. As others have mentioned, dex does many things and may merit receiving at least a 12 even in a strength build.
Some of the examples that were given for when it would be bad are a little out there, but I understand the reason for putting them in is so that newcomers don't automatically think that they have to get heavy armor at any cost. The Arcane caster one in particular stood out, particularly since it should have been stated that it would require at least 1 feat to obtain heavy armor or a multiclass. A Wizard has no armor proficiency and would have to get Lightly Armored, Moderately Armored, and Heavily Armored in order to be proficient with Heavy Armor (and the presumably +3 strength that would go along with it). That's 3 feats. Multiclass requires either starting with Fighter or Paladin, or Choosing one of the Cleric domains that offers Heavy Armor proficiency at Cleric 1. The number of characters that are going to want to do that will not be super long, but for those characters, being able to focus on strength (to at least 16), constitution and whatever their other most important stat are will be important. Medium Armor isn't that far off and does only require a 14 in dex to max out your AC (barring Medium Armor Master), so it is manageable.
Edit: correction 15 is the max strength required for heavy armor... or a dwarf!
While you usually want your abilites to be even if you want heavy armour but are not attacking with strength then sticking at 15 strength might be best.
For example I have a Paladin with a single class of hexblade, his attacks are with charisma (he always wither attacks with his pact weapon or a spell) so only needs strength to remove the movement restriction with heavy armour. I started him with 14 str and 17 Cha (after racials), at level 4 he went to 15 str and 18 cha so he could wear plate when he could afford it. He is now at level 10, at 8 I took his cha up to 20 and future ASIs will either go on feats or Con.
A cleric of a domain that get heavy armour but usually casts spells could be in a similar position though Divine strike tends to make such a build sub optimal post level 8.
Characters who take a single level dip to get heavy armour proficiency are clearly also in the same position but I don't think it is generaly a good idea. With 14 Dex and half plate you are only one off the AC of plate, (and you get all the non AC beefits af a decent dex), characters with light profeiciency can get medium and shields at the cost of a half feat which can be an option for warlocks and bards. Wizards and sorcerers wil really miss being a level behind onb their spells and should not get attacked much (either by taking cover or their melee party members are in range of the enemy forcing any attack on the wizard to either involve an opportunity attack or be at disadvantage.
I would think anyone would take a dip in paladin or something rather than commit three feats to being allowed to wear heavy armor.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Almost certainly, same with taking 2 feats for bards or most warlocks. That was part of the reason that I was saying that the example was a little out there. Most of those builds wouldn't be in a position to want the heavy armor any way and most of the builds that want heavy armor won't have to spend those resources to get it. For the most part, that's going to mean Fighters, Paladins, and melee range clerics, with the odd hexblade thrown in. The Arcane casters that want it will start Fighter for the Con saves, the proficiencies, probably defensive fighting style but maybe dueling, and a reasonable self heal, while perhaps going a second for Action Surge. The ones starting Paladin are much more likely to want it for the base, like a Sorcadin, primarily using the extra slots for smites with some support spells thrown in.
Worth noting that the Armorer Artificer also gets Heavy Armor, and in fact most of their Subclass Features revolve around a set of Heavy Armor they turn into their Power Armor. They are also unique among all half and one third Spellcasting Classes in that you round up, instead of down, for determining spell slot progression in multiclassing. So 3 levels in Artificer to reach the subclass only sets back a full caster by 1 level with regards to spell slots.
Actually, now that I think about it, I feel like Artificer will be the new go-to for Hexblade Warlocks that want Heavy Armor. In addition to the Power Armor features, and the ability to Infuse items (like your Pact Weapon), you also get access to things like Cure Wounds from the Artificer list, as well as more Cantrips. And if you were taking the character to level 20, all you'd lose is a single ASI and Eldritch Master, neither of which are all that earth shattering compared to what you're getting.
Another thing worth mentioning, Dwarfs as a race, negate the negativ side effects of wearing a heavy armour without sufficient strength. So you can play a 10 strength Dwarf and with the right clerric domain you can rock that set of full plate armor without a problem. (Still need to watch your total carry weight though)
You can also just take the penaly a wood elf with strength 10 wearing heavy has the same speed a a dwarf.
Dnd 5e has its stats set up into primary stats and secondary stats. Specifically in regards to saving throws. The primarys are Dex, Con, and Wis. If you speck out of having dex you are going to end up failing a lot more saves then you are going to succeed on. For example, the amount of spells on dnd beyond that require a strength save is 18. The amount of dex save spells is 63. Also most creature abilities that require an athletics skill check specify that it is an Athletics/Acrobatics check.
So you are still going to need dex, regardless of what armor you have.
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There are quite a few skills that do require str checks/saves to avoid side effects. Wolves comes to mind here for example.
But that is the beauty of standard/ point buy. You have to decide wich stats to prioritise. And if you want to go for a Con/Wis cleric or a Con/Cha Hexblade you can do that.
Heavy armour negates the need for Strength-based builds to rely on Dex for AC and damage. But as mentioned, having a decent Dex for other reasons is usually a good idea. That said, certain classes, like Paladin, can usually do pretty good just as long as they don't have a negative dex modifier.
Pallys once they get to level 6 and get the Aura are still scared of Dex saves but its at least mitigated by that. Overall the builds that suffer the most from Dex saves are STR based fighters. They are the only STR build I can think of that doesn't have some way to help negate the bad saves. Barbs need DEX for their unarmed AC and at least need a 14 in DEX for their medium armor. They also get ADV on dex saves as long as they can see the effect.
Fighters get indomitable later on but thats one re-reoll per short rest which IMO is a bit underwhelming.
What about clerics? Off hand I can not think of anything they have. We have just had a cleric join our campaign we did not realise how undexterous he was until he rolled 0 for his first initiative.
It's always going to be a pick your poison type thing. If you dump intelligence in a knowledge check heavy campaign and the enemies use lots of the limited number of spells and abilities that force intelligence saves, you'll be up a creek without a paddle. The Barbarian that stacks 15s on Strength, Dexterity, and Constitution at the expense of 8s on Intelligence, Wisdom, and Charisma will be a beast against the physical aspects of abilities and spells but hampered against the mental ones, and even putting a 12 in Wisdom can cause some problems for them. This is part of the reason that the Resilient series of feats exist, to help characters shore up weaker areas for them. If you are in a combat heavy campaign, you will want to at least have your 10 in dexterity if not your 12 (if you are using standard array) because of the number of dexterity saves that do occur. One of the benefits that fighters do have is the extra ASIs which they can use to shore up those dex saves with dex ASIs or Resilient (dex) if they choose to dump dexterity early. Tier 1 is the most likely tier to not have bunches of spells cast at the players, let alone ones that force dex saves. But it's still a risk that needs to be weighed.
Finally, Shield Master Feat is a great option for dex dumpers who wield shields. Adding the shield's AC bonus to your dex saves (as long as it only targets you) is the equivalent of having 4 additional points in dexterity at minimum. It doesn't help for spells like Fireball, which can still cause problems, but it does show that there are ways to mitigate a low dex even if you are a cleric. If you are playing your the numbers game, then you'll want some dexterity. It's not the end of the game if you don't take it, but be prepared to spend other resources (ASIs, spell slots, gold on potions, etc) to counterbalance it. But it's probably best not to dump dex to an 8. That's probably best saved for either Intelligence or Charisma on a strength character.
Shield Master
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
Ah thats a good one. Clerics generally as casters have more opportunity to mitigate damage/effects compared to martials so they have a slight edge but it is a good point.