Obviously you have Fireball, but I'm thinking of characters that are extremely effective against a lot of weaker enemies but if they come up against a tough enemy, they would have to go into a more support role.
AoE means spellcasters and so it becomes a balance of what spells you have for AoE and what you have for support (or single target damage)
The ability to change spells on a long rest means if you know in advance you will be facing a hoard that day.
A light cleric comes to immediate mind, yes they have fireball but their channel divinity covers a larger area though for less damage (at level 17 it is the same as a 3rd level fireball), they can also have up spirit guardians for continual damage to anyone that does damage to get close without dying.
The ultimate ability for killing lts of weak enemies is Storm of Vengence with a 360ft radius and a minimum of 9d6 damage for anyone inside the area for the duration means if the peasents starts revolting against your tyrany and several thousand swarm on you one spell can end the rebellion (360ft radius is about 16000 5ft squares)
Tempest domain cleric 2 / Sorcerer X should work for you. Once per short rest (assuming you have the spell slots), you can cast a maximized Fireball, Vitriolic Sphere, Cone of Cold, etc..., changing the damage type to Lightning Damage or Thunder Damage using the sorcerer's Transmuted Spell Metamagic, and maximizing the damage using the cleric's Destructive Wrath Channel Divinity.
Has to be either Sorceror or Wizard. Clerics and Druids have other focus, and Warlocks are not main spellcasters. Wizard's main benefit over Sorcerer is ability to change your focus. Yesterday I was all about Buffing, today I am all about To Hit spells.
As you already have a strong focus, I am pretty sure that Sorcerer will be your main focus. Several Metamagics work well with it. Storm is the obvious choice among Sorcerers.
I am not sure you need to multi-class. Tempest Cleric (mentioned above) is a nice once per short rest feature, but you are delaying your higher level spells (if not spell slots) and effectively giving up an ASI/Feat, which could be more helpful. I might consider taking it after you hit 18th level.
The difference between a fireball doing 8d6 (avr. 28, max of 48) to three or four people and an upcast Agnazzar's Scorcher 4d8 (avr. 18, max 32) hitting two or three people is a lot. Even if you max the Scorcher to 32, I would rather hit 3 people for 28 than two people for 32. Especially as that max only applies once per short rest and battles tend to last 3 rounds for a minor one, 10 for a boss.
I am not sure you need to multi-class. Tempest Cleric (mentioned above) is a nice once per short rest feature, but you are delaying your higher level spells (if not spell slots) and effectively giving up an ASI/Feat, which could be more helpful. I might consider taking it after you hit 18th level.
A tempest domain cleric 2 / sorcerer X multiclass would not delay spell slots as they are both full casters, but you are right in that it would delay spell levels, which is painful, especially around level 5. If I were to do this multiclass, I'd start with 1 level of cleric for shield and armor proficiency, then 5 levels of sorcerer to get Fireball, 1 level of cleric for the tempest domain, and finish in sorcerer. That way you'd only be 1 level behind getting Fireball.
I am not sure you need to multi-class. Tempest Cleric (mentioned above) is a nice once per short rest feature, but you are delaying your higher level spells (if not spell slots) and effectively giving up an ASI/Feat, which could be more helpful. I might consider taking it after you hit 18th level.
A tempest domain cleric 2 / sorcerer X multiclass would not delay spell slots as they are both full casters, but you are right in that it would delay spell levels, which is painful, especially around level 5. If I were to do this multiclass, I'd start with 1 level of cleric for shield and armor proficiency, then 5 levels of sorcerer to get Fireball, 1 level of cleric for the tempest domain, and finish in sorcerer. That way you'd only be 1 level behind getting Fireball.
There's no reason to start cleric to get those proficiencies, they are included in the proficiencies that you gain when multiclassing into cleric. Sorcerer gets con and cha saves while cleric gets 2 additional hit points to accompany wis and cha saves. Tempest Cleric even gets the bonus martial weapon and heavy armor proficiencies as part of their 1st level class features. Going to 6th cleric to get Thunderbolt Strike is an interesting option but is a heavy investment to get it.
Another option would be scribe wizard to be able to change your wizard spells damage type with Awakened Spellbook.
I did an exercise on a control caster with Tempest cleric 6, storm sorcerer 6, scribe wizard 5 with the final 3 levels open. This would give you thunderbolt strike's push mechanic, storm sorcerer's heart of the storm, and scribe wizard's spellbook accompanied with Awakened spellbook to change all of those spells to lightning at a whim. This gives you a lot of pushback options starting as soon as 13th level but is more fully online at 17th when the wizard 3rd level spells come up online.
The problem is pretty much every level has an incredible AoO spells, and a lot of them cannot be transmuted into lightning.
3rd had Hypnotic Pattern and Fireball
But 4th has Vitrolic Sphere
5th has Synaptic Static and Wall of Light
6th has Sunbeam and Circle of death
8th has Sunburst
9th has Meteor Swarm.
You are not just delaying Fireball, you are delaying all of these spells. For a 1/short rest effect that is a little bit less than doubles damage on only 3 of these top 9 AoO spells.
It's a good build, but not a perfect one. I can see a lot of reason to just say no and stick with 100% Sorcerer.
Just to mix things up and include martials, a hunter ranger has choices that give give them AoEs. I’m thinking volley and kind of horde breaker.
And you could maybe argue for a high level (18) cavalier fighter with a reach weapon. They only make one attack at a time, so not truly AoE, but they can damage creatures in a big area, if the circumstances go their way. I realize this is a stretch.
Dragonborn with the feat that lets them fear an area, maybe. Also a stretch, yes.
In my experience, the single most AoE-based build is the Evoker wizard. The Sculpt Spells feature levels out the common problem of hitting your allies with your spells, and its other features also support dealing damage to lots of targets.
If you need a little more defense, the light domain cleric gets plenty of AoE spells as well as D8 hit dice, medium armor, and other versatile cleric options. The fiend warlock is also OK if your DM will let you take short rests often. The main problem with these is that they both deal easy-to-resist fire damage.
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Panda-wat (I hate my username) is somehow convinced that he is objectively right about everything D&D related even though he obviously is not. Considering that, he'd probably make a great D&D youtuber.
"If I die, I can live with that." ~Luke Hart, the DM lair
In my experience, the single most AoE-based build is the Evoker wizard. The Sculpt Spells feature levels out the common problem of hitting your allies with your spells, and its other features also support dealing damage to lots of targets.
If you need a little more defense, the light domain cleric gets plenty of AoE spells as well as D8 hit dice, medium armor, and other versatile cleric options. The fiend warlock is also OK if your DM will let you take short rests often. The main problem with these is that they both deal easy-to-resist fire damage.
In my experience, the single most AoE-based build is the Evoker wizard. The Sculpt Spells feature levels out the common problem of hitting your allies with your spells, and its other features also support dealing damage to lots of targets.
If you need a little more defense, the light domain cleric gets plenty of AoE spells as well as D8 hit dice, medium armor, and other versatile cleric options. The fiend warlock is also OK if your DM will let you take short rests often. The main problem with these is that they both deal easy-to-resist fire damage.
How long have you been DMing?
A couple years. In my longest campaign (since I started and ongoing), the party has an evoker wizard which I've seen from level one all the way to level 18.
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Panda-wat (I hate my username) is somehow convinced that he is objectively right about everything D&D related even though he obviously is not. Considering that, he'd probably make a great D&D youtuber.
"If I die, I can live with that." ~Luke Hart, the DM lair
A cleric who has invested in the telekinetic feat and either warcaster or resilient constitution to preserve concentration with spirit guardians is a force to be reckoned with regarding AOE. The first round cast of spirit guardians can be combined with an attempt to shove a creature into your area after casting for damage, and then that particular target has to contend with damage rolls at the start of its turn in that area too. Along with all the other creatures that could also be in that area. After round one, the cleric can fall back on using word of radiance as an AOE cantrip along with its bonus action shoves, or spend higher level slots for other AOE if necessary.
the telekinetic shove is nice since it doesn’t clog up actions like spiritual weapon does when casting leveled spells on a given turn. The telekinetic shove also scales up directly with the spell effect your using it with. It largely saves slots too since you may not be casting spiritual weapon as much or even at all with these interactions.
Are there any viable AoE builds?
Obviously you have Fireball, but I'm thinking of characters that are extremely effective against a lot of weaker enemies but if they come up against a tough enemy, they would have to go into a more support role.
AoE means spellcasters and so it becomes a balance of what spells you have for AoE and what you have for support (or single target damage)
The ability to change spells on a long rest means if you know in advance you will be facing a hoard that day.
A light cleric comes to immediate mind, yes they have fireball but their channel divinity covers a larger area though for less damage (at level 17 it is the same as a 3rd level fireball), they can also have up spirit guardians for continual damage to anyone that does damage to get close without dying.
The ultimate ability for killing lts of weak enemies is Storm of Vengence with a 360ft radius and a minimum of 9d6 damage for anyone inside the area for the duration means if the peasents starts revolting against your tyrany and several thousand swarm on you one spell can end the rebellion (360ft radius is about 16000 5ft squares)
Tempest domain cleric 2 / Sorcerer X should work for you. Once per short rest (assuming you have the spell slots), you can cast a maximized Fireball, Vitriolic Sphere, Cone of Cold, etc..., changing the damage type to Lightning Damage or Thunder Damage using the sorcerer's Transmuted Spell Metamagic, and maximizing the damage using the cleric's Destructive Wrath Channel Divinity.
Has to be either Sorceror or Wizard. Clerics and Druids have other focus, and Warlocks are not main spellcasters. Wizard's main benefit over Sorcerer is ability to change your focus. Yesterday I was all about Buffing, today I am all about To Hit spells.
As you already have a strong focus, I am pretty sure that Sorcerer will be your main focus. Several Metamagics work well with it. Storm is the obvious choice among Sorcerers.
I am not sure you need to multi-class. Tempest Cleric (mentioned above) is a nice once per short rest feature, but you are delaying your higher level spells (if not spell slots) and effectively giving up an ASI/Feat, which could be more helpful. I might consider taking it after you hit 18th level.
The difference between a fireball doing 8d6 (avr. 28, max of 48) to three or four people and an upcast Agnazzar's Scorcher 4d8 (avr. 18, max 32) hitting two or three people is a lot. Even if you max the Scorcher to 32, I would rather hit 3 people for 28 than two people for 32. Especially as that max only applies once per short rest and battles tend to last 3 rounds for a minor one, 10 for a boss.
A tempest domain cleric 2 / sorcerer X multiclass would not delay spell slots as they are both full casters, but you are right in that it would delay spell levels, which is painful, especially around level 5. If I were to do this multiclass, I'd start with 1 level of cleric for shield and armor proficiency, then 5 levels of sorcerer to get Fireball, 1 level of cleric for the tempest domain, and finish in sorcerer. That way you'd only be 1 level behind getting Fireball.
There's no reason to start cleric to get those proficiencies, they are included in the proficiencies that you gain when multiclassing into cleric. Sorcerer gets con and cha saves while cleric gets 2 additional hit points to accompany wis and cha saves. Tempest Cleric even gets the bonus martial weapon and heavy armor proficiencies as part of their 1st level class features. Going to 6th cleric to get Thunderbolt Strike is an interesting option but is a heavy investment to get it.
Another option would be scribe wizard to be able to change your wizard spells damage type with Awakened Spellbook.
I did an exercise on a control caster with Tempest cleric 6, storm sorcerer 6, scribe wizard 5 with the final 3 levels open. This would give you thunderbolt strike's push mechanic, storm sorcerer's heart of the storm, and scribe wizard's spellbook accompanied with Awakened spellbook to change all of those spells to lightning at a whim. This gives you a lot of pushback options starting as soon as 13th level but is more fully online at 17th when the wizard 3rd level spells come up online.
The problem is pretty much every level has an incredible AoO spells, and a lot of them cannot be transmuted into lightning.
3rd had Hypnotic Pattern and Fireball
But 4th has Vitrolic Sphere
5th has Synaptic Static and Wall of Light
6th has Sunbeam and Circle of death
8th has Sunburst
9th has Meteor Swarm.
You are not just delaying Fireball, you are delaying all of these spells. For a 1/short rest effect that is a little bit less than doubles damage on only 3 of these top 9 AoO spells.
It's a good build, but not a perfect one. I can see a lot of reason to just say no and stick with 100% Sorcerer.
Just to mix things up and include martials, a hunter ranger has choices that give give them AoEs. I’m thinking volley and kind of horde breaker.
And you could maybe argue for a high level (18) cavalier fighter with a reach weapon. They only make one attack at a time, so not truly AoE, but they can damage creatures in a big area, if the circumstances go their way. I realize this is a stretch.
Dragonborn with the feat that lets them fear an area, maybe. Also a stretch, yes.
In my experience, the single most AoE-based build is the Evoker wizard. The Sculpt Spells feature levels out the common problem of hitting your allies with your spells, and its other features also support dealing damage to lots of targets.
If you need a little more defense, the light domain cleric gets plenty of AoE spells as well as D8 hit dice, medium armor, and other versatile cleric options. The fiend warlock is also OK if your DM will let you take short rests often. The main problem with these is that they both deal easy-to-resist fire damage.
Panda-wat (I hate my username) is somehow convinced that he is objectively right about everything D&D related even though he obviously is not. Considering that, he'd probably make a great D&D youtuber.
"If I die, I can live with that." ~Luke Hart, the DM lair
How long have you been DMing?
A couple years. In my longest campaign (since I started and ongoing), the party has an evoker wizard which I've seen from level one all the way to level 18.
Panda-wat (I hate my username) is somehow convinced that he is objectively right about everything D&D related even though he obviously is not. Considering that, he'd probably make a great D&D youtuber.
"If I die, I can live with that." ~Luke Hart, the DM lair
Wow thats a long time
A cleric who has invested in the telekinetic feat and either warcaster or resilient constitution to preserve concentration with spirit guardians is a force to be reckoned with regarding AOE. The first round cast of spirit guardians can be combined with an attempt to shove a creature into your area after casting for damage, and then that particular target has to contend with damage rolls at the start of its turn in that area too. Along with all the other creatures that could also be in that area. After round one, the cleric can fall back on using word of radiance as an AOE cantrip along with its bonus action shoves, or spend higher level slots for other AOE if necessary.
the telekinetic shove is nice since it doesn’t clog up actions like spiritual weapon does when casting leveled spells on a given turn. The telekinetic shove also scales up directly with the spell effect your using it with. It largely saves slots too since you may not be casting spiritual weapon as much or even at all with these interactions.
What's the race