Protato
2018-04-17, 11:14 PM
I might end up getting to play Forge Cleric soon-ish and was wondering if there was any good times to take feats, what kind of at-will attacks to use, and multiclassing. I'm planning to go make a sort of "support melee" character with a Hill Dwarf and allocate stats as 17/8/18/12/18/16 (got a good 4d6 drop low roll, except that the 8 was a 3 originally but DM said to bump it to 8). He should start with Warhammer, Hand-Axe, Chain-Mail Armor, a Shield with a Holy Crest on it and a Priest Pack. For flavor, I'm including a book with metal covers that contains his doctrine so he can proselyte. Also, we may be allowed to start with an Uncommon Magic Item. We begin at L3.
Spells are honestly a pretty simple pick, with the exception of an attack Cantrip. I know to get Guiding Bolt, Bless, Spiritual Weapon, Healing Word, and of course the Forge spells look fun, with some that look meh or just okay and some (like Identify and Wall of Fire) that look useful. My main issue with spells is whether or not to select an attack Cantrip option. I plan to use melee anyway which could make Word of Radiance appealing but if I'm surrounded on all sides, the situation has gone south. Toll the Dead is nice and the bell can be reflavored as the sound of a hammer hitting an anvil (you ever hit one in person? It's loud!), but Necrotic is a bit weak versus a lot of foes and it requires a save. Sacred Flame does Radiant which is good, but like the other Cleric attack Cantrips, needs a save and not an attack. I'm considering using Magic Initiate for Produce Flame so I have both utility and damage, a different (likely utility) Cantrip, and maybe Goodberry, Faerie Fire, Absorb Elements, or Detect Magic for the L1 spell. As an alternative to ranged Cantrips, how would Javelins and Hand-Axes do? They key off my secondary stat (Str) but they do nonmagical physical damage, which can be resisted and my Blessing of the Forge is better used on a different weapon or armor, and they're a resource that's used when thrown and therefore aren't truly "at-will".
Finally, there's multiclassing, Feats, and Magic Items. I'm thinking of taking a dip in either Fighter or Barbarian, up to 3 levels, and I might start with Barb or Fighter 1/Forge Cleric 2. For subclass I'm thinking Champion for the increased hit/damage rate. Alternatively, I could go up to 3 in Barbarian and pick out Zealot, the DM waived the "no heavy armor'casting while raging" rule). For feats, other than Magic Initiate and maybe GWM (but that means I give up my shield with my hammer) I can't think of much. The only other thing would be if my first level is in Cleric, then Resilient Con might be somehting I pick up later. The Uncommon item might be a +1 Warhammer or +1 Chainmail/Shield, or maybe a Sentinel's Shield. I'm open to other suggestions that might be useful, or even just flavorful.
Finally, his personality isn't too fleshed out yet but he's boisterous and believes that he's Hephaestus' son, and that his hammer was once used his supposed father. Below the spoiler is a picture of his token, made with a tool that uses Fire Emblem sprites to make custom character, and with TokenTool to add the border.
https://cdn.discordapp.com/attachments/266453699839131648/436000411267366912/dwarfpriestguy.png
Spells are honestly a pretty simple pick, with the exception of an attack Cantrip. I know to get Guiding Bolt, Bless, Spiritual Weapon, Healing Word, and of course the Forge spells look fun, with some that look meh or just okay and some (like Identify and Wall of Fire) that look useful. My main issue with spells is whether or not to select an attack Cantrip option. I plan to use melee anyway which could make Word of Radiance appealing but if I'm surrounded on all sides, the situation has gone south. Toll the Dead is nice and the bell can be reflavored as the sound of a hammer hitting an anvil (you ever hit one in person? It's loud!), but Necrotic is a bit weak versus a lot of foes and it requires a save. Sacred Flame does Radiant which is good, but like the other Cleric attack Cantrips, needs a save and not an attack. I'm considering using Magic Initiate for Produce Flame so I have both utility and damage, a different (likely utility) Cantrip, and maybe Goodberry, Faerie Fire, Absorb Elements, or Detect Magic for the L1 spell. As an alternative to ranged Cantrips, how would Javelins and Hand-Axes do? They key off my secondary stat (Str) but they do nonmagical physical damage, which can be resisted and my Blessing of the Forge is better used on a different weapon or armor, and they're a resource that's used when thrown and therefore aren't truly "at-will".
Finally, there's multiclassing, Feats, and Magic Items. I'm thinking of taking a dip in either Fighter or Barbarian, up to 3 levels, and I might start with Barb or Fighter 1/Forge Cleric 2. For subclass I'm thinking Champion for the increased hit/damage rate. Alternatively, I could go up to 3 in Barbarian and pick out Zealot, the DM waived the "no heavy armor'casting while raging" rule). For feats, other than Magic Initiate and maybe GWM (but that means I give up my shield with my hammer) I can't think of much. The only other thing would be if my first level is in Cleric, then Resilient Con might be somehting I pick up later. The Uncommon item might be a +1 Warhammer or +1 Chainmail/Shield, or maybe a Sentinel's Shield. I'm open to other suggestions that might be useful, or even just flavorful.
Finally, his personality isn't too fleshed out yet but he's boisterous and believes that he's Hephaestus' son, and that his hammer was once used his supposed father. Below the spoiler is a picture of his token, made with a tool that uses Fire Emblem sprites to make custom character, and with TokenTool to add the border.
https://cdn.discordapp.com/attachments/266453699839131648/436000411267366912/dwarfpriestguy.png