MightyMomo
2018-09-25, 06:16 AM
I've been working on a cleric for a new campaign, and could use some ideas / critique on the build I'm planning to run.
First of all, I would like to be able to fill out more than one role and I have no idea whether my current build will work as an all-around or fail in all aspects, since I've never tried playing cleric before.
The plan is to be a tanky wisdom based hill dwarf cleric, which can apply passive damage while constraining one or two mobs and healing when necessary.
I plan to not use a weapon because of RP reasons (Semi paccifist in the sense that I only hurt people with divine powers / divine justice. I would never use brute force to hurt someone)
I will probably play with:
A Bard
A Barbarian
A Rogue
We start at level 6, so here is my current build:
Fighter 1 / Cleric 5 (For heavy armor, con save, 1 AC, second wind)
Hill Dwarf for HP and no movement speed penalty with heavy armor
War caster for con save advantage on OA
Arcana domain Cleric for cantrips and cantrip damage (since I want to use my main action to help/heal)
Stats with all modifiers in level 6:
14 STR
10 DEX
16 CON
8 INT
16 WIS
10 CHA
With this I'd go with a shield and splint armor for early 20 AC. (Can't start with plate)
For cantrips I'd pick Lightning Lure, Ray of Frost from the wizard spell list and my main approach would be the following:
Cast Spiritual Weapon for Bonus attack damage
Cast Ray of Frost to reduce movement speed
Cast Spirit Guardians for passive aura damage and half movement
Cast Lightning Lure as OA if they try to move away (Pull them into aura)
Continue to either cast Ray of Frost or assisting team mates with guiding bolt (for rogue), healing or dodge action while hitting with Spiritual Weapon and Spirit Guardians.
This could potientially reduce a 30 movement speed enemy to 5 / 10 feet depending on what spell they got hit by first, effectively letting me CC them for days. Combining this with spells like plant growth from bard ally could potentially reduce them to 1.25 movement speed. (Rounded down to 1?)
My fears with this build are:
I end up not being able to tank, damage or heal enough.
Ray of Frost can't be cast if they're too close to me, potentially letting an enemy get away (I could use Ray of Frost as OA and then chase them down so they start in my aura, or pull them in as soon as I'm within range with Lightning Lure, but not sure if viable)
I could be better off with an actual weapon?
Most of my heals are bonus actions, not allowing me to attack with Spiritual Weapon.
Do you guys have any ideas of how to improve this build? I like the idea of being able to pull enemies closer and reducing their movement speed while killing them with passive damage, but this might be better done with another class? Since I probably won't be able to heal much anyways while attacking, is there another approach to the kind of playstyle?
Please don't hesitate to ask if I left something or if you have any questions or if I made an "illegal" move that isn't allowed by the handbook.
First of all, I would like to be able to fill out more than one role and I have no idea whether my current build will work as an all-around or fail in all aspects, since I've never tried playing cleric before.
The plan is to be a tanky wisdom based hill dwarf cleric, which can apply passive damage while constraining one or two mobs and healing when necessary.
I plan to not use a weapon because of RP reasons (Semi paccifist in the sense that I only hurt people with divine powers / divine justice. I would never use brute force to hurt someone)
I will probably play with:
A Bard
A Barbarian
A Rogue
We start at level 6, so here is my current build:
Fighter 1 / Cleric 5 (For heavy armor, con save, 1 AC, second wind)
Hill Dwarf for HP and no movement speed penalty with heavy armor
War caster for con save advantage on OA
Arcana domain Cleric for cantrips and cantrip damage (since I want to use my main action to help/heal)
Stats with all modifiers in level 6:
14 STR
10 DEX
16 CON
8 INT
16 WIS
10 CHA
With this I'd go with a shield and splint armor for early 20 AC. (Can't start with plate)
For cantrips I'd pick Lightning Lure, Ray of Frost from the wizard spell list and my main approach would be the following:
Cast Spiritual Weapon for Bonus attack damage
Cast Ray of Frost to reduce movement speed
Cast Spirit Guardians for passive aura damage and half movement
Cast Lightning Lure as OA if they try to move away (Pull them into aura)
Continue to either cast Ray of Frost or assisting team mates with guiding bolt (for rogue), healing or dodge action while hitting with Spiritual Weapon and Spirit Guardians.
This could potientially reduce a 30 movement speed enemy to 5 / 10 feet depending on what spell they got hit by first, effectively letting me CC them for days. Combining this with spells like plant growth from bard ally could potentially reduce them to 1.25 movement speed. (Rounded down to 1?)
My fears with this build are:
I end up not being able to tank, damage or heal enough.
Ray of Frost can't be cast if they're too close to me, potentially letting an enemy get away (I could use Ray of Frost as OA and then chase them down so they start in my aura, or pull them in as soon as I'm within range with Lightning Lure, but not sure if viable)
I could be better off with an actual weapon?
Most of my heals are bonus actions, not allowing me to attack with Spiritual Weapon.
Do you guys have any ideas of how to improve this build? I like the idea of being able to pull enemies closer and reducing their movement speed while killing them with passive damage, but this might be better done with another class? Since I probably won't be able to heal much anyways while attacking, is there another approach to the kind of playstyle?
Please don't hesitate to ask if I left something or if you have any questions or if I made an "illegal" move that isn't allowed by the handbook.