If you do, remember to invest heavily in Wisdom. As levels go on, maxing out abilities like Call Lightning and Destructive Wave can do upwards of 100 damage, guaranteed, to targets. See pages that link to and include this page. And the damage increases, making it up to 16 damage. You can consider this race even without a multiclass! Per round, it deals less damage than a traditional blasting spell, but it makes up for it with the ability to deal that damage more times. You get to fly around like Mary Poppins, but only when you’re outside.

The same deal goes for spells like Ice Storm and Insect Plague. […], Kobolds… nasty little fellas. Even then, maxing out the damage on. 3rd level spells are when you start doing real damage, but until then, 1d8+5 is plenty of damage.

Martial weapons tend to be, at least, one dice category stronger than the simple variant, meaning that you naturally do more damage. And, after all, those beards might be the most “viking” thing in the core rulebook! It's awesome, go ahead and cast it whenever.

At 1st level, you gain proficiency with martial weapons and heavy armor.

However, the weakness of this ability comes with lack of scaling. Your weapon damage is decent, though not spectacular. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. If you do, remember to invest heavily in Wisdom. Like a lot of Divine Strikes, this one is short and sweet. At 8th level, you gain the ability to infuse your weapon strikes with divine energy. New comments cannot be posted and votes cannot be cast. Unless otherwise stated, the content of this page is licensed under. It’s a shame that there are caveats to it that make it less useful in campaigns where you are dungeon crawling. At 8th level, you gain the ability to infuse your weapon strikes with divine energy. This ability is useless inside tombs or dungeons. The extra durability and wisdom of the Hill Dwarves make them far and away the best option for your typical Tempest Cleric. With this ability, your melee build can more easily tussle with dragons or demons, flying high above your Fighter or Barbarian allies.

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors. You can consider this race even without a multiclass! I can almost afford it. Either path you choose, you can either become a frontliner or backliner, without needing cantrips for your resourceless damage. Common backgrounds for this class include vikings, warlords, demigods, or pious druids. I knew I was forgetting something! , with not many creatures being resistant or immune to it. The Player’s Handbook comes with a lot of goodies that all classes can use, one of which being the Tempest Domain.

The blue dragons are. Necessarily. The times I feel like I'm helping the most are the times I act as ranged caster and use Bless at the beginning of each fight while casting Guiding Bolt and Spiritual Weapon, which makes my Domain absolutely useless. I read about the Tempest Domain and I just fell in love with the idea of casting thunder and lightning, and I asked my DM what race I should be since he knows the world of Faerun better than I, and he told me Dragonborn, which fit because I could choose a lightning breath. These options focus primarily on damage and combat control, with a few utility spells. You have neither of those weaknesses but don't have as much offensive spell-power either. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. Even so, the Tempest Cleric’s options continue to rise in power. However, “thunder damage” is one of the elements that is most ignored by the Monster Manual, with not many creatures being resistant or immune to it. Best Familiar 5E | Which Familiar Should You Take. Common backgrounds for this class include vikings, warlords, demigods, or pious druids. To put it in perspective, that’s basically using a reaction to cast a level 1 spell at someone hitting you. Right now, we actually killed a young dragon and we kinda didn't let go trying to rip of scales and claws and stuff to make armor, so we're going to see how that pans out. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. When you pick up this class, you’re getting proficiency with both heavy armor and martial weapons.

With how often the Tempest Domain expects you to brawl, however, the extra burst of damage is always significant. Wait what? Nice and simple! I've played DnD before, but I'm not too experienced. Remember, you're abilities give you more endurance than your party's Warlock or Wizard. Press question mark to learn the rest of the keyboard shortcuts. 3. Especially if you’re considering a multiclass into a Sorcerer, the Dragonborn are a great addition. can trigger this ability and get a wonderful push-back as well, to avoid flanking rules (should your GM use them) or just to prevent multiple attacks.

Change the name (also URL address, possibly the category) of the page. Wikidot.com Terms of Service - what you can, what you should not etc. However, “thunder damage” is one of the elements that is most ignored by the. That is significant, and gives your combat group a lot of room to breath. Still, the domain has some blasting, with Thunderwave, Shatter, and Destructive Wave. Even then, maxing out the damage on Wrath of the Storm or Thunderwave means dealing 16 damage for a use of Channel Divinity. Alternatively, the options of the Longbow gives a consistent ranged build some love, along with the two Crossbow variants. Similarly. Once you get plate with a shield and you'll be at 20 AC. Thankfully, the lightning damage that this ability uses is super good with the future aspects of this domain.

As a level 1 ability, this absolutely melts low-level attackers, so it’s important that you use this whenever you take damage.

All in all, a pretty significant capstone. They worship dragons, and are well-known for populating low-level dungeons and being cowards. The Tempest domain gets blasting options outside of the standard 5E cleric spells that are affiliated with storms… Or at least, natural disasters. Your AC should be 18, if I'm not mistaken. Obviously, this is quite big. A Cleric's job is to mitigate damage.

Click here to edit contents of this page. Sadly, you have two options for this ability; Because this ability isn’t applied to Thunder damage, the options a Cleric has for using this effect are rather dismal. By scraping together the objects […], Need a strong subclass for your next wizard character?

While no. Maybe they're playing their characters too well and my DM is missing something or I'm missing something? You'll do a fair amount of damage with your 2d8 Lightning Reaction attack, however and your spells can make you a threat (Level 2 Inflict Wounds does 4d10 necrotic damage) that enemies won't want to ignore. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. The Charisma is beneficial for the multiclass, but the Strength is fantastic for the frontliner kit. Sadly, you have two options for this ability; Wrath of the Storm and Call Lightning. Most of these spells deal lower damage but focus on a longer duration. View/set parent page (used for creating breadcrumbs and structured layout). Find out what you can do. A Lightning breath attack gets a lot of mileage from the lightning abilities in the domain, and gives you an additional option for area of effect. Minor Illusion 5E Guide | Attributes, Pros, Cons, and Uses, Death Cleric 5E Guide | Rules, Tips, Builds, and More, The oathbreaker paladin is unlike any other subclass. As a reaction, inflicting 2d8 damage to a melee-ranged enemy is quite strong.

Your job is to be a front line healer. My group of friends always seemed to get too busy and stop playing right when we got to level 12 or 13, so I don't have that much high level experience, and I always played a healing focused cleric every time we reset with a new DM (We've all literally been DM and we've finally found the guy who's reliable enough and dedicated in our small group.). The final ability of the Tempest Cleric helps the brawler mindset become universal.

Something that you might not know, however, is how clever Kobolds really are. 4. So, let’s batten the hatches and get ready for rough waters because there’s a storm coming in our Tempest Cleric 5E Guide. With how often the Tempest Domain expects you to brawl, however, the extra burst of damage is always significant. Adding to the frontline role with weapons like the Greatsword and Lance offers options for the frontliner to become more dangerous. It's OP, I know, but my DM is saying that in Faerun, magic items are more rare, and thus more powerful. And this ability is for “when you roll.” Depending on your GM’s discretion, you roll damage either before or after a target saves. That’s not factoring out ranged abilities, either. Your email address will not be published. You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells. This has a lot of potential throughout a Tempest Cleric’s career. I don't know the world as well as he, so I trust him. Tempest clerics are masters of storms, sky, and the sea. You are a cleric and a Tempest cleric at that. We can help! I figured that Thunderwave is better than Guiding Bolts or my weapon if I can hit more than 2 enemies, which happens at all encounters unless it's just one high CR enemy.

Heavy Armor is a staple of the frontline tank, increasing AC by quite a bit without needing to build into Dexterity. Having constant flight is one of the strongest abilities possible for a melee combatant, so the Tempest Cleric getting it as a class ability frees up your item slots for magic items quite a lot. If that means eating attacks, casting cure, or killing monsters, you're good.

When you reach 14th level, the extra damage increases to 2d8.

That’s not to say that staying the Cleric path isn’t powerful, but for a pure Blasting role, consider the Sorcerer or Wizard multiclass, just because this ability is so strong. Thunderwave is a good spell in some situations, like pushing enemies off you or a team-mate, but it's probably not your best bet as a default plan unless you're using your channel divinity to maximize it. As levels go on, maxing out abilities like Call Lightning and Destructive Wave can do upwards of 100 damage, guaranteed, to targets. You'll do a fair amount of damage with your 2d8 Lightning Reaction attack, however and your spells can make you a threat (Level 2 Inflict Wounds does 4d10 necrotic damage) that enemies won't want to ignore.