@@mikeclementecard You could still do Scale Mail and choose a non-metal material (mine is leather cut into scale pieces from a kraken (was going to be a dragon turtle)) + 14 DEX to get a 16 AC. Increase it to 18 AC if you take a wooden shield.
It hurts me to see unique and interesting builds like this where the mage has a defined theme and fun options but it's painfully outclassed by the generic do-everything Wizard.
One spell I think would be really good for this build that you didn't mention is Melf's Minute Meteors. While it covers less area than a fireball, it has potential to do more damage to single targets and can be aimed more easily, and more importantly, each meteor counts as its own instance of damage, which means each one will trigger the thunderbolt strike push.
A repeated movable AoE that lets you push people around - great idea. And since you can throw two motes per round you can push the same targets 20 feet or different targets. You potentially could use this to help group enemies together for other spells (plus you have an action to use). Additionally, minute meteors is save for half, so you can push the enemies even if they succeed. You will want to move around to optimize which direction is “away from you”.
My level 9 cleric picked up Transmuted Spell from Tasha’s new Metamagic feat. Cast Spirit Shroud, changing the damage to lightning, fun little combo while it lasts.
Unfortunately doesn't work within the rules. Transumted Spell only lets you change between: acid, cold, fire, lightning, poison, thunder and Spriit Shroud can only do Radiant or Necrotic. you'll notice every sort of Transmute or elemental options never includes Radiant or Necrotic, they seem to be meant to be kept separate along with Force and Psychic, limiting foreseeable combinations and potential balance issues. Spirit Guardians would be nuts.
@@DYMTWrecks Oh wow you're right, they snuck in the cold damage after the UA version. This would make playing a Tempest Cleric straight through a fun option.
It kinda seemed like the new transmute spell metamagic in Tasha's could make Sorcerer a more appealing (or at least possible) option. Hard to beat the Scribes wizard for transmuting spell types though.
My thing though is the versatility you get from sorcerer. Cuz you can transmute that 4th level fireball, then finish off one of those guys with a quickened firebolt.
@Kobi02Gamingcc exactly. How does that not work RAW? fire bolt costs an action normally and then you can quicken spell meta-magic it to cast it as a bonus action. And then transmuted spell lets you change a spell that deals a certain damage type into another of those damage types so u can cast fireball as an action.
@Will Schmitt By casting a spell, in this case, Quickened Firebolt, with your bonus action, you are only able to cast a cantrip with a casting time of one action for the remainder of your turn. If you were to Quicken the Fireball, then you could use your action to cast Firebolt, but this wouldn't allow you to transmute the Fireball as you're already using a metamagic on it.
14 seconds in. Yes Chris, I have heard that. Well I guess I don’t need to watch the rest of the video, see you on Friday! Haha. All joking aside thanks for the video Chris, I really appreciate you always bringing us such consistent content.
Wow, the Wall of Lightning combo with the Tempest push back ability is just mean, but I love it. I sense my DM would have a lot of the enemies be able to teleport after a few battles. Great build man.
You would need tempest cleric 6, Sorc 3 (since scribes only works on wizard spells), Druid/Dao 3 for spike growth to get that working. And then you don't even have thunderous smite
Since the Tempest pushback ability always pushes an enemy *away* from you, wouldn't they be able to escape the Wall of Lightning by going through the back or the sides? The pushback wouldn't send them towards the center, and might even push them *out* of the ring. (I suppose you could manage if you held an action to Dash, but that would require Quicken Spell, which eats up one of your feats and has very limited uses per day. It also probably requires you to have a mount, cause your movement on your own won't be enough to get around the massive ring of lightning you've made, at least most of the time.) Also, there are some easier alternatives. A Scibes Wizard with Crusher and bludgeoning spells can manage quite well for themselves, similar to a Dao Warlock with Crusher. (Though without the Eldritch Blast shenanigans or Spike Growth, I suppose it's not quite as potent.)
Dang that's a good point. I'm pretty sure that invalidates the entire tactics section of this video because each part of the wall pushes away from you, not towards the center.
Tempest cleric festure reads you can push them 10 feet away from you so you'd hit them with lightning they hit the wall and take additional damage then you don't push them out of the circle and they start their turn in the wall
Wall of fire only has one save, when it appears. The damage from staying in the circle and the damage from passing through the wall again are automatic, no save.
Going full Tempest Cleric with Metamagic Adept feat should work well too, right? You only have two transmuted spells bullets per day for a good damage spell, but at least the character progression will not be delayed
only two uses of metamagic, sure. but you also only very few channel divinities per day too. you might not be able to get the nukes off as often, but you'll retain complete spell progression.
Sorlock with Repelling Blast and Quickened Spell can push creatures up to 80 ft away every time you hit with no saving throw! Thats a lot of punch every round lol, especially if you have Spell Sniper, Eldritch Spear and Distant Spell. Nothing ever gets close to you lol.
Alternative race: Mountain Dwarf. Start at 8/10/15/16/16/10 with heavy armor at no penalty, with Resilient (CON) getting us to 16 instead of 15 at level 4, plus all the other Dwarf benefits and a bazillion tool proficiencies after swaps. The War Caster benefits are marginal if you never need to hold a weapon and plan on buffing your saves with Bless anyway, depending on if your DM ever allows you to make AOOs.
Just one thing. You dont need to prepare the spell if you want to use its damage type in your casting of another spell. "When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot you expend." This clearly states you can use a spell of the same level in your spellbook but mentions nothing about having it prepared. So if you have chromatic orb for level 1, all done and dusted. Level 2 all you need is dragons breath. Level 3 you can have lightning spell to make a lightningball(fireball spell). You only need to have the spell in the spellbook and not waste a preparation slot on the spells you will rely on to change the damage to. Or am I missing something? EDITED .....SORRY YOU STATED THE INFORMATION CORRECTLY. MY APOLOGIES, I SHOULD HAVE WATCHED THE WHOLE VIDEO BEFORE MAKING A POST. I GOT AS FAR AS ABSORB ELEMENTS AND WAS LIKE HUH. MY BAD
I don't know if Chris takes requests from non-patrons, but would he be willing to make a video articulating the ultimate party buffer? I'm guessing that it will just be a wizard again, but even seeing how to make a wizard who is really good at buffing the rest of the party would be very illuminating to me. (If he's already done this somewhere, would someone be willing to tell me where?)
Broke: "I wanna multiclass Storm Sorcerer and Tempest Cleric for the super powerful lightning bolts!" Woke: "I wanna multiclass Storm Sorcerer and Tempest Cleric because it fits my character concept"
Good insights as always. Prior to Tasha's my favorite Cleric was always Light. I'm more interested in your War Wizard / Battle Master build and whether it's still optimal given the Bladesinger rework in Tasha's.
Unrelated to the video but about Wizards: Wall of Force can be used just about as well as Forcecage, the only improvements I see are that it doesn't take concentration (I'll come back to that), and that it forces a saving throw for magically leaving. The radius of a Wall of Force is 10 feet, which means it's a sphere 20 feet long end to end, so unless a creature is particularly cuboid, it should fit just as well as a Forcecage. You say Forcecage is useful because you can get magical effects in, and also you can use your concentration on them, but you can do a very similar thing with a Wall of Force. The thing is, you can cast spells into Wall of Force, it's transparent, some spells can be cast on a point you can see within range. There is indeed a damage over time spell that can be cast through transparent walls and does not require concentration, it is Mordenkainen's Faithful Hound. Though when using Faithful Hound, you must size the WoF to fit the creature, otherwise it may go out of range. As a side note, if any of your party members have Silence (it's not available to wizards sadly), it can be cast on the WoF/Forcecage to prevent all teleportation spells and the Disintegrate spell as a bonus. You may have heard the above information already, but I've heard you talk about WoF and Forcecage several times without you bringing it up, so it is what it is.
I would check with your DM about a couple of the rules you mentioned, especially Black Tentacles staying restrained even outside of it, that's the kind of thing I could easily see many DM's not allowing. Really interesting video, not something I'd ever have considered really.
My interpretation of the tentacles interaction is not RAW, but follows the logic of the grappled condition, in which the condition ends if you are removed from the reach of the grappling creature or effect.
Would love to see one on fire damage. Draconic bloodline Sorc, Light Cleric, Celestial Warlock, Evocation Wiz all add modifiers, although with different stat scalings. What would be the best combination for big fire spells? Edit: Wildfire Druid gets it too as someone noted.
I like min-maxing just as much as the next guy, but I have played Tempest Cleric 2/ Storm Sorcerer 18 in Adventurer's League all the way to level 20 and I can say from first hand experience that it does work and it works well. Most of the time in combat and even out of combat I outshined other players, even players that also had well built characters (Great Weapon Masters/Sharpshooters, etc.). Maybe my character didn't do the maximum lightning damage possible, but he sure did do a hell of a lot of it and instakill many mobs. I wanted to play as a demigod son of Talos that used divine sparks to purge the lands of evil. Using your own definition of "optimization", if I wanted to play as this character, and optimize it, I did exactly that. Storm Sorcerer's bonus action movement got me out of sticky situations all the time, vastly increasing my survivability while keeping up my dps and impact in battle. I actually felt kind of bad playing in the tier 4 epic I took part in. At level 20, giving my whole group concentration free flight partially trivialized the big final battle and being able to quicken and empower meteor swarm helped too. Just imagine if Tasha's was out by then and I could have transmuted it into a lightning or thunder swarm.
Cool video. I just started a nautical themed campain and the first thing that came to mind was storm sorcerer. Then I read up on the class, they really have nothing to offer. Went with a scribe wizard.
Sorcerer meta magic transmute damage turns Fireball into lightning ball. Also can max thunder damage ase well. Scribes wizard also allows you to change damage type without using a resource. So a 2 level dip in tempest gets you heavy weapon and armor proficiency as well as the channel divinity. Wrath of the storm is a decent reaction at least at lower levels. I think you can make it work pretty well even if it isn't maybe optimized
Been playing my tempest8/hexblade5/stormsorc4 since level 4 and Ive been loving it. Using a CD on a crit booming blade its pretty great. I also have used storm sorcs 10ft fly bonus action quite often.
Have a solution to this one in AL before Tasha's. Tempest 17/Evocation 3. Took Wizard because he found a Staff of the Magi so 1ASI and Linguist feat later he became a Wizard and he already had a headband of Intellect and with access to Halister's collected spellbooks. He copied every 1st and 2nd lvl spells and retains access to the books to share with others.
I have something similar. What I did was took the classic cleric and sorcorer, but instead of being a storm cleric, my tactic is high damage spell and the transmuted spell metamagic. Instead of fireball, take a max damage, up casted LIGHTNING ALL!
Artificer's need more lightning spells. I know you can flavor your spells however you want, but iunno lightning just feels right for the class. Sadly there are only about half a dozen lightning spells total. Of those the 'neatest' is probably chain lightning. Not a lot of utility spells that include lighting which, makes a certain amount of sense but eh. I always like playing in a dynamic setting where things can progress and adapt. That's personal preference and I know not everyone has the same viewpoint. One thing I've noticed in 5e is there aren't a lot of inter party combo potential beyond knocking prone/graple. or flanking. In fact it's like the devs specifically tried to limit them. Grease isn't even flammable. I love 5e, I do. However the 'simplicity' of the system sometimes feels stifling.
What about a combination between tempest cleric and circle of the land (mountain gets lightning bolt) druid? It wouldn't depend on as many ability scores for spell casting
I've played a Tempest Cleric/Divine Sorcerer a few times now. It's fun at low levels, and a blast at high levels. I start Cleric 2, the rest is Sorcerer. Grab the new Elemental Metamagic from Tasha's and you're off to the races.
Thoughts to twist this build. Arshardalon"s Stride lightning damage and the 10' push to everyone along a path! Or Combine Tempest cleric with ascendent dragon monk (no longer mad) and the punch someone anywhere with lightning fists.
So what about just doing tempest claric 20 take magic initiate for booming blade and lightning lure and metamagic adept for the element change. Sure can only change a spell type a couple times with it, but should still work fine.
I think you've somewhat underestimated the synergy of Storm Sorcerer's Heart of the Storm with Tempest Cleric's heavy armor + shield proficiency. On its own, Storm Sorc is too squishy and low AC to be so close to enemies and utilize that feature. I'd actually never dare do that with a solo-class Storm sorc. However, with a plate armor (assuming you can manage to get 1500 gold pieces) and shield in hand + Shield or Absorb Elements spells if needed, you are much more resilient even with low HP, able to withstand taking some damage to dish out a little bit of extra. It doesn't seem like much, but those little +3 or more guaranteed damage bonuses add up quickly over time. Sure, you don't deal massive damage with a single spell all the time, but with the added extra bit of guaranteed damage from Storm Sorc as well as Tempest Cleric's reaction damage, you are able to have a pretty consistent damage output round after round, even if doing nothing but first and second level spells. In a way, you're a frontline hybrid between a nova and a DPR-caster, you kind do both things 75% competently, which makes you able to fit several primary and secondary combat roles. I will yield to you it's not the best blaster out there, far from it. That's part of the wider 5e problem, outside of fire damage, there's really not that many options for blaster-casters. There are far better combinations that do a lot more damage and more battlefield control, but if someone wants to play a lightning specialist, I don't think that person would be disappointed with a Storm Sorc/Tempest Cleric combo, especially if Transmuted Metamagic is allowed, which, judging by the poll on my Community tab, most DMs would allow.. Your build here is, in comparison, built for a different, albeit similar purpose. I don't think it's even fair to compare the two of them. I personally don't like 50/50 splits, unless it's a Tier 3 or 4 one-shot, which you even said this build is best suited for. But, it's more a personal preference rather than an objective fact. To each their own, theorycrafting is interesting because multiple opinions can co-exist and nobody is necessarily right or wrong, as long as the end user is having a blast during a session, literally and figuratively.
I played a Mountain druid with 2 levels of Tempest cleric in a oneshot and it was actually incredibly strong. A 2-level Cleric dip is one of the most universally useful in the game because you get subclass features, a Channel Divinity, and AMAZING 1st-level spells, and in this case it uses the same main stat as Druid. As for character concept, he was a gruff, stern Dragonborn who grew up in a mountain-dwelling tribe and was a seer of sorts who spoke to the god of storms.
I have a battlerager build that is a ton of fun. Tavern brawler is a must. Martial adept for unarmed fighter fighting style makes the battlerager super effective and skill expert for athletics expertise rounds you out nicely. Ready of your ASIs in strength and con. Since you're probably going to be a mountain dwarf, dwarven fortitude isn't a bad feat to help you if you overextended, but you're going to want those ASIs unless you rolled like a god. For a weapon, take a lance. You're going to be sheathing it and using your fists most of the time anyways, but it is a good d12 reach weapon that you can flavor as a helmet spike. A lot of people will dip 1 level into rogue and use a rapier, but I like the pure barbarian build-especially if you can get to level 20. 3 levels in rune knight could go a long way, though, and saves you the martial adept feat since you get a fighting style. If you are a duergar, this could work well, too. Your first round might look like this: recklessly attack with your lance, move in closet and recklessly unarmed strike after sheathing your lance, then bonus action grapple. Next round, you can make two reckless unarmed strikes (or shove prone with one) and then bonus action grapple a second target. Now you have partially solved the stickiness problem if barbarians, you are dealing automatic damage each round, you are constantly generating temporary hp that benefits from your rage resistance, can constantly utilize your bonus action (grapple a target you're already grappling or armor spike attack), and you've mostly solved the problems with the battlerager. One thing I would NOT do is take the grappler feat. Rage already gives you advantage, your AC and temp hp buffer will mitigate the advantage against you to a degree, and you maintain your mobility.
I think there might be one minor issue with the wall of fire trick, which is that Thunderbolt Strike only pushes enemies away from you. If an enemy uses their movement to move out of the circle to either the back or sides, you push is then helping them escape. This is pretty minor given that they have willingly moved away from you and your party to make this work, but it does limit the trapping ability of the spell somewhat. Seems like you might be better off with a plain old wall instead of the circle so that it s harder to go around, even if the damage will be lower.
Honestly, the first thought I had was lore Bard. The ability to choose all the lightning and thunder spells in any class and making them Bard spells is useful, and adding in its loophole... Yeah, loophole. If you go lore Bard, it's secrets gives you 3 spells of any level you can cast. 2 full casters normally have higher spells, but can't learn them. This changes that, as those 3 choices can be of a higher level than you could normally learn, but since you can cast it... Of course, my understanding may be wrong. And not coming truly online till lvl 12 still is rough. And order of scribes is better overall.
Lore Bard only gets you 2 magical secrets at level 6, and for magical secrets it specifies "A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip" -so unfortunately it would still need to be 3rd level or lower.
That Wall Of Fire circle trap is insanely good...not to mention the potential combos you could do with a second caster wow...my DM is going to /hate/ me even more. This is an incredible build, and speaks so much to the value of smart multiclassing
Good video, sweet build :) correct me if I’m wrong though, can’t the enemy in the wall of lightning just go north instead and not worry about being pushed inside - since you only can get pushed away from you?
Yes but then they have to go all the way around the wall to get to you, (assuming they need melee range, but the wall is also opaque so it helps vs ranged too). And you can then kite them around the wall if they refuse to go in it.
35:20 What if this creature inside the wall of fire just go the other way? You can only push it away from you, so if it will go up pushing effect will not keep it in the wall, in fact it will help it escape the area.
its funny this build inspired a character im about to play but its sorcerer 3 / cleric x. since spirit guardians scales so well and transmute is an elegant option for changings damage types it actually is a faster road towards lightning push concentration tactics albeit not as potent.
I'm wondering about ascendant dragon monks. A 6 level investment isn't a dip, but I think you could really make use of moving enemies around with superior movement and spirit guardians
Instead of choosing fireball, I would choose erupting earth. It deals less damage and also has a smaller area of effect, but you don’t take fire ball for its damage at level 11, and erupting earth has a nice side effect of causing difficult terrain without concentration. Also because it deals damage, change that to lightning, you can push creatures back. Seems to me that it would be superior to lightning ball for this character. I would perhaps call it erupting lightning.
I do live in Calgary, I haven't played games at the Sentry Box in many years tho. Still buy stuff there from time to time. To this day, the smell of the rubber foot mats in the front door makes me think of roleplaying ;)
Wouldn't it be better to take Scribe Wizard to 18 and take only 2 levels of Tempest? The only thing you're getting at lv6 Cleric is a second Channel Divinity.
Thanks Treantmonk! Storm magic (lightning, thunder, water) is my absolute favorite thematically. I’ve even played a Tempest Cleric 2, Storm Sorc X several times because I like the flavor. I can’t wait to give this one a try. Side note: I think there is a way to make storm Sorc workable with a renewable source of temp HP, making it more of a berserker type build. It may be fun for you to play with.
There is also the idea of Transmuted Spells metamagic and spells like armor of agathys or fire shield, switching the damage to lightning. It could be a sweet idea, but I'm not sure how to approach it.
The only good way to build this is a Theurg Wizard, and that is way to OP to allow in-game anyway :( OR to ask your DM nicely to get a good lightning casting item. I have even heard of settings where a specific church has a high level Cleric using Divi e intervention to give it's clerics good lightning spells to their list.
So I've been wondering for a while. Lightning Bolt generally gets rated low-medium by most people, but most explanations tend to boil down to "Fireball is the same but with a better AOE". How would you rank Lightning Bolt in a vacuum if, for whatever reason, Fireball is not an option? I don't want to factor in specific interactions like the Tempest domain, just imagine a wizard of lvl 5-6 who can't have Fireball for any hypothetical reason. Would Lightning Bolt be a good spell for them? The main reason I want to know is because the campaigns I play(ed) in tend to take place in wilderness and civilization moreso than in actual dungeons, and in roughly 80% of combats casting a Fireball would just cause far too much collateral damage to the surroundings. Would you say Lightning Bolt would be a viable replacement if Fireball isn't an option, or would you rather advice to just pick neither in such cases?
Im struggling with lightning damage build for so long now. Thanks for effort but as you called "sweet spot between 13 and 16" is not good enough for me
The best* build is 2 levels of Fighter/6 levels of Tempest Cleric/12 levels Divine Soul Sorcerer. Cast Hallow the day before. When they fail their CHA saves they are now vulnerable to Lightning Damage. Upcast Fireball using a 9th level spell slot and Transmute the damage to Lightning. Use the Tempest Channel Divinity to do max damage, dealing 14*6*2 damage or 168 damage to anything with that failed their CHA save and DEX save. Then if anyone is still standing, cast your second fireball with Action Surge and repeat using an 8th level slot, dealing 13*6*2 or 156 for a total of 324 damage to anything in that fireball zone. *note: Best is subjective and this build sounds in no way fun. I would not play it.
Scribes wizard. Magic missile + witch bolt(or thunderwave) = lightning missile Shatter + dragons breath = thunder breath Lightning bolt + fireball = lightning ball (or spirit shroud? Might need to double check rules, that doesnt feel like it should work) Elemental bane + wall of fire = wall of lightning And then no lightning/thunder 5th level spells I feel like this isnt the best, but it adds some fun and fits the flavour of a character who always does lightning and thunder.
Yeah... But warlocks do get it now with Dao patron. You know what warlocks also do get? Repelling Blast and Grasp of Hadar. Dao also let you add bludgeoning damage to your Eldritch blast to make use of Crusher extra forced movement. You could quite literaly just wipe the floor with your enemy and this floor will be full of spikes
@@Quintal100kg yeah but the reason spike growth "as a wizard spell" is a scary thing (which doesn't exist) is because if you changed piercing to electric it would allow you to cause forced movement, which would trigger spike growth to do damage which would allow you to infinitely force movement and damage to any creature in the growth, like yeah there's lots of forced movement you can make people do through a spike growth but I was talking about changing the damage type.
@@josh-mf7lt it wouldn't be infinite though. You could only push enemy away from you with this ability so after you push it to the end of the area which is opposite of you it will end. It would still be a massive damage and very powerful area denial but it couldn't be abused to infinity
Thunderbolt Strike At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. you can only push the creature away from you. if the creature is going out of the wall of fire in an other direction (not in your direction. he can also get out from the wall of fire in the other three directions) in that case the creature wont go back into the wall and the trap wont work
I still think tempest 2/draconic sorcerer lightning 18 is more effective depending on the campaign, upcast full damage shatter until lvl 7, then you're doing 56 damage to whoever you can fit in a line with lightning bolt, then lvl 8 add your charisma on lightning attacks. I said depending on the campaign because some campaigns have a lot less combat encounters making the channel divinity more useful. For example, if this build was used by one of the cast members of Critical Role, where combat happens much less than the average campaign, this multiclass would absolutely destroy and outshine in almost every combat and would be almost broken
I believe the Wall of fire is both a better situation for the target and worse. Wouldn’t they take the pushback as soon as they are damaged? But then evidently they aren’t damaged a second time in their same turn by it. How it is written you’d only take damage the first time going through it - and when they end their turn in it - or within 10’ of a designated side. Wall of fire allows you to make it a ring smaller than 20’ diameter. I don’t think that gets us anything. (Like some multi pushbacks.) But the within 10’ damage of when there is only 10’ radius (it’s only 20’ diameter!) means they must move or your lightning will.
Can't the spider exit out the back or side of the gift shop? It's pushed away from you, not away from the source of damage, so it'd be ejected by the knockback.
scribe being able to change the damage type every time for free is kinda stupid and a sorcerer have to spend 1 sorcery point every time to change the spell damage even though it what makes the most sense the magic in thier blood.
If your game is being extra generous with content allowed, Plane Shift has the Zheal Cleric which can do most of this straight through. You can even get wall of fire if you're using the Guildmaster's Guide to Ravinica backgrounds including the expanded class spell lists. The Rakdos Cultist or Boros Legionnaire both include wall of fire among other top picks, like Hellish Rebuke, burning hands, and flaming sphere for Rakdos Cultist and aid and scorching ray for Boros Legionnaire. This gets the wall of fire 10 ft push back trap at Level 7 instead of Level 13. I really like the build options the expanded class lists built into the backgrounds offer, I wish this type feature was added in as an optional feature to all backgrounds, like maybe an assortment of expanded spell lists that come as a package that you can choose which package to add to your class spell lists as part of your background. Then you probably want something for the non-casters as well or at least a different choice not involving expanded spells lists.
0:30 i have had the same though myself sometimes, but sorcerer was not my prefered option for this build. in my theoretical version of it, i went for evocation wizard (scribe didn't exist at the time). i guess blue dragon sorcerer could also somewhat work
I was thinking something similar. Yes, Tempest 2 isn't Amazing, but it gives a Blue Dragon Sorcerer some early-game survival. Plus, 13 Wis isn't crippling if you take your spells knowing you won't be leaning on your Wis
I maybe late here. But if you went 6 levels scribe wizard, 6 levels tempest cleric, you'd have the ability to use Vampiric Touch. If you're a wizard that is using a polearm, then if I am not missing something (very likely). You now have a Polearm, Polearm Master, Sentinel, and Warcaster. So for your turn you could choose to do something like Wall of Water or Sand at this level to slow people down. If you want to fight, you can use Ray of Frost to kite people out. If they are getting close, you can use Vampiric Touch and become very tanky. At this point if there are more levels, I'd go Fathomless Warlock for 3 levels (I like the pact of the chain personally), the tentacle will allow you to become extremely controlling. Couple more levels in wizard and with Wall of Fire I think everything is set. Wall of Fire can be changed to lightning, and then if they take damage they are push back 10 ft. If they are within your reach you can drop their movement by 10 with a tentacle, you can push them back by 10ft with a vampiric touch changed to lightning damage. If you need an 18 hp heal, you can channel and maximize its damage to make you fairly tanky. For warlock I would take eldritch blast slowing by 10ft, and knocking back 10ft. All in all the rest of the spells here would be for counterspells, and if things get particularly dicey I'd get a fireball.
Now I'm gonna try and figure out the best way to get EB with Repelling Blast on a Tempest Cleric and find a way to change to lightening dmg if possible (i don't remember how the damage change mechanics work off the top of my head)
@@nickm9102 Variant Human Dao Genie Lock, feat: Crusher. Spiked Growth + Repelling Blast +or/ Grasp of Hadar. Your pushback from Crusher(Dao adds Bludgeoning to EB), Repel and/or Grasp lets you move enemies around the Spiked Growth. You get your EB and lots of forced pushback that damage scales without needing 6 levels of Cleric. The perceived value of Tempest 6 is to try to make a lot of pushback, but Tempest Cleric builds involve heavy multiclass investment. This build is just normal Dao Warlock stuff with the only investment being Crusher.
Druids with Circle of the Land (Mountain) get the Wisdom-based Lightning Bolt y'all
Mountain druid + boros background is a good way to make a blaster druid
@@Booklat1 that's reliant on you being able to get a ravnica background.
Bye bye heavy armor
@@mikeclementecard You could still do Scale Mail and choose a non-metal material (mine is leather cut into scale pieces from a kraken (was going to be a dragon turtle)) + 14 DEX to get a 16 AC. Increase it to 18 AC if you take a wooden shield.
@@mikeclementecard could try for bamboo armor
The wall of lightning trap... genius! Loved this build :)
It hurts me to see unique and interesting builds like this where the mage has a defined theme and fun options but it's painfully outclassed by the generic do-everything Wizard.
One spell I think would be really good for this build that you didn't mention is Melf's Minute Meteors. While it covers less area than a fireball, it has potential to do more damage to single targets and can be aimed more easily, and more importantly, each meteor counts as its own instance of damage, which means each one will trigger the thunderbolt strike push.
I also think Tasha’s Caustic Brew is an option. 10’ push every turn, aoe, scales well, takes an action to get rid of, what’s not to love?
A repeated movable AoE that lets you push people around - great idea. And since you can throw two motes per round you can push the same targets 20 feet or different targets. You potentially could use this to help group enemies together for other spells (plus you have an action to use).
Additionally, minute meteors is save for half, so you can push the enemies even if they succeed. You will want to move around to optimize which direction is “away from you”.
Took meteors on my fathomless warlock 2 sorcerer X who only uses cold spells 😅
My favorite lightning build is Armorer 5/Tempest Cleric 2/Rogue. Maximizing Sneak Attack damage on your Lightning Launcher is pretty great.
My level 9 cleric picked up Transmuted Spell from Tasha’s new Metamagic feat. Cast Spirit Shroud, changing the damage to lightning, fun little combo while it lasts.
That sounds like a lot of fun!
Unfortunately doesn't work within the rules. Transumted Spell only lets you change between: acid, cold, fire, lightning, poison, thunder and Spriit Shroud can only do Radiant or Necrotic. you'll notice every sort of Transmute or elemental options never includes Radiant or Necrotic, they seem to be meant to be kept separate along with Force and Psychic, limiting foreseeable combinations and potential balance issues. Spirit Guardians would be nuts.
@@SpiderWaffle Spirit Shroud is radiant, necrotic or cold. Select cold, transmute it to lightning.
@@DYMTWrecks niiice
@@DYMTWrecks Oh wow you're right, they snuck in the cold damage after the UA version. This would make playing a Tempest Cleric straight through a fun option.
It kinda seemed like the new transmute spell metamagic in Tasha's could make Sorcerer a more appealing (or at least possible) option. Hard to beat the Scribes wizard for transmuting spell types though.
It's pointless to be made to spend a sorcery point tax. Anyone reasonable should just let you learn spells themed to what you want in the first place.
My thing though is the versatility you get from sorcerer. Cuz you can transmute that 4th level fireball, then finish off one of those guys with a quickened firebolt.
@@THESHADOWMASTER9 Unfortunately, that doesn't work RAW. The bonus action casting rules also apply to cantrips, not just leveled spells.
@Kobi02Gamingcc exactly. How does that not work RAW? fire bolt costs an action normally and then you can quicken spell meta-magic it to cast it as a bonus action. And then transmuted spell lets you change a spell that deals a certain damage type into another of those damage types so u can cast fireball as an action.
@Will Schmitt By casting a spell, in this case, Quickened Firebolt, with your bonus action, you are only able to cast a cantrip with a casting time of one action for the remainder of your turn. If you were to Quicken the Fireball, then you could use your action to cast Firebolt, but this wouldn't allow you to transmute the Fireball as you're already using a metamagic on it.
14 seconds in. Yes Chris, I have heard that. Well I guess I don’t need to watch the rest of the video, see you on Friday! Haha.
All joking aside thanks for the video Chris, I really appreciate you always bringing us such consistent content.
Wow, the Wall of Lightning combo with the Tempest push back ability is just mean, but I love it. I sense my DM would have a lot of the enemies be able to teleport after a few battles. Great build man.
Spike growth (dealing lightning damage) with thunderous smite sounds hilarious
@@gamecavalier3230 smite growth
You would need tempest cleric 6, Sorc 3 (since scribes only works on wizard spells), Druid/Dao 3 for spike growth to get that working. And then you don't even have thunderous smite
I've been recently obsessing over lightning themed characters in 5e so this video came at the perfect time lol
Since the Tempest pushback ability always pushes an enemy *away* from you, wouldn't they be able to escape the Wall of Lightning by going through the back or the sides? The pushback wouldn't send them towards the center, and might even push them *out* of the ring. (I suppose you could manage if you held an action to Dash, but that would require Quicken Spell, which eats up one of your feats and has very limited uses per day. It also probably requires you to have a mount, cause your movement on your own won't be enough to get around the massive ring of lightning you've made, at least most of the time.)
Also, there are some easier alternatives. A Scibes Wizard with Crusher and bludgeoning spells can manage quite well for themselves, similar to a Dao Warlock with Crusher. (Though without the Eldritch Blast shenanigans or Spike Growth, I suppose it's not quite as potent.)
Dang that's a good point. I'm pretty sure that invalidates the entire tactics section of this video because each part of the wall pushes away from you, not towards the center.
Tempest cleric festure reads you can push them 10 feet away from you so you'd hit them with lightning they hit the wall and take additional damage then you don't push them out of the circle and they start their turn in the wall
Wall of fire only has one save, when it appears. The damage from staying in the circle and the damage from passing through the wall again are automatic, no save.
Going full Tempest Cleric with Metamagic Adept feat should work well too, right? You only have two transmuted spells bullets per day for a good damage spell, but at least the character progression will not be delayed
only two uses of metamagic, sure.
but you also only very few channel divinities per day too.
you might not be able to get the nukes off as often, but you'll retain complete spell progression.
Are you *sure* you wouldn't rather just be a Daolock with Repelling Blast and Spike Growth?
Sorlock with Repelling Blast and Quickened Spell can push creatures up to 80 ft away every time you hit with no saving throw! Thats a lot of punch every round lol, especially if you have Spell Sniper, Eldritch Spear and Distant Spell. Nothing ever gets close to you lol.
Alternative race: Mountain Dwarf. Start at 8/10/15/16/16/10 with heavy armor at no penalty, with Resilient (CON) getting us to 16 instead of 15 at level 4, plus all the other Dwarf benefits and a bazillion tool proficiencies after swaps. The War Caster benefits are marginal if you never need to hold a weapon and plan on buffing your saves with Bless anyway, depending on if your DM ever allows you to make AOOs.
The transmute spell metamagic could be useful here for the levels where you don’t have other lightning damage options
Just one thing. You dont need to prepare the spell if you want to use its damage type in your casting of another spell. "When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot you expend." This clearly states you can use a spell of the same level in your spellbook but mentions nothing about having it prepared. So if you have chromatic orb for level 1, all done and dusted. Level 2 all you need is dragons breath. Level 3 you can have lightning spell to make a lightningball(fireball spell). You only need to have the spell in the spellbook and not waste a preparation slot on the spells you will rely on to change the damage to. Or am I missing something? EDITED .....SORRY YOU STATED THE INFORMATION CORRECTLY. MY APOLOGIES, I SHOULD HAVE WATCHED THE WHOLE VIDEO BEFORE MAKING A POST. I GOT AS FAR AS ABSORB ELEMENTS AND WAS LIKE HUH. MY BAD
I will stick with my Tempest (2) / Storm Sorcerer (18) and Transmute spell Meteor with max dmg on half of it. Now only to get to lvl 19...
You can also empower the other half
I think part of the appeal of the cleric dip on a storm sorcerer is to get the proficiency with martial weapons and heavy armor.
Yes, I agree. I play a 2 Cleric 4 Sorc build in half plate and a shield and I rarely get hit and when I do, if the dam is bad... I use shiels spell.
Sorcerer with the transmuted spell metamagic feat. EVERYTHING is lightning!
I don't know if Chris takes requests from non-patrons, but would he be willing to make a video articulating the ultimate party buffer? I'm guessing that it will just be a wizard again, but even seeing how to make a wizard who is really good at buffing the rest of the party would be very illuminating to me. (If he's already done this somewhere, would someone be willing to tell me where?)
I haven't made that. I'll put it on the list.
Chris did an "origin of the god wizard" video, which while not exactly what you're after, is kind of similar & certainly interesting.
Thumbs up for the shot of your hometown and mine.
Broke: "I wanna multiclass Storm Sorcerer and Tempest Cleric for the super powerful lightning bolts!"
Woke: "I wanna multiclass Storm Sorcerer and Tempest Cleric because it fits my character concept"
Me: I want to multiclass tempest cleric with conquest palidan because i want to be namless king from dark souls
And super powerful lightning bolts is part of the character concept.
Big brain: I shall instead take draconic Sorcerer
Whomever created the "Storm Sorcerer"needs to be fired.
Good insights as always. Prior to Tasha's my favorite Cleric was always Light.
I'm more interested in your War Wizard / Battle Master build and whether it's still optimal given the Bladesinger rework in Tasha's.
Unrelated to the video but about Wizards: Wall of Force can be used just about as well as Forcecage, the only improvements I see are that it doesn't take concentration (I'll come back to that), and that it forces a saving throw for magically leaving. The radius of a Wall of Force is 10 feet, which means it's a sphere 20 feet long end to end, so unless a creature is particularly cuboid, it should fit just as well as a Forcecage. You say Forcecage is useful because you can get magical effects in, and also you can use your concentration on them, but you can do a very similar thing with a Wall of Force. The thing is, you can cast spells into Wall of Force, it's transparent, some spells can be cast on a point you can see within range. There is indeed a damage over time spell that can be cast through transparent walls and does not require concentration, it is Mordenkainen's Faithful Hound. Though when using Faithful Hound, you must size the WoF to fit the creature, otherwise it may go out of range.
As a side note, if any of your party members have Silence (it's not available to wizards sadly), it can be cast on the WoF/Forcecage to prevent all teleportation spells and the Disintegrate spell as a bonus.
You may have heard the above information already, but I've heard you talk about WoF and Forcecage several times without you bringing it up, so it is what it is.
I would check with your DM about a couple of the rules you mentioned, especially Black Tentacles staying restrained even outside of it, that's the kind of thing I could easily see many DM's not allowing. Really interesting video, not something I'd ever have considered really.
My interpretation of the tentacles interaction is not RAW, but follows the logic of the grappled condition, in which the condition ends if you are removed from the reach of the grappling creature or effect.
Nothing about this build clicked until the wall on the grid. You’re the epitome of lawful evil, my guy.
Would love to see one on fire damage. Draconic bloodline Sorc, Light Cleric, Celestial Warlock, Evocation Wiz all add modifiers, although with different stat scalings. What would be the best combination for big fire spells?
Edit: Wildfire Druid gets it too as someone noted.
wildfire druid too
@@ebolaspreadn2478 Cool, didn’t know, there are a couple of subclasses I actually haven’t read completely and that’s one of them, thanks!
I like min-maxing just as much as the next guy, but I have played Tempest Cleric 2/ Storm Sorcerer 18 in Adventurer's League all the way to level 20 and I can say from first hand experience that it does work and it works well. Most of the time in combat and even out of combat I outshined other players, even players that also had well built characters (Great Weapon Masters/Sharpshooters, etc.). Maybe my character didn't do the maximum lightning damage possible, but he sure did do a hell of a lot of it and instakill many mobs.
I wanted to play as a demigod son of Talos that used divine sparks to purge the lands of evil. Using your own definition of "optimization", if I wanted to play as this character, and optimize it, I did exactly that. Storm Sorcerer's bonus action movement got me out of sticky situations all the time, vastly increasing my survivability while keeping up my dps and impact in battle. I actually felt kind of bad playing in the tier 4 epic I took part in. At level 20, giving my whole group concentration free flight partially trivialized the big final battle and being able to quicken and empower meteor swarm helped too. Just imagine if Tasha's was out by then and I could have transmuted it into a lightning or thunder swarm.
Cool video. I just started a nautical themed campain and the first thing that came to mind was storm sorcerer. Then I read up on the class, they really have nothing to offer. Went with a scribe wizard.
This guy is going to shock the world. Because he's none other than, THE. SHOCK. MASTER!
Sorcerer meta magic transmute damage turns Fireball into lightning ball. Also can max thunder damage ase well. Scribes wizard also allows you to change damage type without using a resource. So a 2 level dip in tempest gets you heavy weapon and armor proficiency as well as the channel divinity. Wrath of the storm is a decent reaction at least at lower levels. I think you can make it work pretty well even if it isn't maybe optimized
Mind you, if the spider gets out of the circle throught the sides, or the back, the forced movement doesn't impede it getting out.
Been playing my tempest8/hexblade5/stormsorc4 since level 4 and Ive been loving it. Using a CD on a crit booming blade its pretty great. I also have used storm sorcs 10ft fly bonus action quite often.
Have a solution to this one in AL before Tasha's. Tempest 17/Evocation 3. Took Wizard because he found a Staff of the Magi so 1ASI and Linguist feat later he became a Wizard and he already had a headband of Intellect and with access to Halister's collected spellbooks. He copied every 1st and 2nd lvl spells and retains access to the books to share with others.
I have something similar. What I did was took the classic cleric and sorcorer, but instead of being a storm cleric, my tactic is high damage spell and the transmuted spell metamagic. Instead of fireball, take a max damage, up casted LIGHTNING ALL!
The opener describing tempest/storm characters was fantastically shady and hooked me instantly.
Very enlightening build
Nice
I think it should be called the pinball wizard because of all the bouncing around the enemies do
Artificer's need more lightning spells. I know you can flavor your spells however you want, but iunno lightning just feels right for the class.
Sadly there are only about half a dozen lightning spells total. Of those the 'neatest' is probably chain lightning. Not a lot of utility spells that include lighting which, makes a certain amount of sense but eh.
I always like playing in a dynamic setting where things can progress and adapt. That's personal preference and I know not everyone has the same viewpoint.
One thing I've noticed in 5e is there aren't a lot of inter party combo potential beyond knocking prone/graple. or flanking. In fact it's like the devs specifically tried to limit them. Grease isn't even flammable.
I love 5e, I do. However the 'simplicity' of the system sometimes feels stifling.
What about a combination between tempest cleric and circle of the land (mountain gets lightning bolt) druid? It wouldn't depend on as many ability scores for spell casting
Haven't played around with that build, so I can't really say.
> "My hometown btw"
Do friends call you "chummer" a lot? Is your employer's name "Mr Johnson?" Do you have problems with bug infestations?
I've played a Tempest Cleric/Divine Sorcerer a few times now. It's fun at low levels, and a blast at high levels. I start Cleric 2, the rest is Sorcerer. Grab the new Elemental Metamagic from Tasha's and you're off to the races.
Thoughts to twist this build. Arshardalon"s Stride lightning damage and the 10' push to everyone along a path! Or Combine Tempest cleric with ascendent dragon monk (no longer mad) and the punch someone anywhere with lightning fists.
So what about just doing tempest claric 20 take magic initiate for booming blade and lightning lure and metamagic adept for the element change. Sure can only change a spell type a couple times with it, but should still work fine.
This student has become the master!
Get Elemental Adept as well
I think you've somewhat underestimated the synergy of Storm Sorcerer's Heart of the Storm with Tempest Cleric's heavy armor + shield proficiency. On its own, Storm Sorc is too squishy and low AC to be so close to enemies and utilize that feature. I'd actually never dare do that with a solo-class Storm sorc. However, with a plate armor (assuming you can manage to get 1500 gold pieces) and shield in hand + Shield or Absorb Elements spells if needed, you are much more resilient even with low HP, able to withstand taking some damage to dish out a little bit of extra. It doesn't seem like much, but those little +3 or more guaranteed damage bonuses add up quickly over time.
Sure, you don't deal massive damage with a single spell all the time, but with the added extra bit of guaranteed damage from Storm Sorc as well as Tempest Cleric's reaction damage, you are able to have a pretty consistent damage output round after round, even if doing nothing but first and second level spells. In a way, you're a frontline hybrid between a nova and a DPR-caster, you kind do both things 75% competently, which makes you able to fit several primary and secondary combat roles.
I will yield to you it's not the best blaster out there, far from it. That's part of the wider 5e problem, outside of fire damage, there's really not that many options for blaster-casters. There are far better combinations that do a lot more damage and more battlefield control, but if someone wants to play a lightning specialist, I don't think that person would be disappointed with a Storm Sorc/Tempest Cleric combo, especially if Transmuted Metamagic is allowed, which, judging by the poll on my Community tab, most DMs would allow..
Your build here is, in comparison, built for a different, albeit similar purpose. I don't think it's even fair to compare the two of them. I personally don't like 50/50 splits, unless it's a Tier 3 or 4 one-shot, which you even said this build is best suited for. But, it's more a personal preference rather than an objective fact.
To each their own, theorycrafting is interesting because multiple opinions can co-exist and nobody is necessarily right or wrong, as long as the end user is having a blast during a session, literally and figuratively.
I played a Mountain druid with 2 levels of Tempest cleric in a oneshot and it was actually incredibly strong. A 2-level Cleric dip is one of the most universally useful in the game because you get subclass features, a Channel Divinity, and AMAZING 1st-level spells, and in this case it uses the same main stat as Druid. As for character concept, he was a gruff, stern Dragonborn who grew up in a mountain-dwelling tribe and was a seer of sorts who spoke to the god of storms.
hey I really like your videos. Could you please make one about the grappling-focused builds?
Sounds like a rune knight build
I have a battlerager build that is a ton of fun. Tavern brawler is a must. Martial adept for unarmed fighter fighting style makes the battlerager super effective and skill expert for athletics expertise rounds you out nicely. Ready of your ASIs in strength and con. Since you're probably going to be a mountain dwarf, dwarven fortitude isn't a bad feat to help you if you overextended, but you're going to want those ASIs unless you rolled like a god. For a weapon, take a lance. You're going to be sheathing it and using your fists most of the time anyways, but it is a good d12 reach weapon that you can flavor as a helmet spike.
A lot of people will dip 1 level into rogue and use a rapier, but I like the pure barbarian build-especially if you can get to level 20. 3 levels in rune knight could go a long way, though, and saves you the martial adept feat since you get a fighting style. If you are a duergar, this could work well, too.
Your first round might look like this: recklessly attack with your lance, move in closet and recklessly unarmed strike after sheathing your lance, then bonus action grapple. Next round, you can make two reckless unarmed strikes (or shove prone with one) and then bonus action grapple a second target. Now you have partially solved the stickiness problem if barbarians, you are dealing automatic damage each round, you are constantly generating temporary hp that benefits from your rage resistance, can constantly utilize your bonus action (grapple a target you're already grappling or armor spike attack), and you've mostly solved the problems with the battlerager.
One thing I would NOT do is take the grappler feat. Rage already gives you advantage, your AC and temp hp buffer will mitigate the advantage against you to a degree, and you maintain your mobility.
@@TheHaven923 the only thing the grappler feat does that a shove won't achive is giving your target disadvantage on dex saves. So yea its worthless.
I think there might be one minor issue with the wall of fire trick, which is that Thunderbolt Strike only pushes enemies away from you. If an enemy uses their movement to move out of the circle to either the back or sides, you push is then helping them escape. This is pretty minor given that they have willingly moved away from you and your party to make this work, but it does limit the trapping ability of the spell somewhat. Seems like you might be better off with a plain old wall instead of the circle so that it s harder to go around, even if the damage will be lower.
Misty step behind them and push them back
Honestly, the first thought I had was lore Bard. The ability to choose all the lightning and thunder spells in any class and making them Bard spells is useful, and adding in its loophole...
Yeah, loophole. If you go lore Bard, it's secrets gives you 3 spells of any level you can cast. 2 full casters normally have higher spells, but can't learn them. This changes that, as those 3 choices can be of a higher level than you could normally learn, but since you can cast it...
Of course, my understanding may be wrong. And not coming truly online till lvl 12 still is rough. And order of scribes is better overall.
Lore Bard only gets you 2 magical secrets at level 6, and for magical secrets it specifies "A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip" -so unfortunately it would still need to be 3rd level or lower.
@@elliotbryant3459 Ah. My apologies.
May I suggest the following for flavor:
Giant Foundling: Storm Giant
First ASI : Soul of the Storm Giant
That Wall Of Fire circle trap is insanely good...not to mention the potential combos you could do with a second caster wow...my DM is going to /hate/ me even more. This is an incredible build, and speaks so much to the value of smart multiclassing
Good video, sweet build :) correct me if I’m wrong though, can’t the enemy in the wall of lightning just go north instead and not worry about being pushed inside - since you only can get pushed away from you?
Yes but then they have to go all the way around the wall to get to you, (assuming they need melee range, but the wall is also opaque so it helps vs ranged too). And you can then kite them around the wall if they refuse to go in it.
@@Kurse_of_Kall yes, absolutely, I agree :) it very annoying for the enemy that’s for sure :)
I counted it out, it would need 60 feet movement to get to you that way
35:20 What if this creature inside the wall of fire just go the other way? You can only push it away from you, so if it will go up pushing effect will not keep it in the wall, in fact it will help it escape the area.
As long as it has 60 feet of movement, that would work
its funny this build inspired a character im about to play but its sorcerer 3 / cleric x. since spirit guardians scales so well and transmute is an elegant option for changings damage types it actually is a faster road towards lightning push concentration tactics albeit not as potent.
You're from Calgary? That is awesome. Great city.
3:11 They don't get a saving throw when they move through the wall, they just take the damage automatically, so even better ;)
I'm wondering about ascendant dragon monks. A 6 level investment isn't a dip, but I think you could really make use of moving enemies around with superior movement and spirit guardians
just remember it is 10 feet away from you is up in the air too soooooooo it will cause fall damage
Instead of choosing fireball, I would choose erupting earth. It deals less damage and also has a smaller area of effect, but you don’t take fire ball for its damage at level 11, and erupting earth has a nice side effect of causing difficult terrain without concentration. Also because it deals damage, change that to lightning, you can push creatures back. Seems to me that it would be superior to lightning ball for this character. I would perhaps call it erupting lightning.
Human Shock Jock... got to find a way to put Stern in his name somewhere.
Treantmonk... do you live in Calgary? Wanna hang out? I run D&D games out of the Sentry Box. At least... I used to... before the pandemic.
I do live in Calgary, I haven't played games at the Sentry Box in many years tho. Still buy stuff there from time to time. To this day, the smell of the rubber foot mats in the front door makes me think of roleplaying ;)
Wouldn't it be better to take Scribe Wizard to 18 and take only 2 levels of Tempest?
The only thing you're getting at lv6 Cleric is a second Channel Divinity.
Hey Chris. When considering the build for this video, did you consider the armorer artifcer infiltrator mode?
Thanks Treantmonk! Storm magic (lightning, thunder, water) is my absolute favorite thematically. I’ve even played a Tempest Cleric 2, Storm Sorc X several times because I like the flavor. I can’t wait to give this one a try. Side note: I think there is a way to make storm Sorc workable with a renewable source of temp HP, making it more of a berserker type build. It may be fun for you to play with.
33:50 wait so what about like
a lightning wall in a circle with a 10 foot diameter
There is also the idea of Transmuted Spells metamagic and spells like armor of agathys or fire shield, switching the damage to lightning. It could be a sweet idea, but I'm not sure how to approach it.
Just play a warding dwarf to get armor of agathys. Go to lvl 6 tempest cleric after that I suppose.
@@theeye8276 or a tempest cleric 2/ clockwork soul X
That wall of lighting is awesome. It would be great if you had a teammate cast spirit guardians or spike growth to lower there movement speed.
The only good way to build this is a Theurg Wizard, and that is way to OP to allow in-game anyway :(
OR to ask your DM nicely to get a good lightning casting item. I have even heard of settings where a specific church has a high level Cleric using Divi e intervention to give it's clerics good lightning spells to their list.
So I've been wondering for a while. Lightning Bolt generally gets rated low-medium by most people, but most explanations tend to boil down to "Fireball is the same but with a better AOE". How would you rank Lightning Bolt in a vacuum if, for whatever reason, Fireball is not an option?
I don't want to factor in specific interactions like the Tempest domain, just imagine a wizard of lvl 5-6 who can't have Fireball for any hypothetical reason. Would Lightning Bolt be a good spell for them?
The main reason I want to know is because the campaigns I play(ed) in tend to take place in wilderness and civilization moreso than in actual dungeons, and in roughly 80% of combats casting a Fireball would just cause far too much collateral damage to the surroundings. Would you say Lightning Bolt would be a viable replacement if Fireball isn't an option, or would you rather advice to just pick neither in such cases?
25:00 lightning lure back and forth in a spike growth....the buzzsaw!
Im struggling with lightning damage build for so long now. Thanks for effort but as you called "sweet spot between 13 and 16" is not good enough for me
The best* build is 2 levels of Fighter/6 levels of Tempest Cleric/12 levels Divine Soul Sorcerer. Cast Hallow the day before. When they fail their CHA saves they are now vulnerable to Lightning Damage. Upcast Fireball using a 9th level spell slot and Transmute the damage to Lightning. Use the Tempest Channel Divinity to do max damage, dealing 14*6*2 damage or 168 damage to anything with that failed their CHA save and DEX save. Then if anyone is still standing, cast your second fireball with Action Surge and repeat using an 8th level slot, dealing 13*6*2 or 156 for a total of 324 damage to anything in that fireball zone.
*note: Best is subjective and this build sounds in no way fun. I would not play it.
Scribes wizard.
Magic missile + witch bolt(or thunderwave) = lightning missile
Shatter + dragons breath = thunder breath
Lightning bolt + fireball = lightning ball (or spirit shroud? Might need to double check rules, that doesnt feel like it should work)
Elemental bane + wall of fire = wall of lightning
And then no lightning/thunder 5th level spells
I feel like this isnt the best, but it adds some fun and fits the flavour of a character who always does lightning and thunder.
It's a damn good thing wizards don't get spike growth because that's how you'd break the game there.
Thats when your Dao Genie warlock teammate drops spike growth. With their repelling blast + lance of lethargy, nothing will get out for long.
Yeah... But warlocks do get it now with Dao patron. You know what warlocks also do get? Repelling Blast and Grasp of Hadar. Dao also let you add bludgeoning damage to your Eldritch blast to make use of Crusher extra forced movement. You could quite literaly just wipe the floor with your enemy and this floor will be full of spikes
@@Quintal100kg yeah but the reason spike growth "as a wizard spell" is a scary thing (which doesn't exist) is because if you changed piercing to electric it would allow you to cause forced movement, which would trigger spike growth to do damage which would allow you to infinitely force movement and damage to any creature in the growth, like yeah there's lots of forced movement you can make people do through a spike growth but I was talking about changing the damage type.
@@josh-mf7lt it wouldn't be infinite though. You could only push enemy away from you with this ability so after you push it to the end of the area which is opposite of you it will end. It would still be a massive damage and very powerful area denial but it couldn't be abused to infinity
@@Quintal100kg that's correct, I missed that part, it'd still push them hella far away though, like 80ft?
Thunderbolt Strike
At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
you can only push the creature away from you.
if the creature is going out of the wall of fire in an other direction (not in your direction. he can also get out from the wall of fire in the other three directions) in that case the creature wont go back into the wall and the trap wont work
I still think tempest 2/draconic sorcerer lightning 18 is more effective depending on the campaign, upcast full damage shatter until lvl 7, then you're doing 56 damage to whoever you can fit in a line with lightning bolt, then lvl 8 add your charisma on lightning attacks. I said depending on the campaign because some campaigns have a lot less combat encounters making the channel divinity more useful. For example, if this build was used by one of the cast members of Critical Role, where combat happens much less than the average campaign, this multiclass would absolutely destroy and outshine in almost every combat and would be almost broken
I believe the Wall of fire is both a better situation for the target and worse. Wouldn’t they take the pushback as soon as they are damaged? But then evidently they aren’t damaged a second time in their same turn by it. How it is written you’d only take damage the first time going through it - and when they end their turn in it - or within 10’ of a designated side.
Wall of fire allows you to make it a ring smaller than 20’ diameter. I don’t think that gets us anything. (Like some multi pushbacks.) But the within 10’ damage of when there is only 10’ radius (it’s only 20’ diameter!) means they must move or your lightning will.
Why not clockwork sorcerer with metamagic transmute spell?
No Scorching Ray? You could do 10 hits with it, changing it to lightning damage. That could be a 100-foot pushback with a level 9 slot!
Lol they’re still restrained because you shock them so hard you rip them off the tentacle that’s muscles tense and grip harder and there.
Treantmont: Why two levels in tempest doesn’t work...
Me: but 120+20D6 Lightning Swarm at level 19.
Can't the spider exit out the back or side of the gift shop? It's pushed away from you, not away from the source of damage, so it'd be ejected by the knockback.
With magic missile "only" rolling one dice and applying damage to all darts, would you consider elemental adept for this build?
Not in the levels presented.
@@TreantmonksTemple but in later levels? - or do you think other feats would be more relevant first?
@@Magnushamann I could see it in the later levels, but when I did the build I looked at EA and it didn't bring what the other ASI choices did IMO.
if you want to play a straight lightning class just use metamagic adept on a tempest cleric and upcast call lightning as your go too.
Ayyy! Love your vids
scribe being able to change the damage type every time for free is kinda stupid and a sorcerer have to spend 1 sorcery point every time to change the spell damage even though it what makes the most sense the magic in thier blood.
If your game is being extra generous with content allowed, Plane Shift has the Zheal Cleric which can do most of this straight through. You can even get wall of fire if you're using the Guildmaster's Guide to Ravinica backgrounds including the expanded class spell lists. The Rakdos Cultist or Boros Legionnaire both include wall of fire among other top picks, like Hellish Rebuke, burning hands, and flaming sphere for Rakdos Cultist and aid and scorching ray for Boros Legionnaire. This gets the wall of fire 10 ft push back trap at Level 7 instead of Level 13.
I really like the build options the expanded class lists built into the backgrounds offer, I wish this type feature was added in as an optional feature to all backgrounds, like maybe an assortment of expanded spell lists that come as a package that you can choose which package to add to your class spell lists as part of your background. Then you probably want something for the non-casters as well or at least a different choice not involving expanded spells lists.
Welcome to Who's Lure Is It Anyway, where the spells are made up and the saves don't matter.
Seattle is your home town? I am so sorry :-( Where can I send my support. Please stay safe.
How about a Scribes wizard with the Crusher feat... Bludgeon Ball!
for the lightning wall trap couldn't it escape away from you since the lightning push away is away from YOU specifically?
First first in a while for me :)
0:30 i have had the same though myself sometimes, but sorcerer was not my prefered option for this build. in my theoretical version of it, i went for evocation wizard (scribe didn't exist at the time). i guess blue dragon sorcerer could also somewhat work
I was thinking something similar. Yes, Tempest 2 isn't Amazing, but it gives a Blue Dragon Sorcerer some early-game survival. Plus, 13 Wis isn't crippling if you take your spells knowing you won't be leaning on your Wis
Hmm Chris, from your sky line it seems I live just a bit south of you in Kingston.
Should've just gone 2 levels in cleric and 18 in wizard
I maybe late here. But if you went 6 levels scribe wizard, 6 levels tempest cleric, you'd have the ability to use Vampiric Touch. If you're a wizard that is using a polearm, then if I am not missing something (very likely). You now have a Polearm, Polearm Master, Sentinel, and Warcaster. So for your turn you could choose to do something like Wall of Water or Sand at this level to slow people down. If you want to fight, you can use Ray of Frost to kite people out. If they are getting close, you can use Vampiric Touch and become very tanky. At this point if there are more levels, I'd go Fathomless Warlock for 3 levels (I like the pact of the chain personally), the tentacle will allow you to become extremely controlling. Couple more levels in wizard and with Wall of Fire I think everything is set. Wall of Fire can be changed to lightning, and then if they take damage they are push back 10 ft. If they are within your reach you can drop their movement by 10 with a tentacle, you can push them back by 10ft with a vampiric touch changed to lightning damage. If you need an 18 hp heal, you can channel and maximize its damage to make you fairly tanky. For warlock I would take eldritch blast slowing by 10ft, and knocking back 10ft. All in all the rest of the spells here would be for counterspells, and if things get particularly dicey I'd get a fireball.
This is definitely worse than the build presented. Vampiric touch is not a good spell
Now I'm gonna try and figure out the best way to get EB with Repelling Blast on a Tempest Cleric and find a way to change to lightening dmg if possible (i don't remember how the damage change mechanics work off the top of my head)
Needs to be a leveled spell for scribe to work
@@nicklongo8478 I was thinking Warlock 2 or 3 for the EB and look from there.
@@nickm9102 Variant Human Dao Genie Lock, feat: Crusher. Spiked Growth + Repelling Blast +or/ Grasp of Hadar. Your pushback from Crusher(Dao adds Bludgeoning to EB), Repel and/or Grasp lets you move enemies around the Spiked Growth. You get your EB and lots of forced pushback that damage scales without needing 6 levels of Cleric.
The perceived value of Tempest 6 is to try to make a lot of pushback, but Tempest Cleric builds involve heavy multiclass investment. This build is just normal Dao Warlock stuff with the only investment being Crusher.