The Most DESTRUCTIVE Cleric Combo in D&D
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- Опубликовано: 20 авг 2024
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Dungeons and Dragons, XP to level 3 with Davvychappy, potentially a bit a Critical Role with dungeoneering, tabletop community next to tabletop RPG, dungeons and dragons, Fjord, Beau, Jester, Yasha, Caleb, Nott, 5th edition dragons, 3.5e, dungeon dudes, DM GM, dungeon master, game master tips sprinkle a bit of Caduceus, Mollymauk in the Mighty Nein. Matt Mercer.
""WHO CARES?! YOU STEPPED ON MY RUG!!!""
Instantly what I thought of!
i was thinking of that the whole time lol
An Offbeat Outlaw fan! Yes!
FOR FIRRRRRRREBALLLLLLLLL!!!!!
@@soralockhart8428 FOR LIGHTNINGBALL
And our got.dang. BEACH EPISOOOODE
Ah yes. A "respectable" 7d10 fire damage. Meanwhile, my wizard has been killed seven times over by this one spell.
I was about to point out that (if it wasn't automatically maxed out by the class ability) there is the chance that it could do only 7 damage, but that may be just enough for a wizard, isn't it
@@hanmoamo yep. 7 damage can be enough to have a full health wizard die.
@@hanmoamo *dies of 1d7 casting damage*
@@DeadlockDrago More like 7d1.
Didn’t cast Absorb Elements?
Yeah, you deserved it
A caveat to this is that Transmuted Spell metamagic only works on spells that deal acid, cold, fire, lightning, poison, or thunder damage. You can take any spell that deals one of those damage types, and spend one sorcery point to change it to another that’s already on the list.
Fair, but I believe these spells damage types cover about 80%+ of damaging spells.
The standard choice is to go Scribes Wizard, which frees up your damage selection
@@bananabanana484 it depends on your table, your DM might rule that you can't use a feature of a class in combination with a feature/spell of another class, to prevent things like the cofeelock from happening
@@andresruiz2207 Which is fair, but it's also a total departure from RAW for what's not honestly that big of a deal, if you're a scribe / Cleric you're already 2 levels behind on your spell progression, MAD for Int and Wisdom, all for a once per short rest nuke.
@@MonkeyDM True, but not for single class Clerics. Clerics get 4 spells with these damage types (+5 if you include the Tempest domain). Some of those already do thunder or lightning, and the rest have some other drawback. Fire Storm seems to be the only spell that works well with this combo.
you know whats beautiful and scary? i just made a tempest cleric the other day, thanks for the advice dude
Pick up Magic Adept feat and pick Wizard. Pick Booming Blade, Shocking Grasp, and Chromatic Orb for your 1st level spell. Your 6th level ability lets you move a creature up to 10 feet when you deal lightning, and you now have a cantrip and a 1st level spell that deal lightning damage. You just became super good at managing the battlefield.
Look up Wizard Order of the Scribes, they have a very versatile and cheap way of making spells any element they want.
FINALLY SOMEONE IS COVERING THIS!
I found out about this combo almost 2 years ago when Tashas Cauldron came out and haven't stopped talking about it since.
I went the scribes wizard route recently for my tempest cleric combo I kinda wish I went sorcerer now never got to play around with meta magic before my fish prince will have to be smart in this timeline
But you can only change 2 spells per long rest to lightning, can’t you?
@@SimonHuenecke true could of planed this out better then I did hehe maybe next time
D4 deep dive did this a long time ago...
@@SimonHuenecke 2 Max damage Thunderballs/Lightningballs still obliterates/chunks most enemies, especially in the lower levels lol
If you wanna throw salt in your DM’s wounds, make it Thunder damage! Even less resisted!
Why ?
@@yanngerard6531Lightning is more commonly resisted than Thunder
Theres a feat that negates eletric or thunder resistence
@@kosmic1483 Elemental Adept, if I'm remembering correctly
Cue the DM only sending in blue dragons and storm giants.
That’s just a bad dm
Part of a good DnD game is being able to set up encounters that let every player have their moment to shine.
thunder vs the blue dragon still works, normal cleric shenanigans vs the storm giant (let the fighter take that one)
A good world building would be like..
Henchman: they've got a strong spell caster milord, my men were instantly wiped out..
Big Boss: bring in the anti-mages..
These antimages would cast dispells and counter spells, possibly create a sphere of non-magic..
This way the martials need to kill the antimage first then the OP caster can play, team work is dream work.. martials will feel useful and the cleric will understand that he's not God and that he needs his friends..
@@BorenX1 Teamwork makes the dream work!
Walk into a group of enemies in disguise and start singing "I am the storm that is approaching" and cast that xD
EDIT: damn, 904 likes o.0 first time a comment of mine got this many likes o.0
That’s just straight up badass
Only problem with that is hopefully you aren’t inside your own blast radius
@@elispencer760he great thing is Firestorm is malleable you could literally cast you all around. You not get hit. You definitely could cast out on yourself, but if you didn't want to get hit, it's pretty easy to not.
Basically this class plus multiclass druid and shapeshift into a White bear.
Read my mind.
_Bury the Light begins playing_
PPPRRROOOVOOOKKKIINNGGG
Ah yes, storm storm, my favorite spell
lmao makes sense
If you go Lightning, Bolt Storm. If you go thunder, Thunderstorm
Who are you, old man?
- Im the oncoming storm... And i say... No More...
-doctor who
Runescape music in the background made me smile. Thank you for the nostalgic feeling!
Ive played a LOT of clerics, it's my favourite class in 5e. One of my all-time favourite characters was a halfling Tempest Cleric named Laos. Most insane fun I've had in DnD. Two of my favourite moments from that campaign:
In possibly the first combat encounter, I run into a group of bandits, use my Small size to slip between them, my Storm's Rebuke to avoid the OAs, and then unleash a Thunderclap, hitting every one of the bandits that are circled around me, and pushing them all outwards away from me. The party then finishes mopping them up as I give them all Bless, threatening any bandits that approach me again with my trusty mace.
Later in the game, we're confronting a Noble we've suspected is secretly behind the onslaught of bandit raids in the woods surrounding the City. We manage to sus it out of him, and things get Hostile. Initiative rolls, the party's Rune Fighter goes first, then the bard, then me, then the Noble. Rune fighter uses his ability to become Large and whacks him reallll good. Then the bard Enlarges the Large fighter so now he is Huge. I ask the DM if a Huge character would even fit in this Noble's house, and he offers the Rule of Cool, and so the Fighter has burst through the roof of the house from his massive size boost. I say that Laos looks up as the Fighter surges upwards and destroys the roof, and asks the DM if this means that I have Line of Sight to the sky, which he confirms. I get a wicked smile on my face as Laos looks to the Noble, raising his mace to point at him, as he Calls Lightning down from the heavens as an enormous stormcloud magically materializes over the Noble's ruined mansion. Between a Huge Fighter and my maximized damage Call Lightning, he was toast. Sounds like an easy fight right? 3v1 and one of us is Huge? Nope. The blasted Noble was a Vampire Lord, and he summoned a Death Knight to fight us, and then he had the AUDACITY to teleport away after hitting us with a few spells. We managed to finally end the Death Knight, but it was a rough fight, an almost TPK. I think the DM might've misjudged the CR of that fight aha. After the fight, the Fighter took the Death Knight's blade for himself, a dope magic item, and then I asked if Laos could have the Knight's armour. No way this hulking behemoth's armour would fit, but a few ingame days and 500gp, the local blacksmith managed to magically smith the armour into a set that would fit Laos. So now Laos, the Dark Stormknight, was born, with intent on revenge against the Bandit Lorde Noble. The rest of the campaign was spent hunting down this monster, and defeating his numerous clans, encampments, forts, hideouts, and caves of bandits that he'd assimilated over his years, preparing to assault the City and take it as his own. Of course, he had an epic monologue of how he planned to turn the entire city, and his bandit army, into an army of undead and vampire squalls once he had taken the city. With some really damn good Charisma rolls, the Bard managed to convince a number of the bandits to turn on the Fell Noble, after he had revealed his plan to turn on them (and Turn them). One epic boss battle montage later, aaaaaand the remaining bandits turn on us too, wanting to take control of the now vacant throne of the Bandit Lorde. Of course, we were rewarded with some epic loot for finishing them all off. Fighter got, I think, either the Belt or Bracers of Giant's Might, the Bard got like a +3 spellcasting focus Lute, and Laos got a Wand of Lighting Bolts, which was pretty epic, it had I think three or four charges of the spell, with a chance to recharge every dawn, and a chance to shatter if all uses were spent. I had the brilliant idea to ask if Laos could get the wand forged into the handle of his mace. The DM loved the idea, so, after about a week in-game and spending most of Laos' share of the loot gp, Laos had a brand new Mace of Lightning Bolts, which effectively cast an upgraded Shocking Smite on every hit, which was pretty damn epic. Laos named his new mace Lausnir which (totally not ripping of Thor's vibes, but the DnD-equivalent of Thor was Laos' deity so) I thought was the cookest thing ever.
Sadly, as far too many campaigns do, ours died only a few sessions after that. But, I keep Laos the Dark Stormknight, wielder of Lausnir, as a special OC/PC that is close to my heart, as I had a really wonderful time roleplaying him, both in and out of combat. So yeah, tempest clerics are epic.
Hell yeah man I loved this story! Care to share your builds btw? Would be greatly appreciated.
Take a few dips into sorc for absorb elements, quickened spell, and booming blade. Make the quickened firestorm hit you and absorb elements at a high level. Then hit lay into a survivor with booming blade, popping your second channel divinity to max out the thunder damage again.
Taking half of your own damage just to get a 1d6 extra damage isn't really worth xD. It's suicidal.
While this is very thematic, I feel like taking an average of 56 damage for an extra 3.5 isn't really worth it.
@@yuvalamir3226 that is what I was saying, but if his character is suicidal, i guess it's thematic
thank you for remembering that you have to consider accuracy in your dpr calculations
It’s stronger if you just go order of scribes wizard, which lets you change the damage type of a spell to another one MENTIONED in a spell of the same level. So at 5th level wiz you’d have a 48 damage fireball if you also know lightning bolt, at 11th level wiz you’d have a 100 damage disintegrate if you know chain lightning, and at 17th level wiz you have a 240 damage meteor swarm if you also take Prismatic wall. Meaning you get four 40 ft radius AOEs of 240 damage.
hi i'm a beginner and i'm trying to do this build you said with order of scribes wizard+tempest cleric(only 2 levels for call of destruction) and i was wondering if there were other lighting/thunder spells also for other levels and also if i really need them you know, just trying to understand a bit, thanks in advance
@@alessandrodagosta you only need to find lightning damage as one of the spells you take, it merely needs to mention the damage type lightning to count. Whatever spell you want to take at that level can be taken as well as needed.
@@IvyScrawls alright got it thanks
I may have posted this before on a different video, but another way to get crazy with a combo like this is to roll up a Tabaxi Sorcerer 5/Tempest Cleric 2 with the Mobile feat, Transmuted Spell metamagic, Ashardalon’s Stride, and a friend who can cast Haste.
First have your friend cast Haste on you, which doubles your movement speed and gives you an extra action. Then on your turn, spend your Action to use Channel Divinity: Destructive Wrath. For your Bonus Action, upcast Ashardalon’s Stride to 4th Level and spend one sorcery point to transmute it to lightning or thunder damage. This adds 25 feet to your movement speed and prevents opportunity attacks. Finally, use your extra Haste Action to Dash while using your Feline Agility to double your movement speed again.
With the combined power of Transmuted Spell metamagic and Channel Divinity: Destructive Wrath, you are now dealing straight 12 lightning or thunder damage to every single enemy you can touch within your movement speed without provoking opportunity attacks. That may not seem like a lot, but there’s no saving throw or attack roll Ashardalon’s Stride, and your movement speed is 520 feet, or just shy of 60 mph.
Tabaxi bass speed: 30 feet
Mobile Feat: +10 (40 feet)
4th lvl Ashardalon’s Stride: +25 (65 feet)
Feline Agility: x2 (130 feet)
Haste: x2 (260 feet)
Haste Dash: move 260 feet again (520 feet)
Channel Divinity isnt an action - so you can go quite a bit further with this
@@cre9774both @@cre9774 you can only move 260 feet on your own.
So run around and just absolutely destroy a group of like 50 wild boars.
@@dragonmasterlangeweg7625, pretty much, yeah. My campaign was recently in a deep undersea cave with an entire village of Kuo-toa worshipping a chained-up archdevil as a god. If we had this kind of character in our party, they could’ve easily cleared out the entire village in a single turn, and there were at least 50 in the cave.
I did this as an air genasi but for the level six ability and shocking grasp… twinning, shocking grasp and sending your enemies flying 10 feet back is so much fun
This man just revealed my favorite combo to the public just like that 😢
Now every time I use that build everyone is going to think I copied this guy
Uh no? People talk about and use the same combo’s all the time they are not going to think anything if you use this combo
If you have a more destructive, cleric, one turn damage at level 13, please let me know below!
I think I've got one. Go 2 fighter, 6 tempest cleric, 5 sorcerer. Take transmuted spell meta magic. On your turn, you action surge then cast two fireballs using your 6th and 5th level spell slots, transmuting the damage to thunder and then maximising it with the channel divinity. That is 21d6 damage. With a 60 percent chance of failing, that is an average of 100.8 damage per target, with you likely hitting quite a lot of targets.
Thats not cleric 13.
@@barnesn5171 Fair enough, it was not clear in the question that it needed to be pure cleric 13, but I think I've got another one that works for pure cleric. Go Kobold death domain cleric 13, getting 20 wisdom and the lucky feat. As a bonus action use your draconic cry, giving yourself advantage. Then cast inflict wounds on the enemy. Assuming a base 60% change to hit, with draconic cry advantage that becomes and 84% and with a reroll from lucky that becomes 93.6% to hit. You then use your channel divinity touch of death to deal an extra 31 necrotic damage. Assuming average damage for rolls, that is 9 times 5.5 + 31 = 80.5. Times 93.6 =75.35 single target damage.
@@luka2784Cant cast two leveled spells in a turn?
@@candypg1 you can, that’s a common misconception but not the rule. The rule is that if you cast a spell as a bonus action, then the only other spell you can cast is a cantrip with a casting time of an action. If you have a feature like action surge that lets you take multiple actions you can cast as many levelled spells as you lik.
Omg, I literally built this character years ago. It was a tempest cleric/storm soul sorcerer multiclass. I loved the idea of reflavoring all the most powerful elemental damaging spells into thunder.
Remember when Maximize Spell was so strong it forced you to use up a spell slot 3 levels higher?
Pepperidge Farm remembers.
Zuuueeeeessss!!!! -Kratos
Imagine if you were able to sneak up on a goblin camp and have the bard start playing AC/DC's "Thunderstruck" on an outcropping before you, the tempest cleric, appear on another one and do this.
Oh, and there's a Path of the Storm Herald (Sea) Barbarian, a Storm Sorcerer, and a Circle of the Land (Forest) Druid to get the spell, you guessed it, "Call Lightning."
Let's make a list of songs other than "Thunderstruck" that would work.
A character for a lvl 20 one shot I did was a lvl 18 sorcerer and lvl 2 tempest cleric. I cast meteor swarm, use transmute spell to turn the fire damage into lightning damage and then use channel divinity. That means 120 lightning damage + 20d6 bludgeoning. Fun.
GM: huh...look at that...all the bad guys have 100% immune to electricity rings on.
My future character: i worship the allmighty god of ASS-RIPPING *casts max-damage thunder-storm*
I’m an Order of Scribes Wizard. I can do this without using sorcery points, allowing for the use of Heightened Spell to give everyone disadvantage on the save.
"I want to do max damage, i will play Cleric " say no one until now
You can also take a 2 level dip into Tempest Cleric for your Order of the Scribes Wizard, who can also change damage types to lighting/ thunder as long as there's a lighting/ thunder spell at the same level.
And there are a lot of candidates.
It's an okay burst, but I wouldn't say it's the MOST destructive cleric combo
What is the superlative combo then
@@cracktact7676 depends on if you want sustained damage or burst. I personally like a 1-20 nature cleric upcasting spirit guardians at the highest level available, and then using Thorn Whip + Telekinetic Shove to push enemies into your aura. They take damage when they enter(only a few spells do that RAW, Spirit Guardians is one of them) and also when they start their turn, functionally doubling the damage of the spell. Get 2 enemies in that and you're pumping out 50-100 damage to each per turn, with only concentration and one slot used.
Over a few turns, much better than one maxed out firestorm
@@reaprcussion5703big number over time -> 🤓
big number all at once -> 🍷🗿
@@reaprcussion5703So what I’m hearing is: You lied, because I’m pretty sure that this is the most destructive combo, not some drawn out Looney Toons esque scheme. Like I’m sorry, but the Tempest Cleric Max Damage Fire Storm sounds kick ass, your idea just sounds like a plot line from some 20 season soap opera without the fun drama.
@@that-gay-dork3749 "most destructive" is debatable. Either we're talking burst damage OR sustained damage. Sorry if you don't like it, and you can put whatever titles you want on it, but it doesn't change the numbers. We're not talking about how cool it is, we're not talking about what type of characters it is. We're not even talking about if it's fun to play. I said "most destructive cleric combo", not coolest, not most fun. Those are the parameters. You just created your own parameters, outside of what I said, and then got mad when I didn't adhere to those parameters.
Straight up channeling the power of Zeus with Lightning Storm
You literally create an actual thunderstorm using this technique.
Start out with your first 2 levels in tempest cleric, take the rest in sorcerer
And the new name for the spell should be. There's a few ideas I can come up with but it should have a better name than just lightning forest or lightning store
Oh, you poor sweet child, think bigger, *casts lightning meteor storm*
“How to kill your entire party in one turn”
This would actually be awesome for a cleric during a villain campaign
Finally someone talking about this combo. This is very likely the strongest blaster in the game.
Everyone always tries going with a Tempest Cleric dip, but this means they can only pull this off once per short rest. A Cleric main class gains access to this two levels earlier and can use this insane combo up to three times per short rest by multiclassing two levels into sorcerer at level 15.
If you decide to take those two levels of sorcerer earlier however, on top of gaining access to Shield and Absorb Elements (which is insane on top of your already high AC) you can take the Clockwork sorcerer and switch alarm to armor of agathys.
By changing armor of agathys to lightning damage you can push enemies away from you on top of the damage every time they hit you.
Also, converting Sleet Storm to lightning damage and pushing enemies away with it is also incredible.
Ahh the Saccharina Frostwhip strategy xD
"It comes this way!?! The destroyer of worlds. King Ghodera!! Death has come to us all!!!!!"
And then the dm sends lightning and thunder resistant enemies at the party lmao
Just take two levels of Tempest Cleric and follow it up with Order of Scribes Wizard.
With the right spell selection, ALL your spells can do Lightning or Thunder damage.
Meteor swarm…
240 dmg per target…
Adept of the Black Robe+any thunder or lightning spell is now the strongest thing a tempest cleric can do
Introducing, meteor swarm
A way to pretend you have the rumble -rumble devil fruit
You wanna know what's worse? Tempest Cleric 2, Scribe Wizard 18. Pick up Prismatic Wall and Meteor Swarm. Swap Meteor Swarm's damage type with lightning from Prismatic Wall. Even if you can only max one of the areas, you still deal 240 damage on a failed save in a 40' radius circle. Goodbye invading army, and goodbye the ability to multiclass lmao
I used that ability with (I think) Call Lightning(?) and had a fun time because my dm likes to throw many weak enemies (typically using a formation or strategy of their own) instead of a few strong enemies, this was the first time I showed off the spell, and since they were packed into formation, I fit way more than was reasonable into the circle.
This is some serious divine wrath.
Me and my evocation wizard be thinking: If I use my overchannel ability more then once I could die.
I've been playing my Blue Dragonborn Tempest Cleric for almost two years. AND THIS IS TOTALLY WHAT I DID! Metamagic Adept and that Chromatic Warding let's you be immune to Lightning and be a Tesla Coil 😂
Incite Greed, pull em in, then unleash the boom 🌩️⛈️⚡
Lol, I actually just got done with a one shot where I did this but altered it a bit. The Channel Divinity specifies that you can use it a number of times equal to your wisdom modifier. I took 2 levels in cleric for the channel divinity and mainlined Sorcerer for the rest of my levels. Took transmuted spell and a bunch of busted spells. It was delightful. It also helped that I rolled 18,16,16,15,14,11 for this character.
no you get additional uses at specific levels according to the channel divinity section of the cleric table
speedrun to dm hate any%
If you grab the Zeal Cleric you get the same channel divinity except with fire damage instead of lightning so you don’t even need transmuted spell to wreck shop with Fire Storm
There is 50% chance that the creature you've encountered is in some way resistant to fire. There is only 7% chance that it can resist thunder.
@@Mr2Helios Fair Enough!
The most destructive cleric combo is the knowledge domain cleric with access to command and suggestion to make opponents shit their pants.
I want to remind any player. Everything you do, so can the DM.
I love Tempest Cleric. Played a high priest of Thor once, upcast Call Lightning + channel divinity made for some very thematically dead enemies. Even used a 9th level spell slot in a storm once. Not the most efficient tactic but damn was it satisfying.
For single target damage a really destructive cleric combo is using Grave Domain's channel divinity as your action, using Inflict Wounds as a bonus action with quickened spell from Meta Magic (either gained through sorc multiclass or through feat).
If you have a turn to prepare then this could be amped up by using the Ready action to use Hold Person as your reaction before your next combo starts on your burst turn. If this succeeds (target is paralyzed) then you get advantage on the attack roll and it automatically crits. So double damage from vulnerability and double damage from crit makes a first level Inflict Wounds already deal 9d10 damage, 9th level Inflict Wounds would deal 33d10 lol
Enemy who is immune to both or has a weakness to something else: was there something?
I'm doing this now with 2 levels cleric and 18 levels scribes wizard. So here comes Fireball
Metamagic adept is gonna be for careful spell
the more i hear about the class, the more i realize cleric is my favorite class in the game.
Fights something immune to lighting and thunder damage: haha im in danger
In that situation you just wouldnt spend a sorcery point to change the element, while u wouldnt get the bonus from ur lightning boost but u dont have to change the element... and it doesnt always have to same element, you can declare an element whe you spoent the point on transmute so u could change it to whatever they have weaknesses to if lightning isnt best option, even with out the boost thats a major attack with still 1/2 damage on fails
We all know every cleric wants to channel their inner wizard and use fireball for this.
Scribe wizard to change the entire damage of Meteor swarm to Lightning, then transmute it to Thunder damage, then have contingency spell to have silence proc on yourself as you cast Meteor swarm, which only affects you. Since you are also a cleric, get yourself a hallow scroll to give thunder vulnerability to an area. Elemental adept to remove resistance.
I just fell in love
A Lightning transmuted Fire Storm becomes
CATATUMBO!
Metamagic points are only refreshed on a long rest. maybe multiclass into storm sorcerer to get more.
The solution to this as a DM is to just make all your monsters lightning resistant.
This makes the max damage halved and the player is back to getting average damage just like before this.
(And plot-wise, it's not a stretch at all after one or two sessions with this character - the BBEG will see that there's this one guy who does all this lightning damage and obviously equip his goons appropriately)
I know what I'm doing the next time we can take feats...
DEATH RAINS UPON MY FOES
OBLIVION HAS COME FOR ALL
It should be added that with preparation this gets worse. Clerics get the hallow spell, when you make an area hallowed you can have creatures roll a charisma save when they enter, fail the save, vulnerable to lighting damage.
Yay my DM kick out doing this 😂😂
You can't really do this until like level 14 tho, even tho you get all the Feats at level 4. You could maybe start as a High Elf for the free cantrip and take like Firebolt so you have something to use this strat with until you get Firestorm, tho. Could also just ditch metamagic Adept and take Storm Sorcerer Levels for more damage spells that you can do this with, split casting would be kinda annoying tho.
Maybe, if you can go melee, inflict wounds upcasted at your highest lvl available can be a good strat to fill the gap. Flame strike is another option, it's a 5th lvl spell, but it's your only burst aoe damage at this point. Harm is an option, single target.
@TemperingFaber3 Tempests do get Heavy Armor Proficency so that would probably be a good option as well.
@@steel5315 Even thou you can go melee cuz of heavy armor, it's always a risk: clerics (except twilight) aren't good tanks, even worse from the lack of the shield spell, and a failed concentration check is the worst thing that could ever happen to the party, cleric concentration spell are usually what the party survival depends on.... You better be sure to kill your opponent with your necrotic slap.
Metamagic adept is m favourite feat for clerics for one reason only: distant spell. Party member down? Distant spell cure wounds. Out of spell slots? Distant spell spare the dying. Distant spell inflict wounds, even. Cmon now. If it’s a trickery cleric, throw in subtle spell. Tempest cleric? Transmuted spell. I’m sure every subclass can benefit from distant spell and one other option. It’s endless.
Kind of sounds like Kael casting acid rain
Firestorm? NO, THUNDERSTRUCK!!!
*epic ACDC Riff with lightning falling all around.*
My DM hated how tempest clerics don't have enough lightning and thunder spells, and due to my background he just made a variant subclass where I get Lightning Bolt, Chromatic Orb, and more. Which honestly is how the tempest cleric should be.
Imagine a Blue Dragonborn tempest cleric, using an aoe lightning spell all around them... and not taking any damage themselves.
Imagine doing this with Meteor Swarm.
240 damage on 4 points. 960 total.
You could one shot a tarrasque.
Bro Unleashed the old testament
Dm:- no, "adds health"
Add in hallow for vulnerability to lightning damage and elemental adept lightning for a guaranteed 70 and 69% chance of 140 damage to any creature that doesn’t have IMMUNITY to lightning damage. And for flesh golems, just use thunder wave.
Weathergirl Cleric, 100% chance of Thunder & Lightning, Very, very Frightening 😊 🌧️⚡🤯
I Am Thor... ⚡🔨 Says Who? Says Me!
"The best cleric build is being mostly sorcerer or a wizard!!"
My wife would transmute sunburst to lightening damage and use this combo. It destroyed armies
3 lvs Armor artificer for the lightning launcher, 90/300 range 2d6 lightning damage. 2 lvs tempest cleric, 15 lvs assassin rogue. You now have a lightning gun that does 9d6 lightning damage at a range of 300 with autocrit if you surprise you opponent, so 18d6 which can hit max damage
Ops, you killed all of your party
This is also my favorite combo.
I have a level 9 tempest cleric and just… thank you 😂😂
The Seige Man
Imagine transmuted meteor swarm…
this combo, i loved it!!!!
thank you
The Harmacist
I've theorised a better version in my opinion. At least if its higher level.
1. Be a Order of Scibes wizard at level 17 and a level 2 Tempest Cleric.
2. Have the Metamagic adept feat
3. Have the spell Prismatic Wall in your spell book.
4. Have the spell Meteor swarm prepared
5. Cast it and use your channel divinity to rain 4 godly bolts of lightning down in a 1 mile range into the enemies dealing 240 damage to those who fail the save. 120 to those who succeed and if there's someone with evasion they unfortunately take only 120 or 0 damage.
Additional stuff:
If you have ligtning resistance and the blue dragon mask you can cast it on yourself as you therefore have lightning immunity.
The epic boon of the Stormborn grants immunity to lightning and thunder damage.
An Amulet of the Devout gives a second charge of the channel divinity making a second turn just as eventful.
How it works:
The Order of the Scribes feature lets you temporarily change the damage type of a wizard spell that you cast with another damage type from your spellbook.
So you transmute the fire damage into lightning damage by metamagic and change the bludgeoning damage temporarily in to lightning damage through the order of the scribes feature.
Maybe a Finger of death turned into an extremely powerful ligtning touch that makes zombies.
Played a cleric like this, changed the damage of inflict wounds to thunder damage then maxed it out 10d10
Correction on the Transmuted Spell Metamagic option: you can only change a spell that deals one of the following damage types: Acid, Cold, Fire, Lightning, Poison, or Thunder damage to any other damage type on that list.
I’be seen players try to use Transmute Spell to make a Force Fireball… don’t allow that shit at your table. You will regret it quickly.
I love Lightning :))
They get destructive wrath. Creates two damage types but you can change one for a damage buff.
I love me some Tempeat Clerics! I decided it fit perfectly for a cleric if Hoar/Assuran - the Faerûnian deity of poetic revenge.
Good times!