What does tempest cleric 5e do compared to life cleric?

Tempest cleric 5e dnd spells

What does tempest cleric 5e perform in Dnd?

Are you in the middle of the battlefield, taking blows and utilizing aoe spells? Wearing heavy Armor a protect without a weapon. Fantastic Con, for the HP and immersion, and Wis, to hit something, scores, and the rest may not be productive (Dex is the third primary stat). They’re blaster casters that trade a number of the sheer offense. It is of a sorcerer, warlock, or wizard for more protection: HP, and the capability to carry a purposeful melee weapon. That is the role of Tempest Cleric 5e in Dungeons and Dragons.

 Is 5e Tempest cleric spell good?

The Tempest and War cleric 5e aren’t good at melee following a couple of levels. If you min/max the hell out of them, you’re able to get them to the excellent range. But light, nature, and arcana can feed off Wisdom (shillelagh, green fire blade, wis damage to cantrips). War Cleric might not be great whatsoever. Dungeons & Dragons fill with numerous ways players may customize their characters and make them their own. One of the most notable methods a personality is distinguished is through their class. A character’s level orders everything out of a character’s strengths to the spells they can project. When it comes to classic support classes, among the most iconic courses accessible are clerics. Others get a flight anywhere, faster flight, or even the capability to carry others (in case you include UA substances ).

Tempest vs. Life Cleric 5e

Spell Details

Gods whose centers include the Tempest domain are Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor. They govern storms, sea, and sky. In some pantheons, a god of the domain over other deities is famous for swift justice delivered by thunderbolts. Welcome to Tempest Cleric 5e dnd spell. From the pantheons of seafaring people, gods of this domain are ocean deities and sailors’ patrons. Tempest gods send their clerics to inspire fear in the common folk. They will possibly keep those people on the path of righteousness or encourage them to offer propitiation sacrifices to ward off heavenly wrath. At 1st level, you gain proficiency with martial weapons and Heavy Armor.

DriveThruRPG.com Bonus Proficiencies

When you pick up this course, you’re getting competence with both heavy Armor and martial weapons. That is very big. You are free to construct a lot more into Strength and Constitution to be a bruiser. In contrast, no Forge Cleric, the advantages of Heavy Armor are relatively prevalent in 5E. Using it to construct into the frontline function would be a significant upside.

Martial Weapon proficiency unlocks two main directions. Adding into the frontline function with weapons like the Greatsword and Lance provides the frontline options to be dangerous. Martial weapons are generally, at least, one dice class more powerful than the short variant, meaning that you do more damage. They also have many more options for the one-handed build route. Such as the Longsword or Morningstar, which deal good damage and let you have a shield or another weapon. Alternatively, the Longbow’s options provide consistent ranged build some love, along with the two Crossbow variations. You select either way. You can either become a frontline or backline, without needing cantrips to your resource-less harm.

Channel Divinity: 5e Destructive Wrath

Beginning at 2nd level, you can use your Channel Divinity to wield the power of this storm with unchecked ferocity. When you roll lightning or Thunder harm, you can use your Channel Divinity to deal maximum damage, rather than moving. That has a great deal of potential during a Tempest Cleric’s career. At level 2, your options are somewhat restricted. As amounts go on, maxing out Phone Dragon and Destructive Wave skills may perform upwards of 100 damage, guaranteed, to goals. For Telephone Lightning, do remember this ability only triggers on a striking lightning bolt.

Tempest Cleric 5e
Tempest Cleric 5e

And this capacity is for “when you roll.” Based on your GM’s discretion, then you roll hurt either before or following a target conserves. If your GM has you move damage following the goal saves, then you can guarantee high harm to whoever you need. Otherwise, this capacity still ensures serious injury, possibly to multiple individuals. With spells like Thunderwave and Destructive Wave, halving maximum damage to a goal even copes about average damage.

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And, the options get wild if you are multiclass into Storm Sorcerer. Any arcane multiclass would give fantastic, higher damage selections for Thunder or Lightning spells because the Cleric does not find many choices. That is not to say staying the Cleric course is not healthy. But to get a pure Blasting function, think about the Sorcerer or Wizard multiclass, just because this ability is so strong.

Hill Dwarf

The extra durability and knowledge of the Hill Dwarves make them far and away from the best option for your typical Tempest Cleric. Considering you require Wisdom, the Constitution, and some Strength, the Dwarf’s natural spread is fantastic. Being slowed by significant Armor is excellent for your melee abilities. And, after all, those beards might be the most”Viking” thing in the core rulebook!


Especially if you’re thinking about a multiclass into a Sorcerer, the Dragonborn is a fantastic addition. The blue angels are someplace in their blood, after all! A Lightning breath assault gets a lot of mileage in the lightning abilities in the domain name. It offers you an extra option for the area of effect. The Charisma is beneficial for the multiclass, but the power is excellent for its frontline kit. It is possible to consider this race without a multiclass! If you do, then don’t forget to invest significantly in Wisdom.

Races to Avoid

Try to stay away from small races, such as Gnome or even Halfling. As good as multiclassing towards a Wizard can appear, the energy of Heavy Weapons with this subclass is somewhat painful for the races. Additionally, heavy Armor worsens their already low motion rate (with no Power dedication, which may harm projecting ).

Thunderbolt Strike 5e

And for another reason to consider multiclassing. At 6th level, when you deal with lightning damage to a large or smaller creature, you can also push this up to ten feet away from you. This ability is relatively strong. Good battle management, no spare requirement. Even if the monster fails a save against a lightning spell, then it has pushed. Awesome! You’ve got two options for this ability; Wrath of the Storm and Call Lightning. Since Thunder’s harm does not use this ability, Cleric’s choices for using this impact are somewhat dismal. However, not all is lost. Teleport Lightning permits you to push someone back 10 ft once per turn, for 10 minutes.

That is important and gives your battlegroup a lot of room to breathe. In the same way, Wrath of the Storm can activate this ability and get a wonderful push-back as well. It is to prevent flanking rules (if your GM uses them) or even merely to avoid multiple attacks. That also synergizes if it’s possible to find many other ways to deal with Lightning harm, such as a Javelin of Lightning.

Suppose you want to utilize this capacity. Contemplate on the area of effect choices on Storm Sorcerers and Wizards. This way, you can push multiple foes classes, have more outstanding options to make foes, and control the battlefield from a more specific distance. Dragon Ball, Lightning Bolt, and some shocking cantrips can use this ability rather well. It also wouldn’t be so easily countered by being inside.

Divine Strike 5e

Nevertheless, Tempest Cleric 5e ‘s options continue to rise in electricity. This one makes explicitly fighting mano-y-mano somewhat simpler. At 8th level, you acquire the ability to market your weapon strikes with celestial energy. After each of your turns, when you hit a monster with a weapon attack, you can cause the attack to deal an excess 1d8 thunder harm to the goal. When you reach the 14th degree, the extra damage rises to 2d8.

Like a good deal of Divine Strikes, this one is short and sweet. However, “thunder harm” is among those most dismissed components from the Monster Manual. Not many animals are resistant or immune to it. That makes Thunder damage on a Divine Strike pretty important, even without much else to supplement Thunder damage in the archetype. The Tempest Domain often expects you to brawl, but the extra burst of injury is significant. And the harm increases, making it up to 16 damage. Like our Forge Cleric guide, beefy frontliners with the bonus to Wisdom are inclined to be massively beneficial for the Tempest Cleric 5e to succeed.

Tempest Cleric 5e Domain Spells


Wrath of the Storm 5e

Also, at 1st level, you can thunderously rebuke attackers. Suppose a creature within 5 feet of you. It is possible to observe hits you with an assault. You can use your reaction to cause the monster to create a Dexterity rescue throw. The creature takes 2d8 lightning or thunder harm (your choice) on a failed rescue and half as much damage on a successful one. You can use this attribute a variety of times equal to your Wisdom modifier (a minimum of once). You recover all expended uses when you complete a very long rest. Beginning at 2nd level, you may use your Channel Divinity to wield the power of this storm using unchecked ferocity.

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Higher levels

When you roll lightning or Thunder harm, you may use your Channel Divinity to deal maximum damage instead of rolling. At 6th level, if you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. At 8th level, you acquire the ability to market your weapon strikes with celestial energy. Once you hit a creature with a weapon assault on each of your turns, you can create the strike to deal an excess 1d8 thunder damage to the goal. When you reach the 14th level, the extra damage increases to 2d8.

What a powerhouse of the early game! As a response, inflicting 2d8 damage to a melee-ranged enemy is very strong. To put it in perspective, using a reply to throw a level 1 spell at someone hitting you. And you get to do it a few times every day. That is not bad at all!

On the other hand, the weakness of the ability comes with insufficient scaling. Dealing 2d8 damage in the early game is mad good. The simple fact that the harm never raises means that this ability becomes less striking as the campaign continues. Thankfully, the lightning harm that this ability uses is super generous with this domain name’s future aspects.

 Stormborn 5e

In the 17th level, you have a flying rate equal to your present walking speed whenever you aren’t underground or indoors. The last ability of the Tempest Cleric helps the brawler mindset become universal. You get to fly like Mary Poppins, but just when you are outside. That is not entirely as situational as it sounds. A lot of campaigns have to take place out in the late game. Your melee construct can more readily grapple with demons or dragons with this skill, flying high above your Fighter or Barbarian allies. Having continuous flight is just one of the most vital skills possible for a melee combatant. So the 5e Tempest Cleric getting it as a class capability frees up your thing slots for magical things rather than a lot.

No more failing Athletics checks because of that bulky suit of plate. You’ll be more readily accessible to some ally who needs a Cure Wounds or other form of help. And flying high over a city as lightning bolts crash down around you’re sure to get you to advantage on Intimidate checks.

Overall, a pretty significant capstone. It’s a shame that there are caveats for this that make it less useful in campaigns where you’re dungeon crawling. With luck, the campaign you’ll be in will be centered more on cities, invasions, or even warfare. Otherwise, you might want to consult your GM before picking Tempest Cleric for a late-game campaign. This capacity is useless within tombs or dungeons.

What are a few of the excellent Cleric domains besides 5e Tempest?

If multi-classing, any domain name could be exciting and useful. As one course, Life cleric 5e is so much more potent that it is difficult to pass up. Most men and women look at the time and witness the fantastic incentive to healing spells, also heavy Armor, and that’s it. And they want their Cleric to do more than cure, so go together with something else. And, the benefit of the 1st level ability is not that great. Suppose you utilize all of your 1st-5th level spells for Cure Wounds (using a beginning 16 wisdom and 1st two ASIs).

It provides a standard cleric 15 heal points in 1st, up to 287 max (plus the use of different heals from greater level spells). As a Life cleric, you start with only an additional six at 1st level. And there is an extra 239 at the summit (a minimum of 27% increase at the 10th level, but 183% in 17–20th). At 6th level, you can raise that amount, assuming you’re injured as well. It is a 110% increase. That’s fine; however, it is not precisely Earth-shattering.

Life Cleric 5e dnd 

But the power from the Life cleric is located in the Channel Divinity. You usually would heal in battle when characters reduce health. And when that happens, especially to multiple characters, everybody looks to the Cleric to get assistance. The Life cleric has the same amount of recovery as a Paladin’s Lay On Hands skill (5 points/level) but can spread that amount among as many characters at a 30′ radius instead of touch. And, your Channel Divinity regens on a short break, not long remainder like Lay on hands. At 2nd level, that does not sound so great. And getting a couple of extra attacks, or one great hit (War), or maxing a later Call Lightning (Tempest), or an area 2D10+degree area damage and bonus harm to some cantrip and access to Fireball (Light) appear far better.

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By level 20, that’s an in or out of battle recovery (allowed, into half total hit points) of 100 points, three times a short break. With a standard two short/1 long rest per day, that is 900 healing points per day. Compare that with the 287 for all 1st-5th level spells—4–6 times more recovery than an average cleric. And the majority of this comes out of your station divinity. No other cleric can get near that level of difference in using spells for damage.

Damage in Tempest vs. Life Cleric 5e

The 5e Tempest cleric can maximize the harm of lightning spells up to 9 times with their Channel Divinity in 18th degree. Still, the real damage that may supply (by using spell slots then not used for healing) can’t approach that net quantity. Same with a moderate cleric with Fireball or Flame Strike.

However, a Life cleric 5e isn’t limited to use their charms just for curing due to this Channel Divinity recovery and that (using all the self-healing bonus). They can use some of those spells more freely for combat and out of combat functions. And if they need to utilize an action later in the battle. They give up a single weapon strike and get hurt from their duration spells. So, a Life cleric 5e is both a combat and healing powerhouse that has to worry less about being assaulted and hit by others, as they can heal back up.

Can Tempest Cleric 5e heal?
Can Tempest Cleric 5e heal?

Can Tempest Cleric 5e heal?

The sole healing spell you need to cast in combat, in 99% of situations, is Healing Word or Mass Healing Word, for people who got an unconscious knockback on their feet. Short and Long Rest should be your principal healing method also. As a cleric, your very best contribution to that is Prayer of Healing (10min cast period, but quickly done during a Brief Rest to include more healing to the rest).

Beyond this, your best bet is usually to devote all your turns to coping damage or preventing damage through disabling spells. The best status condition is dead. But failing that, obtaining an enemy running in fear, groveling on the floor after a control, or anything else you feel like doing to them also works reasonably nicely. Each of the above is more effective at “healing” than healing spells. (better to ensure an opponent never does precisely the 1d8 damage in the first place, instead of curing your friend for 1d8 after the fact). Tempest Cleric 5e doesn’t even wear Armor (despite having Heavy Armor proficiency).

Old School RPGs - Available Now @ DriveThruRPG.com In Cleric 5e, what’s Tempest Domain?

Devout followers of the patron deities, clerics are often associated with recovery and support magic. However, not all clerics are precisely the same. Their spells and skills are greatly affected by the specified god’s domain. These domain names have their strengths and weaknesses and are quite distinct. Even though clerics are traditionally among the very support-based classes in D&D, various domains give Cleric outstanding offensive abilities. Cleric of the Tempest 5e Domain especially gains the Channel Divinity capability of Destructive Wrath. It allows Thunder and lightning damage attacks to deal with their most significant potential damage.

Summary of Tempest Cleric 5e Domain

Most of these spells cope with lower damage but focus on a more extended period. Call Lightning, as an example, calls multiple bolts of lightning over a 10-minute interval. Per round, it deals less damage than a traditional blasting spell, but it makes up for it with the capability to deal that harm more times. The same deal goes for spells like Ice Storm and Insect Plague. One of the easiest subclasses from the game also occurs to scale somewhat severely. The Tempest Domain’s early match is perhaps the most powerful of all the domains. The lack of lightning spells means that your skills and versatility will battle, only a bit, during the mid-to-late game.

Even with my gripes with the subclass, it offers booming damage, shocking melee alternatives, and spine-tingling taste. Consider this domain to get a blasting function, using charm slots on matters like Call Lightning for consistent ranged damage. Or consider using it to augment your Storm Sorcerer and bring on the Thunder. A gust of Wind, Fog Cloud, Sleet Storm, and Control Water influences surroundings, allowing the 5e Tempest Cleric to craft battlefields for their want. You may make the battle into something that’s immensely useful to your group with good placement of those spells.