![]() ![]() So if your enemy has 13 health or less, in this hypothetial 18 wisdom scenario, Booming Blade is better. This works all the way through until about 14 damage, where the chances switch over (TtD = 45.83, BB = 43.75) 93.06% chance is pretty solid.īooming Blade will kill them 100% of the time though due to minimum damage. If your enemy has 6 health left, what are the chances that TtD kills them on a failed save. Okay so they’re the same, whats the big issue?Īverage can be a little bit misleading, because 2d8 + 4 is often better than 2d12, and here’s why. A booming blade boosted Shillelagh strike directly to the enemy’s dome. (Keeping in mind that it’s generally more likely to hit an attack roll than it is for an enemy to fail a save). Attacking Cantrips are out, because Clerics don’t learn any melee ones, so your only option is to cast a Save Cantrip like Toll the Dead. Maybe you pick a domain that grants heavy armor, and decide to play a Dwarf so you can keep your Dexterity and your Strength at 10 each and still get good AC, maybe you rolled for stats and started at 18 Wisdom? Awesome!Īn enemy engages you in melee at level 5 and you either don’t have the spell slots, or want to save them for future healing. They’re a full caster, so you just focus on maxing out your wisdom. Imagine building any generic caster cleric. Rangers who focus on their spell casting ability in general have to take cuts to their martial ability, and vice versa. It’s similar to playing a Dexterity based character (like a Ranger for example) except being able to cast your spells using Dexterity. In general, it allows for characters to be equally proficient in melee or at range, but also with spells (for casters), without having to focus on one over the other. Single Ability Dependance is a very strong boon for versatility, which is part of the factor that causes Warsmith (and now Armorer) and Hexblade to be so prevalently chosen over the other Subclasses in their respective classes. Plus, whenever you boost your wisdom, to increase spell power, you’re also increasing Melee Damage, unlike a Strength build which has to choose between both. If you can only manage to fit 14 strength in the build, Shillelagh represents a +1 to hit and damage which is huge. Well Shillelagh only helps reduce your character’s stat reliance.Ī frontliner wants at least 14 Con from the start of your character.Ī cleric ideally wants 16 Wisdom, and also since you don’t get Heavy Armor you’ll need at least 14 dexterity to make full use of medium armor.Īdding on another 16 Str on top of that only matches your Wisdom modifier, and seriously tightens your Stat requirements. But the Shillelagh route just has too much clear synergy it must be considered. It is not quite a tax, as I think you could absolutely make a great ranged wizard cantrip build, or a dex based Blade cantrip build. ![]() And you get another great cantrip for a Cleric in Thorn Whip and some daily Goodberries if you want. Bettwr weapon that is magic, Make the most of you Blade Cantrip damage accuracy while still great at Spell casting. ![]() and streamlines all this almost perfectly. You could be a Wood Elf maybe and gain Short Sword proficiency for a slight boost, but than you are a feat behind you VHuman counterpart for Warcaster anyway.Įssentially, vhuman Magic Initiate just solves all of these minor problems. A noticeable difference than the d8 shillelagh, but not anything totally debilitating. So are looking at using your Blade Cantrips with a Dagger. You miss out on some damage or accuracy not being wisdom SAD with you melee attacks, but not too bad.īut Arcana Clerics do not get any weapon proficiency. Can’t really manage a STR build with medium armor probably. So you could go ahead and take the Blade cantrip and split your Dex and Wis. Especially you are getting that secondary damage. scimitar (with keen or improved critical) or weapons that have a high multiplier eg.I would say going melee cantrip with an Arcana cleric will be better damage wise than using something like Fire Bolt or just relying on TtD. I don't think than elemental burst weapons are overpriced, they are specialised, they work best with weapons that have a high critical range eg. If you think +3 is too high try +2 or even +1 and see if its overpowered, these things need playtesting, I just did a rough comparison between weapon powers rather than try guestimate a cost based on the formulas in the back of the DMG, after all some of the items you can make with the formulas are truly broken, like an item than can cast cure light wounds 5 times a day, I forget exactly how much it costs but is in the region of 2000 gold. Yes but a holy weapon only damages evil creatures, yes adventures often fight only evil creatures, but the point is that when you fight animals, elementals, Plants, vermin, or mindless undead, this weapon continues to function where your holy weapon doesn't.
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