I believe you can use action surge to cast multiple spells in a turn, it's just if you cast a Bonus Action spell, you can't cast a leveled spell with your action.
@@matthewtoppingyou can also cast a reaction levelled spell on your turn as well as an “action” levelled spell, so it is not the only way. Eg a counter-counter spell, silvery barbs or feather fall (if you dropped concentration on “fly” in order to cast a different concentration spell).
The cleric and fighter are two of the most powerful dips in the game. Fighter 2-Cleric X with Warcaster is probably one of the most optimal things I’ve ever played lol
I think I got to correct you. It’s already been confirmed that you in fact are able to use action surge to cast two spells in a turn as long as one of the spells isn’t a bonus action spell. So two cure wounds are fine, but a cure wounds and a healing word are ofc still not.
Eldritch Knight with a dip into Tempest Cleric is solid and flavorful. Maxing out your additional damage from Booming Blade is nice. Peace Cleric dip is ridiculous on any build, but grabbing the dip onto a Great Weapon Master Fighter is bonkers strong. -5 to your attack means nothing if you can add 2d4 through Emboldening Bond and Bless.
I like the trickery echo knight. Thats dope and i wanna do it. The inly martial cleric i made was a mercy monk 6/grave cleric 2. It was more versatility plus it worked since my character was a temple devotee of Anubis.
That's roughly what I'm doing rn. I'm a lvl 6 war cleric that I'm taking to 8 then going fighter. What subclass are you doing? I'm thinking of doing Rune Knight
Very informative - Thanks! For BG3, I'd like to play as a Dex Light Domain Cleric since I love bows, so was thinking of taking one level of Fighter to get +2 to Archery and the ability to use Long bows. It seems one dip into fighter shouldn't hold my Cleric skills back too much.
I play a Gunslinger Fighter / Forge Cleric and it's been fantastic. With a creative DM, you can make your own magical firearms and craft ammunition! Plus, the spell utility and roleplay potential can make the Fighter a more well rounded and enjoyable character.
Sanctuary is actually not a concentration spell. I know I have a warpriest that uses the absolute dog piss out of it. Also healing word allows you to Target up to three targets up to 30 feet away I believe as a bonus action.
nature domain shillelagh cantrip, keep strength at 15, max wisdom with all the cool half feats. knowledge cleric and the battlemaster maneuvers that add to skill checks, maybe even Kenku ancestry.
Dang, now I really want to run a Dex Echo Knight/Trickery Cleric for that real “anime swordsman with afterimages” vibes. Sadly, I’d want to use a Longsword for the aesthetic, rather than a scimitar or rapier, but the only way to do that is either a magic longsword that has finesse, or taking two levels in monk for the Dedicated Weapon optional feature, which would leave me with five levels taken away from my main class. Alternately, the DM could let me use the rapier stats but slashing and narratively use it two-handed? I don’t actually care that much about the d10 damage die.
What are your thought on 5 levels of War Cleric and then 5 levels of Battlemaster Fighter? There some real use here of just being a beast on the frontline and still healing your group. I would think the rest of the 10 levels would be on cleric to get as high a spell level as possible.
The battlemasters neat, but you're probably better off with Rune knight. They just have beefier options. There's also an argument to be made for an eldritch knight so you get a but better spell progression and some arcane spells like shield, and some of the utility cantrips. Although back to the Rune knight, it would probably pair very well with a forge cleric.
Do you have a guide or suggestions in putting the Fighter/Cleric build together? Should I start with a level 1 Fighter then pick up Cleric level 1 or go up 2-3 levels before cross-classing?
I am currently playing a Tiefling tempest cleric. Im wanting to multi-class but I’m limited to only things in the PH. So I’m kinda stuck, currently I’m a counter attacking shield with my 2 reactive abilities was hoping could get some advice
Word of radiance is terrible damage, even if i hit multiple targets I would not use it. Its scaling is so terrible that its useless beyond lvl 4, especially how at 5 martials get extra attack. A single attack would do as much or more damage than word of radiance hitting multiple creatures, since its a con save or nothing happens, and deals 14 damage at lvl 17 on average, even if it hits 3 creatures and we are generously saying that they only have a 50% to make the save, it would be about 21, which is just a single attack from a fighter who has multiple attacks (3 via action, 1 via bonus action). I guess its only use is to finish of zombies at 1 hp since it deals radiant, though, they are still more likely to make their save than not if you multiclass like this, since you need wis for spellsave dc, str or dex to hit, and con to survive. "Guiding bolt is among the most powerful spells, and will remain relevant in tier 2 and 3 of play" what are you talking about? I dont see how this is true at all. Storm giants for example, cr 13 so in the middle of t3 have 230 hitpoints. Even if every guiding bolt you throw hits all the time, thats still 17 guiding bolts, which is not happening. If you mean its good since allies can benefit from advantage... well, thats true, but how much damage is that? On a fighter or barb or such, it shouldn't be much more than about 20 (weapon damage dice + primary ability score mod + 10 from sharpshooter or great weapon master), while on a rogue, it makes basically no difference, as at tier 3 they already have a way to secure advantage. It affects a single attack as well. I cant see how this holds up beyond level 4. Now this is more of an opinion, but healing word is better than cure wounds, and cw is not worth taking. The healing difference when picking up a downed ally might make a difference in combat, but it likely wont since enemies deal more damage than that beyond goblins and kobolds. Sanctuary is not actually conc, which makes it better, though with such a spread out build, im not sure the save against being attacked makes any sense since enemies with magic resistance or a decent wis will very likely pass. Aid: good, though, with only low level slots, Im curious how much that 5 hp will come into play. Prayer of healing: i get the idea, but if you have 10 minutes, the party wizard could just cast tiny hut and let the party take a short rest, maybe even a long one (lasts 8 hours). I dont see anyone spending slots on this reasonably. Spiritual weapon: "...we dont have use for bonus actions..." why not take crossbow expert or polearm master then? its not just more damage, but also completely free when compared to spritual weapon. The peace troll: fun idea, how do you arrange your ability scores and feats though? Id imagine you want a high spellsave dc, but you also want a high strength score since thats what unwavering mark is based on. U.M. is also long rest recharge based, so Im guessing you want to use it on important targets. I think reasonably youd have a 15 in wisdom and 16 strength and con at character creation, dumping everything else. Then, start off with 1 fighter for conc saves and heavy armor prof, then take 1 peace cleric for embaldening bond, then go 4 more levels in fighter so extra attack is online. At lvl 1 with some race that gives a feat you take resilient wisdom so that rounds to 16, then at fighter 4 (character level 5) you take polearm master, so at lvl 6 overall you arent looking too bad. Then after that take 1 more in cleric to get the combo going (though I dont really see why you would delay fighter levels just for the channel divinity), then the rest in fighter, picking up great weapon master, mounted combatant then whatever else, in that order. Also emboldening bond only works once per turn, so not on all attacks, but its still great. The next one: RK is a good sublcass, light cleric is an okay subclass, but flare doesnt really go well with anything, especially since as a melee character, id expect you to make a bunch of polearm master opp attacks. Its not bad, Its just not good Triple threat: great flavor, not great mechanically. Once again here I dont really see the point, but I guess you could get away with it. I also disagree with the arcana cleric one. Are you really a utility caster if all you got are illusions? are you really a healer if all you got are first level spells? I think not. Forge cleric 1 i can get behind in a specific campaign, but Id rather just take no fighter levels, since there is no benefit from fighter here really. Tempest dip: nah, not worth it.