My favorite thing as a tempest cleric to do in act 3 is: Have a companion able to cast create water who has a high dex to make sure they go before you in combat, Grab markoheshkir and use its ability to gain acces to chain lightning once per short rest, Companion casts create water, You cast chain lightning and max the damage. I guarantee unless you are fighting something immune or resistant to lightning this will essentially ensure you will win the fight simply because you delete 1 to 5 enemies from combat turn one
Regarding the water spell. You could always carry water jugs on other characters to set it up for the cleric (Throw said jug and it breaks on impact). This way you save a spell slot and you can have more call lightnings.
@@juusovuolle8251 I use summons for that! Djinn (cleric lvl 6) has huge lightning AOE + misty step EACH TURN (and like 160HP) Then my wizard also can make some summons! (lvl 5 spell slot elemental, but you get better summons at lvl 6) >> They can also blink AND do a huge AOE in either fire/thunder/ice/poison. They never run out of spell slots either. And the summon stays permanently. You can then further buff the summon with the "feast" and "aid" to give them +37 HP and more immunities
Looks like a fun build :). I've been playing a tempest cleric and absolutely loving it! I like builds that are versatile and can handle more than one situation
Tempest Cleric 2 > Storm Sorcerer 2 = Guaranteed max dmg crits at will in Act 1. Place water, twinspell upcasted lightning orb , delete 2 targets of your choosing.
I’m nearing the end of the game with build 8 levels sorc 4 cleric so I can still get 4 feats. Using most of the lightening charge items, up casting lightening bolt on a wet enemy with the lightening burst necklace just deletes anything. Plus the mobility from storm sorcs fly is so nice
I personally think pure cleric is better because of the utility. Tempest has access to Sanctuary and Glyph of Warding; Sanctuary doesnt dispell when you do damage with Glyph because the Glyph is considered "indirect" damage. This ontop of all the other typical cleric things. Storm/Tempest is definitely strong, I just think it's a bit repetitive and doesnt bring as many tools as pure Tempest.
@@Rehhhhhhhhhhhhh I went with 10 tempest cleric / 2 oathbreaker paladin. I just can't stop laughing when I smite someone and they get oneshot. It's also makes quite good frontliner. Was tempted at going 6/6 tempest and / sorcerer. But I decided against it in the end. I also skipped the entire underdark As I went with Lae'zels storyline and I wanted to save the underdark portion for my second playthrough. For variety. I also cleared quite a bit of underdark content in the early access. I'm playing warlock next playthrough or perhaps a moon druid. Both seem very exciting specs. I was really surprised just how strong the summons in this game are. I have 3 guys with raise dead and Gale has 2x ice mephits and fire elemental. Oh boy. Do they do work for me.
Thanks for showing a straight Cleric build; I’m trying to roleplay a cleric without any Sorcerer levels, even though I know it’s not as strong that way.
I think pure Cleric is a popular choice which is part of the reason I showed this build. Gives you some output without dipping in anything for those that would like it.
Great vid! I have my Shadowheart built as a Tempest Cleric and she's an absolute powerhouse. Couple of add-ons I'd recommend: 1. Use one of your feats to take War Caster, which gives you Advantage on saving throws to maintain concentration (you should always be concentrating on something with this build, whether that's Bless, Call Lightning, etc). I don't recall a single time I've lost a saving throw on Concentration since I took it (with 16 CON too). 2. Don't sleep on the "Aid" spell - if you upcast it as a level 5 spell, it gives your whole party an extra 20 HP which lasts until long rest and, more importantly, doesn't require concentration AND it stacks with Heroe's Feast, so that's essentially extra 32HP for everyone, which for most classes represents an additional 25% HP or more. 3. There's a weapon called the Staff of Arcane Blessing, located in the Arcane Tower in the Underdark (Act 1) which lets you cast a beefed-up version of Bless - what I usually do is equip the Staff before combat, cast the beefed up Bless on everyone, and then switch back to my main weapon before combat starts. As a fun sidenote to showcase how powerful this build is (mild spoiler) when you have to fight the "shadow" version of your own party in Act 2, Shadowheart with this build was by far the hardest to take down and killed two of my other party members before I eventually beat her LOL
Hey jorge ! There are some places in which you can "long rest" without long resting. The first example is the regeneration thing in the start of the game (on the alien ship).. There are a few others out there in act2, and act3. if You use these, you keep the aid buff but reset the spell slot So you make a lvl 6 AID buff (+25 HP to all) and then refresh the spell slot, and cast a lvl 6 feast buff, then refresh again and keep the lvl 6 slot for a fight where you need it. The only downside on this is that, going to camp and resting is a bit faster than running to the spot where you can long-rest without resetting. The very OP stuff about this is that, you get certain buffs (from praying to a certain god, or from reading a certain book), and these buffs stay untill long rest >>> but if you long rest this way, they dont get removed.. So if you drink an elixir that reveals invis, you will keep this forever.. untill that character dies OR you do an actual long rest in a camp. So you can stack alot of "permanent buffs" from doing certain events. And that makes you super OP. (in act 3 I use Raphael's house) -- I havent spent a single camp supply in like 20+ hours..
I noted at level one you said strength at 11 and wisdom at 17 and would add one to both at level four. I feel this could be incorrect, possibly better to drop wisdom to 16 and up strength to 12 this way you gain a +1 in strength and still have a +3 in Wisdom, so at four you add both points to wisdom to go from 16 to 18.
The only thing I find a bit annoying going full tempest cleric is the 6th level class feature of pushing enemy away by 5m, the description indicate its a toggle ability but its always active. So sometime the push back mess you up a lot
Haven't played it myself yet but pretty sure you can toggle it on and off in the passive tab in the bottom left. Eldritch Blast knockback works like this at least
An idea I just got was if your wearing the spark boots and the ring that prevents you from being electrocuted and the amulet that gives you misty step, you can cast crearte water on a group of enemies, the teleport to them and the boots would electrify the water, instantly electrifying the enemies around you. Witch good armor and a melee build you can afford to be surrounded by your electrecuted enemies.
On the next turn you can cast lighting strike and get massive damage in one melee hit. You can still cast call lighting, or thunder wave, the options of what you can do after that first move are great
@@MinMaxRPGlightning set is not very good. You only need the lightning staff, boots, ring, and the optional amulet.Gloves require unarmes attack and the helmet is just an extra.
@@pentagram4745Yeah that aet is a flavour set for act 1 but you change it real quick. There is a lot of better gear and in the end, its just a gimmick.
Nice build, will try it with Selune on my MC to see what comes out of the Selune/Shar interaction ! And shoutout to the baby making noise to help dad's naration !
The gloves of dexterity might be a good addition. They raise your dex to 18. You can purchase the gloves from A'jak'nir Jeera in the mountain pass in act 1.
mountain pass is act 2 but it is a very nice item to have. I handed them over to Lae'zel / Minthara depending who I have with me. Also the halberd you get from the moonrise towers vendor is bonkers.
@@juusovuolle8251 Mountain pass is still Act 1. Shadow-cursed lands is Act 2. Source: The achievement pops for getting into act 2 once you reach the Shadow-cursed lands.
Thanks for the video If you go for heavy armour is it meaning you more likely going to be hit by the enemy overall? If so it seems better option would be to go for dex over heavy armour no? With high Dex you get initiative and increases AC as well as reduce the chance of getting hit 🤔? Whilst heavy armour gives you protection but won’t reduce if the enemy hit just the damage?
Glad you enjoyed the video. I think Dex and Initiative are some of the best stats in the game. I've even built parties around Initiative, and it makes for really amazing playthroughs as you can setup your combos or just eliminate high priority targets early.
Pro tip: Go to house of hope, Buff "Aid" lvl 6, use the bath to "long rest", then use the feast lvl 6, then long rest again.. boom. You have +25HP from aid (lvl 6) and +12 hp from feast + immunities -- AND you refreshed your spell slots. Bonus tip: if you have permanent summons, make them first.. then use your +37HP buff!
concentration saving throws, your main dmg dealer spell only uses a spell splot the first time you cast it and can be used for 10 turns, however if you get hit and fail a cons saving throw then it drops and u gotta cast it, also clerics have a ton of concentration spells in general so its important.
Atm, I don't have a quick way but am planning a playthrough to do builds along the way indicating where all the items are. Wish I had kept better track on the first run.
I don’t think these feats are that good, and there is much better equipment for tempest domain, like gloves of belligerent skies, there are a ton of ways to build this class though. I like the arcane circlets for the helm item, and there are two rings that I think are better too.
I don't think you can resist or absorb 100% if that's what you mean. From what I understand they don't stack but it's possible something hasn't been found yet.
@@Katastra_ absorb element is from a certain lvl. You can activate it once as reaction per short rest. From what I know (if I remember correctly) - You take half dmg instead of full dmg, or somethingl ike that.
Thanks for actually showing what the high level spells look like.
You're welcome. Will cover more of those in a video soon for all casters.
My favorite thing as a tempest cleric to do in act 3 is:
Have a companion able to cast create water who has a high dex to make sure they go before you in combat,
Grab markoheshkir and use its ability to gain acces to chain lightning once per short rest,
Companion casts create water,
You cast chain lightning and max the damage.
I guarantee unless you are fighting something immune or resistant to lightning this will essentially ensure you will win the fight simply because you delete 1 to 5 enemies from combat turn one
Regarding the water spell. You could always carry water jugs on other characters to set it up for the cleric (Throw said jug and it breaks on impact). This way you save a spell slot and you can have more call lightnings.
Absolutely, thanks for sharing the tip with everyone!
I have shadowheart cast the create water. Then I misty step with my tempest cleric for a juicy lightning bolt.
@@juusovuolle8251 I use summons for that! Djinn (cleric lvl 6) has huge lightning AOE + misty step EACH TURN (and like 160HP)
Then my wizard also can make some summons! (lvl 5 spell slot elemental, but you get better summons at lvl 6) >> They can also blink AND do a huge AOE in either fire/thunder/ice/poison. They never run out of spell slots either. And the summon stays permanently.
You can then further buff the summon with the "feast" and "aid" to give them +37 HP and more immunities
Great vid, very helpful and clear! Having fun with the tempest cleric lightning destruction now!
Glad I could help, love this sub-class myself!
Looks like a fun build :). I've been playing a tempest cleric and absolutely loving it! I like builds that are versatile and can handle more than one situation
This is still one of my favorite builds. Versatile and well rounded.
Tempest Cleric 2 > Storm Sorcerer 2 = Guaranteed max dmg crits at will in Act 1. Place water, twinspell upcasted lightning orb , delete 2 targets of your choosing.
Excited to use that build on my next playthrough.
I’m nearing the end of the game with build 8 levels sorc 4 cleric so I can still get 4 feats. Using most of the lightening charge items, up casting lightening bolt on a wet enemy with the lightening burst necklace just deletes anything. Plus the mobility from storm sorcs fly is so nice
I personally think pure cleric is better because of the utility. Tempest has access to Sanctuary and Glyph of Warding; Sanctuary doesnt dispell when you do damage with Glyph because the Glyph is considered "indirect" damage. This ontop of all the other typical cleric things. Storm/Tempest is definitely strong, I just think it's a bit repetitive and doesnt bring as many tools as pure Tempest.
@@Rehhhhhhhhhhhhh I went with 10 tempest cleric / 2 oathbreaker paladin. I just can't stop laughing when I smite someone and they get oneshot. It's also makes quite good frontliner.
Was tempted at going 6/6 tempest and / sorcerer. But I decided against it in the end.
I also skipped the entire underdark As I went with Lae'zels storyline and I wanted to save the underdark portion for my second playthrough. For variety. I also cleared quite a bit of underdark content in the early access.
I'm playing warlock next playthrough or perhaps a moon druid. Both seem very exciting specs.
I was really surprised just how strong the summons in this game are. I have 3 guys with raise dead and Gale has 2x ice mephits and fire elemental. Oh boy. Do they do work for me.
Why storm sorcerer though? Draconic would outdamage it at some point. Also once you get to level 5 Witch Bolt would be better to upcast.
Thanks for showing a straight Cleric build; I’m trying to roleplay a cleric without any Sorcerer levels, even though I know it’s not as strong that way.
I think pure Cleric is a popular choice which is part of the reason I showed this build. Gives you some output without dipping in anything for those that would like it.
@@MinMaxRPG Much appreciated!
going either 6 or 10 socerer is quite popular build. I went with 10/2 cleric/ oathbreaker paladin. The smite damage is hilarious.
It’s better in melee than multiclassing into sorcerer. Also get higher level spells.
Great vid! I have my Shadowheart built as a Tempest Cleric and she's an absolute powerhouse. Couple of add-ons I'd recommend:
1. Use one of your feats to take War Caster, which gives you Advantage on saving throws to maintain concentration (you should always be concentrating on something with this build, whether that's Bless, Call Lightning, etc). I don't recall a single time I've lost a saving throw on Concentration since I took it (with 16 CON too).
2. Don't sleep on the "Aid" spell - if you upcast it as a level 5 spell, it gives your whole party an extra 20 HP which lasts until long rest and, more importantly, doesn't require concentration AND it stacks with Heroe's Feast, so that's essentially extra 32HP for everyone, which for most classes represents an additional 25% HP or more.
3. There's a weapon called the Staff of Arcane Blessing, located in the Arcane Tower in the Underdark (Act 1) which lets you cast a beefed-up version of Bless - what I usually do is equip the Staff before combat, cast the beefed up Bless on everyone, and then switch back to my main weapon before combat starts.
As a fun sidenote to showcase how powerful this build is (mild spoiler) when you have to fight the "shadow" version of your own party in Act 2, Shadowheart with this build was by far the hardest to take down and killed two of my other party members before I eventually beat her LOL
Great additions, thanks for taking the time to share them! I really like Aid as well.
Hey jorge ! There are some places in which you can "long rest" without long resting. The first example is the regeneration thing in the start of the game (on the alien ship).. There are a few others out there in act2, and act3. if You use these, you keep the aid buff but reset the spell slot
So you make a lvl 6 AID buff (+25 HP to all) and then refresh the spell slot, and cast a lvl 6 feast buff, then refresh again and keep the lvl 6 slot for a fight where you need it.
The only downside on this is that, going to camp and resting is a bit faster than running to the spot where you can long-rest without resetting.
The very OP stuff about this is that, you get certain buffs (from praying to a certain god, or from reading a certain book), and these buffs stay untill long rest >>> but if you long rest this way, they dont get removed.. So if you drink an elixir that reveals invis, you will keep this forever.. untill that character dies OR you do an actual long rest in a camp.
So you can stack alot of "permanent buffs" from doing certain events. And that makes you super OP.
(in act 3 I use Raphael's house) -- I havent spent a single camp supply in like 20+ hours..
Tip, in the gauntlet of Shar, for that room, just bring Shadowheart. It makes it A LOT easier. Just have 2 person to kill. ;)
Playing one in a co-op. This build is very powerful.s
Tempest Cleric is insane. I'm running it with Paladin 2 and doing fat thunder smite crits
Nice, ya Tempest might be my favorite sub-class.
I noted at level one you said strength at 11 and wisdom at 17 and would add one to both at level four. I feel this could be incorrect, possibly better to drop wisdom to 16 and up strength to 12 this way you gain a +1 in strength and still have a +3 in Wisdom, so at four you add both points to wisdom to go from 16 to 18.
The only thing I find a bit annoying going full tempest cleric is the 6th level class feature of pushing enemy away by 5m, the description indicate its a toggle ability but its always active. So sometime the push back mess you up a lot
Haven't played it myself yet but pretty sure you can toggle it on and off in the passive tab in the bottom left. Eldritch Blast knockback works like this at least
@@chocrikir655 not that ability, it does not show up on passive nor reaction
Hopefully that gets fixed because it doesn't match the description like you said.
An idea I just got was if your wearing the spark boots and the ring that prevents you from being electrocuted and the amulet that gives you misty step, you can cast crearte water on a group of enemies, the teleport to them and the boots would electrify the water, instantly electrifying the enemies around you. Witch good armor and a melee build you can afford to be surrounded by your electrecuted enemies.
On the next turn you can cast lighting strike and get massive damage in one melee hit. You can still cast call lighting, or thunder wave, the options of what you can do after that first move are great
You can wear a full lightning charge set with this build; I made mention of it but left it out because I think it deserves its own video.
You should combo this with the shield, that shield gives you a lightning AOE aroudn you (whenever you have 5 sparks charges you can activate it)
@@MinMaxRPGlightning set is not very good. You only need the lightning staff, boots, ring, and the optional amulet.Gloves require unarmes attack and the helmet is just an extra.
@@pentagram4745Yeah that aet is a flavour set for act 1 but you change it real quick. There is a lot of better gear and in the end, its just a gimmick.
Nice build, will try it with Selune on my MC to see what comes out of the Selune/Shar interaction !
And shoutout to the baby making noise to help dad's naration !
Haha!
Thanks for not showing another multiclass build i love the pure ones
Glad you like them!
The gloves of dexterity might be a good addition. They raise your dex to 18. You can purchase the gloves from A'jak'nir Jeera in the mountain pass in act 1.
That would be a great fit, depending on my party sometimes I swap the str gloves on and melee to save spell slots where possible.
mountain pass is act 2 but it is a very nice item to have. I handed them over to Lae'zel / Minthara depending who I have with me. Also the halberd you get from the moonrise towers vendor is bonkers.
@@juusovuolle8251 I wiped out that place, no vendors for me
@@juusovuolle8251 Mountain pass is still Act 1. Shadow-cursed lands is Act 2. Source: The achievement pops for getting into act 2 once you reach the Shadow-cursed lands.
@@judostar11 it might be act 1 but it still progresses the "conflict" (and maybe other things?) if you go there to soon.
Thanks for the video
If you go for heavy armour is it meaning you more likely going to be hit by the enemy overall? If so it seems better option would be to go for dex over heavy armour no? With high Dex you get initiative and increases AC as well as reduce the chance of getting hit 🤔? Whilst heavy armour gives you protection but won’t reduce if the enemy hit just the damage?
Glad you enjoyed the video. I think Dex and Initiative are some of the best stats in the game. I've even built parties around Initiative, and it makes for really amazing playthroughs as you can setup your combos or just eliminate high priority targets early.
Pro tip:
Go to house of hope,
Buff "Aid" lvl 6, use the bath to "long rest", then use the feast lvl 6, then long rest again.. boom. You have +25HP from aid (lvl 6) and +12 hp from feast + immunities -- AND you refreshed your spell slots.
Bonus tip: if you have permanent summons, make them first.. then use your +37HP buff!
Thanks for this build. To understand, it's usefull to spend points in CHA and INT at start ?
You could remove them and drop the stats to 8 but you'll lose some saving throw on them vs spells cast at you.
@@MinMaxRPGIt make sense now :-) Thanks so much !
How are you wearing Heavy Armour with proficiency? Cleric can only wear medium and I can't see any feats in the guide that takes it :(?
Tempest Domain grants access to Heavy Armor.
Spirit guardians is bonkers
Absolutely agree. I'd love to see a damage meter of my playthrough lol.
build looks great my only question is why 16 cons?
concentration saving throws, your main dmg dealer spell only uses a spell splot the first time you cast it and can be used for 10 turns, however if you get hit and fail a cons saving throw then it drops and u gotta cast it, also clerics have a ton of concentration spells in general so its important.
Saving throws.
can you do solo with that?
Does Tempest Cleric get "chain Lightning and if so at what level?
I can't wrap my head around 2-16 damage... to me it's always 2d8
2~ 2x8 if you got something like 4d8 thats just 4~ 4x8 dmg (4 dices all rolling 8 for max dmg)
I've started using the 2d8 or 1d4 myself. Seems more of the community is familiar with that and now I've gotten used to it.
One level dip in storm sorc most of the time solve movement problem =)
Great suggestion, thanks for sharing!
Anyone experience Wrath of the Storm bug not triggering reaction? Any fixes? :(
Does any of this subclass work with Nyrulna?
You could make something work but ultimately a Throw Barb with Tavern Brawler will be more effective.
trying to copy this build any tips on a fast way of finding all the items you got i got the head part that's about it
Atm, I don't have a quick way but am planning a playthrough to do builds along the way indicating where all the items are. Wish I had kept better track on the first run.
Fast way's might be tough. if Items come from act 1 and you've passed that.. or sold it, then it would be hard to get it back..
How many attacks per turn?
lol, planar ally is only at lv 11, well this gonna take a while..;
Personally, felt the leveling was fairly quick. Actually wish the level cap was higher since there's plenty of exp to be had once you're level 12.
Markoheskir is a great weapon too.
I don’t think these feats are that good, and there is much better equipment for tempest domain, like gloves of belligerent skies, there are a ton of ways to build this class though. I like the arcane circlets for the helm item, and there are two rings that I think are better too.
Include more action showcasing combat.
Thanks for the feedback, will try to add more in the future!
@@MinMaxRPG I forgot to add 'please'. Thanks for the video!
I didn't think absorb elements was in the game?
I don't think you can resist or absorb 100% if that's what you mean. From what I understand they don't stack but it's possible something hasn't been found yet.
@@MinMaxRPGI was talking about at 3:28 I didn't think they put the first level spell Absorb Elements in the game, is it from a mod?
@@Katastra_ absorb element is from a certain lvl. You can activate it once as reaction per short rest. From what I know (if I remember correctly) - You take half dmg instead of full dmg, or somethingl ike that.
@@thescatterpiratesquarepant7935 I'm aware of the spell in 5e, I didn't think it was in BG3
Damn and there goes the last good Diablo immortal content creator…moving on like the rest of them 😢
I will still be making some DI videos albeit not as many. Even planning to cover this patch this week with thoughts etc.
@@MinMaxRPG glad to hear it! Looking forward to any new content from you 🙏🏻