So while the above suggestions are valid, they are primarily surrounding using a different class entirely, and splashing Tempest Cleric. Imho if you're *playing as* a class primarily, that means at a minimum 6 levels of that class, and a build centered around what that class does well. So for me, it would start by looking at whether you should multiclass at all, and what you give up by doing so:
If you miss X levels of Tempest Cleric, what do you miss?
1 level - a feat
2 levels - 6th level spells
3 levels - Divine Intervention (once per game only)
4 levels - 5th level spells, and Insect Plague / Destructive Wave as domain spells (but you gain the feat back)
5 levels - a feat, and Divine Strike: Thunder
6 levels - Domain spells Ice Storm and freedom of movement, 4th level spells
So, what does tempest cleric do well?
- They bully in terns of positioning; with Thunderbolt Strike you can push enemies around basically at will as long as you're dealing thunder or lightning damage
- They have an incredibly powerful maximize effect for thunder or lightning damage specifically, with Destructive Wrath they can auto-deal max damage, which is huge for the highly variable damage Thunder and Lightning tend to do
- They are tanky, with heavy armor, shields, martial weapons, and all the healing normally associated with the Cleric kit
- They make good use of their reaction, having a built in reaction attack which deals lightning and thunder damage.
Given that, what are some good build options?
1) You could double down on the melee bullying, getting in enemies faces and using your reaction to push them back, maybe in conjunction with sentinel. The trouble with going heavy melee is baseline they don't get an extra attack. 5 levels is a *lot* to give up to get an extra attack, but it's certainly an option. Any option which will grant an extra attack won't also give full spell slot progression (other than college of valor bard), so 5 levels would indeed be my target here. Lots of options (Bard, Paladin, Ranger, Fighter, Warlock, Monk, Barbarian), these are just some that stand out to me:
- Warlock (Pact of Blade); with repelling blast you can double down on pushing folks around. It also gives you always on Shilleleigh. You don't need proficiencies, and you can gain some other minor benefits, it's not terrible.
- Way of 4 elements Monk; you actually gain quite a bit of mobility and can actually get up to 4 attacks per round. Though it seems to fly in the face of your normal tankiness and is *very* MAD (Multi Attribute Dependent), but using the lightning gear with this, and maybe in conjunction with tavern brawler, this could actually be crazy powerful. The more I think about it the more I like it.
- Wildheart Barbarian; it super doubles down on the "tankiness" aspect, but you lose out on a lot of spellcasting power during fights. Still, if max survivability is what you're seeking, this will do it.
- College of Swords Bard; You have to do 6 levels but you get max spell slots, so lots of slots to use your 3rd level spells of each class. It's not terrible, but wouldn't be my pick.
2) You could go for max thematic synergy and go storm sorcerer. It actually would work really well to get you into melee, though it won't fix your low attacks, and you get metamagic, though none of the effects are as good for you as your existing maximize damage effect. I feel like Storm Sorc benefits more from a dip in Tempest Cleric than vice versa. It does let you quicken the Call Water though, and that allows fun novas.
3) Wizard. Since MC Wizard works the way it does, you have unlimited spell selection, and most importantly, 6th level Wizard spells, including but not limited to Chain Lightning. You don't need much for it, just one level will work, or two if you want to pick up subclass features, either Evocation (safer to use your chain lightning etc) or Divination (for super powerful Portents). Since Planar Ally is great it's a tough call, but I don't think either of the Wizard subschools would matter nearly as much as the 6th level Wizard spells, so I'd probably go just one level.
For me then the top 3 would be:
Tempest Cleric 6 / Way of 4 Elements Monk 5 / Wizard 1. Take Fist of Four Thunders for one of your 3rd level Monk powers. Has up to 4 attacks per round, synergizes well with existing items in the game, still gets 2 feats (Likely Tavern Brawler and one other, maybe Elemental Adept or War Caster?), and is an absolute *bully* constantly pushing people around. Has wide spell diversity and options, with 3rd level Cleric spells and 4th level Wizard spells, and can create water surfaces via Create Water to exploit for additional damage and status effects, just not as fast as Storm Sorc or with the same max power as 6th level Wizard spells; definitely a melee combatant first and foremost.
Tempest Cleric 11 / Wizard1
Basically just a pure Tempest Cleric with one less feat in exchange for access to all Wizard spells; including Chain Lightning. Simple but very powerful and fun imho. If you want safer lightning spells vs the party just bump to 10 / 2 and go Evocation, or if you want Portent rolls same thing but go in that direction of course.
Tempest Cleric 9 / Storm Sorc 3
Gets you good mobility and great nova potential; caps at 5th level spells so no Chain Lightning and less overall spell selection, still absolutely great. If you want a feat more than 5th level spells you can go 8 / 4 instead of course.
Edit: Scratch that, if not going for the Melee Monk Build, I'd *definitely* just combine the 2! Tempest Cleric 7 / Storm Sorc 3 / Evocation Wizard 2, get 6th level Wizard spells, the nova potential of Storm Sorc, the team safety of evocation Wizard, and keep Tempest Cleric as the primary of course. Super MAD but hey I think it's just crazy enough to work
