The main role of a cleric is that of a healer, and this is regard it sets itself apart among the available classes with the exception of the druid class. Bards can cast arcane spells, many classes have access to thief skills, and classes other than the fighter class are capable of fighting on the front-lines of a battle — but none of the other classes have the unrestricted access to the healing spells that clerics have.
This build optimizes the cleric for its main purpose — that of a healer.
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The 5th edition rules have lessened the need for a healer after fights with the introduction of the short and long rest periods. For this build, the player will want to pick the Life domain for its bonus healing. Battle clerics who get their divine power from the War domain are similar to paladins; but they trade a little fighting ability for more robust divine spellcasting abilities.
When the party if focusing their attacks on one target, this extra 1d4 per attack adds up and can allow the party to fell strong opponents quickly. This build can be combined with the fighter class to further improve battle efficacy if desired. These clerics had access to arcane spells and could cast in anti-magic, dead magic, and wild magic zones without consequence.
The 5th edition equivalent so far is the Arcane Cleric. It is not nearly as good as the cleric of Mystra, but it is still an excellent cleric build. Arcane Clerics have access to arcane spells, but the selection is very limited. One benefit to this build is the ability to dispel negative spell effects from a party member when using a healing spell on them. This is a very potent combination.
One great ability is that the trickery cleric can create an illusionary duplicate of themselves. This means that a trickster cleric can cast healing spells on party members from a distance. At 17th level the cleric can create four duplicates and have them remain close to the other party members — this allows the cleric to be able to quickly heal anyone in the party from a safe distance.
Tempest clerics are typically followers of gods with weather in their portfolio — such as Zeus or Talos. One of these abilities is Destructive Wrath acquired at 2nd levelwhich maximizes lightning and thunder damage. This ability is awesome when paired with the bonus Call Lightning spell Tempest clerics receive at 5th level, and the Divine Strike ability gained at 8th level. By far the best ability Tempest clerics get is the ability to fly at will at 17th level as long as the character is not indoors or underground.
This is a great way to make a monk a multi-purpose character. Monks can handle themselves in melee almost as well as fighters, but are at a severe disadvantage when it comes to ranged attacks. The Light domain gives numerous bonus spells that are ranged damage spells.
Some of the more notable of these are; scorching ray, fireball, and flame strike. The monk's mobility will allow the character to quickly move across a battlefield to heal wounded party members.
This is an excellent choice for playing with a DM that is a bit stingy with magical items, weapons, and armor. The Forge cleric gains several abilities that allow the creation of non-magic items; including weapons and armor.
The artificer class then allows the character to imbue these crafted items with magical properties. Even before this build allows for the creation of permanent magical items it has abilities that allow for the creation of temporary magical weapons and armor. The most notable of these is the Touch of Death.
At a high level, this could kill lesser opponents with one blow. The Death cleric also works well when multi-classed with the necromancer sub-class as they reinforce each other well. This is one of the more powerful multiclass cleric builds in 5th edition.
The ranger class will make the cleric better in melee, and the cleric class will allow the ranger access to heavier armor.I hope to add some Navigation aids that will help moving around the document as I research items.
Curse the wizard that created the first robe of the archmage! Now any whelp of a hedge conjurer or witless apprentice that finds one considers himself an archmage. Then these fools seek magic far above their station or grasp at power as if donning a robe made them royalty. What a blasted nuisance. But with the good must also come the bad. Therefore, the purpose of this guide is rate magic items to help players decide what are the stars and what are the dogs.
In regards to point 2, trading items is an AL play concern. With that being said, it is important to note that players can only trade like-rarity items for other like-rarity items.
So players can only trade a rare item for a rare item or a uncommon item for an uncommon item etc, etc. If you are playing in an a home campaign, and your DM allows you to sell magic items, depending on how rare the item is, you might not be able to find someone to sell the item to, which is problematic DMG pg.
You have what is known as a quality problem. As far as point three, this is a serious concern for adventurers. In 5e, characters can only have three magic items attuned at a time DMG pg Therefore, unlike 4e, the number of magic item slots available to characters are very limited and magic items must be carefully considered.
Naturally, items that are good and do not require attunement will be given greater consideration. Otherwise, you can assume all items are in the DMG.
This guide will use the following color coding system:. Luck Blade — Wish on a stick?! This item would be amazing if just for that property. But It also has the luck property, which lets you reroll an attack, saving throw or ability check.
Platinum maybe? The paladin is back in town. Oh and he brought some friends who are also stronger thanks to him.And they were engaged in religion. The Cleric has been around since the beginning.
At first glance you may think this class is just there to heal the party. Cleric optimisation starts here. If you feel it fits your concept, go for it, but you will likely be less effective.
Remember that this is an optimisation guide. The Stat bonuses will be more useful in the early game and will even out once you get a few levels and Ability Score Improvements. At lower levels though, the difference is much more noticeable. It is less forgiving, and getting dropped is really, really easy.
Keep that in mind when looking at races. The support utility you bring to the table is excellent and you can defend with the best of them. Your party will love having you around. The Forge Domain also has incredible utility and buffing capability. Clerics are looking for a skills to go with their high Wisdom, so skills like Insight and Perception are your bread and butter. Other skills and benefits may work as part of your character concept though. Keep in mind that if a background gives you a skill you already had from your class or race, you get to pick any other skill to replace it including a non-class skill.
The Nature cleric, who can become single stat dependent can have more feats. Assuming that you are using a point buy, most clerics will not get more than 2 feat if that. While there is a colour grade in this section remember that other options may fall into your character concept side of things than true optimisation.
You overlook the main benefit for Magic Initiate or Ritual Caster feats. The ability to pick up Find Familiar owland fly by attack your allies to Cure Wounds at range.
The Best Cleric Spells in 5E Ranked | Cleric Spells 5E Guide
Add in the darkvision the owl has and it can really help out a human. Plus Minor Illusion and Mage Hand both of which uses can be found for fairly often, or Prestidigitation which is usually fun.
In your multiclassing section you have a picture…would you consider that weapon to be a quarterstaff? Odd question i know but it appeals to me. I want a long weapon that also acts like a lightning rod and does bludgeoning damage for my Firbolg Tempest Cleric, who is going to be one part former farmer, one part patient and physically imposing almost Thanos like. The picture is starting to form in my head but the weapon and background seem just out of reach currently. Not my picture or page, I was just here looking for some guidance.
Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. It only takes a minute to sign up. I'm playing a FR campaign as a level 7 Cleric of Mystra. I have the possibility of buying one of these two magic items:. To sum up: Buy the hilariously underpriced ring of evasion and save boosting and nondetection for a party member who will benefit more for as much as they're willing to spend on it.
A periapt of wisdom is worth gp. Thus, if you have reason to suspect that a periapt of wisdom will be available more cheaply in the future, this will inform your choice. To a cleric, wisdom is all.
Wisdom is all. Evasion only works if you pass a reflex save. Looking at bonus spells per daythe tradeoff is this. The answer will vary by campaign, but it would be hard to be more persuasive by the wisdom boost, save if the cost was such that market arbitrage could provide for the same bonus, later, for less expenditure. Sign up to join this community. The best answers are voted up and rise to the top.
Home Questions Tags Users Unanswered. Which of these items should I buy for my Cleric of Mystra? Ask Question. Asked 4 years, 11 months ago. Active 4 years, 11 months ago.
Viewed 2k times. Additional information that might be helpful in making a decision: My alignment is neutral good. I do not fear showing it as I do not fear saying I am a cleric of Mystra. I don't always talk for the rest of group, even if I have the highest Diplomacy skill, as there is a Bard. The Wizard does not have Craft Wondrous, and when we are in cities the DM generally gives us the possibility of buying any item with a maximum gold amount which is currently 12k gp.
As a zealous follower of Mystra, I spend all of my havings in Magic items tradings. My actual items currently have a total value of around 10k gp, but I'm not sure about this. Which one should I buy? Wibbs 17k 6 6 gold badges 44 44 silver badges 94 94 bronze badges.
How much are you "spending" on this? Are you open to "even better choices? I have no idea of total value of My items. Probably around 10k gp. Active Oldest Votes. Brian Ballsun-Stanton Brian Ballsun-Stanton k 20 20 gold badges silver badges bronze badges. Still wisdom? Discuss with your party if anybody else wants it and simply buy a periapt later if the item would be lost if you don't buy it now. Since there are some other characters that want that ring, I'll go for periapt.
Sign up or log in Sign up using Google.Plus, players of every class need to know which items to keep their eyes out for, and which magical items they can surrender to the other party member who wants them.
Every arcane caster needs an arcane focus to go with; usually, a character's arcane focus isn't something the player needs to think about overmuch. It's normally a simple matter of creating the character and declaring that they've got a special crystal or wand to serve as a conduit for the character's magic.
After that, the focus is set. However, should a bard pick up a Blast Scepter, they could take their arcane focus game to the next level. As a bonus action, they'll also be able to cast the Thunderwave spell at level 4 without using up one of their spell slots. That's an incredibly handy item to have equipped, especially for a bard regardless of build. This is a good item for a bard starting at lower levels: it's listed as a "common" wondrous item, so it shouldn't be too hard for the bard to come by.
It's more limited than other disguise garments in that it can't be anything other than a cloak, but there's still plenty a clever enough bard with a high enough charisma could do while roleplaying with this item.
Plus, because it doesn't take up an attunement slot, this can be used in a hurry even when the bard is using all their slots to attune to other items unlike the more powerful hat of disguise, which casts the Disguise Self spell but needs attuning to do so. With a Deck of Illusions up their sleeve, the bard using them could very well take control of an entire combat encounter. The illusion can then be moved around to make it lifelike, though of course, any creature that comes into contact with it will discover its true nature.
The deck doesn't require attunement, so it's another great item for the bard to have in a pinch. Summoning fake, weird monsters to the battlefield to confuse enemies? That's right in a bard's wheelhouse.
To that end, a suit of Glamoured Studded Leather is just the thing to give any bard. The armor still weighs the same, as the effect is illusory, but it's great for disguises. They're designed to be the jack-of-all-trades class, and that generally allows bards to use their abilities and subclass to fill in whatever holes the party has in terms of skills. Rogues are known for their thieving ability, but they don't have to be the only ones.
This one is right in the name. Instruments of the Bard are designed with bards alone in mind, and they'll amplify the bard's already considerable arcane powers that come with their musical ability.
On top of that, each instrument subtype has its own unique list of spells. Some, like the cittern or the mandolin, come with the ability to cast Cure Wounds among a couple of other spells eachwhile the lyre can create walls of wind and fire, and the lute can protect from energy and poison.
Don't expect to find that one immediately, however, as it's a legendary item and probably wouldn't be found until higher levels. Borrow all manner of spells from allies. The Ring of Spell Storing, as the name suggests, stores spells that are cast into it; up to 5 levels' worth of spells can fit in the ring at a time.
That opens up a world of possibilities for the bard who uses this ring, as the stored spells don't have to be theirs. It should be pretty obvious why a bard or any other character, really might want a bit of luck in a tight spot.
All in all, this one just makes all of the bard's many abilities and skills a little more doable, regardless of the situation.
Beyond those items, anything that extends a bard's charisma-based abilities is great to have, since charisma is their top skill.
Bards are masters of charm and magical manipulation, so a magical item that packs a little more into the bard's magical punch is worth snagging from the party loot pile. Cloak of Many Fashions This is a good item for a bard starting at lower levels: it's listed as a "common" wondrous item, so it shouldn't be too hard for the bard to come by.
Share Tweet Email 0.Beyond the usual treasure that players tend to find, it's not uncommon for them to come across magical items that could prove useful. Magical items range from common to legendary. There are low-level items that anyone in the party can use as well as items only the wizards or the sorcerers of the group can play around with. The first item on this list is the Alchemy Jug. The players are able to use an action and name a liquid and it is able to produce it.
There are only certain liquids it can make: Acid, wine, basic potion, salt or fresh water, oil, mayo, vinegar, beer, and honey. In an adventure, the players never know when they might need acid or honey. The next magical item on this list are the winged Boots.
The wearer of these boots is able to fly up to four hours while wearing them. Whenever the boots are not used for 12 hours, they regain 2 hours of flying time. The Winged Boots are something on the more magical and fun side that a DM can give to their players early in a game.
While the players might assume to give these Bracers of Archery to their Archer, it would actually be best to give these to a player that is not proficient in long or short bows. When the Lantern of Revealing is on, it can burn up to 6 hours with a pint of oil in it.
The light from the lantern radiates up to 30 feet. Something that is cool about this particular lantern is that it will make humans or creatures that are invisible visible when in the light of the lantern. This lantern is a good choose for characters that do not have darkvision and do not want to carry torches around all the time.
Give this lantern and the Alchemy jug to the players and they will never be in the dark again. This is a good option for characters that do not have a high armor class and do not want to have to carry a shield at all times.
The first potion on this list is Potion of Climbing. The Potion of Climbing is a potion that will give whoever consumes it the power of a climbing speed equal to their walking speed for up to an hour.
During the one hour, the player that has taken the potion has an advantage on all strength check for climbing. These are magical items that will make your players very happy if they happen to find these in a chest somewhere. These are a pair of Sending Stones.
They are small stones that are easily held in the characters' pockets. The stones are able to help cast the sending spell. This allows two characters to basically use them as modern-day walkie talkies. This especially comes in handy in sneaky conversations because the characters do not actually have to speak the words aloud. The Bag of Holding is a bag that is bigger on the inside than the outside. This bag can hold up to pounds without dragging the players down with only weighing 15 pounds whether there is something in the bag or not.
The bag can, however, be split open or overloaded. When this happens, the items in the bag are lost in the Astral Plane and the bag is destroyed. A DM can give this to their players so that they are not inconvenienced with the different types of treasures the players are carrying.
It is also funny to see what interesting things the players put into the bag just because they can. The next magic item on the list is the Stone of Good Luck. Giving this to a player gives them one more chance if they get a low roll or even the dreaded crit miss. It will also stop the players from cheating on their rolls While this is an uncommon item, it is very useful and is not overpowered in any way.
This is a great item for even more experienced players who are higher level.Welcome to our top ten Cleric spell list! We went through every available spell in their arsenal and came out with a list that we believe to have the most reliable and efficient spells a Cleric can wield. We wanted to have a good mixture of utility, efficient damage dealing, and role-playing when creating this list, as every campaign should have a good mixture of all three of those aspects.
For example, if set at its traditional third level, it will end any active effects from a spell that was cast from a third level or lower spell slot. The second entry in our cleric spells 5E list lets you create a floating, spectral weapon that will remain for one minute, which is the equivalent of six combat rounds.
This weapon will let you take a bonus action where it will deal damage equal to 1d8 plus your spellcasting modifier. If you set Spiritual Weapon in a spell slot above the second level, you will get to roll an additional 1d8 per level. For the cost of one bonus action, you will get five bonus attacks! You create spirits that float around you, causing enemies in a fifteen-foot radius to lose half of their speed. When an enemy enters the fifteen-foot radius for the first time, they must make a successful Wisdom saving throw.
If they fail, the target takes 3d8 of radiant or necrotic damage, depending on your alignment. Should they succeed in the throw, they take half 3d8 radiant or necrotic damage. If you set Spirit Guardians in a spell slot that is above the third level, you will get to roll an additional 1d8 per level. You revive a dead character back to life, leaving them with one hit point. The target cannot be dead for longer than one minute. A literal lifesaver; it should come as no surprise this spell made it onto our Cleric Spells 5E Top A humanoid target within sixty-feet must make a successful Wisdom check or they will become paralyzed.
A character paralyzed by Hold Person can make another Wisdom roll at the end of their turn and will lose their paralyzed condition if their Wisdom roll is successful. If you prepare Hold Person in a higher spell slot, you can target one additional humanoid for each slot above the second level you prepare this at. For one hour, an item you touch will brighten up a twenty-foot radius, and dimly light an additional twenty feet beyond that.
If the item is attached to a hostile being, that being must make a successful Dexterity check to avoid their item from being affected by the light spell. Not only does Light cut the need to worry about the weather with a torch it, but can also be used to redirect a potential thread in a different direction.
You send a flame-like radiance at a target that can only be prevented by making a successful Dexterity check. If your target fails the check, Sacred Flames deals 1d8 fire damage, and the amount of damage you can roll for increases at the seventh 2d8eleventh 3d8and seventeenth 4d8.
A character within sixty feet heals 1d4 plus your spellcasting modifier which is the Wisdom modifier for a Cleric. If you set Healing Word in a spell slot above the first level, you will get to roll an additional 1d4 per level.
The Good God Botherer – D&D 5E Cleric Optimisation Guide
In the heat of combat, it is easier to cast Healing Word as opposed to getting close enough to touch an ally for Cure Wounds. A character within touching distance heals 1d8 plus your spellcasting modifier, which is the Wisdom modifier for a Cleric. If you set Cure Wounds in a spell slot above the first level, you will get to roll an additional 1d8 per level.