Arcana Cleric Build Guide – Pious and Genius – 2024 Version
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For all D&D guides on Nat1gaming, they only use the main sourcebooks (Player’s Handbook, Tasha’s Cauldron of Everything, Xanathar’s Guide to Everything) as well as Strixhaven: A Curriculum of Chaos (mostly for Silvery Barbs) as those tend to be the most commonly used books at tables. Always be sure that if you’re following a guide that you’re adhering to your tables rules about what sourcebooks you are allowed to follow.
Any spell, class, feature, or other game item that is linkable on this website is covered by the 5th edition Open Games License and will be in the Player’s Handbook, but not everything in the Player’s Handbook will be linked to. All other materials that aren’t linked to are from other sourcebooks or aren’t allowed to be linked to per the 5th Edition Open Games License, so please refer to the appropriate sourcebooks for that information.
For the purposes of this guide, it will be assumed that you would not be multiclassing. While multiclassing can be excellent for many of these, this is for those who want to play the build all the way through in the same class. Guides that use multiclassing will be separate from these.
For spellcasters, you may notice substantial overlap between the spell lists of builds with the same base class. This is due to each guide utilizing a generically good spell list and not considering extenuating factors that will influence how you particularly sculpt your spell list. When creating your own spell list, you should take into account the campaign setting, what spells any other party members are capable of casting, potential overlap (ritual spells tend to overlap so it’s rare you need multiple people capable of casting them), or potential shortcomings in the parties total spell list. While this guide can definitely help point you in the right direction for crafting a spell list, you should use your judgement and preferences to figure out what spells make the most sense for your character.
To that end, please refer to the Spell List and Spell Tier list for any substitutions you’d want to make to the build.
Cleric Spell List and Spell Tier List
Why Arcana Domain Cleric?
Arcana Domain is a very unique subclasses as while Cleric or Druid are popular class “blends” for subclasses, Wizard certainly isn’t! You definitely don’t get all the bells and whistles that you’d hope for, but you do get some solid abilities which is a functional miracle considering this came out of the Sword Coast Adventurer’s Guide which was known for positively horrendous subclasses.
Arcana Cleric Abilities Ranked
Arcane Initiate (Level 3) – C Tier – Picking up two cantrips, especially ones you can’t normally access, is solid!
Channel Divinity: Arcane Abjuration (Level 3) – C- Tier – I think this ability is a bit underrated, but it’s not too exciting either. Turning extraplanar enemies is helpful, but it would be incredibly rare that banishing a really low level one (compared to you anyway) would be that helpful. If the scaling was better, this would definitely be better, but it’s not a bad ability.
1st Level Spells (Level 3) – C+ Tier – You already had access to Detect Magic so that isn’t a big draw, but getting Magic Missile is definitely nice as it’s one of the most consistent sources of damage in the game.
2nd Level Spells (Level 3) – D Tier – Not terrible options, but I’m not excited about either barring some pretty niche scenarios.
3rd Level Spells (Level 5) – D Tier – Two spells you already had access to, but freeing up a prepared spell slot because of the free Dispel Magic is nice.
Spell Breaker (Level 6) – C Tier – Sometimes this will turn your healing spell into an extremely good spell, but this won’t be that useful most of the time. Still, the ceiling here is relatively high which is nice, even if the floor is low.
4th Level Spells (Level 7) – C+ Tier – Arcane Eye is definitely a nice pickup that Clerics can’t normally get, it’s just a shame that Secret Chest is terrible.
5th Level Spells (Level 9) – C+ Tier – Teleportation Circle is a really nice spell that Clerics don’t get, but another party member probably could already take it. Planar Binding can be broken, but this isnt’ a spell you want prepared all the time and you can naturally prepare it anyway.
Arcane Mastery (Level 17) – A Tier – Getting four prepared spells that you wouldn’t normally have access to is obviously excellent, especially when you can take the best of the bunch in each category.
Quick Level Up Guide
Level | Class Features/Feat | Notes |
1 | Spellcasting, Divine Order (Protector) | + Guidance + Light + Sacred Flame + Bless + Detect Magic + Guiding Bolt + Healing Word |
2 | Channel Divinity (x2) | + Command |
3 | Arcana Domain, Arcane Initiate, Arcane Domain Spells, Channel Divinity: Arcane Abjuration | – Detect Magic + Detect Magic (Arcana) + Magic Missile (Arcana) + Aid + Augury + Magic Aura (Arcana) + Magic Weapon (Arcana) |
4 | Feat: War Caster (WIS) | + Word of Radiance + Lesser Restoration |
5 | Sear Undead | + Dispel Magic (Arcana) + Magic Circle (Arcana) + Revivify + Spirit Guardians |
6 | Channel Divinity (x3), Spell Breaker | + Aura of Vitality |
7 | Blessed Strikes (Potent Spellcasting) | + Arcane Eye (Arcana) + Banishment + Secret Chest (Arcana) |
8 | Feat: Resilient (CON) | + Divination |
9 | – | + Commune + Greater Restoration + Planar Binding (Arcana) + Teleportation Circle (Arcana) |
10 | Divine Intervention | + Toll the Dead + Summon Celestial |
11 | – | + Heal |
12 | Feat: Wisdom to 20 | None |
13 | – | – Guiding Bolt + Conjure Celestial + Plane Shift |
14 | Improved Blessed Strikes | None |
15 | – | + Holy Aura |
16 | Feat: Heavy Armor Master (CON) | None |
17 | Arcane Mastery | + Mass Suggestion (Arcane Mastery) + Simulacrum (Arcane Mastery) + Maze (Arcane Mastery) + Mass Heal + Wish (Arcane Mastery) |
18 | Channel Divinity (x4) | + Antimagic Field |
19 | Epic Boon: Boon of Fate | + Gate |
20 | Greater Divine Intervention | + True Resurrection |
The Ultimate One D&D Cleric Guide
Not seeing the build you would want from this guide? This article can help!
Level One Build
Species: Human
Attributes:
POINT BUY | |
STRENGTH | 15 |
DEXTERITY | 8 |
CONSTITUTION | 15 (+1 background) = 16 |
INTELLIGENCE | 8 |
WISDOM | 15 (+2 background) = 17 |
CHARISMA | 8 |
Class: Cleric
Class Features: Spellcasting, Divine Order (Protector)
Skill Proficiencies: Insight, Medicine, and Perception (Human)
Background: Farmer
Human Feat: Musician (or Alert if two or more party members have Musician)
Starting Equipment: Mace, Chain Mail, Explorer’s Pack, a Shield, and a Holy Symbol
Starting Spells:
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
1st Level Spell | Bless |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
Species: Human
Humans are simple – you get an extra Origin feat, Heroic Inspiration each long rest, and an extra skill. This is a great species for those who didn’t get their origin feat of choice with their background.
Human Feat: Musician (or Alert)
Musician is an excellent feat that at least one party member should have, if not two. However, if your team doesn’t need a Musician, Alert is an excellent backup.
Attributes
POINT BUY | |
STRENGTH | 15 |
DEXTERITY | 8 |
CONSTITUTION | 15 (+1 background) = 16 |
INTELLIGENCE | 8 |
WISDOM | 15 (+2 background) = 17 |
CHARISMA | 8 |
Every heavy armor Cleric is going to need Constitution and Wisdom buffed as much as possible and 15 Strength so you can wear the heaviest of armors.
Proficiencies: Insight, Medicine, and Perception (Human)
Solid proficiencies for Cleric as they’re all Wisdom based skills.
Background: Farmer
The best background for Clerics as it gives Constitution and Wisdom on top of the best Origin feat that you can get with this attribute split.
Starting Equipment – Mace, Chain Mail, Explorer’s Pack, a Shield, and a Holy Symbol
While this technically runs you a few gold over the starting limit, I’d be shocked if a DM wouldn’t allow you to have this. At worst, dissemble parts of the Explorer’s Pack until you are back under the limit (just prioritize Rations and a bedroll)
Class – Cleric
Starting out, Clerics get two abilities – Spellcasting and Divine Order (Protector).
Spellcasting is pretty much the same as the other full casters and will be expounded on in other sections.
Divine Order lets you choose between Protector and Thaumaturge. Protection gives you heavy armor and martial weapon proficiency and Thamaturge gives you an additional cantrip and the ability to add your WIS modifier to Arcana and Religion checks. Obviously, there is no contest here on which to choose – Protector gives you substantially more value.
Starting Spells
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
1st Level Spell | Bless |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
This is going to be an extremely standard spell list for a level one Cleric. You have good cantrips and versatile level one spells with varying effects with buffs, damage, and healing. Simple and effective.
The Build Level 2 Onward
Level 2-5
Level 2
Class Features: Channel Divinity (x2)
Spell Change Log: + Command
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
Level two brings another spell, but more importantly, your Channel Divinity!
Your Channel Divinity brings two charges per day and two features to the table with Turn Undead and Divine Spark. Turn Undead potentially makes undead run in fear if they fail a WIS save which is a unique feature, but not always the most useful as this obviously only works against undead. Divine Spark lets you use your action to either deal or heal a little bit of damage. Definitely not great, but the healing can be helpful in a pinch.
For your spell choice, you can pick up Command. While right now it’s not a great spell as using your action and a spell slot to potentially rid one enemy of their action is not a good trade. However, as you get to upcast it, trading a spell slot and action for potentially ridding multiple enemies of their action is a much better deal. Save this for a few levels from now.
Level 3
Class: Arcana Domain
Class Features: Arcane Initiate, Channel Divinity: Arcane Abjuration, Arcane Domain Spells
Spell Change Log: – Detect Magic / + Fire Bolt (Arcane Initiate) + Minor Illusion (Arcane Initiate) + Detect Magic (Arcana) + Magic Missile (Arcana) + Aid + Augury + Magic Aura (Arcana) + Magic Weapon (Arcana)
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt (Arcane Initiate) |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Minor Illusion (Arcane Initiate) |
Cantrip | Sacred Flame |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (Arcana) (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Magic Missile (Arcana) |
2nd Level Spell | Aid |
2nd Level Spell | Augury (R) |
2nd Level Spell | Magic Aura (Arcana) |
2nd Level Spell | Magic Weapon (Arcana) |
Level 3 brings your subclass which gives you many abilities and new spells!
Your first ability is Arcane Initiate which gives you two cantrips from Wizard and I like picking up Fire Bolt and Minor Illusion. Fire Bolt is the best attack cantrip you can grab and better than Sacred Flame which is nice. Your second cantrip is much more flexible as you should pick your favorite utility cantrip. I like Minor Illusion, but you can pick any option you like.
Your next ability is Arcane Abjuration which is your Channel Divinity option. This is first like a Turn Undead feature that instead works on extraplanar entities, but at level 5, this turns into a non-concentration Banishment for low level creatures (or you can still turn higher level extraplanar beings). Banishing low level targets isn’t super exciting, but it is something.
Finally, you get your Arcana Domain spells and you get a bunch to start off with in Detect Magic, Magic Missile, Magic Aura, and Magic Weapon.
Detect Magic is a solid ritual that you already had access to, but this does free up a prepared spell slot which is nice.
Magic Missile is the best first level damage spell in the game that stays relevant for awhile which is really nice to have.
Magic Aura is an extremely specific spell that may never come up, but this can be helpful to use species specific items that you couldn’t normally use before.
Finally, you get Magic Weapon which can be alright to boost an allies weapon, but not very exciting and it definitely does not scale particularly well.
For your spell choices, you can pick up Aid and Augury.
Aid is an excellent temporary health buffer for your team as 15 total points for a second level slot is quite nice, and better yet, this scales quite well with higher spell slots put into it.
Augury is an awesome ritual that lets you get a free question (or multiple if you’re lucky) from the DM to see how a course of action would go which is a pretty open ended question that can give a relatively finite answer. Furthermore, with the update, you can now try multiple times without risking getting a random reading which is really nice.
Level 4
Feat: War Caster (WIS)
Class Feature: None
Spell Change Log: + Word of Radiance + Lesser Restoration
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt (Arcane Initiate) |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Minor Illusion (Arcane Initiate) |
Cantrip | Sacred Flame |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (Arcana) (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Magic Missile (Arcana) |
2nd Level Spell | Aid |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Magic Aura (Arcana) |
2nd Level Spell | Magic Weapon (Arcana) |
Level four brings a feat, cantrip, and new spells!
For your first feat, you absolutely have to pick up War Caster. Buffing your Wisdom to 18, getting advantage on concentration checks, and being able to spellcast when you don’t have two free hands is excellent.
For your cantrip, you already have the best ones, but Word of Radiance can be alright if you find yourself surrounded often enough. Since you may be getting into the fray relatively often, you should find ample opportunities to use this.
For your spell, you can pick up Lesser Restoration! While you won’t be using it often, being able to heal most conditions can be useful in a pinch so it’s good to have prepared!
Level 5
Class Feature: Sear Undead
Spell Change Log: + Dispel Magic (Arcana) + Magic Circle (Arcana) + Revivify + Spirit Guardians
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt (Arcane Initiate) |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Minor Illusion (Arcane Initiate) |
Cantrip | Sacred Flame |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (Arcana) (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Magic Missile (Arcana) |
2nd Level Spell | Aid |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Magic Aura (Arcana) |
2nd Level Spell | Magic Weapon (Arcana) |
3rd Level Spell | Dispel Magic (Arcana) |
3rd Level Spell | Magic Circle (Arcana) |
3rd Level Spell | Revivify |
3rd Level Spell | Spirit Guardians |
For level five, your Turn Undead feature upgrades with Sear Undead. Now undead that fail the saving throw for Turn Undead take damage equal to your WIS modifier in d8s. While this is still a pretty niche ability, it’s much better than the Clerics old features.
You also get more Domain spells this level with Dispel Magic and Magic Circle.
Dispel Magic is an excellent spell that Clerics already had access to, but getting it for free is nice as it frees up a prepared spell slot.
Magic Circle is a really weird spell that can keep extraplanar beings out or lock them in which can be useful to bind them with Planar Binding which you get in a few levels. I usually wouldn’t take this combo naturally, but again, this is something you could’ve gotten naturally and this is only really useful once you get Planar Binding.
For your third level spell choices, you get two excellent spells immediately with Revivify and Spirit Guardians.
Revivify is a staple spell that can bring back a freshly killed friend back, but generally, that’s more than good enough. You want minimum one Revivify user on your team to ensure that nobody has to go down permanently.
Your next choice is yet another Cleric staple – Spirit Guardians. This spell is egregiously good and really shines on tanky clerics as enemies will have a very hard time breaking your concentration on this. Walking up to a group of enemies, triggering this and then moving slightly out of the way so allies can shove them back into this is going to be a super common play pattern.
Level 6-10
Level 6
Class Features: Channel Divinity (x3), Spell Breaker
Spell Change Log: + Aura of Vitality
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt (Arcane Initiate) |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Minor Illusion (Arcane Initiate) |
Cantrip | Sacred Flame |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (Arcana) (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Magic Missile (Arcana) |
2nd Level Spell | Aid |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Magic Aura (Arcana) |
2nd Level Spell | Magic Weapon (Arcana) |
3rd Level Spell | Aura of Vitality |
3rd Level Spell | Dispel Magic (Arcana) |
3rd Level Spell | Magic Circle (Arcana) |
3rd Level Spell | Revivify |
3rd Level Spell | Spirit Guardians |
Level 6 brings you an additional charge of your Channel Divinity as well as a new subclass feature – Spell Breaker! This is a weird ability that lets you break a spell (surprising I know) on someone you use healing magic on. This can be useful as this can be better than using something like Lesser Restoration or Dispel Magic as you may be able to grant some health as well. This is pretty niche, but when it works, it’s really nice.
For your spell choice, you can pick up Aura of Vitality. This gives you a pretty nice healing aura you can use effectively in or out of combat, and while I wouldn’t normally want to use spell slots on this, it’s excellent in a pinch.
Level 7
Class Features: Blessed Strikes (Potent Spellcasting)
Spell Change Log: + Arcane Eye (Arcana) + Banishment + Secret Chest (Arcana)
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt (Arcane Initiate) |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Minor Illusion (Arcane Initiate) |
Cantrip | Sacred Flame |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (Arcana) (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Magic Missile (Arcana) |
2nd Level Spell | Aid |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Magic Aura (Arcana) |
2nd Level Spell | Magic Weapon (Arcana) |
3rd Level Spell | Aura of Vitality |
3rd Level Spell | Dispel Magic (Arcana) |
3rd Level Spell | Magic Circle (Arcana) |
3rd Level Spell | Revivify |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Arcane Eye (Arcana) |
4th Level Spell | Banishment |
4th Level Spell | Secret Chest (Arcana) |
Level 7 brings a new class ability and more spells to the table.
Your ability for this level is Blessed Strikes which gives your melee weapons an additional 1d8 damage per turn (Divine Strike) or you get to add your WIS modifier to cantrip damage (Potent Spellcasting). At this point you’re almost certainly moving away from attacking with your weapon, so the cantrip improvement would be my choice.
For your Domain spells, you get to pick up Arcane Eye and Secret Chest.
Arcane Eye is the best surveillance spell in the game as it lasts long enough and goes far enough that you can map out huge areas before delving in which can be invaluable to crafting a plan.
Secret Chest, unfortunately, just sucks. You have a shot at using this, but I wouldn’t hold my breath.
For your actual spell choice, you can pick the best one available with Banishment. Banishment is a solid CC spell that can take an enemy out of the fight for the length of the spell, but if the enemy is an extraplanar being, you have a chance to send them back to their home plane if they fail both saving throws! This can obviously be helpful in campaigns with a lot of extraplanar enemies, but will still be good in your average campaign.
Level 8
Feat: Resilient (CON)
Class Features: None
Spell Change Log: + Divination
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt (Arcane Initiate) |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Minor Illusion (Arcane Initiate) |
Cantrip | Sacred Flame |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (Arcana) (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Magic Missile (Arcana) |
2nd Level Spell | Aid |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Magic Aura (Arcana) |
2nd Level Spell | Magic Weapon (Arcana) |
3rd Level Spell | Aura of Vitality |
3rd Level Spell | Dispel Magic (Arcana) |
3rd Level Spell | Magic Circle (Arcana) |
3rd Level Spell | Revivify |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Arcane Eye (Arcana) |
4th Level Spell | Banishment |
4th Level Spell | Divination (R) |
4th Level Spell | Secret Chest (Arcana) |
Level 8 brings a new feat and new feature!
Level 8 brings your second feat and this is a good time to pick up Resilient (CON). Getting more health on top of proficiency in constitution saving throws is really good for casters, especially in conjunction with War Caster.
For your spell choice, you can pick up Divination,
Divination is a really nice ritual spell which lets you ask a god or their servant a question and you’ll receive a truthful reply, even if it’s a bit cryptic. Free information is really powerful in D&D and generally underrated as well, so I like picking this up at this point.
Level 9
Spell Change Log: + Commune + Greater Restoration + Planar Binding (Arcana) + Teleportation Circle (Arcana)
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt (Arcane Initiate) |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Minor Illusion (Arcane Initiate) |
Cantrip | Sacred Flame |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (Arcana) (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Magic Missile (Arcana) |
2nd Level Spell | Aid |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Magic Aura (Arcana) |
2nd Level Spell | Magic Weapon (Arcana) |
3rd Level Spell | Aura of Vitality |
3rd Level Spell | Dispel Magic (Arcana) |
3rd Level Spell | Magic Circle (Arcana) |
3rd Level Spell | Revivify |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Arcane Eye (Arcana) |
4th Level Spell | Banishment |
4th Level Spell | Divination (R) |
4th Level Spell | Secret Chest (Arcana) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration |
5th Level Spell | Planar Binding (Arcana) |
5th Level Spell | Teleportation Circle (Arcana) |
Level 9 brings you fifth level spells and the final spell additions from your Domain spell list with Planar Binding and Teleportation Circle.
For your first Domain spell, you get Planar Binding. Planar Binding is a messed up spell that can let you keep some summons around, and for the average campaign, I wouldn’t take this. However, for high level campaigns, having this for free is very nice as you can use extra spell slots and money to get powerful minions to help you in tough situations.
For your final Domain spell, you get Teleportation Circle. Teleportation Circle is a really convenient means of transport to get around major areas which can be really nice, especially if you don’t have someone who can cast this already.
For your chosen spells, your first choice is the best Divination spell in the game – Commune. Unlike the other Divination spells, you get three questions rather than just one. This is a lot of information to gather and getting specific answers is extremely good.
Your second spell choice is a lot more niche, but still great, with Greater Restoration. While this is not something you’re going to cast often, it’s definitely invaluable when you need to cure conditions like exhaustion, petrification, or cursed item attunement. While these sometimes can wait, sometimes fixing this quickly can be extremely important and time sensitive.
Level 10
Class Features: Divine Intervention
Spell Change Log: + Toll the Dead + Summon Celestial
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt (Arcane Initiate) |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Minor Illusion (Arcane Initiate) |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (Arcana) (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Magic Missile (Arcana) |
2nd Level Spell | Aid |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Magic Aura (Arcana) |
2nd Level Spell | Magic Weapon (Arcana) |
3rd Level Spell | Aura of Vitality |
3rd Level Spell | Dispel Magic (Arcana) |
3rd Level Spell | Magic Circle (Arcana) |
3rd Level Spell | Revivify |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Arcane Eye (Arcana) |
4th Level Spell | Banishment |
4th Level Spell | Divination (R) |
4th Level Spell | Secret Chest (Arcana) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration |
5th Level Spell | Planar Binding (Arcana) |
5th Level Spell | Summon Celestial |
5th Level Spell | Teleportation Circle (Arcana) |
Level 10 brings you a really unique feature in Divine Intervention. Now once per day, you can call upon your deity to get a spell effect that’s 5th level or lower without using a spell slot or any components. Even if it’s one free spell per day, being able to choose any lower leveled spell is extremely powerful as you aren’t limited to spells you actively prepared, giving you a much wider pool of spells to pick from.
You get your final Cleric cantrip now, and since you already have all the good ones, you just have to pick from what’s left. You can now pick up Toll the Dead which isn’t particularly helpful as you already have an attack cantrip, but it can deal a little more damage than Sacred Flame which is nice.
This is also a good opportunity to pick up a Cleric’s best summoning option – Summon Celestial. While it’s not the greatest at level 5, upcasting it to level 6 gives your summon more health, AC, and attacks making it a substantially better option and a sixth level spell in spirit!
Level 11-15
Level 11
Class Features: None
Spell Change Log: + Heal
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt (Arcane Initiate) |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Minor Illusion (Arcane Initiate) |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (Arcana) (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Magic Missile (Arcana) |
2nd Level Spell | Aid |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Magic Aura (Arcana) |
2nd Level Spell | Magic Weapon (Arcana) |
3rd Level Spell | Aura of Vitality |
3rd Level Spell | Dispel Magic (Arcana) |
3rd Level Spell | Magic Circle (Arcana) |
3rd Level Spell | Revivify |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Arcane Eye (Arcana) |
4th Level Spell | Banishment |
4th Level Spell | Divination (R) |
4th Level Spell | Secret Chest (Arcana) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration |
5th Level Spell | Planar Binding (Arcana) |
5th Level Spell | Summon Celestial |
5th Level Spell | Teleportation Circle (Arcana) |
6th Level Spell | Heal |
Level 11 brings sixth level spells!
For your spell, it’s hard to go wrong with the classic Heal. 70 flat points of recovery with some status recoveries is some solid in combat healing, even if it’s a bit pricey.
Level 12
Feat: Wisdom to 20
Class Feature: None
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt (Arcane Initiate) |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Minor Illusion (Arcane Initiate) |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (Arcana) (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Magic Missile (Arcana) |
2nd Level Spell | Aid |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Magic Aura (Arcana) |
2nd Level Spell | Magic Weapon (Arcana) |
3rd Level Spell | Aura of Vitality |
3rd Level Spell | Dispel Magic (Arcana) |
3rd Level Spell | Magic Circle (Arcana) |
3rd Level Spell | Revivify |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Arcane Eye (Arcana) |
4th Level Spell | Banishment |
4th Level Spell | Divination (R) |
4th Level Spell | Secret Chest (Arcana) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration |
5th Level Spell | Planar Binding (Arcana) |
5th Level Spell | Summon Celestial |
5th Level Spell | Teleportation Circle (Arcana) |
6th Level Spell | Heal |
Twelfth level brings your third feat and you can now max out your Wisdom for the strongest spells possible.
Level 13
Class Feature: None
Spell Change Log: – Guiding Bolt / + Conjure Celestial + Plane Shift
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt (Arcane Initiate) |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Minor Illusion (Arcane Initiate) |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (Arcana) (R) |
1st Level Spell | Healing Word |
1st Level Spell | Magic Missile (Arcana) |
2nd Level Spell | Aid |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Magic Aura (Arcana) |
2nd Level Spell | Magic Weapon (Arcana) |
3rd Level Spell | Aura of Vitality |
3rd Level Spell | Dispel Magic (Arcana) |
3rd Level Spell | Magic Circle (Arcana) |
3rd Level Spell | Revivify |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Arcane Eye (Arcana) |
4th Level Spell | Banishment |
4th Level Spell | Divination (R) |
4th Level Spell | Secret Chest (Arcana) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration |
5th Level Spell | Planar Binding (Arcana) |
5th Level Spell | Summon Celestial |
5th Level Spell | Teleportation Circle (Arcana) |
6th Level Spell | Heal |
7th Level Spell | Conjure Celestial |
7th Level Spell | Plane Shift |
Seventh level spell time and you can pick up really good ones with Conjure Celestial and Plane Shift.
For your first spell, you can pick up Conjure Celestial! You create a pillar of light that you can move for free to sear enemies while healing allies. In a tough fight, this can be invaluable as the hit point differential you can make with this spell is massive.
For your second spell, you can pick up the best teleportation option available to Clerics – Plane Shift. While you can’t use it for travel within the same plane, this can be a decent escape tool provided you aren’t in combat and you have the magic fork attuned to the plane you’re trying to go to. What’s nice about this, though, is that if you’re going back to your original plane, this doesn’t have a fail chance like Teleport would. In a real pinch, you can try to banish creatures with this as well making it rather versatile.
Level 14
Class Features: Improved Blessed Strikes
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt (Arcane Initiate) |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Minor Illusion (Arcane Initiate) |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (Arcana) (R) |
1st Level Spell | Healing Word |
1st Level Spell | Magic Missile (Arcana) |
2nd Level Spell | Aid |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Magic Aura (Arcana) |
2nd Level Spell | Magic Weapon (Arcana) |
3rd Level Spell | Aura of Vitality |
3rd Level Spell | Dispel Magic (Arcana) |
3rd Level Spell | Magic Circle (Arcana) |
3rd Level Spell | Revivify |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Arcane Eye (Arcana) |
4th Level Spell | Banishment |
4th Level Spell | Divination (R) |
4th Level Spell | Secret Chest (Arcana) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration |
5th Level Spell | Planar Binding (Arcana) |
5th Level Spell | Summon Celestial |
5th Level Spell | Teleportation Circle (Arcana) |
6th Level Spell | Heal |
7th Level Spell | Conjure Celestial |
7th Level Spell | Plane Shift |
You get a somewhat new feature this level with Improved Blessed Strikes, and now you get some temporary health to dole out when you cast cantrips. Even just a bit of temporary health can go a long way.
Level 15
Spell Change Log: + Holy Aura
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt (Arcane Initiate) |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Minor Illusion (Arcane Initiate) |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (Arcana) (R) |
1st Level Spell | Healing Word |
1st Level Spell | Magic Missile (Arcana) |
2nd Level Spell | Aid |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Magic Aura (Arcana) |
2nd Level Spell | Magic Weapon (Arcana) |
3rd Level Spell | Aura of Vitality |
3rd Level Spell | Dispel Magic (Arcana) |
3rd Level Spell | Magic Circle (Arcana) |
3rd Level Spell | Revivify |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Arcane Eye (Arcana) |
4th Level Spell | Banishment |
4th Level Spell | Divination (R) |
4th Level Spell | Secret Chest (Arcana) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration |
5th Level Spell | Planar Binding (Arcana) |
5th Level Spell | Summon Celestial |
5th Level Spell | Teleportation Circle (Arcana) |
6th Level Spell | Heal |
7th Level Spell | Conjure Celestial |
7th Level Spell | Plane Shift |
8th Level Spell | Holy Aura |
Eighth level spells and you may as well pick the best one – Holy Aura. Granting advantage on saving throws and disadvantage on attacks made against those covered by the aura is really strong and makes your allies very hard to meaningfully hurt for the extent of the combat.
Level 16-20
Level 16
Feat: Heavy Armor Master (CON)
Class Feature: None
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt (Arcane Initiate) |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Minor Illusion (Arcane Initiate) |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (Arcana) (R) |
1st Level Spell | Healing Word |
1st Level Spell | Magic Missile (Arcana) |
2nd Level Spell | Aid |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Magic Aura (Arcana) |
2nd Level Spell | Magic Weapon (Arcana) |
3rd Level Spell | Aura of Vitality |
3rd Level Spell | Dispel Magic (Arcana) |
3rd Level Spell | Magic Circle (Arcana) |
3rd Level Spell | Revivify |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Arcane Eye (Arcana) |
4th Level Spell | Banishment |
4th Level Spell | Divination (R) |
4th Level Spell | Secret Chest (Arcana) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration |
5th Level Spell | Planar Binding (Arcana) |
5th Level Spell | Summon Celestial |
5th Level Spell | Teleportation Circle (Arcana) |
6th Level Spell | Heal |
7th Level Spell | Conjure Celestial |
7th Level Spell | Plane Shift |
8th Level Spell | Holy Aura |
You get your final ASI and you can pick up Heavy Armor Master (CON)! Being able to reduce the damage of attacks hitting you can add up really quickly, especially since your proficiency bonus is quite high at this point.
Level 17
Class Feature: Arcane Mastery
Spell Change Log: + Mass Suggestion (Arcane Mastery) + Simulacrum (Arcane Mastery) + Maze (Arcane Mastery) + Mass Heal + Wish (Arcane Mastery)
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt (Arcane Initiate) |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Minor Illusion (Arcane Initiate) |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (Arcana) (R) |
1st Level Spell | Healing Word |
1st Level Spell | Magic Missile (Arcana) |
2nd Level Spell | Aid |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Magic Aura (Arcana) |
2nd Level Spell | Magic Weapon (Arcana) |
3rd Level Spell | Aura of Vitality |
3rd Level Spell | Dispel Magic (Arcana) |
3rd Level Spell | Magic Circle (Arcana) |
3rd Level Spell | Revivify |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Arcane Eye (Arcana) |
4th Level Spell | Banishment |
4th Level Spell | Divination (R) |
4th Level Spell | Secret Chest (Arcana) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration |
5th Level Spell | Planar Binding (Arcana) |
5th Level Spell | Summon Celestial |
5th Level Spell | Teleportation Circle (Arcana) |
6th Level Spell | Heal |
6th Level Spell | Mass Suggestion (Arcane Mastery) |
7th Level Spell | Conjure Celestial |
7th Level Spell | Plane Shift |
7th Level Spell | Simulacrum (Arcane Mastery) |
8th Level Spell | Holy Aura |
8th Level Spell | Maze (Arcane Mastery) |
9th Level Spell | Mass Heal |
9th Level Spell | Wish (Arcane Mastery) |
Level 17 brings your final subclass feature and most importantly, ninth level spells.
Your final subclass feature is easily the strongest of the bunch with Arcane Mastery. You get to pick up FOUR high level Wizard spells that are always prepared for you which is incredibly strong. Every spell you get is an extremely powerful options, none of which you would normally have access to. This is a really strong feature and one that’s worth waiting for.
For your spell choice, you’re going to pick up the best ninth level option available to Clerics with Mass Heal. Simply put, this heals 700 damage split how you choose, so this will be a full heal for every party member more often than not. In fights where multiple party members are heavily injured, this can easily turn the tide back in your favor.
Level 18
Class Features: Channel Divinity (x4)
Spell Change Log: + Antimagic Field
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt (Arcane Initiate) |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Minor Illusion (Arcane Initiate) |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (Arcana) (R) |
1st Level Spell | Healing Word |
1st Level Spell | Magic Missile (Arcana) |
2nd Level Spell | Aid |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Magic Aura (Arcana) |
2nd Level Spell | Magic Weapon (Arcana) |
3rd Level Spell | Aura of Vitality |
3rd Level Spell | Dispel Magic (Arcana) |
3rd Level Spell | Magic Circle (Arcana) |
3rd Level Spell | Revivify |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Arcane Eye (Arcana) |
4th Level Spell | Banishment |
4th Level Spell | Divination (R) |
4th Level Spell | Secret Chest (Arcana) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration |
5th Level Spell | Planar Binding (Arcana) |
5th Level Spell | Summon Celestial |
5th Level Spell | Teleportation Circle (Arcana) |
6th Level Spell | Heal |
6th Level Spell | Mass Suggestion (Arcane Mastery) |
7th Level Spell | Conjure Celestial |
7th Level Spell | Plane Shift |
7th Level Spell | Simulacrum (Arcane Mastery) |
8th Level Spell | Antimagic Field |
8th Level Spell | Holy Aura |
8th Level Spell | Maze (Arcane Mastery) |
9th Level Spell | Mass Heal |
9th Level Spell | Wish (Arcane Mastery) |
Level 18 gives you four charges of Channel Divinity and an additional spell!
For your spell choice, you can pick up Antimagic Field. While this isn’t a spell you’ll need often, having the ability to turn magic off when needed is really powerful.
Level 19
Epic Boon: Boon of Fate
Class Features: None
Spell Change Log: + Gate
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt (Arcane Initiate) |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Minor Illusion (Arcane Initiate) |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (Arcana) (R) |
1st Level Spell | Healing Word |
1st Level Spell | Magic Missile (Arcana) |
2nd Level Spell | Aid |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Magic Aura (Arcana) |
2nd Level Spell | Magic Weapon (Arcana) |
3rd Level Spell | Aura of Vitality |
3rd Level Spell | Dispel Magic (Arcana) |
3rd Level Spell | Magic Circle (Arcana) |
3rd Level Spell | Revivify |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Arcane Eye (Arcana) |
4th Level Spell | Banishment |
4th Level Spell | Divination (R) |
4th Level Spell | Secret Chest (Arcana) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration |
5th Level Spell | Planar Binding (Arcana) |
5th Level Spell | Summon Celestial |
5th Level Spell | Teleportation Circle (Arcana) |
6th Level Spell | Heal |
6th Level Spell | Mass Suggestion (Arcane Mastery) |
7th Level Spell | Conjure Celestial |
7th Level Spell | Plane Shift |
7th Level Spell | Simulacrum (Arcane Mastery) |
8th Level Spell | Antimagic Field |
8th Level Spell | Holy Aura |
8th Level Spell | Maze (Arcane Mastery) |
9th Level Spell | Gate |
9th Level Spell | Mass Heal |
9th Level Spell | Wish (Arcane Mastery) |
Level 19 brings your Epic Boon, and it’s hard to go wrong with Boon of Fate. Being able to potentially turn a failure into a success and vice versa, even if it’s once per short or long rest, can be the difference between surviving an encounter and not.
Clerics have very few ninth level options, but in terms of versatility, your next best option is Gate. There are a lot of interesting uses for this spell, but one of the most interesting is the forced transport of a creature in a different plane from you, no save given. If you have an enemy that you know is hiding in a different plane, force them out. If they’re on the same plane as you, Plane Shift away and then gank them with a Gate spell.
Level 20
Class Feature: Greater Divine Intervention
Spell Change Log: + True Resurrection
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt (Arcane Initiate) |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Minor Illusion (Arcane Initiate) |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (Arcana) (R) |
1st Level Spell | Healing Word |
1st Level Spell | Magic Missile (Arcana) |
2nd Level Spell | Aid |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Magic Aura (Arcana) |
2nd Level Spell | Magic Weapon (Arcana) |
3rd Level Spell | Aura of Vitality |
3rd Level Spell | Dispel Magic (Arcana) |
3rd Level Spell | Magic Circle (Arcana) |
3rd Level Spell | Revivify |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Arcane Eye (Arcana) |
4th Level Spell | Banishment |
4th Level Spell | Divination (R) |
4th Level Spell | Secret Chest (Arcana) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration |
5th Level Spell | Planar Binding (Arcana) |
5th Level Spell | Summon Celestial |
5th Level Spell | Teleportation Circle (Arcana) |
6th Level Spell | Heal |
6th Level Spell | Mass Suggestion (Arcane Mastery) |
7th Level Spell | Conjure Celestial |
7th Level Spell | Plane Shift |
7th Level Spell | Simulacrum (Arcane Mastery) |
8th Level Spell | Antimagic Field |
8th Level Spell | Holy Aura |
8th Level Spell | Maze (Arcane Mastery) |
9th Level Spell | Gate |
9th Level Spell | Mass Heal |
9th Level Spell | True Resurrection |
9th Level Spell | Wish (Arcane Mastery) |
Your final level up gives you Greater Divine Intervention, which is the Wish spell in a sense! Every week or so, you can entreat your deity to give you a Wish which is obviously super sick.
For your spell choice, this is a decent opportunity to pick up True Resurrection if you want it. It’s rare that you’re going to need this over the humble Revivify, and even rarer you’ll be in a scenario where it can’t wait a day, but you have it if you need it. Realistically, between this level and next, anything you pick here isn’t going to matter much as you’ve more or less exhausted every option you’d normally be interested in.