Arcana Cleric Build Guide – Pious and Genius – 2024 Version

Learn the best build for the Arcana Cleric with full leveling guides, complete spell lists, and easy to navigate sections to only read what you need!

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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.



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+ TierArcane 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+ TierTeleportation 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.

https://nat1gaming.com/2024-one-dnd-subclass-tier-list

Quick Level Up Guide

LevelClass Features/FeatNotes
1Spellcasting, Divine Order (Protector)+ Guidance + Light + Sacred Flame
+ Bless + Detect Magic
+ Guiding Bolt + Healing Word
2Channel Divinity (x2)+ Command
3Arcana 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)
4Feat: War Caster (WIS)+ Word of Radiance + Lesser Restoration
5Sear Undead+ Dispel Magic (Arcana)
+ Magic Circle (Arcana)
+ Revivify
+ Spirit Guardians
6Channel Divinity (x3), Spell Breaker+ Aura of Vitality
7Blessed Strikes (Potent Spellcasting)+ Arcane Eye (Arcana)
+ Banishment
+ Secret Chest (Arcana)
8Feat: Resilient (CON) + Divination
9+ Commune
+ Greater Restoration
+ Planar Binding (Arcana)
+ Teleportation Circle (Arcana)
10Divine Intervention+ Toll the Dead
+ Summon Celestial
11+ Heal
12Feat: Wisdom to 20None
13Guiding Bolt
+ Conjure Celestial
+ Plane Shift
14Improved Blessed StrikesNone
15+ Holy Aura
16Feat: Heavy Armor Master (CON)None
17Arcane Mastery+ Mass Suggestion (Arcane Mastery)
+ Simulacrum (Arcane Mastery)
+ Maze (Arcane Mastery)
+ Mass Heal
+ Wish (Arcane Mastery)
18Channel Divinity (x4)+ Antimagic Field
19Epic Boon: Boon of Fate+ Gate
20Greater Divine Intervention+ True Resurrection

Level One Build


Species: Human

Attributes:

POINT BUY
STRENGTH14
DEXTERITY10
CONSTITUTION15 (+1 background) = 16
INTELLIGENCE8
WISDOM15 (+2 background) = 17
CHARISMA8

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 LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
1st Level SpellBless
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing 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
STRENGTH14
DEXTERITY10
CONSTITUTION15 (+1 background) = 16
INTELLIGENCE8
WISDOM15 (+2 background) = 17
CHARISMA8

Like other casters, Constitution and their spellcasting attribute (Wisdom in this case) should be pumped as much as possible. Beyond that, you do have a little bit of flexibility in how you want to modify your character past that. I like having some amount of strength and a flat Dexterity so your DEX saves aren’t always awful (though they likely will be anyway with Heavy Armor). If you prefer a little but of Intelligence or Charisma, feel free to go for that instead.


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 LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
1st Level SpellBless
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing 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 LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing 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 LEVELSPELL NAME
CantripFire Bolt (Arcane Initiate)
CantripGuidance
CantripLight
CantripMinor Illusion (Arcane Initiate)
CantripSacred Flame
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (Arcana) (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellMagic Missile (Arcana)
2nd Level SpellAid
2nd Level SpellAugury (R)
2nd Level SpellMagic Aura (Arcana)
2nd Level SpellMagic 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 LEVELSPELL NAME
CantripFire Bolt (Arcane Initiate)
CantripGuidance
CantripLight
CantripMinor Illusion (Arcane Initiate)
CantripSacred Flame
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (Arcana) (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellMagic Missile (Arcana)
2nd Level SpellAid
2nd Level SpellAugury (R)
2nd Level SpellLesser Restoration
2nd Level SpellMagic Aura (Arcana)
2nd Level SpellMagic 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 LEVELSPELL NAME
CantripFire Bolt (Arcane Initiate)
CantripGuidance
CantripLight
CantripMinor Illusion (Arcane Initiate)
CantripSacred Flame
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (Arcana) (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellMagic Missile (Arcana)
2nd Level SpellAid
2nd Level SpellAugury (R)
2nd Level SpellLesser Restoration
2nd Level SpellMagic Aura (Arcana)
2nd Level SpellMagic Weapon (Arcana)
3rd Level SpellDispel Magic (Arcana)
3rd Level SpellMagic Circle (Arcana)
3rd Level SpellRevivify
3rd Level SpellSpirit 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 LEVELSPELL NAME
CantripFire Bolt (Arcane Initiate)
CantripGuidance
CantripLight
CantripMinor Illusion (Arcane Initiate)
CantripSacred Flame
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (Arcana) (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellMagic Missile (Arcana)
2nd Level SpellAid
2nd Level SpellAugury (R)
2nd Level SpellLesser Restoration
2nd Level SpellMagic Aura (Arcana)
2nd Level SpellMagic Weapon (Arcana)
3rd Level SpellAura of Vitality
3rd Level SpellDispel Magic (Arcana)
3rd Level SpellMagic Circle (Arcana)
3rd Level SpellRevivify
3rd Level SpellSpirit 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 LEVELSPELL NAME
CantripFire Bolt (Arcane Initiate)
CantripGuidance
CantripLight
CantripMinor Illusion (Arcane Initiate)
CantripSacred Flame
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (Arcana) (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellMagic Missile (Arcana)
2nd Level SpellAid
2nd Level SpellAugury (R)
2nd Level SpellLesser Restoration
2nd Level SpellMagic Aura (Arcana)
2nd Level SpellMagic Weapon (Arcana)
3rd Level SpellAura of Vitality
3rd Level SpellDispel Magic (Arcana)
3rd Level SpellMagic Circle (Arcana)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Arcana)
4th Level SpellBanishment
4th Level SpellSecret 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 LEVELSPELL NAME
CantripFire Bolt (Arcane Initiate)
CantripGuidance
CantripLight
CantripMinor Illusion (Arcane Initiate)
CantripSacred Flame
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (Arcana) (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellMagic Missile (Arcana)
2nd Level SpellAid
2nd Level SpellAugury (R)
2nd Level SpellLesser Restoration
2nd Level SpellMagic Aura (Arcana)
2nd Level SpellMagic Weapon (Arcana)
3rd Level SpellAura of Vitality
3rd Level SpellDispel Magic (Arcana)
3rd Level SpellMagic Circle (Arcana)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Arcana)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellSecret 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 LEVELSPELL NAME
CantripFire Bolt (Arcane Initiate)
CantripGuidance
CantripLight
CantripMinor Illusion (Arcane Initiate)
CantripSacred Flame
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (Arcana) (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellMagic Missile (Arcana)
2nd Level SpellAid
2nd Level SpellAugury (R)
2nd Level SpellLesser Restoration
2nd Level SpellMagic Aura (Arcana)
2nd Level SpellMagic Weapon (Arcana)
3rd Level SpellAura of Vitality
3rd Level SpellDispel Magic (Arcana)
3rd Level SpellMagic Circle (Arcana)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Arcana)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellSecret Chest (Arcana)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellPlanar Binding (Arcana)
5th Level SpellTeleportation 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 LEVELSPELL NAME
CantripFire Bolt (Arcane Initiate)
CantripGuidance
CantripLight
CantripMinor Illusion (Arcane Initiate)
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (Arcana) (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellMagic Missile (Arcana)
2nd Level SpellAid
2nd Level SpellAugury (R)
2nd Level SpellLesser Restoration
2nd Level SpellMagic Aura (Arcana)
2nd Level SpellMagic Weapon (Arcana)
3rd Level SpellAura of Vitality
3rd Level SpellDispel Magic (Arcana)
3rd Level SpellMagic Circle (Arcana)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Arcana)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellSecret Chest (Arcana)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellPlanar Binding (Arcana)
5th Level SpellSummon Celestial
5th Level SpellTeleportation 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 LEVELSPELL NAME
CantripFire Bolt (Arcane Initiate)
CantripGuidance
CantripLight
CantripMinor Illusion (Arcane Initiate)
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (Arcana) (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellMagic Missile (Arcana)
2nd Level SpellAid
2nd Level SpellAugury (R)
2nd Level SpellLesser Restoration
2nd Level SpellMagic Aura (Arcana)
2nd Level SpellMagic Weapon (Arcana)
3rd Level SpellAura of Vitality
3rd Level SpellDispel Magic (Arcana)
3rd Level SpellMagic Circle (Arcana)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Arcana)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellSecret Chest (Arcana)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellPlanar Binding (Arcana)
5th Level SpellSummon Celestial
5th Level SpellTeleportation Circle (Arcana)
6th Level SpellHeal

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 LEVELSPELL NAME
CantripFire Bolt (Arcane Initiate)
CantripGuidance
CantripLight
CantripMinor Illusion (Arcane Initiate)
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (Arcana) (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellMagic Missile (Arcana)
2nd Level SpellAid
2nd Level SpellAugury (R)
2nd Level SpellLesser Restoration
2nd Level SpellMagic Aura (Arcana)
2nd Level SpellMagic Weapon (Arcana)
3rd Level SpellAura of Vitality
3rd Level SpellDispel Magic (Arcana)
3rd Level SpellMagic Circle (Arcana)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Arcana)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellSecret Chest (Arcana)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellPlanar Binding (Arcana)
5th Level SpellSummon Celestial
5th Level SpellTeleportation Circle (Arcana)
6th Level SpellHeal

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 LEVELSPELL NAME
CantripFire Bolt (Arcane Initiate)
CantripGuidance
CantripLight
CantripMinor Illusion (Arcane Initiate)
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (Arcana) (R)
1st Level SpellHealing Word
1st Level SpellMagic Missile (Arcana)
2nd Level SpellAid
2nd Level SpellAugury (R)
2nd Level SpellLesser Restoration
2nd Level SpellMagic Aura (Arcana)
2nd Level SpellMagic Weapon (Arcana)
3rd Level SpellAura of Vitality
3rd Level SpellDispel Magic (Arcana)
3rd Level SpellMagic Circle (Arcana)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Arcana)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellSecret Chest (Arcana)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellPlanar Binding (Arcana)
5th Level SpellSummon Celestial
5th Level SpellTeleportation Circle (Arcana)
6th Level SpellHeal
7th Level SpellConjure Celestial
7th Level SpellPlane 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 LEVELSPELL NAME
CantripFire Bolt (Arcane Initiate)
CantripGuidance
CantripLight
CantripMinor Illusion (Arcane Initiate)
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (Arcana) (R)
1st Level SpellHealing Word
1st Level SpellMagic Missile (Arcana)
2nd Level SpellAid
2nd Level SpellAugury (R)
2nd Level SpellLesser Restoration
2nd Level SpellMagic Aura (Arcana)
2nd Level SpellMagic Weapon (Arcana)
3rd Level SpellAura of Vitality
3rd Level SpellDispel Magic (Arcana)
3rd Level SpellMagic Circle (Arcana)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Arcana)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellSecret Chest (Arcana)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellPlanar Binding (Arcana)
5th Level SpellSummon Celestial
5th Level SpellTeleportation Circle (Arcana)
6th Level SpellHeal
7th Level SpellConjure Celestial
7th Level SpellPlane 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 LEVELSPELL NAME
CantripFire Bolt (Arcane Initiate)
CantripGuidance
CantripLight
CantripMinor Illusion (Arcane Initiate)
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (Arcana) (R)
1st Level SpellHealing Word
1st Level SpellMagic Missile (Arcana)
2nd Level SpellAid
2nd Level SpellAugury (R)
2nd Level SpellLesser Restoration
2nd Level SpellMagic Aura (Arcana)
2nd Level SpellMagic Weapon (Arcana)
3rd Level SpellAura of Vitality
3rd Level SpellDispel Magic (Arcana)
3rd Level SpellMagic Circle (Arcana)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Arcana)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellSecret Chest (Arcana)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellPlanar Binding (Arcana)
5th Level SpellSummon Celestial
5th Level SpellTeleportation Circle (Arcana)
6th Level SpellHeal
7th Level SpellConjure Celestial
7th Level SpellPlane Shift
8th Level SpellHoly 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 LEVELSPELL NAME
CantripFire Bolt (Arcane Initiate)
CantripGuidance
CantripLight
CantripMinor Illusion (Arcane Initiate)
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (Arcana) (R)
1st Level SpellHealing Word
1st Level SpellMagic Missile (Arcana)
2nd Level SpellAid
2nd Level SpellAugury (R)
2nd Level SpellLesser Restoration
2nd Level SpellMagic Aura (Arcana)
2nd Level SpellMagic Weapon (Arcana)
3rd Level SpellAura of Vitality
3rd Level SpellDispel Magic (Arcana)
3rd Level SpellMagic Circle (Arcana)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Arcana)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellSecret Chest (Arcana)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellPlanar Binding (Arcana)
5th Level SpellSummon Celestial
5th Level SpellTeleportation Circle (Arcana)
6th Level SpellHeal
7th Level SpellConjure Celestial
7th Level SpellPlane Shift
8th Level SpellHoly 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 LEVELSPELL NAME
CantripFire Bolt (Arcane Initiate)
CantripGuidance
CantripLight
CantripMinor Illusion (Arcane Initiate)
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (Arcana) (R)
1st Level SpellHealing Word
1st Level SpellMagic Missile (Arcana)
2nd Level SpellAid
2nd Level SpellAugury (R)
2nd Level SpellLesser Restoration
2nd Level SpellMagic Aura (Arcana)
2nd Level SpellMagic Weapon (Arcana)
3rd Level SpellAura of Vitality
3rd Level SpellDispel Magic (Arcana)
3rd Level SpellMagic Circle (Arcana)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Arcana)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellSecret Chest (Arcana)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellPlanar Binding (Arcana)
5th Level SpellSummon Celestial
5th Level SpellTeleportation Circle (Arcana)
6th Level SpellHeal
6th Level SpellMass Suggestion (Arcane Mastery)
7th Level SpellConjure Celestial
7th Level SpellPlane Shift
7th Level SpellSimulacrum (Arcane Mastery)
8th Level SpellHoly Aura
8th Level SpellMaze (Arcane Mastery)
9th Level SpellMass Heal
9th Level SpellWish (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 LEVELSPELL NAME
CantripFire Bolt (Arcane Initiate)
CantripGuidance
CantripLight
CantripMinor Illusion (Arcane Initiate)
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (Arcana) (R)
1st Level SpellHealing Word
1st Level SpellMagic Missile (Arcana)
2nd Level SpellAid
2nd Level SpellAugury (R)
2nd Level SpellLesser Restoration
2nd Level SpellMagic Aura (Arcana)
2nd Level SpellMagic Weapon (Arcana)
3rd Level SpellAura of Vitality
3rd Level SpellDispel Magic (Arcana)
3rd Level SpellMagic Circle (Arcana)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Arcana)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellSecret Chest (Arcana)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellPlanar Binding (Arcana)
5th Level SpellSummon Celestial
5th Level SpellTeleportation Circle (Arcana)
6th Level SpellHeal
6th Level SpellMass Suggestion (Arcane Mastery)
7th Level SpellConjure Celestial
7th Level SpellPlane Shift
7th Level SpellSimulacrum (Arcane Mastery)
8th Level SpellAntimagic Field
8th Level SpellHoly Aura
8th Level SpellMaze (Arcane Mastery)
9th Level SpellMass Heal
9th Level SpellWish (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 LEVELSPELL NAME
CantripFire Bolt (Arcane Initiate)
CantripGuidance
CantripLight
CantripMinor Illusion (Arcane Initiate)
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (Arcana) (R)
1st Level SpellHealing Word
1st Level SpellMagic Missile (Arcana)
2nd Level SpellAid
2nd Level SpellAugury (R)
2nd Level SpellLesser Restoration
2nd Level SpellMagic Aura (Arcana)
2nd Level SpellMagic Weapon (Arcana)
3rd Level SpellAura of Vitality
3rd Level SpellDispel Magic (Arcana)
3rd Level SpellMagic Circle (Arcana)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Arcana)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellSecret Chest (Arcana)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellPlanar Binding (Arcana)
5th Level SpellSummon Celestial
5th Level SpellTeleportation Circle (Arcana)
6th Level SpellHeal
6th Level SpellMass Suggestion (Arcane Mastery)
7th Level SpellConjure Celestial
7th Level SpellPlane Shift
7th Level SpellSimulacrum (Arcane Mastery)
8th Level SpellAntimagic Field
8th Level SpellHoly Aura
8th Level SpellMaze (Arcane Mastery)
9th Level SpellGate
9th Level SpellMass Heal
9th Level SpellWish (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 LEVELSPELL NAME
CantripFire Bolt (Arcane Initiate)
CantripGuidance
CantripLight
CantripMinor Illusion (Arcane Initiate)
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (Arcana) (R)
1st Level SpellHealing Word
1st Level SpellMagic Missile (Arcana)
2nd Level SpellAid
2nd Level SpellAugury (R)
2nd Level SpellLesser Restoration
2nd Level SpellMagic Aura (Arcana)
2nd Level SpellMagic Weapon (Arcana)
3rd Level SpellAura of Vitality
3rd Level SpellDispel Magic (Arcana)
3rd Level SpellMagic Circle (Arcana)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Arcana)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellSecret Chest (Arcana)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellPlanar Binding (Arcana)
5th Level SpellSummon Celestial
5th Level SpellTeleportation Circle (Arcana)
6th Level SpellHeal
6th Level SpellMass Suggestion (Arcane Mastery)
7th Level SpellConjure Celestial
7th Level SpellPlane Shift
7th Level SpellSimulacrum (Arcane Mastery)
8th Level SpellAntimagic Field
8th Level SpellHoly Aura
8th Level SpellMaze (Arcane Mastery)
9th Level SpellGate
9th Level SpellMass Heal
9th Level SpellTrue Resurrection
9th Level SpellWish (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.


DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

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