Light Cleric Build Guide – Be The Holy Inferno – 2024 Update

Learn the best build for the Light Cleric with full leveling guides, full 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 Light Domain Cleric?

Where Wizards have the Evoker to be the main “blow stuff up” person, Cleric’s have the Light Domain! While the Light Domain sounds a lot more angelic, they actually specialize in fire spells and are the most offensively slanted casting domain of Clerics out there! If you prefer to incinerate enemies rather than supporting allies, this is a great build for you!


Light Cleric Abilities Ranked

Channel Divinity: Radiance of the Dawn (Level 3)C+ Tier – This Channel Divinity is pretty good in the early game as getting an average of 14 damage AOE blast at level 3 is a really good rate. However, as you keep progressing in levels, this will be weaker and weaker until you’ll only want to use it when you’re trying to preserve spell slots, functionally why you would choose to use a cantrip in combat.

Warding Flare (Level 3) – C+ Tier – Similar to the Channel Divinity, this ability is much stronger in the earlier levels than later as multiattacks can really put a damper in the effectiveness of this. That said, this is still reasonable in later levels as Clerics are functionally never using their reaction anyway.

1st Level Spells (Level 3)C+ Tier – You get two spells you normally couldn’t get, and while Burning Hands is not an exciting one, Faerie Fire is a solid pickup you can get some value out of!

2nd Level Spells (Level 3)C+ TierSee Invisibility is a strange pickup when you already have Faerie Fire, but Scorching Ray is a nice one as Clerics don’t normally get good damage spells.

3rd Level Spells (Level 5)A- Tier – The most exciting spells on the list, getting Fireball as a Cleric is just so sweet. Furthermore, I actually kind of like getting Daylight as it’s not a spell you would ever normally want, but if you’re facing any enemy with sunlight sensitivity or Vampires, this can be devastating.

Improved Warding Flare (Level 6)B Tier – Getting substantially more charges of Warding Flare and doling out some temporary health is definitely a pretty nice improvement. This still won’t scale that well into later levels, but this makes it more useful.

4th Level Spells (Level 7)A Tier – Two truly excellent spells as both Arcane Eye and Wall of Fire are both unique to the Cleric spell list and really strong. This is a huge power bump to Light Clerics.

5th Level Spells (Level 9)D Tier – How can the 3rd and 4th level spell options be so much better than the final ones? Really disappointing as you pick up two spells you may literally never cast in your campaign.

Corona of Light (Level 17)D+ Tier – Spending an action to give enemies disadvantage against a few of your spells is not generally how I want to spend my action. This can be useful if you’re in a really long fight, but even then, functionally skipping your turn is a pretty big risk.


Quick Level Up Guide

LevelClass Features/FeatNotes
1Spellcasting, Divine Order (Protector)+ Guidance + Sacred Flame + Toll the Dead
+ Bless + Detect Magic
+ Guiding Bolt + Healing Word
2Channel Divinity (x2)+ Command
3Light Domain,
Bonus Cantrip (Light), Warding Flare, Radiance of the Dawn, Light Domain Spells
+ Light (Light)
+ Burning Hands (Light)
+ Faerie Fire (Light)
+ Aid
+ Scorching Ray (Light)
+ See Invisibility (Light)
4Feat: War Caster (WIS)+ Word of Radiance + Lesser Restoration
5Sear Undead+ Daylight (Light)
+ Fireball (Light)
+ Revivify
+ Spirit Guardians
6Channel Divinity (x3), Improved Warding Flare+ Dispel Magic
7Blessed Strikes (Potent Spellcasting)+ Arcane Eye (Light)
+ Banishment
+ Wall of Fire (Light)
8Feat: Resilient (CON) + Divination
9+ Commune
+ Flame Strike (Light)
+ Greater Restoration
+ Scrying (Light)
10Divine Intervention+ Thaumaturgy
+ 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
17Corona of Light+ Mass Heal
18Channel Divinity (x4) + Antimagic Field
19Epic Boon: Boon of Fate+ Gate
20Greater 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
STRENGTH15
DEXTERITY8
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, Holy Symbol, 5gp + 50gp from background

Starting Spells:

SPELL LEVELSPELL NAME
CantripGuidance
CantripSacred Flame
CantripToll the Dead
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
STRENGTH15
DEXTERITY8
CONSTITUTION15 (+1 background) = 16
INTELLIGENCE8
WISDOM15 (+2 background) = 17
CHARISMA8

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, Perception, and Survival (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, Holy Symbol, 5gp + 50gp from background

Standard fare for heavy armor Clerics.


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
CantripSacred Flame
CantripToll the Dead
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
CantripSacred Flame
CantripToll the Dead
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: Light Domain

Class Features: Bonus Cantrip (Light), Warding Flare, Radiance of the Dawn, Light Domain Spells

Spell Change Log: + Light (Light) + Burning Hands (Light) + Faerie Fire (Light) + Aid + Scorching Ray (Light) + See Invisibility (Light)

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight (Light)
CantripSacred Flame
CantripToll the Dead
1st Level SpellBless
1st Level SpellBurning Hands (Light)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Light)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellScorching Ray (Light)
2nd Level SpellSee Invisibility (Light)

Level 3 brings your subclass which gives you many abilities and new spells!

The first ability you get is simply a Bonus Cantrip, Light in particular. This feature is unfortunately terrible. Not because Light isn’t a solid cantrip, but because Cleric cantrips are pretty bad and losing a feature to get one you could easily pick up at level 1 or 4 feels bad.

The second ability is a bit more interesting with Warding Flare. Being able to grant disadvantage to enemies who attack you or your allies can be really good, especially in the early game where you aren’t as tanky. As enemies get more hits per turn, this obviously gets less and less good, but it remains a solid ability for a good portion of the game.

Your third ability is Domain Spells, and you get a bunch of them with Burning Hands, Faerie Fire, Scorching Ray, and See Invisibility.

Burning Hands is not a particularly great spell, but it gives the Cleric early AOE damage which it would normally not have access to making it a bit more appealing than usual. Furthermore, since Clerics tend to be more tanky than Sorcerers or Wizards (who naturally get this), getting closer to enemies is much less risky which further increases the strength of this spell.

Faerie Fire is yet another spell that Clerics don’t normally have access to, but unlike Burning Hands, Faerie Fire is just generally excellent. Clerics don’t get too much in the way of support spells, but this is one of the best early options, especially if you have a lot of melee allies on your team.

Scorching Ray is decent damage, can hit multiple targets, and will do a good amount of damage for a second level spell if all beams manage to hit. It’s hard to say if this is really better than Guiding Bolt which is a spell level lower, but it’s definitely passable and scales decently with upcasting.

Finally, See Invisibility dies exactly as advertised. This is a bit unnecessary considering you already have Faerie Fire, but this can be useful if you are having a hard time finding the invisible enemy or there are multiple.

Finally, you get the Light Domain Channel Divinity feature – Radiance of the Dawn. Radiance of the Dawn is a really good Channel Divinity early in the game. While it doesn’t scale well at all, this covers a large area, excludes allies, and deals a solid amount of damage for the early game. This is something that Clerics can functionally never do making this really potent early on.

For this level, you can pick up a new spell with Aid.

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.


Level 4

Feat: War Caster (WIS)

Class Feature: None

Spell Change Log: + Word of Radiance + Lesser Restoration

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight (Light)
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellBurning Hands (Light)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Light)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellScorching Ray (Light)
2nd Level SpellSee Invisibility (Light)

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: + Daylight (Light) + Fireball (Light) + Revivify + Spirit Guardians

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight (Light)
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellBurning Hands (Light)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Light)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellScorching Ray (Light)
2nd Level SpellSee Invisibility (Light)
3rd Level SpellDaylight (Light)
3rd Level SpellFireball (Light)
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 get two new spells to work with from Light Domain with Daylight and the iconic Fireball.

Daylight kind ofsucks, no need to even worry about it as you can just grab Continual Flame if you want something like this. However, if you are facing Vampires, this can be incredibly helpful.

Fireball, on the other hand, is absolutely excellent. While Clerics already get access to Spirit Guardians for your AOE damage needs, Fireball lets you do it at range in a massive AOE. Having both this and Spirit Guardians really shores up your ability to deal damage to a lot of enemies at once!

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), Improved Warding Flare

Spell Change Log: + Dispel Magic

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight (Light)
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellBurning Hands (Light)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Light)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellScorching Ray (Light)
2nd Level SpellSee Invisibility (Light)
3rd Level SpellDaylight (Light)
3rd Level SpellDispel Magic
3rd Level SpellFireball (Light)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians

You get your third Channel Divinity charge for level 6 your new ability – Improved Warding Flare.

Level 6 brings you an additional charge of your Channel Divinity as well as Improved Warding Flare! Getting Warding Flare charges back on short rest is really powerful, and granting a bit of temporary health to whoever receives the Warding Flare makes this great ability even better.

For your spell choice, you can pick up Dispel Magic, and since Clerics don’t naturally have Counterspell, this is the next best thing.


Level 7

Class Features: Blessed Strikes (Potent Spellcasting)

Spell Change Log: + Arcane Eye (Light) + Banishment + Wall of Fire (Light)

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight (Light)
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellBurning Hands (Light)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Light)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellScorching Ray (Light)
2nd Level SpellSee Invisibility (Light)
3rd Level SpellDaylight (Light)
3rd Level SpellDispel Magic
3rd Level SpellFireball (Light)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Light)
4th Level SpellBanishment
4th Level SpellWall of Fire (Light)

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 this level, you get to pick up Arcane Eye and Wall of Fire.

Your first spell choice is Arcane Eye which is an excellent scouting spell. Considering the distance it can travel and the duration of the spell, you can completely scout out a whole building, dungeon, or large area in general! A very solid spell as information gathering spells are generally very underrated,

Your second Domain spell is one of the best on the list, Wall of Fire. Wall of Fire is a high damage dealing spell with a massive AOE that’s really good at splitting up enemies while absolutely roasting them. As Clerics generally have limited options in AOE damage, this is easily one of the best.

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
CantripGuidance
CantripLight (Light)
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellBurning Hands (Light)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Light)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellScorching Ray (Light)
2nd Level SpellSee Invisibility (Light)
3rd Level SpellDaylight (Light)
3rd Level SpellDispel Magic
3rd Level SpellFireball (Light)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Light)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellWall of Fire (Light)

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 + Flame Strike (Light) + Greater Restoration + Scrying (Light)

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight (Light)
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellBurning Hands (Light)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Light)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellScorching Ray (Light)
2nd Level SpellSee Invisibility (Light)
3rd Level SpellDaylight (Light)
3rd Level SpellDispel Magic
3rd Level SpellFireball (Light)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Light)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellWall of Fire (Light)
5th Level SpellCommune (R)
5th Level SpellFlame Strike (Light)
5th Level SpellGreater Restoration
5th Level SpellScrying (Light)

Level 9 brings you fifth level spells and the final spell additions from your Domain spell list.

Your first Domain spell is Flame Strike which is bad. Yeah, nothing really redeeming about it. The only situations where this is at all acceptable: you have enemies that are Flying and enemies on the ground below them and your other spells couldn’t hit both, or you have a lot of enemies that are vulnerable to Radiant as this will deal a good amount of damage then. Of course, why cast this over Fireball? Very few reasons realistically so this is likely to stay on the bench.

Your second Domain spell is at least acceptable with Scrying. While a fifth level slot is painful to lose if you get no effect from it, this is a really good surveillance spell when it works. Using this combined with your many Divination spells can make you a one man information gathering team.

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: + Thaumaturgy + Summon Celestial

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight (Light)
CantripSacred Flame
CantripThaumaturgy
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellBurning Hands (Light)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Light)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellScorching Ray (Light)
2nd Level SpellSee Invisibility (Light)
3rd Level SpellDaylight (Light)
3rd Level SpellDispel Magic
3rd Level SpellFireball (Light)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Light)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellWall of Fire (Light)
5th Level SpellCommune (R)
5th Level SpellFlame Strike (Light)
5th Level SpellGreater Restoration
5th Level SpellScrying (Light)
5th Level SpellSummon Celestial

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 grab Thaumaturgy which is an extremely mediocre utility spell, but it’s better than nothing.

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
CantripGuidance
CantripLight (Light)
CantripSacred Flame
CantripThaumaturgy
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellBurning Hands (Light)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Light)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellScorching Ray (Light)
2nd Level SpellSee Invisibility (Light)
3rd Level SpellDaylight (Light)
3rd Level SpellDispel Magic
3rd Level SpellFireball (Light)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Light)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellWall of Fire (Light)
5th Level SpellCommune (R)
5th Level SpellFlame Strike (Light)
5th Level SpellGreater Restoration
5th Level SpellScrying (Light)
5th Level SpellSummon Celestial
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
CantripGuidance
CantripLight (Light)
CantripSacred Flame
CantripThaumaturgy
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellBurning Hands (Light)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Light)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellScorching Ray (Light)
2nd Level SpellSee Invisibility (Light)
3rd Level SpellDaylight (Light)
3rd Level SpellDispel Magic
3rd Level SpellFireball (Light)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Light)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellWall of Fire (Light)
5th Level SpellCommune (R)
5th Level SpellFlame Strike (Light)
5th Level SpellGreater Restoration
5th Level SpellScrying (Light)
5th Level SpellSummon Celestial
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
CantripGuidance
CantripLight (Light)
CantripSacred Flame
CantripThaumaturgy
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellBurning Hands (Light)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Light)
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellScorching Ray (Light)
2nd Level SpellSee Invisibility (Light)
3rd Level SpellDaylight (Light)
3rd Level SpellDispel Magic
3rd Level SpellFireball (Light)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Light)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellWall of Fire (Light)
5th Level SpellCommune (R)
5th Level SpellFlame Strike (Light)
5th Level SpellGreater Restoration
5th Level SpellScrying (Light)
5th Level SpellSummon Celestial
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
CantripGuidance
CantripLight (Light)
CantripSacred Flame
CantripThaumaturgy
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellBurning Hands (Light)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Light)
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellScorching Ray (Light)
2nd Level SpellSee Invisibility (Light)
3rd Level SpellDaylight (Light)
3rd Level SpellDispel Magic
3rd Level SpellFireball (Light)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Light)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellWall of Fire (Light)
5th Level SpellCommune (R)
5th Level SpellFlame Strike (Light)
5th Level SpellGreater Restoration
5th Level SpellScrying (Light)
5th Level SpellSummon Celestial
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
CantripGuidance
CantripLight (Light)
CantripSacred Flame
CantripThaumaturgy
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellBurning Hands (Light)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Light)
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellScorching Ray (Light)
2nd Level SpellSee Invisibility (Light)
3rd Level SpellDaylight (Light)
3rd Level SpellDispel Magic
3rd Level SpellFireball (Light)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Light)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellWall of Fire (Light)
5th Level SpellCommune (R)
5th Level SpellFlame Strike (Light)
5th Level SpellGreater Restoration
5th Level SpellScrying (Light)
5th Level SpellSummon Celestial
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
CantripGuidance
CantripLight (Light)
CantripSacred Flame
CantripThaumaturgy
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellBurning Hands (Light)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Light)
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellScorching Ray (Light)
2nd Level SpellSee Invisibility (Light)
3rd Level SpellDaylight (Light)
3rd Level SpellDispel Magic
3rd Level SpellFireball (Light)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Light)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellWall of Fire (Light)
5th Level SpellCommune (R)
5th Level SpellFlame Strike (Light)
5th Level SpellGreater Restoration
5th Level SpellScrying (Light)
5th Level SpellSummon Celestial
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: Corona of Light

Spell Change Log: + Mass Heal

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight (Light)
CantripSacred Flame
CantripThaumaturgy
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellBurning Hands (Light)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Light)
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellScorching Ray (Light)
2nd Level SpellSee Invisibility (Light)
3rd Level SpellDaylight (Light)
3rd Level SpellDispel Magic
3rd Level SpellFireball (Light)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Light)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellWall of Fire (Light)
5th Level SpellCommune (R)
5th Level SpellFlame Strike (Light)
5th Level SpellGreater Restoration
5th Level SpellScrying (Light)
5th Level SpellSummon Celestial
6th Level SpellHeal
7th Level SpellConjure Celestial
7th Level SpellPlane Shift
8th Level SpellHoly Aura
9th Level SpellMass Heal

Level 17 brings your final subclass feature and most importantly, ninth level spells.

Your final subclass feature is Corona of Light. This lets you trade an action (up to WIS modifier times per day) to give your enemies disadvantage on your channel divinity as well as fire or radiant based spells, which realistically, is not a great tradeoff. If this was used as a bonus action this would be solid, but as is, you’re likely not going to use this very much.

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
CantripGuidance
CantripLight (Light)
CantripSacred Flame
CantripThaumaturgy
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellBurning Hands (Light)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Light)
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellScorching Ray (Light)
2nd Level SpellSee Invisibility (Light)
3rd Level SpellDaylight (Light)
3rd Level SpellDispel Magic
3rd Level SpellFireball (Light)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Light)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellWall of Fire (Light)
5th Level SpellCommune (R)
5th Level SpellFlame Strike (Light)
5th Level SpellGreater Restoration
5th Level SpellScrying (Light)
5th Level SpellSummon Celestial
6th Level SpellHeal
7th Level SpellConjure Celestial
7th Level SpellPlane Shift
8th Level SpellAntimagic Field
8th Level SpellHoly Aura
9th Level SpellMass Heal

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
CantripGuidance
CantripLight (Light)
CantripSacred Flame
CantripThaumaturgy
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellBurning Hands (Light)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Light)
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellScorching Ray (Light)
2nd Level SpellSee Invisibility (Light)
3rd Level SpellDaylight (Light)
3rd Level SpellDispel Magic
3rd Level SpellFireball (Light)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Light)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellWall of Fire (Light)
5th Level SpellCommune (R)
5th Level SpellFlame Strike (Light)
5th Level SpellGreater Restoration
5th Level SpellScrying (Light)
5th Level SpellSummon Celestial
6th Level SpellHeal
7th Level SpellConjure Celestial
7th Level SpellPlane Shift
8th Level SpellAntimagic Field
8th Level SpellHoly Aura
9th Level SpellGate
9th Level SpellMass Heal

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
CantripGuidance
CantripLight (Light)
CantripSacred Flame
CantripThaumaturgy
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellBurning Hands (Light)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Light)
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellScorching Ray (Light)
2nd Level SpellSee Invisibility (Light)
3rd Level SpellDaylight (Light)
3rd Level SpellDispel Magic
3rd Level SpellFireball (Light)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellArcane Eye (Light)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellWall of Fire (Light)
5th Level SpellCommune (R)
5th Level SpellFlame Strike (Light)
5th Level SpellGreater Restoration
5th Level SpellScrying (Light)
5th Level SpellSummon Celestial
6th Level SpellHeal
7th Level SpellConjure Celestial
7th Level SpellPlane Shift
8th Level SpellAntimagic Field
8th Level SpellHoly Aura
9th Level SpellGate
9th Level SpellMass Heal
9th Level SpellTrue Resurrection

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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