Nature Cleric Build Guide – The Reverence of Nature – 2024 Update

Learn the best build for the Nature 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 Nature Domain Cleric?

In a real sense, this is for those who like Druid flavoring without explicitly playing a Druid. From a power standpoint, I can see doing so if you want the Druid flavoring while still having high AC, and you are ok with giving up the Druid spell list, which is (in my opinion) stronger than the Cleric’s spell list. Still, if you like being Nature focused without going full Druid, this is a reasonable alternative.

All that said, this is not the subclass for particularly high power campaigns as this is one of, if not the weakest Cleric subclasses since you have a decent spell list, but pretty terrible abilities. All in all, this is far from bad, but there is definitely better.


Nature Cleric Abilities Ranked

Acolyte of Nature (Level 3)C- Tier – Getting a cantrip isn’t nothing as you can grab a decent utility option or even an offensive option if you feel so compelled.

Bonus Proficiency (Level 3)D- Tier – This was a good ability until the Protector from Divine Order was a thing. Still, if you want to pick Thaumaturge (I don’t know why you would want to), then this is obviously decent.

Channel Divinity: Charm Animals and Plants (Level 3)D Tier – This is better than other charm effects that don’t help your allies, but this is so specific. This can be ok if you are facing a lot of animals in combat (there are next to no plant enemies in 5e, maybe that will change in the 2024 update), but only while they are still a threat to your party, which realistically, won’t be for long.

1st Level Spells (Level 3)D Tier – Both spells are just pretty bad. Speak with Animals can have some value, but only in pretty niche situations.

2nd Level Spells (Level 3) A TierBarkskin can be alright to help protect a squishier ally, but that’s going to be hard to justify over the incredible Spike Growth. Getting Spike Growth is probably the sole reason players would ever consider this class realistically.

3rd Level Spells (Level 5)C- TierPlant Growth is a solid pickup, just a little niche. Wind Wall is atrocious so that can be ignored.

Dampen Elements (Level 6)C Tier – A free Absorb Elements is alright, especially as it can protect an ally if you need instead. Unfortunately, this only works for one instance of elemental damage, but a lot of the time, that is all you will need.

4th Level Spells (Level 7)D+ TierDominate Beast is going to be worthless most of the time where Grasping Vine can be usable, but far from exciting.

5th Level Spells (Level 9)D TierTree Stride is easily one of the worst spells in the game, but Insect Plague can be ok.

Master of Nature (Level 17) D- Tier – It would be a miracle if your Channel Divinity was still relevant at this point, but potentially commanding a bunch of plants and animals could(?) be useful.


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
3Nature Domain, Acolyte of Nature, Bonus Proficiency, Nature Domain Spells, Channel Divinity: Charm Animals and Plants+ Thorn Whip (Acolyte)
+ Animal Friendship (Nature)
+ Speak with Animals (Nature)
+ Aid
+ Barkskin (Nature)
+ Spike Growth (Nature)
4Feat: War Caster (WIS)+ Word of Radiance + Lesser Restoration
5Sear Undead+ Plant Growth (Nature)
+ Revivify
+ Spirit Guardians
+ Wind Wall (Nature)
6Channel Divinity (x3), Dampen Elements+ Dispel Magic
7Blessed Strikes (Potent Spellcasting)+ Banishment
+ Dominate Beast (Nature)
+ Grasping Vine (Nature)
8Feat: Resilient (CON) + Divination
9+ Commune
+ Greater Restoration
+ Insect Plague (Nature)
+ Tree Stride (Nature)
10Divine Intervention+ Toll the Dead
+ Summon Celestial
11+ Heal
12Feat: Wisdom to 20None
13Guiding Bolt
+ Power Word: Fortify
+ Plane Shift
14Improved Blessed StrikesNone
15+ Holy Aura
16Feat: Heavy Armor Master (CON)None
17Master of Nature+ Mass Heal
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, Holy Symbol, 5gp + 50gp from background

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, Holy Symbol, 5gp + 50gp from background

Standard starting 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
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: Nature Domain

Class Features: Acolyte of Nature, Bonus Proficiency, Channel Divinity: Charm Animals and Plants

Spell Change Log: + Animal Friendship (Nature) + Speak with Animals (Nature) + Aid + Barkskin (Nature) + Spike Growth (Nature)

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripThorn Whip (Acolyte)
1st Level SpellAnimal Friendship (Nature)
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSpeak with Animals (Nature)
2nd Level SpellAid
2nd Level SpellBarkskin (Nature)
2nd Level SpellSpike Growth (Nature)

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

The first ability you get access to is Acolyte of Nature which gives you a free Druid cantrip and a Druid skill proficiency. The Druid cantrip is really up to you, but personally, I like Shape Water as Cleric don’t get good utility cantrips and this is one of the best ones. However, if you’re looking to go all in on Spike Growth, picking up Thorn Whip instead can be super reasonable. I would only go this route if you have at least one ally looking to engage in these shenanigans with you, as otherwise, you’ll have to do a lot of work for not that much upside.

For the skill proficiency, it’s really up to how you want to play your character, but Survival is technically the best as it’s a Wisdom skill.

The second ability you get is Bonus Proficiency to get Heavy Armor proficiency. This obviously is a wash since you already have it, but so it goes.

Your next ability is that you get Nature Domain Spells with Animal Friendship, Speak with Animals, Barkskin, and Spike Growth.

For spells, you get to start off with Animal Friendship (Nature Domain) and Speak with Animals (Nature Domain).

Right off the bat, I am not a fan of Animal Friendship. Charming an animal is only good in very specific situations, and there are so many ways this can go wrong. The animal can pass the saving throw, they may still be hostile to allies, there may be too many of them so charming one isn’t effective, etc. Some campaigns may be able to better use this than others, but it’s definitely not great.

Speak with Animals, on the other hand, is still situational but a bit better as you can at least attempt to talk your way out of a lot of these situations. Still very narrow, but reasonable.

Barkskin is definitely a bit of a weird one on this list considering you have Heavy Armor proficiency, but slapping this on an ally is very reasonable if you need to keep them alive. That said, I probably wouldn’t be using my second level spell slot on this most of the time.

Your last Domain spell this level is one of the best spells in the game with Spike Growth. There are a lot of crazy things you can do with this spell, but even as just a standalone option, it’s quite good. This excels if you have party members that synergize with it (Grapplers, Warlocks with Repelling Blast, anyone who can force movement) so ideally you have someone who can help you out to maximize the effect of this.

Your final ability is Nature Domain’s Channel Divinity – Charm Animals and Plants. This ability is rough. Not only will this likely not come up often, it will only be at all reasonable early in the game. The absolutely toughest Beast in core D&D is a Tyrannosaurus Rex at CR 8. If you encounter a pack of those, then sure, this ability can be pretty good. But realistically the most likely thing you’ll encounter a pack of is Wolves, a CR 1/4 enemy. Maybe a pack of them would be threatening now, but certainly not in a few levels. What about Plant enemies? The better question is “What Plant enemies?” There are so few Plant enemies in base D&D that they may as well not exist. I get that not every Channel Divinity will have a lot of utility or scale well, but this is just bad.

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
CantripSacred Flame
CantripThorn Whip (Acolyte)
CantripWord of Radiance
1st Level SpellAnimal Friendship (Nature)
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSpeak with Animals (Nature)
2nd Level SpellAid
2nd Level SpellBarkskin (Nature)
2nd Level SpellLesser Restoration
2nd Level SpellSpike Growth (Nature)

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: + Plant Growth (Nature) + Revivify + Spirit Guardians + Wind Wall (Nature)

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripThorn Whip (Acolyte)
CantripWord of Radiance
1st Level SpellAnimal Friendship (Nature)
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSpeak with Animals (Nature)
2nd Level SpellAid
2nd Level SpellBarkskin (Nature)
2nd Level SpellLesser Restoration
2nd Level SpellSpike Growth (Nature)
3rd Level SpellPlant Growth (Nature)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellWind Wall (Nature)

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.

For your Domain spell list, you get two opposite ends of the spectrum with Plant Growth and Wind Wall.

While you can’t always use it, I am a big fan of Plant Growth. It is so much difficult terrain, an absolutely massive AOE, and you can really be specific on which areas you want to be affected. This is a fabulous spell assuming there are plants where you are fighting, and even though it’s specific, it’s powerful enough that you’re happy to have it.

Wind Wall, on the other hand, is not good. This is incredibly specific and only good at stopping gasses or ranged non-magical attacks. I would never be happy casting this spell, but there may be a time where you’re being assailed by archers and this is helpful.

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), Dampen Elements

Spell Change Log: + Dispel Magic

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripThorn Whip (Acolyte)
CantripWord of Radiance
1st Level SpellAnimal Friendship (Nature)
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSpeak with Animals (Nature)
2nd Level SpellAid
2nd Level SpellBarkskin (Nature)
2nd Level SpellLesser Restoration
2nd Level SpellSpike Growth (Nature)
3rd Level SpellDispel Magic
3rd Level SpellPlant Growth (Nature)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellWind Wall (Nature)

For level 6, you get Dampen Elements which is like an Absorb Elements, except it has no amount of charges and you can use it on allies. That sounds incredible, until you realize that’s just for one instance of damage. Maybe ok to help stave off some damage from a dragon’s breath attack, but if you’re facing multiple elemental enemies, this is not going to prevent particularly much damage.

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: + Banishment + Dominate Beast (Nature) + Grasping Vine (Nature)

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripThorn Whip (Acolyte)
CantripWord of Radiance
1st Level SpellAnimal Friendship (Nature)
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSpeak with Animals (Nature)
2nd Level SpellAid
2nd Level SpellBarkskin (Nature)
2nd Level SpellLesser Restoration
2nd Level SpellSpike Growth (Nature)
3rd Level SpellDispel Magic
3rd Level SpellPlant Growth (Nature)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellWind Wall (Nature)
4th Level SpellBanishment
4th Level SpellDominate Beast (Nature)
4th Level SpellGrasping Vine (Nature)

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.

You get two more Domain spells to add to the list with Dominate Beast and Grasping Vine.

Dominate Beast is not a good spell – plain and simple. Like mentioned before, there are so few meaningful beasts in core 5e that just the number of worthy targets for this is next to 0. If your DM likes to throw higher CR beasts against you or homebrewed some higher CR beasts, then this can get some value, but this is probably going to be near useless in most campaigns.

While also not idea, Grasping Vine is definitely a bit more interesting. This spell can be alright for forcing back enemies that need to be up close to deal damage, but it really shines if you can use it to drag enemies into AOE spells. In that vein, you’ll need another ally to set up something worthy to dragging into to get the full usefulness of this spell, but it’s not terrible even if you don’t as it still deals a bit of damage.

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
CantripSacred Flame
CantripThorn Whip (Acolyte)
CantripWord of Radiance
1st Level SpellAnimal Friendship (Nature)
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSpeak with Animals (Nature)
2nd Level SpellAid
2nd Level SpellBarkskin (Nature)
2nd Level SpellLesser Restoration
2nd Level SpellSpike Growth (Nature)
3rd Level SpellDispel Magic
3rd Level SpellPlant Growth (Nature)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellWind Wall (Nature)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellDominate Beast (Nature)
4th Level SpellGrasping Vine (Nature)

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 + Insect Plague (Nature) + Tree Stride (Nature)

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripThorn Whip (Acolyte)
CantripWord of Radiance
1st Level SpellAnimal Friendship (Nature)
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSpeak with Animals (Nature)
2nd Level SpellAid
2nd Level SpellBarkskin (Nature)
2nd Level SpellLesser Restoration
2nd Level SpellSpike Growth (Nature)
3rd Level SpellDispel Magic
3rd Level SpellPlant Growth (Nature)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellWind Wall (Nature)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellDominate Beast (Nature)
4th Level SpellGrasping Vine (Nature)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellInsect Plague (Nature)
5th Level SpellTree Stride (Nature)

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

The first Domain spell you get is Insect Plague which is a pretty middling area denial damage spell. It doesn’t do any particular thing that well, but does enough to make it a reasonable option.

Unfortunately, the final Domain spell you get is Tree Stride. This spell is only useful in an area with an abundance of trees and is not even that good there. It’s such an expensive slot, is completely questionable why you’d need this, and you can’t even stay in the tree at the end of your turn. I just don’t understand this spell and it definitely hurts that this is the capstone spell.

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
CantripGuidance
CantripLight
CantripSacred Flame
CantripThorn Whip (Acolyte)
CantripToll the Dead
CantripWord of Radiance
1st Level SpellAnimal Friendship (Nature)
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSpeak with Animals (Nature)
2nd Level SpellAid
2nd Level SpellBarkskin (Nature)
2nd Level SpellLesser Restoration
2nd Level SpellSpike Growth (Nature)
3rd Level SpellDispel Magic
3rd Level SpellPlant Growth (Nature)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellWind Wall (Nature)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellDominate Beast (Nature)
4th Level SpellGrasping Vine (Nature)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellInsect Plague (Nature)
5th Level SpellSummon Celestial
5th Level SpellTree Stride (Nature)

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
CantripGuidance
CantripLight
CantripSacred Flame
CantripThorn Whip (Acolyte)
CantripToll the Dead
CantripWord of Radiance
1st Level SpellAnimal Friendship (Nature)
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSpeak with Animals (Nature)
2nd Level SpellAid
2nd Level SpellBarkskin (Nature)
2nd Level SpellLesser Restoration
2nd Level SpellSpike Growth (Nature)
3rd Level SpellDispel Magic
3rd Level SpellPlant Growth (Nature)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellWind Wall (Nature)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellDominate Beast (Nature)
4th Level SpellGrasping Vine (Nature)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellInsect Plague (Nature)
5th Level SpellSummon Celestial
5th Level SpellTree Stride (Nature)
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
CantripSacred Flame
CantripThorn Whip (Acolyte)
CantripToll the Dead
CantripWord of Radiance
1st Level SpellAnimal Friendship (Nature)
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSpeak with Animals (Nature)
2nd Level SpellAid
2nd Level SpellBarkskin (Nature)
2nd Level SpellLesser Restoration
2nd Level SpellSpike Growth (Nature)
3rd Level SpellDispel Magic
3rd Level SpellPlant Growth (Nature)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellWind Wall (Nature)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellDominate Beast (Nature)
4th Level SpellGrasping Vine (Nature)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellInsect Plague (Nature)
5th Level SpellSummon Celestial
5th Level SpellTree Stride (Nature)
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
CantripSacred Flame
CantripThorn Whip (Acolyte)
CantripToll the Dead
CantripWord of Radiance
1st Level SpellAnimal Friendship (Nature)
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellHealing Word
1st Level SpellSpeak with Animals (Nature)
2nd Level SpellAid
2nd Level SpellBarkskin (Nature)
2nd Level SpellLesser Restoration
2nd Level SpellSpike Growth (Nature)
3rd Level SpellDispel Magic
3rd Level SpellPlant Growth (Nature)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellWind Wall (Nature)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellDominate Beast (Nature)
4th Level SpellGrasping Vine (Nature)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellInsect Plague (Nature)
5th Level SpellSummon Celestial
5th Level SpellTree Stride (Nature)
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
CantripSacred Flame
CantripThorn Whip (Acolyte)
CantripToll the Dead
CantripWord of Radiance
1st Level SpellAnimal Friendship (Nature)
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellHealing Word
1st Level SpellSpeak with Animals (Nature)
2nd Level SpellAid
2nd Level SpellBarkskin (Nature)
2nd Level SpellLesser Restoration
2nd Level SpellSpike Growth (Nature)
3rd Level SpellDispel Magic
3rd Level SpellPlant Growth (Nature)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellWind Wall (Nature)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellDominate Beast (Nature)
4th Level SpellGrasping Vine (Nature)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellInsect Plague (Nature)
5th Level SpellSummon Celestial
5th Level SpellTree Stride (Nature)
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
CantripSacred Flame
CantripThorn Whip (Acolyte)
CantripToll the Dead
CantripWord of Radiance
1st Level SpellAnimal Friendship (Nature)
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellHealing Word
1st Level SpellSpeak with Animals (Nature)
2nd Level SpellAid
2nd Level SpellBarkskin (Nature)
2nd Level SpellLesser Restoration
2nd Level SpellSpike Growth (Nature)
3rd Level SpellDispel Magic
3rd Level SpellPlant Growth (Nature)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellWind Wall (Nature)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellDominate Beast (Nature)
4th Level SpellGrasping Vine (Nature)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellInsect Plague (Nature)
5th Level SpellSummon Celestial
5th Level SpellTree Stride (Nature)
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
CantripSacred Flame
CantripThorn Whip (Acolyte)
CantripToll the Dead
CantripWord of Radiance
1st Level SpellAnimal Friendship (Nature)
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellHealing Word
1st Level SpellSpeak with Animals (Nature)
2nd Level SpellAid
2nd Level SpellBarkskin (Nature)
2nd Level SpellLesser Restoration
2nd Level SpellSpike Growth (Nature)
3rd Level SpellDispel Magic
3rd Level SpellPlant Growth (Nature)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellWind Wall (Nature)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellDominate Beast (Nature)
4th Level SpellGrasping Vine (Nature)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellInsect Plague (Nature)
5th Level SpellSummon Celestial
5th Level SpellTree Stride (Nature)
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: Master of Nature

Spell Change Log: + Mass Heal

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripThorn Whip (Acolyte)
CantripToll the Dead
CantripWord of Radiance
1st Level SpellAnimal Friendship (Nature)
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellHealing Word
1st Level SpellSpeak with Animals (Nature)
2nd Level SpellAid
2nd Level SpellBarkskin (Nature)
2nd Level SpellLesser Restoration
2nd Level SpellSpike Growth (Nature)
3rd Level SpellDispel Magic
3rd Level SpellPlant Growth (Nature)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellWind Wall (Nature)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellDominate Beast (Nature)
4th Level SpellGrasping Vine (Nature)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellInsect Plague (Nature)
5th Level SpellSummon Celestial
5th Level SpellTree Stride (Nature)
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.

For your capstone subclass ability, you get Master of Nature. This lets you command any creatures or plants you’ve charmed. Just…yeesh. It is so incredibly unlikely you’re charming any plants or animals at this point so this is functionally like getting no ability. Great.

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
CantripSacred Flame
CantripThorn Whip (Acolyte)
CantripToll the Dead
CantripWord of Radiance
1st Level SpellAnimal Friendship (Nature)
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellHealing Word
1st Level SpellSpeak with Animals (Nature)
2nd Level SpellAid
2nd Level SpellBarkskin (Nature)
2nd Level SpellLesser Restoration
2nd Level SpellSpike Growth (Nature)
3rd Level SpellDispel Magic
3rd Level SpellPlant Growth (Nature)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellWind Wall (Nature)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellDominate Beast (Nature)
4th Level SpellGrasping Vine (Nature)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellInsect Plague (Nature)
5th Level SpellSummon Celestial
5th Level SpellTree Stride (Nature)
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
CantripSacred Flame
CantripThorn Whip (Acolyte)
CantripToll the Dead
CantripWord of Radiance
1st Level SpellAnimal Friendship (Nature)
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellHealing Word
1st Level SpellSpeak with Animals (Nature)
2nd Level SpellAid
2nd Level SpellBarkskin (Nature)
2nd Level SpellLesser Restoration
2nd Level SpellSpike Growth (Nature)
3rd Level SpellDispel Magic
3rd Level SpellPlant Growth (Nature)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellWind Wall (Nature)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellDominate Beast (Nature)
4th Level SpellGrasping Vine (Nature)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellInsect Plague (Nature)
5th Level SpellSummon Celestial
5th Level SpellTree Stride (Nature)
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
CantripSacred Flame
CantripThorn Whip (Acolyte)
CantripToll the Dead
CantripWord of Radiance
1st Level SpellAnimal Friendship (Nature)
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellHealing Word
1st Level SpellSpeak with Animals (Nature)
2nd Level SpellAid
2nd Level SpellBarkskin (Nature)
2nd Level SpellLesser Restoration
2nd Level SpellSpike Growth (Nature)
3rd Level SpellDispel Magic
3rd Level SpellPlant Growth (Nature)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellWind Wall (Nature)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellDominate Beast (Nature)
4th Level SpellGrasping Vine (Nature)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellInsect Plague (Nature)
5th Level SpellSummon Celestial
5th Level SpellTree Stride (Nature)
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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