Order Cleric Build Guide – The Ultimate Martial Ally – 2024 Update

Learn the best build for the Order 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 Order Domain Cleric?

Out of all the Domains, Order Domain may be the most specific in why you’d want to play this subclass. In essence, this is excellent in conjunction with a lot of melee allies. With your Voice of Authority, you can trade in cheap spell slots to give allies additional attacks which can be powerful, especially with any character who can make one hit really count. If you like playing support and you know you’re going to have a lot of martial allies, this is an excellent subclass.


Order Cleric Abilities Ranked

Bonus Proficiencies (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.

Voice of Authority (Level 3)C+ Tier – This ability is super unique and while I can’t rate it too highly, I do kind of love it. In the average party, this will be just ok as extra damage is decent. However, if you have an ally that can hit like a truck for one attack (specifically a Rogue and their Sneak Attack), then you can get substantially more value out of this. Funny that an Order Cleric has to pair with a lawless Rogue to get the most out of this ability.

Channel Divinity: Order’s Demand (Level 3)C- Tier – This ability is super cool, but is really only helpful against enemies that are carrying weapons which is not super common. Even then, if they pass the saving throw or their turn comes before an ally who can go grab their weapon, then this ability is useless.

1st Level Spells (Level 3)D+ Tier – Not spells you’re excited about, and you could just pick up Command if you wanted it.

2nd Level Spells (Level 3)D+ Tier – Situational spells and not particularly good ones. Hold Person can be more helpful if you find yourself fighting humanoid enemies often enough.

3rd Level Spells (Level 5)B TierSlow is a really strong pickup as Cleric does not normally get good CC options. Mass Healing Word is not particularly good, but can be useful in situations where multiple allies are down so this isn’t useless.

Embodiment of Law (Level 6)C Tier – Being able to cast spells as a bonus action that normally take an action can be good, but only if you have a relevant action you want to take on top of it. A cantrip isn’t the worst action to take with your freed up action economy, but it’s not that exciting either.

4th Level Spells (Level 7)F Tier – I don’t think I would ever consider casting either spell except in the most unbelievably specific scenario.

5th Level Spells (Level 9)C- Tier – Getting Commune for free is nice, but you would’ve picked that up anyway so this just frees up a prepared spell.

Order’s Wrath (Level 17)D- Tier – Free damage is free damage, but this could’ve been a level 6 ability, not the Order Domain capstone. This is a minimal damage boost that you have to set up with your cantrip that you still need to connect with to get.


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)+ Protection from Evil and Good
3Order Domain, Bonus Proficiencies, Voice of Authority, Order Domain Spells,
Channel Divinity: Order’s Demand
+ Command (Order)
+ Heroism (Order)
+ Aid
+ Hold Person (Order)
+ Zone of Truth (Order)
4Feat: War Caster (WIS)+ Word of Radiance + Lesser Restoration
5Sear Undead+ Mass Healing Word (Order)
+ Revivify
+ Slow (Order)
+ Spirit Guardians
6Channel Divinity (x3), Embodiment of the Law+ Dispel Magic
7Blessed Strikes (Potent Spellcasting)+ Banishment
+ Compulsion (Order)
+ Locate Creature (Order)
8Feat: Resilient (CON) + Divination
9+ Death Ward
+ Commune (Order)
+ Dominate Person (Order)
+ Greater Restoration
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
17Order’s Wrath+ 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 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: + Protection from Evil and Good

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
1st Level SpellBless
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellProtection from Evil and Good

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, you can pick up Protection from Evil and Good. This is a pretty niche protection spell, it is really good against extraplanar enemies for pretty cheap.


Level 3

Class: Order Domain

Class Features: Order Domain, Bonus Proficiencies, Voice of Authority, Order Domain Spells, Channel Divinity: Order’s Demand

Spell Change Log: + Command (Order) + Heroism (Order) + Aid + Hold Person (Order) + Zone of Truth (Order)

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
1st Level SpellBless
1st Level SpellCommand (Order)
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellHeroism (Order)
1st Level SpellProtection from Evil and Good
2nd Level SpellAid
2nd Level SpellHold Person (Order)
2nd Level SpellSpiritual Weapon
2nd Level SpellZone of Truth (Order)

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

First of all, Order Domain gets Heavy Armor proficiency (which you already have) and a free skill proficiency on top of it! I would opt for Persuasion, but you can grab Intimidation if you prefer.

The second ability you get is Voice of Authority. This ability is the whole reason you’re likely picking this class and it’s definitely a bit weird. Whenever you target a friendly with a spell, they can make a reaction attack. This is a very strange ability, but highly incentivizes you to play in a party with a lot of melee allies. Ideally, you actually have three allies that like getting into melee range (which won’t be realistic for most parties unless you have minimum 5 players), but two will still work very well. Overall, you need a few melee allies to play this class to make this ability sing.

Your third ability is your Order Domain spells which gives you Command, Heroism, Hold Person, and Zone of Truth.

While I’m not the biggest fan of it, Command is a decent save or suck option that’s available at lower levels. Unlike other slightly higher level save or suck options in other classes, Command you are trading your action and a first level spell slot just for the chance of ridding the enemy of their action. This is obviously not a particularly good trade. However, as you increase the spell level when casting this, you get to target an additional enemy so you have the chance for one spell to rid multiple enemies of their actions. Not necessarily the highest impact, but can be useful in some scenarios.

Heroism, similarly, is a pretty powerful spell. Being immune to frightened can be good in some situations, depending on the enemy you’re facing so that may or may not be good. The temporary hp on the other hand is quite strong. Reupping yourself or allies with temporary hit points every turn can add up over the course of a long fight making this pretty valuable. Great spell overall.

Hold Person is a very niche spell as you won’t often have humanoids as enemies, and to make matters tougher, human enemies tend to be really weak (where this would be unnecessary) or really strong (where this is unlikely to work) further limiting this spell’s usefulness. All that said, this spell is crazy powerful in the situations where it is both good and works making it a nice spell to have in the back pocket.

Lastly, Zone of Truth is a tough spell to use in general and is not particularly good. Not only can people save through it, but you can even “game” the zone if you’re smart enough making it really unreliable. If you’re clever or in particular campaigns, this can still be useful, but that’s likely the exception rather than the rule.

Finally, you get the Order Domain’s Channel Divinity – Order’s Demand. Charmed effects are generally not strong because those enemies can still be mad at your allies which doesn’t help, but compelling them to drop what they’re holding is extremely unique and can be debilitating to weapon users in a fight (some people can’t fight without them!) This is still pretty hit or miss, but it can obviously be great.

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
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand (Order)
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellHeroism (Order)
1st Level SpellProtection from Evil and Good
2nd Level SpellAid
2nd Level SpellHold Person (Order)
2nd Level SpellLesser Restoration
2nd Level SpellZone of Truth (Order)

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: + Mass Healing Word (Order) + Revivify + Slow (Order) + Spirit Guardians

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand (Order)
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellHeroism (Order)
1st Level SpellProtection from Evil and Good
2nd Level SpellAid
2nd Level SpellHold Person (Order)
2nd Level SpellLesser Restoration
2nd Level SpellZone of Truth (Order)
3rd Level SpellMass Healing Word (Order)
3rd Level SpellRevivify
3rd Level SpellSlow (Order)
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.

For your Domain spell list, you get two opposite ends of the spectrum with Mass Healing Word and Slow.

Mass Healing Word, in general, sucks. It’s just not a good spell, but when you use it to pick up multiple allies, this can be pretty good. That said, this will be pretty rare that multiple allies will go down before you get a chance to bring one back.

Slow, on the other hand, is an excellent CC spell. While it generally gets outclassed by classes that can normally cast it, it is extremely good for Clerics considering they don’t really get CC spells. This is something you’re likely to be casting very often.

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), Embodiment of the Law

Spell Change Log: + Dispel Magic

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand (Order)
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellHeroism (Order)
1st Level SpellProtection from Evil and Good
2nd Level SpellAid
2nd Level SpellHold Person (Order)
2nd Level SpellLesser Restoration
2nd Level SpellZone of Truth (Order)
3rd Level SpellDispel Magic
3rd Level SpellMass Healing Word (Order)
3rd Level SpellRevivify
3rd Level SpellSlow (Order)
3rd Level SpellSpirit Guardians

For level 6, you get Embodiment of the Law! Simply you get top speed up the casting time of Enchantment spells a few times per day. Will you need to do this most of the time? Not really, but if you need to take an action (Dodge/Disengage/Dash) and cast a spell, this will definitely shine.

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 + Compulsion (Order Domain) + Locate Creature (Order Domain)

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand (Order)
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellHeroism (Order)
1st Level SpellProtection from Evil and Good
2nd Level SpellAid
2nd Level SpellHold Person (Order)
2nd Level SpellLesser Restoration
2nd Level SpellZone of Truth (Order)
3rd Level SpellDispel Magic
3rd Level SpellMass Healing Word (Order)
3rd Level SpellRevivify
3rd Level SpellSlow (Order)
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellCompulsion (Order)
4th Level SpellLocate Creature (Order)

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 Compulsion and Locate Creature .

Compulsion is a really strange spell at the best of times and ironically doesn’t work that well in this build. So the main use case of this is to not only compel movement from enemies, but to give your melee allies attacks of opportunity. However, if you want to give your melee allies more attacks, Voice of Authority already does that. So, if limiting movement is more important or the movement itself is really important (Booming Blade/Spike Growth/force them into AOE spells/etc), then this spell can be pretty good.

Locate Creature is also a strange spell, but has fewer and worse use cases. This just isn’t a good spell and will only matter if you’re trying to track a creature down, but this also has caveats that can sometimes nullify the spell. Weird and doesn’t even fit the subclass well in my opinion.

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
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand (Order)
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellHeroism (Order)
1st Level SpellProtection from Evil and Good
2nd Level SpellAid
2nd Level SpellHold Person (Order)
2nd Level SpellLesser Restoration
2nd Level SpellZone of Truth (Order)
3rd Level SpellDispel Magic
3rd Level SpellMass Healing Word (Order)
3rd Level SpellRevivify
3rd Level SpellSlow (Order)
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellCompulsion (Order)
4th Level SpellDivination (R)
4th Level SpellLocate Creature (Order)

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: + Death Ward + Commune (Order) + Dominate Person (Order) + Greater Restoration

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand (Order)
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellHeroism (Order)
1st Level SpellProtection from Evil and Good
2nd Level SpellAid
2nd Level SpellHold Person (Order)
2nd Level SpellLesser Restoration
2nd Level SpellZone of Truth (Order)
3rd Level SpellDispel Magic
3rd Level SpellMass Healing Word (Order)
3rd Level SpellRevivify
3rd Level SpellSlow (Order)
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellCompulsion (Order)
4th Level SpellDeath Ward
4th Level SpellDivination (R)
4th Level SpellLocate Creature (Order)
5th Level SpellCommune (Order)
5th Level SpellDominate Person (Order)
5th Level SpellGreater Restoration

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

The first Domain spell you get is the best Divination spell in the game – Commune. Unlike the other Divination spells, you get three questions rather than just one. I hope your DM doesn’t mind answering a boatload of questions at the start of every adventuring day! Since you get three questions with this, you can swap out your other Divination spells and just use this moving forward!

The final Domain spell you get is Dominate Person. This does have the same limitations as Hold Person (mentioned at level 3), but this is a very powerful ability if you’re dealing with a lot of humanoids.

You also get two spells this level with Death Ward and Greater Restoration.

Death Ward is an interesting spell that stops someone from going down once which doesn’t seem that helpful, but considering there are instant-kill abilities, this can be really important to have when you know you’re going into those scenarios.

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
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand (Order)
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellHeroism (Order)
1st Level SpellProtection from Evil and Good
2nd Level SpellAid
2nd Level SpellHold Person (Order)
2nd Level SpellLesser Restoration
2nd Level SpellZone of Truth (Order)
3rd Level SpellDispel Magic
3rd Level SpellMass Healing Word (Order)
3rd Level SpellRevivify
3rd Level SpellSlow (Order)
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellCompulsion (Order)
4th Level SpellDeath Ward
4th Level SpellDivination (R)
4th Level SpellLocate Creature (Order)
5th Level SpellCommune (Order)
5th Level SpellDominate Person (Order)
5th Level SpellGreater Restoration
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 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
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand (Order)
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellHeroism (Order)
1st Level SpellProtection from Evil and Good
2nd Level SpellAid
2nd Level SpellHold Person (Order)
2nd Level SpellLesser Restoration
2nd Level SpellZone of Truth (Order)
3rd Level SpellDispel Magic
3rd Level SpellMass Healing Word (Order)
3rd Level SpellRevivify
3rd Level SpellSlow (Order)
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellCompulsion (Order)
4th Level SpellDeath Ward
4th Level SpellDivination (R)
4th Level SpellLocate Creature (Order)
5th Level SpellCommune (Order)
5th Level SpellDominate Person (Order)
5th Level SpellGreater Restoration
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
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand (Order)
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellHeroism (Order)
1st Level SpellProtection from Evil and Good
2nd Level SpellAid
2nd Level SpellHold Person (Order)
2nd Level SpellLesser Restoration
2nd Level SpellZone of Truth (Order)
3rd Level SpellDispel Magic
3rd Level SpellMass Healing Word (Order)
3rd Level SpellRevivify
3rd Level SpellSlow (Order)
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellCompulsion (Order)
4th Level SpellDeath Ward
4th Level SpellDivination (R)
4th Level SpellLocate Creature (Order)
5th Level SpellCommune (Order)
5th Level SpellDominate Person (Order)
5th Level SpellGreater Restoration
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 / + Plane Shift + Power Word: Fortify

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand (Order)
1st Level SpellDetect Magic (R)
1st Level SpellHealing Word
1st Level SpellHeroism (Order)
1st Level SpellProtection from Evil and Good
2nd Level SpellAid
2nd Level SpellHold Person (Order)
2nd Level SpellLesser Restoration
2nd Level SpellZone of Truth (Order)
3rd Level SpellDispel Magic
3rd Level SpellMass Healing Word (Order)
3rd Level SpellRevivify
3rd Level SpellSlow (Order)
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellCompulsion (Order)
4th Level SpellDeath Ward
4th Level SpellDivination (R)
4th Level SpellLocate Creature (Order)
5th Level SpellCommune (Order)
5th Level SpellDominate Person (Order)
5th Level SpellGreater Restoration
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
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand (Order)
1st Level SpellDetect Magic (R)
1st Level SpellHealing Word
1st Level SpellHeroism (Order)
1st Level SpellProtection from Evil and Good
2nd Level SpellAid
2nd Level SpellHold Person (Order)
2nd Level SpellLesser Restoration
2nd Level SpellZone of Truth (Order)
3rd Level SpellDispel Magic
3rd Level SpellMass Healing Word (Order)
3rd Level SpellRevivify
3rd Level SpellSlow (Order)
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellCompulsion (Order)
4th Level SpellDeath Ward
4th Level SpellDivination (R)
4th Level SpellLocate Creature (Order)
5th Level SpellCommune (Order)
5th Level SpellDominate Person (Order)
5th Level SpellGreater Restoration
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
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand (Order)
1st Level SpellDetect Magic (R)
1st Level SpellHealing Word
1st Level SpellHeroism (Order)
1st Level SpellProtection from Evil and Good
2nd Level SpellAid
2nd Level SpellHold Person (Order)
2nd Level SpellLesser Restoration
2nd Level SpellZone of Truth (Order)
3rd Level SpellDispel Magic
3rd Level SpellMass Healing Word (Order)
3rd Level SpellRevivify
3rd Level SpellSlow (Order)
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellCompulsion (Order)
4th Level SpellDeath Ward
4th Level SpellDivination (R)
4th Level SpellLocate Creature (Order)
5th Level SpellCommune (Order)
5th Level SpellDominate Person (Order)
5th Level SpellGreater Restoration
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
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand (Order)
1st Level SpellDetect Magic (R)
1st Level SpellHealing Word
1st Level SpellHeroism (Order)
1st Level SpellProtection from Evil and Good
2nd Level SpellAid
2nd Level SpellHold Person (Order)
2nd Level SpellLesser Restoration
2nd Level SpellZone of Truth (Order)
3rd Level SpellDispel Magic
3rd Level SpellMass Healing Word (Order)
3rd Level SpellRevivify
3rd Level SpellSlow (Order)
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellCompulsion (Order)
4th Level SpellDeath Ward
4th Level SpellDivination (R)
4th Level SpellLocate Creature (Order)
5th Level SpellCommune (Order)
5th Level SpellDominate Person (Order)
5th Level SpellGreater Restoration
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: Order’s Wrath

Spell Change Log: + Mass Heal

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand (Order)
1st Level SpellDetect Magic (R)
1st Level SpellHealing Word
1st Level SpellHeroism (Order)
1st Level SpellProtection from Evil and Good
2nd Level SpellAid
2nd Level SpellHold Person (Order)
2nd Level SpellLesser Restoration
2nd Level SpellZone of Truth (Order)
3rd Level SpellDispel Magic
3rd Level SpellMass Healing Word (Order)
3rd Level SpellRevivify
3rd Level SpellSlow (Order)
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellCompulsion (Order)
4th Level SpellDeath Ward
4th Level SpellDivination (R)
4th Level SpellLocate Creature (Order)
5th Level SpellCommune (Order)
5th Level SpellDominate Person (Order)
5th Level SpellGreater Restoration
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 Order’s Wrath, but unfortunately, it is not good. At level 17, there is absolutely no way you’re ever looking to hit an enemy with a melee attack, so it’s kind of unbelievable that this is the capstone feature. It’s unfortunate, but what can you do.

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
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand (Order)
1st Level SpellDetect Magic (R)
1st Level SpellHealing Word
1st Level SpellHeroism (Order)
1st Level SpellProtection from Evil and Good
2nd Level SpellAid
2nd Level SpellHold Person (Order)
2nd Level SpellLesser Restoration
2nd Level SpellZone of Truth (Order)
3rd Level SpellDispel Magic
3rd Level SpellMass Healing Word (Order)
3rd Level SpellRevivify
3rd Level SpellSlow (Order)
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellCompulsion (Order)
4th Level SpellDeath Ward
4th Level SpellDivination (R)
4th Level SpellLocate Creature (Order)
5th Level SpellCommune (Order)
5th Level SpellDominate Person (Order)
5th Level SpellGreater Restoration
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
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand (Order)
1st Level SpellDetect Magic (R)
1st Level SpellHealing Word
1st Level SpellHeroism (Order)
1st Level SpellProtection from Evil and Good
2nd Level SpellAid
2nd Level SpellHold Person (Order)
2nd Level SpellLesser Restoration
2nd Level SpellZone of Truth (Order)
3rd Level SpellDispel Magic
3rd Level SpellMass Healing Word (Order)
3rd Level SpellRevivify
3rd Level SpellSlow (Order)
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellCompulsion (Order)
4th Level SpellDeath Ward
4th Level SpellDivination (R)
4th Level SpellLocate Creature (Order)
5th Level SpellCommune (Order)
5th Level SpellDominate Person (Order)
5th Level SpellGreater Restoration
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
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand (Order)
1st Level SpellDetect Magic (R)
1st Level SpellHealing Word
1st Level SpellHeroism (Order)
1st Level SpellProtection from Evil and Good
2nd Level SpellAid
2nd Level SpellHold Person (Order)
2nd Level SpellLesser Restoration
2nd Level SpellZone of Truth (Order)
3rd Level SpellDispel Magic
3rd Level SpellMass Healing Word (Order)
3rd Level SpellRevivify
3rd Level SpellSlow (Order)
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellCompulsion (Order)
4th Level SpellDeath Ward
4th Level SpellDivination (R)
4th Level SpellLocate Creature (Order)
5th Level SpellCommune (Order)
5th Level SpellDominate Person (Order)
5th Level SpellGreater Restoration
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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