Peace Cleric Build Guide – The Ultimate Support Caster – 2024 Update
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For all D&D guides on Nat1gaming, they only use the main sourcebooks (Player’s Handbook, Tasha’s Cauldron of Everything, Xanathar’s Guide to Everything) as well as Strixhaven: A Curriculum of Chaos (mostly for Silvery Barbs) as those tend to be the most commonly used books at tables. Always be sure that if you’re following a guide that you’re adhering to your tables rules about what sourcebooks you are allowed to follow.
Any spell, class, feature, or other game item that is linkable on this website is covered by the 5th edition Open Games License and will be in the Player’s Handbook, but not everything in the Player’s Handbook will be linked to. All other materials that aren’t linked to are from other sourcebooks or aren’t allowed to be linked to per the 5th Edition Open Games License, so please refer to the appropriate sourcebooks for that information.
For the purposes of this guide, it will be assumed that you would not be multiclassing. While multiclassing can be excellent for many of these, this is for those who want to play the build all the way through in the same class. Guides that use multiclassing will be separate from these.
For spellcasters, you may notice substantial overlap between the spell lists of builds with the same base class. This is due to each guide utilizing a generically good spell list and not considering extenuating factors that will influence how you particularly sculpt your spell list. When creating your own spell list, you should take into account the campaign setting, what spells any other party members are capable of casting, potential overlap (ritual spells tend to overlap so it’s rare you need multiple people capable of casting them), or potential shortcomings in the parties total spell list. While this guide can definitely help point you in the right direction for crafting a spell list, you should use your judgement and preferences to figure out what spells make the most sense for your character.
To that end, please refer to the Spell List and Spell Tier list for any substitutions you’d want to make to the build.
Cleric Spell List and Spell Tier List
Why Peace Domain Cleric?
In a non-metagame sense, Peace Domain Cleric is a really unique subclass that’s like the ultimate support player between their abilities and copious support spells to help your team. However, when you put it into context, Peace Domain is unfortunately one of the most unbalanced subclasses in the game as your Protective Bond is not only problematic from a power level standpoint, but slows games down as you have to constantly decide how you’re going to use your d4. If your table is ok with a really strong Cleric, this is obviously an excellent option, just have a discussion as a table on how to deal with your Emboldening Bond.
Peace Cleric Abilities Ranked
Implement of Peace (Level 3) – D+ Tier – A free skill proficiency is nice, but not particularly high impact.
Emboldening Bond (Level 3) (Level 3) – S Tier – One of the most broken abilities in the game. Getting a 1d4 every turn on a relevant roll will slow games down tremendously (especially as more and more players get the bond), but is just much more powerful than it looks in general.
Channel Divinity: Balm of Peace – A+ Tier – While this will be extremely powerful in earlier levels as you can heal a good amount of health with each use of this, this doesn’t scale particularly well and its usefulness is pretty dependent on how large your party is.
1st Level Spells (Level 3) – D- Tier – While it may seem like Peace can do no wrong in terms of quality, these spells are pretty bad and I would be surprised if I ever used either.
2nd Level Spells (Level 3) – C Tier – You do get some solid options here, but both spells you could just grab if you wanted and the opportunity cost for taking them was pretty low already.
3rd Level Spells (Level 5) – D+ Tier – These spells aren’t useless, but you probably aren’t getting much if any use out of them.
Protective Bond (Level 6) – A+ Tier – This ability functionally lets you pool your health together as, if someone is in a better position to take damage, they can take it for someone else. Once again, this ability is going to slow games down a lot like Emboldening Bond, but it is very powerful.
4th Level Spells (Level 7) – D+ Tier – Resilient Sphere is an interesting pick up, but it functions so similarly to Banishment that it’s not that impactful.
5th Level Spells (Level 9) – C Tier – Greater Restoration was a spell you were interested in grabbing anyway, but Telepathic Bond is a pretty nice pick up that you wouldn’t normally get.
Expansive Bond (Level 17) – S Tier – Your broken abilities are now somehow even better. Peace really got all the love.
Quick Level Up Guide
Level | Class Features/Feat | Notes |
1 | Spellcasting, Divine Order (Protector) | + Guidance + Light + Sacred Flame + Bless + Detect Magic + Guiding Bolt + Healing Word |
2 | Channel Divinity (x2) | + Command |
3 | Peace Domain, Implement of Peace, Emboldening Bond, Peace Domain Spells, Channel Divinity: Balm of Peace | + Heroism (Peace) + Sanctuary (Peace) + Aid (Peace) + Lesser Restoration + Warding Bond (Peace) |
4 | Feat: War Caster (WIS) | + Word of Radiance + Augury |
5 | Sear Undead | + Beacon of Hope (Peace) + Revivify + Sending (Peace) + Spirit Guardians |
6 | Channel Divinity (x3), Protective Bond | + Dispel Magic |
7 | Blessed Strikes (Potent Spellcasting) | + Aura of Purity (Peace) + Banishment + Resilient Sphere (Peace) |
8 | Feat: Resilient (CON) | + Divination |
9 | – | + Death Ward + Commune + Greater Restoration (Peace) + Telepathic Bond (Peace) |
10 | Divine Intervention | + Toll the Dead + Summon Celestial |
11 | – | + Heal |
12 | Feat: Wisdom to 20 | None |
13 | – | – Guiding Bolt + Conjure Celestial + Plane Shift |
14 | Improved Blessed Strikes | None |
15 | – | + Holy Aura |
16 | Feat: Heavy Armor Master (CON) | None |
17 | Expansive Bond | + Mass Heal |
18 | Channel Divinity (x4) | + Antimagic Field |
19 | Epic Boon: Boon of Fate | + Gate |
20 | Greater Divine Intervention | + True Resurrection |
The Ultimate One D&D Cleric Guide
Not seeing the build you would want from this guide? This article can help!
Level One Build
Species: Human
Attributes:
POINT BUY | |
STRENGTH | 15 |
DEXTERITY | 8 |
CONSTITUTION | 15 (+1 background) = 16 |
INTELLIGENCE | 8 |
WISDOM | 15 (+2 background) = 17 |
CHARISMA | 8 |
Class: Cleric
Class Features: Spellcasting, Divine Order (Protector)
Skill Proficiencies: Insight, Medicine, and Perception (Human)
Background: Farmer
Human Feat: Musician (or Alert if two or more party members have Musician)
Starting Equipment: Mace, Chain Mail, Explorer’s Pack, a Shield, Holy Symbol, 5gp + 50gp from background
Starting Spells:
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
1st Level Spell | Bless |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
Species: Human
Humans are simple – you get an extra Origin feat, Heroic Inspiration each long rest, and an extra skill. This is a great species for those who didn’t get their origin feat of choice with their background.
Human Feat: Musician (or Alert)
Musician is an excellent feat that at least one party member should have, if not two. However, if your team doesn’t need a Musician, Alert is an excellent backup.
Attributes
POINT BUY | |
STRENGTH | 15 |
DEXTERITY | 8 |
CONSTITUTION | 15 (+1 background) = 16 |
INTELLIGENCE | 8 |
WISDOM | 15 (+2 background) = 17 |
CHARISMA | 8 |
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 a heavy armor cleric.
Class – Cleric
Starting out, Clerics get two abilities – Spellcasting and Divine Order (Protector).
Spellcasting is pretty much the same as the other full casters and will be expounded on in other sections.
Divine Order lets you choose between Protector and Thaumaturge. Protection gives you heavy armor and martial weapon proficiency and Thamaturge gives you an additional cantrip and the ability to add your WIS modifier to Arcana and Religion checks. Obviously, there is no contest here on which to choose – Protector gives you substantially more value.
Starting Spells
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
1st Level Spell | Bless |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
This is going to be an extremely standard spell list for a level one Cleric. You have good cantrips and versatile level one spells with varying effects with buffs, damage, and healing. Simple and effective.
The Build Level 2 Onward
Level 2-5
Level 2
Class Features: Channel Divinity (x2)
Spell Change Log: + Command
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
Level two brings another spell, but more importantly, your Channel Divinity!
Your Channel Divinity brings two charges per day and two features to the table with Turn Undead and Divine Spark. Turn Undead potentially makes undead run in fear if they fail a WIS save which is a unique feature, but not always the most useful as this obviously only works against undead. Divine Spark lets you use your action to either deal or heal a little bit of damage. Definitely not great, but the healing can be helpful in a pinch.
For your spell choice, you can pick up Command. While right now it’s not a great spell as using your action and a spell slot to potentially rid one enemy of their action is not a good trade. However, as you get to upcast it, trading a spell slot and action for potentially ridding multiple enemies of their action is a much better deal. Save this for a few levels from now.
Level 3
Class: Peace Domain
Class Features: Implement of Peace, Emboldening Bond, Peace Domain Spells, Channel Divinity: Balm of Peace
Spell Change Log: + Heroism (Peace) + Sanctuary (Peace) + Aid (Peace) + Lesser Restoration + Warding Bond (Peace)
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Warding Bond (Peace) |
Level 3 brings your subclass which gives you many abilities and new spells!
Your first ability is Implement of Peace which gives you an additional skill proficiency which is nice, but not super high impact. I’d personally choose Persuasion, but you can change your initial skills to take Insight instead if you’d like.
The second ability is the one you’re playing this for and considered quite problematic – Emboldening Bond. You get to bolster yourself and/or a few allies for 10 minutes to get an additional d4 to work with on attacks, abilities, or saving throws per turn (so functionally a Bless that doesn’t trigger with all the rolls). Is the issue that this ability is broken? Not exactly – definitely strong, but I wouldn’t argue broken (maybe more broken early on, but not nearly as crazy later). The issue is the amount of time this ability consumes. With every single roll, every player has to decide on whether they want to use that d4 or not. This isn’t Bless where you know just to add it, you have to actively decide when you’re going to use it. This is going to lead to players constantly deliberating when to use it, players reminding each other to use it, players arguing when to use it, etc. Between this and casting Bless itself, just the amount of time needed to decide when to use it and roll additional dice is going to add up really quick. Excellent ability, but the time commitment is brutal so DMs should definitely talk to their players on how best to handle this so it doesn’t become a constant issue.
Your third ability is Peace Domain spells.
For your Domain spells, you start out with Heroism, Sanctuary, Aid, and Warding Bond.
Heroism 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.
Sanctuary is an more interesting spell which can help defend an ally if they’re not looking to play offense, but it is pretty specific and a bit unreliable so it’s not unreasonable.
Aid is one of the best spells around as getting 15 temporary HP split amongst 3 people is already pretty good, but upcasting it scales it really well too. Just an awesome spell all around.
The final spell you get is Warding Bond, which unlike Aid, is not a great spell. While the spell effects are extremely powerful, but sharing damage between two allies is really not great. If you’re full health and an ally is not doing so hot, this could be reasonable, but otherwise you’re probably not looking to do this.
Your final ability is the Peace Domains Channel Divinity – Balm of Peace. You get to strut around the battlefield healing allies whenever you pass, so this is helpful when you’re close enough to multiple allies. This will be pretty high impact early on, but even later on, this is a way to pick up downed allies without spending a spell slot.
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 4
Feat: War Caster (WIS)
Class Feature: None
Spell Change Log: + Word of Radiance + Augury
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Warding Bond (Peace) |
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 this level, you can pick up a new spell with Augury.
Augury is a solid divination spell that lets you consult an otherworldly entity about a plan, and they can cryptically let you know if it’s going to go well, poorly, both, or neither. Information gathering spells are highly underrated as they tend to be free, even if you can only reliably use them once per day.
Level 5
Class Feature: Sear Undead
Spell Change Log: + Beacon of Hope (Peace) + Revivify + Sending (Peace) + Spirit Guardians
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
For level five, your Turn Undead feature upgrades with Sear Undead. Now undead that fail the saving throw for Turn Undead take damage equal to your WIS modifier in d8s. While this is still a pretty niche ability, it’s much better than the Clerics old features.
For your Domain spells, you get to start off with Beacon of Hope. Unfortunately this spell is not very good as it’s so specific and doesn’t even have a strong effect. A bit of a whiff here.
Your second Domain spell is also specific, but is much better with Sending. You probably won’t need this often and some campaigns you may never need this, but this is an irreplaceable effect so it’s good to have.
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), Protective Bond
Spell Change Log: + Dispel Magic
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
Level 6 brings you an additional charge of your Channel Divinity as well as Protective Bond! Protective Bond is an upgrade to your Emboldening Bond that lets you or allies take damage instead of an other ally. This is good for those who have a lot of health to spare, but is mainly there to protect your squishies.
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: + Aura of Purity (Peace) + Banishment + Resilient Sphere (Peace)
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Aura of Purity (Peace) |
4th Level Spell | Banishment |
4th Level Spell | Resilient Sphere (Peace) |
Level 7 brings a new class ability and more spells to the table.
Your ability for this level is Blessed Strikes which gives your melee weapons an additional 1d8 damage per turn (Divine Strike) or you get to add your WIS modifier to cantrip damage (Potent Spellcasting). At this point you’re almost certainly moving away from attacking with your weapon, so the cantrip improvement would be my choice.
For your Domain spells, you get Aura of Purity and Resilient Sphere to work with.
Aura of Purity isn’t bad if you’re in a fight against enemies that give status conditions, but is admittedly a bit situational and pretty pricey to cast. Not bad to have situational spells always prepared though!
For your second spell, you get a powerful CC option with Resilient Sphere. This actually works functionally the same to Banishment (which you also take this level), but has a different saving throw for the target. So depending on which saving throw you’d think the target would more likely fail, you can use this or Banishment.
For your actual spell choice, you can pick the best one available with Banishment. Banishment is a solid CC spell that can take an enemy out of the fight for the length of the spell, but if the enemy is an extraplanar being, you have a chance to send them back to their home plane if they fail both saving throws! This can obviously be helpful in campaigns with a lot of extraplanar enemies, but will still be good in your average campaign.
Level 8
Feat: Resilient (CON)
Class Features: None
Spell Change Log: + Divination
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Aura of Purity (Peace) |
4th Level Spell | Banishment |
4th Level Spell | Divination (R) |
4th Level Spell | Resilient Sphere (Peace) |
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 + Greater Restoration (Peace) + Telepathic Bond (Peace)
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Aura of Purity (Peace) |
4th Level Spell | Banishment |
4th Level Spell | Death Ward |
4th Level Spell | Divination (R) |
4th Level Spell | Resilient Sphere (Peace) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration (Peace) |
5th Level Spell | Telepathic Bond (Peace) (R) |
Level 9 brings you fifth level spells and the final spell additions from your Domain spell list.
Your first Domain spell 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.
Your final Domain spell is Telepathic Bond which I believe is one of the most underrated spells in the game. Being able to communicate telepathically between multiple people for a full hour no matter the distance can be good in a wide variety of scenarios, most of all stealthy missions. Regardless, being able to talk without giving away that you’re trying to communicate to allies is excellent for doing covert stuff.
For your chosen spells, you can pick up Death Ward and Commune.
Death Ward is a unique spell that prevents you or an ally from going down for 8 hours which can be useful to save an ally from going down normally or prevent an instant kill effect from cheesing you which is the more common use of this spell.
For your second spell, you can pick up 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.
Level 10
Class Features: Divine Intervention
Spell Change Log: + Toll the Dead + Summon Celestial
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Aura of Purity (Peace) |
4th Level Spell | Banishment |
4th Level Spell | Death Ward |
4th Level Spell | Divination (R) |
4th Level Spell | Resilient Sphere (Peace) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration (Peace) |
5th Level Spell | Summon Celestial |
5th Level Spell | Telepathic Bond (Peace) (R) |
Level 10 brings you a really unique feature in Divine Intervention. Now once per day, you can call upon your deity to get a spell effect that’s 5th level or lower without using a spell slot or any components. Even if it’s one free spell per day, being able to choose any lower leveled spell is extremely powerful as you aren’t limited to spells you actively prepared, giving you a much wider pool of spells to pick from.
You get your final Cleric cantrip now, and since you already have all the good ones, you just have to pick from what’s left. You can now pick up Toll the Dead which isn’t particularly helpful as you already have an attack cantrip, but it can deal a little more damage than Sacred Flame which is nice.
This is also a good opportunity to pick up a Cleric’s best summoning option – Summon Celestial. While it’s not the greatest at level 5, upcasting it to level 6 gives your summon more health, AC, and attacks making it a substantially better option and a sixth level spell in spirit!
Level 11-15
Level 11
Class Features: None
Spell Change Log: + Heal
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Aura of Purity (Peace) |
4th Level Spell | Banishment |
4th Level Spell | Death Ward |
4th Level Spell | Divination (R) |
4th Level Spell | Resilient Sphere (Peace) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration (Peace) |
5th Level Spell | Summon Celestial |
5th Level Spell | Telepathic Bond (Peace) (R) |
6th Level Spell | Heal |
Level 11 brings sixth level spells!
For your spell, it’s hard to go wrong with the classic Heal. 70 flat points of recovery with some status recoveries is some solid in combat healing, even if it’s a bit pricey.
Level 12
Feat: Wisdom to 20
Class Feature: None
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Aura of Purity (Peace) |
4th Level Spell | Banishment |
4th Level Spell | Death Ward |
4th Level Spell | Divination (R) |
4th Level Spell | Resilient Sphere (Peace) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration (Peace) |
5th Level Spell | Summon Celestial |
5th Level Spell | Telepathic Bond (Peace) (R) |
6th Level Spell | Heal |
Twelfth level brings your third feat and you can now max out your Wisdom for the strongest spells possible.
Level 13
Class Feature: None
Spell Change Log: – Guiding Bolt / + Conjure Celestial + Plane Shift
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Aura of Purity (Peace) |
4th Level Spell | Banishment |
4th Level Spell | Death Ward |
4th Level Spell | Divination (R) |
4th Level Spell | Resilient Sphere (Peace) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration (Peace) |
5th Level Spell | Summon Celestial |
5th Level Spell | Telepathic Bond (Peace) (R) |
6th Level Spell | Heal |
7th Level Spell | Conjure Celestial |
7th Level Spell | Plane Shift |
Seventh level spell time and you can pick up really good ones with Conjure Celestial and Plane Shift.
For your first spell, you can pick up Conjure Celestial! You create a pillar of light that you can move for free to sear enemies while healing allies. In a tough fight, this can be invaluable as the hit point differential you can make with this spell is massive.
For your second spell, you can pick up the best teleportation option available to Clerics – Plane Shift. While you can’t use it for travel within the same plane, this can be a decent escape tool provided you aren’t in combat and you have the magic fork attuned to the plane you’re trying to go to. What’s nice about this, though, is that if you’re going back to your original plane, this doesn’t have a fail chance like Teleport would. In a real pinch, you can try to banish creatures with this as well making it rather versatile.
Level 14
Class Features: Improved Blessed Strikes
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Aura of Purity (Peace) |
4th Level Spell | Banishment |
4th Level Spell | Death Ward |
4th Level Spell | Divination (R) |
4th Level Spell | Resilient Sphere (Peace) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration (Peace) |
5th Level Spell | Summon Celestial |
5th Level Spell | Telepathic Bond (Peace) (R) |
6th Level Spell | Heal |
7th Level Spell | Conjure Celestial |
7th Level Spell | Plane Shift |
You get a somewhat new feature this level with Improved Blessed Strikes, and now you get some temporary health to dole out when you cast cantrips. Even just a bit of temporary health can go a long way.
Level 15
Spell Change Log: + Holy Aura
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Aura of Purity (Peace) |
4th Level Spell | Banishment |
4th Level Spell | Death Ward |
4th Level Spell | Divination (R) |
4th Level Spell | Resilient Sphere (Peace) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration (Peace) |
5th Level Spell | Summon Celestial |
5th Level Spell | Telepathic Bond (Peace) (R) |
6th Level Spell | Heal |
7th Level Spell | Conjure Celestial |
7th Level Spell | Plane Shift |
8th Level Spell | Holy Aura |
Eighth level spells and you may as well pick the best one – Holy Aura. Granting advantage on saving throws and disadvantage on attacks made against those covered by the aura is really strong and makes your allies very hard to meaningfully hurt for the extent of the combat.
Level 16-20
Level 16
Feat: Heavy Armor Master (CON)
Class Feature: None
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Aura of Purity (Peace) |
4th Level Spell | Banishment |
4th Level Spell | Death Ward |
4th Level Spell | Divination (R) |
4th Level Spell | Resilient Sphere (Peace) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration (Peace) |
5th Level Spell | Summon Celestial |
5th Level Spell | Telepathic Bond (Peace) (R) |
6th Level Spell | Heal |
7th Level Spell | Conjure Celestial |
7th Level Spell | Plane Shift |
8th Level Spell | Holy Aura |
You get your final ASI and you can pick up Heavy Armor Master (CON)! Being able to reduce the damage of attacks hitting you can add up really quickly, especially since your proficiency bonus is quite high at this point.
Level 17
Class Feature: Expansive Bond
Spell Change Log: + Mass Heal
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Aura of Purity (Peace) |
4th Level Spell | Banishment |
4th Level Spell | Death Ward |
4th Level Spell | Divination (R) |
4th Level Spell | Resilient Sphere (Peace) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration (Peace) |
5th Level Spell | Summon Celestial |
5th Level Spell | Telepathic Bond (Peace) (R) |
6th Level Spell | Heal |
7th Level Spell | Conjure Celestial |
7th Level Spell | Plane Shift |
8th Level Spell | Holy Aura |
9th Level Spell | Mass Heal |
Level 17 brings your final subclass feature and most importantly, ninth level spells.
Your final subclass feature is Expansive Bond! Now your Emboldening Bond and Protective Bond work with allies that are within 60 feet of one another, and furthermore, whenever someone uses Protective Bond, the damage recipient has resistance to the damage they’re taking! Obviously upgrading your best features is a really good feature.
For your spell choice, you’re going to pick up the best ninth level option available to Clerics with Mass Heal. Simply put, this heals 700 damage split how you choose, so this will be a full heal for every party member more often than not. In fights where multiple party members are heavily injured, this can easily turn the tide back in your favor.
Level 18
Class Features: Channel Divinity (x4)
Spell Change Log: + Antimagic Field
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Aura of Purity (Peace) |
4th Level Spell | Banishment |
4th Level Spell | Death Ward |
4th Level Spell | Divination (R) |
4th Level Spell | Resilient Sphere (Peace) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration (Peace) |
5th Level Spell | Summon Celestial |
5th Level Spell | Telepathic Bond (Peace) (R) |
6th Level Spell | Heal |
7th Level Spell | Conjure Celestial |
7th Level Spell | Plane Shift |
8th Level Spell | Antimagic Field |
8th Level Spell | Holy Aura |
9th Level Spell | Mass 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 LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Aura of Purity (Peace) |
4th Level Spell | Banishment |
4th Level Spell | Death Ward |
4th Level Spell | Divination (R) |
4th Level Spell | Resilient Sphere (Peace) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration (Peace) |
5th Level Spell | Summon Celestial |
5th Level Spell | Telepathic Bond (Peace) (R) |
6th Level Spell | Heal |
7th Level Spell | Conjure Celestial |
7th Level Spell | Plane Shift |
8th Level Spell | Antimagic Field |
8th Level Spell | Holy Aura |
9th Level Spell | Gate |
9th Level Spell | Mass 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 LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Aura of Purity (Peace) |
4th Level Spell | Banishment |
4th Level Spell | Death Ward |
4th Level Spell | Divination (R) |
4th Level Spell | Resilient Sphere (Peace) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration (Peace) |
5th Level Spell | Summon Celestial |
5th Level Spell | Telepathic Bond (Peace) (R) |
6th Level Spell | Heal |
7th Level Spell | Conjure Celestial |
7th Level Spell | Plane Shift |
8th Level Spell | Antimagic Field |
8th Level Spell | Holy Aura |
9th Level Spell | Gate |
9th Level Spell | Mass Heal |
9th Level Spell | True 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.