Trickery Cleric Build Guide – The Most Holy Thief – 2024 Update

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

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Article Disclaimers

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 Trickery Domain Cleric?

Trickery Domain is a really unique subclass that blends the normal fullcasting of Clerics with a lot of stealth and utility generally reserved from other classes.

This domain is strange as while the abilities leave a lot to be desired, some of the domain spells you get are both extremely powerful and not generally available to Clerics like Pass Without Trace, Hypnotic Pattern, and Dimension Door,

Beyond a power standpoint, Trickery Domain is just a very unique subclass, so if you like the theme its going for, this is a solid subclass to pick.



Trickery Cleric Abilities Ranked

Blessings of the Trickster (Level 3)C Tier – Niche, but a pretty potent ability. I generally don’t like abilities that incentivize characters going off alone, but Stealth is one of those things that you sometimes have to send someone by themselves.

Invoke Duplicity (Level 3)B Tier – This is just a solid ability both in and out of combat. Having a greater functional range on your spells, getting advantage on your attacks, and just being a general distraction when you use this is pretty solid.

1st Level Spells (Level 3)D Tier – Not spells I’m excited to cast, but do have a bit of usefulness sometimes.

2nd Level Spells (Level 3)A+ Tier – What a quality jump between your 1st and 2nd level spells! Picking up two options that are both extremely powerful and spells Cleric doesn’t normally get is really strong.

3rd Level Spells (Level 5)A- Tier – While Nondetection sucks, Hypnotic Pattern is a huge pickup for Clerics as it gives you an additional third level combat option beyond Spirit Guardians.

Trickster’s Transportation (Level 6)B Tier – Clerics don’t get teleportation options, and this can be a pretty good one if you’re willing to set it up a little bit.

4th Level Spells (Level 7)B Tier – I am not happy about Confusion considering you used to get Polymorph, but Dimension Door is a very solid pickup.

5th Level Spells (Level 9)D- Tier – Neither spell I would be happy about casting unless under the most specific of scenarios.

Improved Duplicity (Level 17)C Tier – If you still got four illusory copies of yourself like the previous iteration of this ability, then this would be extremely powerful, but as is, it’s just ok.


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
3Trickery Domain, Blessings of the Trickster, Trickery Domain Spells, Channel Divinity: Invoke Duplicity+ Charm Person (Trickery)
+ Disguise Self (Trickery)
+ Aid
+ Invisibility (Trickery)
+ Pass Without Trace (Trickery)
4Feat: War Caster (WIS)+ Word of Radiance + Lesser Restoration
5Sear Undead+ Hypnotic Pattern (Trickery)
+ Nondetection (Trickery)
+ Revivify
+ Spirit Guardians
6Channel Divinity (x3), Trickster’s Transportation+ Dispel Magic
7Blessed Strikes (Potent Spellcasting)+ Banishment
+ Confusion (Trickery)
+ Dimension Door (Trickery)
8Feat: Resilient (CON) + Divination
9+ Commune
+ Dominate Person (Trickery)
+ Greater Restoration
+ Modify Memory (Trickery)
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
17Improved Duplicity+ Mass Heal
18Channel Divinity (x4)+ Antimagic Field
19Epic Boon: Boon of Fate+ Gate
20Greater Divine Intervention+ True Resurrection

The Ultimate One D&D Cleric Guide

Not seeing the build you would want from this guide? This article can help!


Level One Build


Species: Human

Attributes:

POINT BUY
STRENGTH15
DEXTERITY8
CONSTITUTION15 (+1 background) = 16
INTELLIGENCE8
WISDOM15 (+2 background) = 17
CHARISMA8

Class: Cleric

Class Features: Spellcasting, Divine Order (Protector)

Skill Proficiencies: Insight, Medicine, and Perception (Human)

Background: Farmer

Human Feat: Musician (or Alert if two or more party members have Musician)

Starting Equipment: Mace, Chain Mail, Explorer’s Pack, a Shield, and a Holy Symbol + 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
STRENGTH15
DEXTERITY8
CONSTITUTION15 (+1 background) = 16
INTELLIGENCE8
WISDOM15 (+2 background) = 17
CHARISMA8

Every heavy armor Cleric is going to need Constitution and Wisdom buffed as much as possible and 15 Strength so you can wear the heaviest of armors.


Proficiencies: Insight, 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 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 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: Trickery Domain

Class Features: Blessings of the Trickster, Trickery Domain Spells, Channel Divinity: Invoke Duplicity

Spell Change Log: + Charm Person (Trickery) + Disguise Self (Trickery) + Aid + Invisibility (Trickery) + Pass Without Trace (Trickery)

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
1st Level SpellBless
1st Level SpellCharm Person (Trickery)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellDisguise Self (Trickery)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellInvisibility (Trickery)
2nd Level SpellPass Without Trace (Trickery)

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

The first subclass ability you get is Blessing of the Trickster which allows you to grant someone advantage on Stealth checks until the next long rest or you use the feature again. This seems powerful, but unless you have one person that tends to sneak off alone, the value of this is definitely questionable. This isn’t bad as you don’t have a limit on how often you can do this, but if your whole squad is trying to be stealthy, this will only help so much.

Your next ability is Trickery Domain Spells, and you can pick up Charm Person, Disguise Self, Invisibility, and Pass Without Trace.

Charm Person is a unique spell for Clerics and provides some interesting utility that you’d normally not have access to, but the use for this is definitely a bit limited. The issue with most charm effects is that the target will know they were charmed after the fact, so this isn’t good on a target you’ll be interacting with often. If you are ok with someone not being friendly in the next encounter, then this can be useful, but you obviously have to be very careful in how you use it.

Disguise Self, which while this is also very unique for Clerics, is not a particularly good spell. The disguise could fail if investigated thoroughly making this really risky if you’re planning on doing something nefarious in disguise or escape while disguised. Furthermore, the use cases of this are so specific, it’s hard to imagine that this is something you’d need often. Despite all that, this spell can have value if you’re constantly up to no good.

Invisibility is an excellent utility spell that’s great for sneaking around, so if you need to infiltrate or escape from somewhere, this is the spell you’d want to have.

Pass Without Trace is a messed up spell for those who need to sneak as a group and is completely unique in that function. Between this and your Blessing of the Trickster, it’s hard to imagine anyone on your team ever messing up a Stealth check.

Your final ability this level is the Trickery Domain Channel Divinity – Invoke Duplicity. Being able to create a convincing illusion of yourself is definitely strong considering you can: cast spells through it, use it to distract an enemy to gain advantage against it, and of course move it around. This is a pretty great deal all around and can be useful both in and out of combat.

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 SpellCharm Person (Trickery)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellDisguise Self (Trickery)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellInvisibility (Trickery)
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace (Trickery)

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: + Hypnotic Pattern (Trickery) + Nondetection (Trickery) + Revivify + Spirit Guardians

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCharm Person (Trickery)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellDisguise Self (Trickery)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellInvisibility (Trickery)
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace (Trickery)
3rd Level SpellHypnotic Pattern (Trickery)
3rd Level SpellNondetection (Trickery)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians

For level five, your Turn Undead feature upgrades with Sear Undead. Now undead that fail the saving throw for Turn Undead take damage equal to your WIS modifier in d8s. While this is still a pretty niche ability, it’s much better than the Clerics old features.

This level brings two more Domain spells with Hypnotic Pattern and Nondetection.

Hypnotic Pattern is a phenomenal spell for combat and even better considering Cleric does not normally get something a spell like this. Being able to potentially incapacitate an entire group of enemies for just a third level slot is excellent.

On the complete opposite end of the spectrum, you have Nondetection which is not that helpful. How often will you need to be immune to detection magic, but your team can just roam free? Not very often, if ever.

For your third level spell choices, you get two excellent spells immediately with Revivify and Spirit Guardians.

Revivify is a staple spell that can bring back a freshly killed friend back, but generally, that’s more than good enough. You want minimum one Revivify user on your team to ensure that nobody has to go down permanently.

Your next choice is yet another Cleric staple – Spirit Guardians. This spell is egregiously good and really shines on tanky clerics as enemies will have a very hard time breaking your concentration on this. Walking up to a group of enemies, triggering this and then moving slightly out of the way so allies can shove them back into this is going to be a super common play pattern.


Level 6-10


Level 6

Class Features: Channel Divinity (x3),

Spell Change Log: + Dispel Magic

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCharm Person (Trickery)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellDisguise Self (Trickery)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellInvisibility (Trickery)
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace (Trickery)
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern (Trickery)
3rd Level SpellNondetection (Trickery)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians

You get your third Channel Divinity charge for level 6 and the very defensive Soul of the Forge.

Soul of the Forge gives you fire resistance naturally which is nice, but the real prize is the +1 to AC when wearing heavy armor. Any buff to AC is always welcome and this will just make you even more tanky.

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 + Confusion (Trickery) + Dimension Door (Trickery)

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCharm Person (Trickery)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellDisguise Self (Trickery)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellInvisibility (Trickery)
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace (Trickery)
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern (Trickery)
3rd Level SpellNondetection (Trickery)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellConfusion (Trickery)
4th Level SpellDimension Door (Trickery)

Level 7 brings a new class ability and more spells to the table.

Your ability for this level is Blessed Strikes which gives your melee weapons an additional 1d8 damage per turn (Divine Strike) or you get to add your WIS modifier to cantrip damage (Potent Spellcasting). At this point you’re almost certainly moving away from attacking with your weapon, so the cantrip improvement would be my choice.

For your Domain spells this level, you get to pick up Confusion and Dimension Door.

Confusion can be a decent CC spell for a class that doesn’t normally get CC spells, but considering this is substantially weaker than Hypnotic Pattern, this is not a particularly exciting pick up.

Your second Domain spell is much more powerful with Dimension Door. This is the premiere teleportation option as you can go up to 500 feet without seeing where you’re going, and you can bring a friend with you! This is an extremely powerful spell and it’s even better considering the only teleportation options Cleric get are much higher spell levels.

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 SpellCharm Person (Trickery)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellDisguise Self (Trickery)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellInvisibility (Trickery)
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace (Trickery)
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern (Trickery)
3rd Level SpellNondetection (Trickery)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellConfusion (Trickery)
4th Level SpellDimension Door (Trickery)
4th Level SpellDivination (R)

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 + Dominate Person (Trickery) + Greater Restoration + Modify Memory (Trickery)

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCharm Person (Trickery)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellDisguise Self (Trickery)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellInvisibility (Trickery)
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace (Trickery)
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern (Trickery)
3rd Level SpellNondetection (Trickery)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellConfusion (Trickery)
4th Level SpellDimension Door (Trickery)
4th Level SpellDivination (R)
5th Level SpellCommune (R)
5th Level SpellDominate Person (Trickery)
5th Level SpellGreater Restoration
5th Level SpellModify Memory (Trickery)

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

Unfortunately, your final Domain Spells are easily the weakest of the bunch with Dominate Person and Modify Memory. Both do somewhat similar things in that they let you mess with a person without their knowledge, so if you have a need for that, you can use either of these spells to make that happen.

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
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCharm Person (Trickery)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellDisguise Self (Trickery)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellInvisibility (Trickery)
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace (Trickery)
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern (Trickery)
3rd Level SpellNondetection (Trickery)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellConfusion (Trickery)
4th Level SpellDimension Door (Trickery)
4th Level SpellDivination (R)
5th Level SpellCommune (R)
5th Level SpellDominate Person (Trickery)
5th Level SpellGreater Restoration
5th Level SpellModify Memory (Trickery)
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 SpellCharm Person (Trickery)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellDisguise Self (Trickery)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellInvisibility (Trickery)
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace (Trickery)
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern (Trickery)
3rd Level SpellNondetection (Trickery)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellConfusion (Trickery)
4th Level SpellDimension Door (Trickery)
4th Level SpellDivination (R)
5th Level SpellCommune (R)
5th Level SpellDominate Person (Trickery)
5th Level SpellGreater Restoration
5th Level SpellModify Memory (Trickery)
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 SpellCharm Person (Trickery)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellDisguise Self (Trickery)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellInvisibility (Trickery)
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace (Trickery)
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern (Trickery)
3rd Level SpellNondetection (Trickery)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellConfusion (Trickery)
4th Level SpellDimension Door (Trickery)
4th Level SpellDivination (R)
5th Level SpellCommune (R)
5th Level SpellDominate Person (Trickery)
5th Level SpellGreater Restoration
5th Level SpellModify Memory (Trickery)
5th Level SpellSummon Celestial
6th Level SpellHeal

Twelfth level brings your third feat and you can now max out your Wisdom for the strongest spells possible.


Level 13

Class Feature: None

Spell Change Log: Guiding Bolt / + Conjure Celestial + Plane Shift

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCharm Person (Trickery)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellDisguise Self (Trickery)
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellInvisibility (Trickery)
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace (Trickery)
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern (Trickery)
3rd Level SpellNondetection (Trickery)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellConfusion (Trickery)
4th Level SpellDimension Door (Trickery)
4th Level SpellDivination (R)
5th Level SpellCommune (R)
5th Level SpellDominate Person (Trickery)
5th Level SpellGreater Restoration
5th Level SpellModify Memory (Trickery)
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 SpellCharm Person (Trickery)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellDisguise Self (Trickery)
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellInvisibility (Trickery)
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace (Trickery)
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern (Trickery)
3rd Level SpellNondetection (Trickery)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellConfusion (Trickery)
4th Level SpellDimension Door (Trickery)
4th Level SpellDivination (R)
5th Level SpellCommune (R)
5th Level SpellDominate Person (Trickery)
5th Level SpellGreater Restoration
5th Level SpellModify Memory (Trickery)
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 SpellCharm Person (Trickery)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellDisguise Self (Trickery)
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellInvisibility (Trickery)
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace (Trickery)
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern (Trickery)
3rd Level SpellNondetection (Trickery)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellConfusion (Trickery)
4th Level SpellDimension Door (Trickery)
4th Level SpellDivination (R)
5th Level SpellCommune (R)
5th Level SpellDominate Person (Trickery)
5th Level SpellGreater Restoration
5th Level SpellModify Memory (Trickery)
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 SpellCharm Person (Trickery)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellDisguise Self (Trickery)
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellInvisibility (Trickery)
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace (Trickery)
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern (Trickery)
3rd Level SpellNondetection (Trickery)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellConfusion (Trickery)
4th Level SpellDimension Door (Trickery)
4th Level SpellDivination (R)
5th Level SpellCommune (R)
5th Level SpellDominate Person (Trickery)
5th Level SpellGreater Restoration
5th Level SpellModify Memory (Trickery)
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: Invoke Duplicity

Spell Change Log: + Mass Heal

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCharm Person (Trickery)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellDisguise Self (Trickery)
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellInvisibility (Trickery)
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace (Trickery)
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern (Trickery)
3rd Level SpellNondetection (Trickery)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellConfusion (Trickery)
4th Level SpellDimension Door (Trickery)
4th Level SpellDivination (R)
5th Level SpellCommune (R)
5th Level SpellDominate Person (Trickery)
5th Level SpellGreater Restoration
5th Level SpellModify Memory (Trickery)
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 Improved Duplicity which makes your Channel Divinity more powerful! Now your illusory duplicate just has to be within 5 feet of an enemy for allies to get advantage against them, and when the illusion ends, you or an ally that’s close enough regains a bit of health! Unfortunately, this isn’t the strongest capstone out there as neither of these upgrades or super high impact, but it’s definitely far from a bad 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 LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCharm Person (Trickery)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellDisguise Self (Trickery)
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellInvisibility (Trickery)
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace (Trickery)
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern (Trickery)
3rd Level SpellNondetection (Trickery)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellConfusion (Trickery)
4th Level SpellDimension Door (Trickery)
4th Level SpellDivination (R)
5th Level SpellCommune (R)
5th Level SpellDominate Person (Trickery)
5th Level SpellGreater Restoration
5th Level SpellModify Memory (Trickery)
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 SpellCharm Person (Trickery)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellDisguise Self (Trickery)
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellInvisibility (Trickery)
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace (Trickery)
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern (Trickery)
3rd Level SpellNondetection (Trickery)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellConfusion (Trickery)
4th Level SpellDimension Door (Trickery)
4th Level SpellDivination (R)
5th Level SpellCommune (R)
5th Level SpellDominate Person (Trickery)
5th Level SpellGreater Restoration
5th Level SpellModify Memory (Trickery)
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 SpellCharm Person (Trickery)
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellDisguise Self (Trickery)
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellInvisibility (Trickery)
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace (Trickery)
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern (Trickery)
3rd Level SpellNondetection (Trickery)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
4th Level SpellBanishment
4th Level SpellConfusion (Trickery)
4th Level SpellDimension Door (Trickery)
4th Level SpellDivination (R)
5th Level SpellCommune (R)
5th Level SpellDominate Person (Trickery)
5th Level SpellGreater Restoration
5th Level SpellModify Memory (Trickery)
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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