Triple Magic Marksman – Cleric/Fighter/Ranger Multiclass Build Guide
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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 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.
Spell Lists and Spell Tier Lists
Why Triple Magic Marksman?
This is a bit of a wacky build, but it looks to combine a lot of really strong things together into one cohesive package. The crux of a Fighter and Ranger’s Strength happen at level 5, so (mostly) capping them out then is a really good strategy as you can pursue a different class entirely. The Peace Cleric immediately comes to mind as their abilities scale off of proficiency bonus rather than Wisdom modifier, so while picking it up later stifles your spellcasting ability a bit, you still get most of the important features regardless! All in all, this is a character that is more than capable of being a good martial character, and in the later levels, can be a formidable spellcaster as well!
Quick Level Up Guide
Level | Class Features/Feat | Notes |
1 – 1 Ranger | Spellcasting, Favored Enemy, Weapon Mastery | + Entangle + Goodberry + Hunter’s Mark (Favored Foe) |
2 – 2 Ranger | Deft Explorer, Fighting Style (Archery) | + Cure Wounds |
3 – 3 Ranger (Hunter) | Hunter, Hunter’s Lore, Hunter’s Prey (Colossus Slayer) | + Absorb Elements |
4 – 4 Ranger | Feat: Piercer (DEX) | + Detect Magic (R) |
5 – 5 Ranger | Extra Attack | – Detect Magic + Pass Without Trace + Spike Growth |
6 – 1 Fighter 5 Ranger | Fighting Style (Defense), Second Wind, Weapon Mastery | None |
7 – 2 Fighter 5 Ranger | Action Surge (x1), Tactical Mind | None |
8 – 3 Fighter (Arcane Archer) 5 Ranger | Arcane Archer Arcane Archer Lore Arcane Shot (Grasping Arrow/Shadow Arrow) | + Prestidigitation (Arcane Archer Lore) |
9 – 4 Fighter 5 Ranger | Feat: Dexterity to 20 | None |
10 – 1 Cleric 4 Fighter 5 Ranger | Spellcasting, Divine Order (Thaumaturge) | + Guidance + Light + Mending + Thaumaturgy + Bless + Command + Detect Magic + Healing Word |
11 – 2 Cleric 4 Fighter 5 Ranger | Channel Divinity (x2) | + Protection from Evil and Good |
12 – 3 Cleric (Peace) 4 Fighter 5 Ranger | 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) |
13 – 4 Cleric 4 Fighter 5 Ranger | Feat: Constitution to 18 | + Spare the Dying + Augury |
14 – 5 Cleric 4 Fighter 5 Ranger | Sear Undead | + Beacon of Hope (Peace) + Dispel Magic + Revivify + Sending (Peace) |
15 – 6 Cleric 4 Fighter 5 Ranger | Channel Divinity (x3), Protective Bond | + Aura of Vitality |
16 – 7 Cleric 4 Fighter 5 Ranger | Blessed Strikes (Divine Strike) | + Aura of Purity (Peace) + Banishment + Resilient Sphere (Peace) |
17 – 8 Cleric 4 Fighter 5 Ranger | Feat: Constitution to 20 | + Divination (R) |
18 – 9 Cleric 4 Fighter 5 Ranger | – | + Commune + Greater Restoration (Peace) + Holy Weapon + Telepathic Bond (Peace) |
19 – 9 Cleric 5 Fighter 5 Ranger | – | None |
20 – 9 Cleric 6 Fighter 5 Ranger | Epic Boon: Boon of Combat Prowess (DEX) | None |
Questions About Multiclassing?
Not every inherent interaction here is going to be mentioned in the guide, so check out the multiclassing guide to help answer any additional questions you may have!
What’s The Game Plan Of The Magical Marksman?
The beautiful part of this build is that it doesn’t have a strict game plan! When in doubt, you can attack and use Arcane Shots against tougher enemies, but you also have Cleric and Ranger spells to utilize when that makes more sense to. With good attacks and a vast array of spell choices, you will always have a lot of options in combat which is likely the main appeal of this build.
Important Notes For The Build
- Technically, imbuing an arrow with your Arcane Shot specifies it has to be part of the attack action on your turn, which the cantrips initially were, but are now technically not as cantrips are a part of the Magic action now. If your DM abides by RAW, on the turns you want to imbue your arrows, you will need to make a regular attack rather than using True Strike. Personally, I think RAI would let you imbue arrows with True Strike, but that’s up to the DM and really not a big deal considering when you use Action Surge, you can’t True Strike again anyway making a regular attack your most common action.
- As mentioned, Action Surge does let you take the Magic action so you can not True Strike twice in one turn.
- Like other cantrips, cantrip improvement cares about your total level, not your individual class level.
Level One Build
Species: Human
Attributes:
POINT BUY | |
STRENGTH | 8 |
DEXTERITY | 15 (+2 background) = 17 |
CONSTITUTION | 15 (+1 background) = 16 |
INTELLIGENCE | 8 |
WISDOM | 15 |
CHARISMA | 8 |
Class: Ranger
Class Features: Spellcasting, Favored Enemy, Weapon Mastery
Skill Proficiencies: Insight, Investigation (Human), Perception, and Stealth
Background: Criminal (Alert)
Human Feat: Musician (if you already have multiple members with Musician, I would probably go High Elf instead)
Starting Equipment: Studded Leather Armor, Scimitar, Short Sword, Longbow, 20 Arrows, Quiver, Druidic Focus, Explorer’s Pack, and 7 gp + 50 gp from background
Starting Spells:
SPELL LEVEL | SPELL NAME |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
Species: Human
It’s hard to go wrong with Human as an additional origin feat and free inspiration every day is really powerful!
Human Feat: Musician
Musician is an excellent feat so it’s hard not to pick it up! If you already have multiple party members with this though, I would opt for High Elf instead to get Misty Step
Attributes
POINT BUY | |
STRENGTH | 8 |
DEXTERITY | 15 (+2 background) = 17 |
CONSTITUTION | 15 (+1 background) = 16 |
INTELLIGENCE | 10 |
WISDOM | 14 |
CHARISMA | 8 |
This build is definitely a bit MAD, but Dexterity and Constitution are still going to be your most important stats.
Proficiencies: Insight, Investigation (Human) Perception, and Survival
All excellent skills.
Background: Criminal
Good skill proficiencies, good stat distribution, and an excellent origin feat.
Starting Equipment – Studded Leather Armor, Scimitar, Short Sword, Longbow, 20 Arrows, Quiver, Druidic Focus, Explorer’s Pack, and 7 gp + 50 gp from background
Extremely standard starting equipment for a Ranger. You could take the starting gold, but I wouldn’t worry about it much.
Class – Ranger
Rangers get three abilities to start off with in Spellcasting, Favored Enemy, and Weapon Mastery.
Spellcasting means you get spells immediately rather than level 2, but the spells themselves will be explained more in the next sections.
Favored Enemy changed from 2014 as now it gives you Hunter’s Mark permanently prepared and you can cast it twice for free (and it scales). Since you want to be casting this often anyway, this is a pretty nice feature.
Weapon Mastery gives you the Mastery property of two weapons and I would recommend Scimitars and the Longbow. To that end, make sure you are always using your Scimitar in your main hand to properly access the mastery property.
Starting Spells
SPELL LEVEL | SPELL NAME |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
Entangle and Goodberry are easily the best Ranger spells available to you at level one, so these are easy choices for you.
Since Hunter’s Mark is a really important part of your kit, you want to be mindful of all the other spells you have that also have concentration, and will be listed with an asterisk so you never accidentally cast a spell with that requires concentration your Hunter’s Mark up.
Finally, since you are going to be fighting with two weapons, you need to be mindful of what spells of yours require somatic and/or material components that will conflict with having your hands full until you have War Caster (which comes much, much later). Keep that in mind when choosing what to cast in combat.
The Build Level 2 Onward
Level 2-5
Level 2
Class: 2 Ranger
Class Features: Deft Explorer, Fighting Style (Archery)
Spell Change Log: + Cure Wounds
SPELL LEVEL | SPELL NAME |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
Level 2 brings Deft Explorer, your Fighting Style, and another spell!
Deft Explorer gives you Expertise in one of your proficient skills (I like Stealth, but any of them can work) and you get to learn two languages (whatever seems appropriate for your campaign).
The Fighting Style you’re going to pick is Archery! You’re likely going to be attacking from range, so why not make it better? +2 to attack rolls is absolutely no joke!
For spell choice, you get to pick up Cure Wounds.
While not the healing spell of choice, Cure Wounds has gotten buffed and will effectively bring back a downed ally in a pinch. It is a bit awkward as you need to be right next to your ally to use this, but it can be pretty effective.
Level 3
Class: 3 Ranger (Hunter)
Class Features: Hunter’s Lore, Hunter’s Prey (Colossus Slayer)
Spell Change Log: + Absorb Elements
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
Level 3 brings your subclass, and of course, you’re picking Hunter!
Your first ability is Hunter’s Lore which tells you the vulnerabilities, resistances, or immunities of any creature targeted by your Hunter’s Mark. While realistically this ability isn’t going to be relevant that often, when it is relevant, it’s going to be way stronger than it may seem. Personally, I love this ability even if it isn’t that strong.
Your second ability is Hunter’s Prey which is split between two options that you can switch each long rest: Colossus Slayer and Horde Breaker. Colossus Slayer gives you an additional 1d8 damage per turn against a damaged enemy while Horde Breaker gives you an extra attack against an additional enemy within 5 feet of one you attacked. Neither are incredible, but Colossus Slayer is generally a bit better.
For spell choice this level, you’re going to take Absorb Elements. It is a fantastic spell, but you’re generally not going to be hit with large swaths of elemental damage until later levels so it’s much less vital early. However, if you’re hit with a boatload of elemental damage, then this will be really helpful.
Level 4
Class: 4 Ranger
Feat: Piercer (DEX)
Class Features: None
Spell Change Log: + Detect Magic
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
Level 4 brings your first feat and I like picking up Piercer. Being able to get higher average damage with your bow between the rerolls and the additional die when you get a critical hit is quite nice!
While you do get a spell this level, I consider this a “gap” level. Whatever you take here should be swapped out for two second level spells next level, so your choice really doesn’t matter. I pretty arbitrarily picked Detect Magic, but again, this can really be anything you think may be useful.
Level 5
Class: 5 Ranger
Class Features: Extra Attack
Spell Change Log: – Detect Magic / + Pass Without Trace + Spike Growth
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
Level 5 brings the most important feature for martial characters – Extra Attack! Double the damage output is obviously incredible for anyone!
You get your next Gloom Stalker spell with Rope Trick. Realistically, this is super niche and can be good to short rest in dangerous territory, but otherwise, this isn’t going to be helpful.
For your spells, we want the broken second level spells as fast as possible so something has to go. As mentioned before, Detect Magic is getting kicked out to make room.
For the broken spells you get, you can pick up Pass Without Trace and Spike Growth.
First off, you get the best stealth spell in the game – Pass Without Trace. Pass Without Trace grants your squad a natural PLUS TEN on all stealth checks. That is absolutely egregious and can make even the most heavy-footed companions reasonably stealthy. While you may not cast this often, this spell is unbelievably powerful when you do need it.
Your second spell is yet another incredible option – Spike Growth. This spell is truly messed up for many reasons. First off, the range on this is absolutely massive with the AOE also being quite solid. Second, enemies take 2d4 damage for every 5 feet that it travels, and considering this is difficult terrain, that can add up. Lastly (as mentioned previously), this is 5 feet traveled, not moved. If you or your allies have a way to force movement, you can stack up an unholy amount of damage extremely quickly. Even if you have literally zero other ways to make this good, it’s still such a good spell that it doesn’t matter.
Level 6-10
Level 6
Class: 1 Fighter 5 Ranger
Class Features: Fighting Style (Defense), Second Wind, Weapon Mastery
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
Your Fighting Style would be an easy choice normally, but as you already have Archery, just grab Defense. +1 to your AC is always good!
Second Wind is a cool feature where, for a bonus action, you can heal yourself a bit. This is obviously great for tough fights when you are running low on health and this not only scales with level, but also gets additional features later on.
Weapon Mastery gives you the Mastery property of three weapons and I would recommend taking the properties of your three starting weapons. To that end, make sure you are always using your Scimitar in your main hand to properly access the mastery property.
Level 7
Class: 2 Fighter 5 Ranger
Class Features: Action Surge, Tactical Mind
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
2 levels in Fighter brings two new features with Action Surge and Tactical Mind.
The Fighter is one of the most popular multiclass options in D&D, and Action Surge is a huge reason why. While you can only use this once every short or long rest (twice at 17, not that this class is getting 17 Fighter levels), getting an additional action almost always means a whole new slew of attacks.
Tactical Mind is a neat new feature that allows you to use a Second Wind charge to reroll a failed ability check with a bit of a bonus. While this won’t come up too often, this is a nice feature to have for particularly important ability checks.
Level 8
Class: 3 Fighter (Arcane Archer) 5 Ranger
Class Features: Arcane Archer Lore (Prestidigitation), Arcane Shot (Banishing Arrow, Grasping Arrow)
SPELL LEVEL | SPELL NAME |
Cantrip | Prestidigitation |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
This level brings your subclass, and for this guide, it’s Arcane Archer. Arcane Archer brings two abilities to the table immediately with Arcane Archer Lore and Arcane Shot.
Arcane Archer Lore simply gives you the choice between learning Prestidigitation or Druidcraft (which is a much worse Prestidigitation), so this is an easy decision. Furthermore, you get a skill proficiency between Arcana or Nature, and this pick can be whatever the party is lacking. If your party already has both or neither, I like Arcana more.
The second and much more important ability is Arcane Shot. You are able to imbue your arrows with a magical effect twice per short or long rest and you get to start with two different effects to imbue. To that end, you should pick the most powerful options to start with and I think that those are clearly Grasping Arrow and Shadow Arrow for this build.
Grasping Arrow deals additional damage, restricts their movement, hurts them when they move, and takes an action to remove. This is a lot of abilities for an enemy to deal with and can be absolutely crippling to an opponent in a fight.
Shadow Arrow also deals additional damage and has a chance to functionally blind enemies for a turn which is extremely brutal as they’ll only be able to see the spaces next to them meaning most spellcasting is cut off and all of your attacks would be at advantage!
Level 9
Class: 4 Fighter 5 Ranger
Feat: Dexterity to 20
Class Features: None
SPELL LEVEL | SPELL NAME |
Cantrip | Prestidigitation |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
You get your second feat, and while in theory I would like to take feats up to 20 Dexterity, just going straight into 20 Dexterity is likely the way to go. Getting the best attacks possible is just a bit too good to pass up!
Level 10
Class: 1 Cleric 4 Fighter 5 Ranger
Class Features: Spellcasting and Divine Order (Thaumaturge)
Spell Change Log: + Guidance + Light + Mending + Thaumaturgy + Bless + Command + Detect Magic + Healing Word
CLASS | SPELL LEVEL | SPELL NAME |
Cleric | Cantrip | Guidance |
Cleric | Cantrip | Light |
Cleric | Cantrip | Mending |
Cleric | Cantrip | Thaumaturgy |
Cleric | 1st Level Spell | Bless * |
Cleric | 1st Level Spell | Command |
Cleric | 1st Level Spell | Detect Magic (R) |
Cleric | 1st Level Spell | Healing Word |
Ranger | 1st Level Spell | Absorb Elements |
Ranger | 1st Level Spell | Cure Wounds |
Ranger | 1st Level Spell | Entangle* |
Ranger | 1st Level Spell | Goodberry |
Ranger | 1st Level Spell | Hunter’s Mark* (Favored Foe) |
Ranger | 2nd Level Spell | Pass Without Trace* |
Ranger | 2nd Level Spell | Spike Growth* |
It’s now time to take the third class for this build, Cleric! Cleric brings along it’s spells (obviously), but an additional ability as well in Divine Order!
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. Normally I would never take Thamaturge, but since you have the armor and weapon proficiencies you already need, Thamaturge it is.
For your spells, these options are (for the most part) the spells you’d pick as a 1st level Cleric as they’re simply the strongest you’re getting on the spell list at this level.
Level 11-15
Level 11
Class: 2 Cleric 4 Fighter 5 Ranger
Class Features: Channel Divinity (x2)
Spell Change Log: + Protection from Evil and Good
CLASS | SPELL LEVEL | SPELL NAME |
Cleric | Cantrip | Guidance |
Cleric | Cantrip | Light |
Cleric | Cantrip | Mending |
Cleric | Cantrip | Thaumaturgy |
Cleric | 1st Level Spell | Bless* |
Cleric | 1st Level Spell | Command |
Cleric | 1st Level Spell | Detect Magic (R) |
Cleric | 1st Level Spell | Healing Word |
Cleric | 1st Level Spell | Protection from Evil and Good* |
Ranger | 1st Level Spell | Absorb Elements |
Ranger | 1st Level Spell | Cure Wounds |
Ranger | 1st Level Spell | Entangle* |
Ranger | 1st Level Spell | Goodberry |
Ranger | 1st Level Spell | Hunter’s Mark* (Favored Foe) |
Ranger | 2nd Level Spell | Pass Without Trace* |
Ranger | 2nd Level Spell | Spike Growth* |
Your second Cleric level brings 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, I like picking up Protection from Evil and Good. While it is a bit niche, this can be really powerful against extraplanar threats, and since you want spells that work well even in these higher levels, this can definitely fit the bill.
Level 12
Class: 3 Cleric (Peace) 4 Fighter 5 Ranger
Class Feature: 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)
CLASS | SPELL LEVEL | SPELL NAME |
Cleric | Cantrip | Guidance |
Cleric | Cantrip | Light |
Cleric | Cantrip | Mending |
Cleric | Cantrip | Thaumaturgy |
Cleric | 1st Level Spell | Bless* |
Cleric | 1st Level Spell | Command |
Cleric | 1st Level Spell | Detect Magic (R) |
Cleric | 1st Level Spell | Healing Word |
Cleric | 1st Level Spell | Heroism* (Peace) |
Cleric | 1st Level Spell | Protection from Evil and Good* |
Cleric | 1st Level Spell | Sanctuary (Peace) |
Cleric | 2nd Level Spell | Aid (Peace) |
Cleric | 2nd Level Spell | Lesser Restoration |
Cleric | 2nd Level Spell | Warding Bond* (Peace) |
Ranger | 1st Level Spell | Absorb Elements |
Ranger | 1st Level Spell | Cure Wounds |
Ranger | 1st Level Spell | Entangle* |
Ranger | 1st Level Spell | Goodberry |
Ranger | 1st Level Spell | Hunter’s Mark* (Favored Foe) |
Ranger | 2nd Level Spell | Pass Without Trace* |
Ranger | 2nd Level Spell | Spike Growth* |
This level 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 nothing special; I’d take Persuasion personally.
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). Since this ability scales with proficiency bonus on both ends, you get a lot of value even now out of it and you can probably get most if not all of your team under the Emboldening Bond umbrealls.
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, 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. While this isn’t as high impact is it would be if you picked it up level 3, it’s still very good!
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 13
Class: 4 Cleric 4 Fighter 5 Ranger
Feat: Constitution to 18
Class Features: None
Spell Change Log: + Spare the Dying + Augury
CLASS | SPELL LEVEL | SPELL NAME |
Cleric | Cantrip | Guidance |
Cleric | Cantrip | Light |
Cleric | Cantrip | Mending |
Cleric | Cantrip | Spare the Dying |
Cleric | Cantrip | Thaumaturgy |
Cleric | 1st Level Spell | Bless* |
Cleric | 1st Level Spell | Command |
Cleric | 1st Level Spell | Detect Magic (R) |
Cleric | 1st Level Spell | Healing Word |
Cleric | 1st Level Spell | Heroism* (Peace) |
Cleric | 1st Level Spell | Protection from Evil and Good* |
Cleric | 1st Level Spell | Sanctuary (Peace) |
Cleric | 2nd Level Spell | Aid (Peace) |
Cleric | 2nd Level Spell | Augury (R) |
Cleric | 2nd Level Spell | Lesser Restoration |
Cleric | 2nd Level Spell | Warding Bond* (Peace) |
Ranger | 1st Level Spell | Absorb Elements |
Ranger | 1st Level Spell | Cure Wounds |
Ranger | 1st Level Spell | Entangle* |
Ranger | 1st Level Spell | Goodberry |
Ranger | 1st Level Spell | Hunter’s Mark* (Favored Foe) |
Ranger | 2nd Level Spell | Pass Without Trace* |
Ranger | 2nd Level Spell | Spike Growth* |
While a bit boring, you get to pick up another feat here and I would probably just bolster your Constitution. More health and better saving throws are never a bad thing.
For your spell choice, I like picking up Augury and Spare the Dying for your cantrip!
Spare the Dying is not great, especially when you already have Healing Word, but this can be useful in an emergency.
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 14
Class: 5 Cleric 4 Fighter 5 Ranger
Class Features: Sear Undead
Spell Change Log: + Beacon of Hope (Peace) + Dispel Magic + Revivify + Sending (Peace)
CLASS | SPELL LEVEL | SPELL NAME |
Cleric | Cantrip | Guidance |
Cleric | Cantrip | Light |
Cleric | Cantrip | Mending |
Cleric | Cantrip | Spare the Dying |
Cleric | Cantrip | Thaumaturgy |
Cleric | 1st Level Spell | Bless* |
Cleric | 1st Level Spell | Command |
Cleric | 1st Level Spell | Detect Magic (R) |
Cleric | 1st Level Spell | Healing Word |
Cleric | 1st Level Spell | Heroism* (Peace) |
Cleric | 1st Level Spell | Protection from Evil and Good* |
Cleric | 1st Level Spell | Sanctuary (Peace) |
Cleric | 2nd Level Spell | Aid (Peace) |
Cleric | 2nd Level Spell | Augury (R) |
Cleric | 2nd Level Spell | Lesser Restoration |
Cleric | 2nd Level Spell | Warding Bond* (Peace) |
Cleric | 3rd Level Spell | Beacon of Hope (Peace) |
Cleric | 3rd Level Spell | Dispel Magic |
Cleric | 3rd Level Spell | Revivify |
Cleric | 3rd Level Spell | Sending (Peace) |
Ranger | 1st Level Spell | Absorb Elements |
Ranger | 1st Level Spell | Cure Wounds |
Ranger | 1st Level Spell | Entangle* |
Ranger | 1st Level Spell | Goodberry |
Ranger | 1st Level Spell | Hunter’s Mark* (Favored Foe) |
Ranger | 2nd Level Spell | Pass Without Trace* |
Ranger | 2nd Level Spell | Spike Growth* |
With your 5th level in Cleric, 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 Dispel Magic and Revivify.
For your spell choice, you can pick up Dispel Magic, and since you don’t have Counterspell, this is the next best thing.
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.
Level 15
Class: 6 Cleric 4 Fighter 5 Ranger
Class Features: Channel Divinity (x3), Protective Bond
Spell Change Log: + Aura of Vitality
CLASS | SPELL LEVEL | SPELL NAME |
Cleric | Cantrip | Guidance |
Cleric | Cantrip | Light |
Cleric | Cantrip | Mending |
Cleric | Cantrip | Spare the Dying |
Cleric | Cantrip | Thaumaturgy |
Cleric | 1st Level Spell | Bless* |
Cleric | 1st Level Spell | Command |
Cleric | 1st Level Spell | Detect Magic (R) |
Cleric | 1st Level Spell | Healing Word |
Cleric | 1st Level Spell | Heroism* (Peace) |
Cleric | 1st Level Spell | Protection from Evil and Good* |
Cleric | 1st Level Spell | Sanctuary (Peace) |
Cleric | 2nd Level Spell | Aid (Peace) |
Cleric | 2nd Level Spell | Augury (R) |
Cleric | 2nd Level Spell | Lesser Restoration |
Cleric | 2nd Level Spell | Warding Bond* (Peace) |
Cleric | 3rd Level Spell | Aura of Vitality |
Cleric | 3rd Level Spell | Beacon of Hope (Peace) |
Cleric | 3rd Level Spell | Dispel Magic |
Cleric | 3rd Level Spell | Revivify |
Cleric | 3rd Level Spell | Sending (Peace) |
Ranger | 1st Level Spell | Absorb Elements |
Ranger | 1st Level Spell | Cure Wounds |
Ranger | 1st Level Spell | Entangle* |
Ranger | 1st Level Spell | Goodberry |
Ranger | 1st Level Spell | Hunter’s Mark* (Favored Foe) |
Ranger | 2nd Level Spell | Pass Without Trace* |
Ranger | 2nd Level Spell | Spike Growth* |
This level 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, I like Aura of Vitality! This can be useful as out of combat healing in a pinch, or if your allies are all super low, an easy way to consistently pick them back up without wasting multiple lower level spell slots!
Level 16-20
Level 16
Class: 7 Cleric 4 Fighter 5 Ranger
Class Feature: Blessed Strikes (Divine Strike)
Spell Change Log: + Aura of Purity (Peace) + Banishment + Resilient Sphere (Peace)
CLASS | SPELL LEVEL | SPELL NAME |
Cleric | Cantrip | Guidance |
Cleric | Cantrip | Light |
Cleric | Cantrip | Mending |
Cleric | Cantrip | Spare the Dying |
Cleric | Cantrip | Thaumaturgy |
Cleric | 1st Level Spell | Bless* |
Cleric | 1st Level Spell | Command |
Cleric | 1st Level Spell | Detect Magic (R) |
Cleric | 1st Level Spell | Healing Word |
Cleric | 1st Level Spell | Heroism* (Peace) |
Cleric | 1st Level Spell | Protection from Evil and Good* |
Cleric | 1st Level Spell | Sanctuary (Peace) |
Cleric | 2nd Level Spell | Aid (Peace) |
Cleric | 2nd Level Spell | Augury (R) |
Cleric | 2nd Level Spell | Lesser Restoration |
Cleric | 2nd Level Spell | Warding Bond* (Peace) |
Cleric | 3rd Level Spell | Aura of Vitality |
Cleric | 3rd Level Spell | Beacon of Hope (Peace) |
Cleric | 3rd Level Spell | Dispel Magic |
Cleric | 3rd Level Spell | Revivify |
Cleric | 3rd Level Spell | Sending (Peace) |
Cleric | 4th Level Spell | Aura of Purity (Peace) |
Cleric | 4th Level Spell | Banishment |
Cleric | 4th Level Spell | Resilient Sphere (Peace) |
Ranger | 1st Level Spell | Absorb Elements |
Ranger | 1st Level Spell | Cure Wounds |
Ranger | 1st Level Spell | Entangle* |
Ranger | 1st Level Spell | Goodberry |
Ranger | 1st Level Spell | Hunter’s Mark* (Favored Foe) |
Ranger | 2nd Level Spell | Pass Without Trace* |
Ranger | 2nd Level Spell | Spike Growth* |
7 levels in Cleric brings a new class ability and more spells to the table.
So there is a bit of contention with this ability you get because if you’re following the 5e subclass guide to the letter, you get Potent Spellcasting a level from now. However, base Cleric in the new edition gets Blessed Strikes and you can choose between Divine Strike and Potent Spellcasting. Personally, I would follow the new rules as we are already, so I’m going to go with the new rules and pick up Divine Strike which is a nice little damage bonus for you.
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 17
Class: 8 Cleric 4 Fighter 5 Ranger
Feat: Constitution to 20
Class Features: None
Spell Change Log: + Divination (R)
CLASS | SPELL LEVEL | SPELL NAME |
Cleric | Cantrip | Guidance |
Cleric | Cantrip | Light |
Cleric | Cantrip | Mending |
Cleric | Cantrip | Spare the Dying |
Cleric | Cantrip | Thaumaturgy |
Cleric | 1st Level Spell | Bless* |
Cleric | 1st Level Spell | Command |
Cleric | 1st Level Spell | Detect Magic (R) |
Cleric | 1st Level Spell | Healing Word |
Cleric | 1st Level Spell | Heroism* (Peace) |
Cleric | 1st Level Spell | Protection from Evil and Good* |
Cleric | 1st Level Spell | Sanctuary (Peace) |
Cleric | 2nd Level Spell | Aid (Peace) |
Cleric | 2nd Level Spell | Augury (R) |
Cleric | 2nd Level Spell | Lesser Restoration |
Cleric | 2nd Level Spell | Warding Bond* (Peace) |
Cleric | 3rd Level Spell | Aura of Vitality |
Cleric | 3rd Level Spell | Beacon of Hope (Peace) |
Cleric | 3rd Level Spell | Dispel Magic |
Cleric | 3rd Level Spell | Revivify |
Cleric | 3rd Level Spell | Sending (Peace) |
Cleric | 4th Level Spell | Aura of Purity (Peace) |
Cleric | 4th Level Spell | Banishment |
Cleric | 4th Level Spell | Divination (R) |
Cleric | 4th Level Spell | Resilient Sphere (Peace) |
Ranger | 1st Level Spell | Absorb Elements |
Ranger | 1st Level Spell | Cure Wounds |
Ranger | 1st Level Spell | Entangle* |
Ranger | 1st Level Spell | Goodberry |
Ranger | 1st Level Spell | Hunter’s Mark* (Favored Foe) |
Ranger | 2nd Level Spell | Pass Without Trace* |
Ranger | 2nd Level Spell | Spike Growth* |
You get another feat, and while it is a bit boring, maxing out Constitution is just a good thing to be doing.
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 18
Class: 9 Cleric 4 Fighter 5 Ranger
Class Features: None
Spell Change Log: + Commune + Greater Restoration (Peace) + Holy Weapon + Telepathic Bond (Peace)
CLASS | SPELL LEVEL | SPELL NAME |
Cleric | Cantrip | Guidance |
Cleric | Cantrip | Light |
Cleric | Cantrip | Mending |
Cleric | Cantrip | Spare the Dying |
Cleric | Cantrip | Thaumaturgy |
Cleric | 1st Level Spell | Bless* |
Cleric | 1st Level Spell | Command |
Cleric | 1st Level Spell | Detect Magic (R) |
Cleric | 1st Level Spell | Healing Word |
Cleric | 1st Level Spell | Heroism* (Peace) |
Cleric | 1st Level Spell | Protection from Evil and Good* |
Cleric | 1st Level Spell | Sanctuary (Peace) |
Cleric | 2nd Level Spell | Aid (Peace) |
Cleric | 2nd Level Spell | Augury (R) |
Cleric | 2nd Level Spell | Lesser Restoration |
Cleric | 2nd Level Spell | Warding Bond* (Peace) |
Cleric | 3rd Level Spell | Aura of Vitality |
Cleric | 3rd Level Spell | Beacon of Hope (Peace) |
Cleric | 3rd Level Spell | Dispel Magic |
Cleric | 3rd Level Spell | Revivify |
Cleric | 3rd Level Spell | Sending (Peace) |
Cleric | 4th Level Spell | Aura of Purity (Peace) |
Cleric | 4th Level Spell | Banishment |
Cleric | 4th Level Spell | Divination (R) |
Cleric | 4th Level Spell | Resilient Sphere (Peace) |
Cleric | 5th Level Spell | Commune |
Cleric | 5th Level Spell | Greater Restoration (Peace) |
Cleric | 5th Level Spell | Holy Weapon |
Cleric | 5th Level Spell | Telepathic Bond (Peace) |
Ranger | 1st Level Spell | Absorb Elements |
Ranger | 1st Level Spell | Cure Wounds |
Ranger | 1st Level Spell | Entangle* |
Ranger | 1st Level Spell | Goodberry |
Ranger | 1st Level Spell | Hunter’s Mark* (Favored Foe) |
Ranger | 2nd Level Spell | Pass Without Trace* |
Ranger | 2nd Level Spell | Spike Growth* |
Your final level in Cleric brings 5th level spells!
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 Commune and Holy Weapon.
Commune is pretty busted as, 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 is really good for you in Holy Weapon. Since you’ll primarily be attacking with a bow of some sort, getting an additional 2d8 damage per hit adds up really fast in tough fights.
Level 19
Class: 9 Cleric 5 Fighter 5 Ranger
Class Features: Extra Attack (technically)
CLASS | SPELL LEVEL | SPELL NAME |
Cleric | Cantrip | Guidance |
Cleric | Cantrip | Light |
Cleric | Cantrip | Mending |
Cleric | Cantrip | Spare the Dying |
Cleric | Cantrip | Thaumaturgy |
Cleric | 1st Level Spell | Bless* |
Cleric | 1st Level Spell | Command |
Cleric | 1st Level Spell | Detect Magic (R) |
Cleric | 1st Level Spell | Healing Word |
Cleric | 1st Level Spell | Heroism* (Peace) |
Cleric | 1st Level Spell | Protection from Evil and Good* |
Cleric | 1st Level Spell | Sanctuary (Peace) |
Cleric | 2nd Level Spell | Aid (Peace) |
Cleric | 2nd Level Spell | Augury (R) |
Cleric | 2nd Level Spell | Lesser Restoration |
Cleric | 2nd Level Spell | Warding Bond* (Peace) |
Cleric | 3rd Level Spell | Aura of Vitality |
Cleric | 3rd Level Spell | Beacon of Hope (Peace) |
Cleric | 3rd Level Spell | Dispel Magic |
Cleric | 3rd Level Spell | Revivify |
Cleric | 3rd Level Spell | Sending (Peace) |
Cleric | 4th Level Spell | Aura of Purity (Peace) |
Cleric | 4th Level Spell | Banishment |
Cleric | 4th Level Spell | Divination (R) |
Cleric | 4th Level Spell | Resilient Sphere (Peace) |
Cleric | 5th Level Spell | Commune |
Cleric | 5th Level Spell | Greater Restoration (Peace) |
Cleric | 5th Level Spell | Holy Weapon |
Cleric | 5th Level Spell | Telepathic Bond (Peace) |
Ranger | 1st Level Spell | Absorb Elements |
Ranger | 1st Level Spell | Cure Wounds |
Ranger | 1st Level Spell | Entangle* |
Ranger | 1st Level Spell | Goodberry |
Ranger | 1st Level Spell | Hunter’s Mark* (Favored Foe) |
Ranger | 2nd Level Spell | Pass Without Trace* |
Ranger | 2nd Level Spell | Spike Growth* |
This level you have a choice between picking up two more levels of Cleric to get to 6th level spells or to pick up two levels in Fighter to get an Epic Boon next level. While either can be reasonable options, I think the Cleric options are a bit too disappointing compared to an Epic Boon so we’re going with two levels in Fighter.
Unfortunately, the punishment for going two levels in Fighter is that you don’t get anything worthwhile this level. What can you do?
Level 20
Class: 9 Cleric 6 Fighter 5 Ranger
Epic Boon: Boon of Fate
Class Feature: None
CLASS | SPELL LEVEL | SPELL NAME |
Cleric | Cantrip | Guidance |
Cleric | Cantrip | Light |
Cleric | Cantrip | Mending |
Cleric | Cantrip | Spare the Dying |
Cleric | Cantrip | Thaumaturgy |
Cleric | 1st Level Spell | Bless* |
Cleric | 1st Level Spell | Command |
Cleric | 1st Level Spell | Detect Magic (R) |
Cleric | 1st Level Spell | Healing Word |
Cleric | 1st Level Spell | Heroism* (Peace) |
Cleric | 1st Level Spell | Protection from Evil and Good* |
Cleric | 1st Level Spell | Sanctuary (Peace) |
Cleric | 2nd Level Spell | Aid (Peace) |
Cleric | 2nd Level Spell | Augury (R) |
Cleric | 2nd Level Spell | Lesser Restoration |
Cleric | 2nd Level Spell | Warding Bond* (Peace) |
Cleric | 3rd Level Spell | Aura of Vitality |
Cleric | 3rd Level Spell | Beacon of Hope (Peace) |
Cleric | 3rd Level Spell | Dispel Magic |
Cleric | 3rd Level Spell | Revivify |
Cleric | 3rd Level Spell | Sending (Peace) |
Cleric | 4th Level Spell | Aura of Purity (Peace) |
Cleric | 4th Level Spell | Banishment |
Cleric | 4th Level Spell | Divination (R) |
Cleric | 4th Level Spell | Resilient Sphere (Peace) |
Cleric | 5th Level Spell | Commune |
Cleric | 5th Level Spell | Greater Restoration (Peace) |
Cleric | 5th Level Spell | Holy Weapon |
Cleric | 5th Level Spell | Telepathic Bond (Peace) |
Ranger | 1st Level Spell | Absorb Elements |
Ranger | 1st Level Spell | Cure Wounds |
Ranger | 1st Level Spell | Entangle* |
Ranger | 1st Level Spell | Goodberry |
Ranger | 1st Level Spell | Hunter’s Mark* (Favored Foe) |
Ranger | 2nd Level Spell | Pass Without Trace* |
Ranger | 2nd Level Spell | Spike Growth* |
Level 20 means you can pick up an Epic Boon!
Your Epic Boon choice, as I will pick for every martial character, is the Boon of Combat Prowess. Converting a miss into a hit is functionally getting an Extra Attack, but way better when Sneak Attack is involved as well. This is invaluable for any martial character!