Twilight Cleric Build Guide – The Most Powerful Subclass – 2024 Update

Learn the best build for the Twilight 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 Twilight Domain Cleric?

There are two reasons you’d consider playing a Twilight Cleric.

One is that you want to play an edgier Cleric, but don’t want something too over the top like Grave Cleric or you don’t like the Trickery Cleric for whatever reason. If that’s the case, play this, but talk to your DM first.

The second reason you’d want to play Twilight Cleric is you want to play a broken character, full stop. Twilight, in its current form, may be the most unbalanced subclass in all of D&D. You get so much value out of this subclass between the very strong Domain spell list, but more importantly, the unbelievable features. If you want to power game, go ahead, but like the first reason, definitely talk to your DM first. This is very much a game breaking subclass and can let you easily overshadow your team.


Twilight Cleric Abilities Ranked

Bonus Proficiencies (Level 3) D Tier – This was a good ability until the Protector from Divine Order was a thing. Still, since you get both martial weapon and heavy armor proficiency, you can grab Thaumaturge which sucks, but it is free. To that end, this ranking is for Thaumaturge rather than the proficiencies.

Eyes of Night (Level 3)B Tier – Having a longer range Darkvision than literally everything else in the game is going to come up pretty often, and the ability to share it too is quite nice to launch a surprise attack on unsuspecting enemies.

Vigilant Blessing (Level 3)B Tier – Although this only impacts one person, advantage on Initiative for absolutely free is obviously pretty good.

Channel Divinity: Twilight Sanctuary (Level 3)S+ Tier – This is easily one of the most powerful ability in all of D&D when you consider the level you get it at. Activating this means it’s functionally impossible to lose a fight as your team will just be drowning in temporary hp or you can even stop them from being charmed or frightened.

1st Level Spells (Level 3)B Tier – These are two solid spells that you wouldn’t normally get access to!

2nd Level Spells (Level 3)C- Tier – Pretty middling, but unique options for Cleric.

3rd Level Spells (Level 5)B+ Tier – While Aura of Vitality is already a spell you could pick up, Tiny Hut is a really nice and rare pick up as this is the only class outside of Wizard that can get it.

Steps of Night (Level 6)B+ Tier – Free flying when you’re in dim light or darkness! That sounds specific, but your Twilight Sanctuary makes a 30 foot sphere of dim light that follows you around making this really easy to use.

4th Level Spells (Level 7)B+ TierGreater Invisibility is completely unique to Clerics and a really potent buff for any martial allies you have! Aura of Life isn’t too exciting, but can be decent if you have multiple allies down or close to it so it’s not like this has no utility.

5th Level Spells (Level 9)C Tier – Not great, but not terrible options as Circle of Power is a solid spell.

Twilight Shroud (Level 17)C Tier – Surprisingly weak for an ability in this class, but still far from bad.


Quick Level Up Guide

LevelClass Features/FeatNotes
1Spellcasting, Divine Order (Thaumaturge)+ Guidance + Light + Sacred Flame + Toll the Dead
+ Bless + Detect Magic
+ Guiding Bolt + Healing Word
2Channel Divinity (x2)+ Command
3Twilight Domain, Bonus Proficiencies, Eyes of Night, Vigilant Blessing, Twilight Domain Spells, Channel Divinity: Twilight Sanctuary+ Faerie Fire (Twilight)
+ Sleep (Twilight)
+ Aid
+ Moonbeam (Twilight)
+ See Invisibility (Twilight)
4Feat: War Caster (WIS)+ Word of Radiance + Lesser Restoration
5Sear Undead+ Aura of Vitality (Twilight)
+ Revivify
+ Spirit Guardians
+ Tiny Hut (Twilight)
6Channel Divinity (x3), Steps of Night+ Dispel Magic
7Blessed Strikes (Potent Spellcasting)+ Aura of Life (Twilight)
+ Banishment
+ Greater Invisibility (Twilight)
8Feat: Resilient (CON) + Divination
9+ Circle of Power (Twilight)
+ Commune
+ Greater Restoration
+ Mislead (Twilight)
10Divine Intervention+ Thaumaturgy
+ 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
17Twilight Shroud+ 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, Scale Mail, Explorer’s Pack, a Shield, Holy Symbol, and 30gp + 50gp from background

Starting Spells:

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripToll the Dead
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, Scale Mail, Explorer’s Pack, a Shield, Holy Symbol, and 30gp + 50gp from background

Standard Cleric fare if you aren’t going Protector. If you are, swap out Scale Mail for Chain Mail and 25 of your gold.


Class – Cleric

Starting out, Clerics get two abilities – Spellcasting and Divine Order (Thaumaturge).

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. While I would normally always pick Protector, even for subclasses that get heavy armor proficiency so you also have martial weapon proficiency, you may as well pick Thaumaturge here as Twilight gives you both proficiencies in a few levels. However, if you know you might be level 1 or 2 for a substantial amount of time, picking up Protector may still be worth it just so you have a higher AC in the interim and you get to start with Chain Mail. This is completely up to you as having better skills and an extra cantrip is not that exciting. If you want to go Protector instead, just remove one of the attack cantrips.


Starting Spells

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripToll the Dead
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
CantripToll the Dead
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: Twilight Domain

Class Features: Bonus Proficiencies, Eyes of Night, Vigilant Blessing, Twilight Domain Spells, Channel Divinity: Twilight Sanctuary

Spell Change Log: + Faerie Fire (Twilight) + Sleep (Twilight) + Aid + Moonbeam (Twilight) + See Invisibility (Twilight)

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripToll the Dead
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Twilight)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSleep (Twilight)
2nd Level SpellAid
2nd Level SpellMoonbeam (Twilight)
2nd Level SpellSee Invisibility (Twilight)

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

First off, you get Bonus Proficiencies which gives you heavy armor and martial weapon proficiency. Why? Who knows.

Second, you get Eyes of Night. Do you know how some races get Darkvision or you can take the second level spell that gets you 60 feet of it? Here’s 300. Also you can share it with your team for some reason.

Third, you get Vigilant Blessing which can grant someone advantage on their Initiative roll. No duration. No limited time uses. Just get to queue this up between every fight. What does this have to do with Twilight Domain you ask? Who knows?

Your next ability is Twilight Domain spells, and you get solid ones with Faerie Fire, Sleep, Moonbeam, and See Invisibility.

Faerie Fire is really good to stifle invisible enemies, but really shines as a support spell for your martial allies (and yourself if you’re attacking with a weapon).

Sleep is a solid CC spell that can incapacitate an enemy or two which is decent, especially if you can nab multiple enemies in the AOE. Unlike the older version, this spell stays relevant throughout the entire game!

While it’s not the most exciting damage option out there, Moonbeam is decent, repeatable damage that can be strong if an enemy is locked into a certain square.

The last Domain spell you get access to is See Invisibility. While somewhat rendered moot by Faerie Fire, this is good if you know there are a lot of potential invisible threats to deal with and exactly where they are. A little unnecessary, but nice to have.

Finally, you get the Twilight Domain’s Channel Divinity – Twilight Sanctuary. This is the main reason the class is considered so broken as constantly refueling your team with temporary hit points making it near impossible to put you or your allies down. While temporary health doesn’t stack, this still gives so much of it that it would be surprising if your team takes any real damage in an encounter. Functionally, this is a win the fight button and will remain that way throughout the whole game.

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
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Twilight)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSleep (Twilight)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellMoonbeam (Twilight)
2nd Level SpellSee Invisibility (Twilight)

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: + Aura of Vitality (Twilight) + Revivify + Spirit Guardians + Tiny Hut (Twilight)

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Twilight)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSleep (Twilight)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellMoonbeam (Twilight)
2nd Level SpellSee Invisibility (Twilight)
3rd Level SpellAura of Vitality (Twilight)
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (Twilight) (R)

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.

Level 5 also brings a few more Domain spells!

The first Domain spell you get is Aura of Vitality, which is easily the best out of combat healing in the game. This spell is able to heal an average of 70 points split amongst your party which is really good at keeping the squad health.

The second Domain spell is the excellent ritual spell – Tiny Hut. Tiny Hut is a weird spell, but it can let you be safe when camping, block off a narrow corridor, ambush someone, and other creative uses.

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), Steps of Night

Spell Change Log: + Dispel Magic

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Twilight)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSleep (Twilight)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellMoonbeam (Twilight)
2nd Level SpellSee Invisibility (Twilight)
3rd Level SpellAura of Vitality (Twilight)
3rd Level SpellDispel Magic
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (Twilight) (R)

For level 6 you get another charge of Channel Divinity and another subclass feature with Steps of Night.

Steps of Night gives you some Flying a few times a day, but only if you’re not in daylight. This is a bit situational and can be awkward with how cognizant you’ll have to be in what lighting condition you’re in, but this is a great ability otherwise.

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 Life (Twilight) + Banishment + Greater Invisibility (Twilight)

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Twilight)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSleep (Twilight)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellMoonbeam (Twilight)
2nd Level SpellSee Invisibility (Twilight)
3rd Level SpellAura of Vitality (Twilight)
3rd Level SpellDispel Magic
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (Twilight) (R)
4th Level SpellAura of Life (Twilight)
4th Level SpellBanishment
4th Level SpellGreater Invisibility (Twilight)

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 to pick up Aura of Life and Greater Invisibility.

The first Domain spell is the extremely specific Aura of Life! There are not many creatures that lower hit point maximums, but this spell is good if you know you’re going to be facing one. Beyond that, holding this up functionally guarantees that allies don’t stay down, so you don’t have to worry about bringing them up individually. This is of course very narrow and using a fourth level slot on that is probably not worth it, but you have it if multiple party members go down at the same time.

The second Domain spell is much better with Greater Invisibility. Greater Invisibility is a fabulous buff spell that works well on casters to protect them or martial allies so they get advantage on their attacks and all attacks on them getting disadvantage. This is a really brutal buff for enemies to work through, especially if you have a dedicated DPR characters like a Great Weapon Master Fighter, a Rogue, etc.

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
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Twilight)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSleep (Twilight)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellMoonbeam (Twilight)
2nd Level SpellSee Invisibility (Twilight)
3rd Level SpellAura of Vitality (Twilight)
3rd Level SpellDispel Magic
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (Twilight) (R)
4th Level SpellAura of Life (Twilight)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellGreater Invisibility (Twilight)

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: + Circle of Power (Twilight) + Commune + Greater Restoration + Mislead (Twilight)

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Twilight)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSleep (Twilight)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellMoonbeam (Twilight)
2nd Level SpellSee Invisibility (Twilight)
3rd Level SpellAura of Vitality (Twilight)
3rd Level SpellDispel Magic
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (Twilight) (R)
4th Level SpellAura of Life (Twilight)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellGreater Invisibility (Twilight)
5th Level SpellCircle of Power (Twilight)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellMislead (Twilight)

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

Your first Domain spell is Circle of Power which is really good at helping your team against saving throws. The issue is that you may not know which fights you’ll need this, but if you do, this is a very solid spell.

Your final Domain spell is a pretty unique one with Mislead. Mislead combines an illusory copy of yourself with a standard Invisibility spell to really help you escape out of a bad situation. It’s incredibly rare that an effect like this would be good, but as the name suggests, this is really good at misleading people.

For your spell choices, you can pick up Commune and Greater Restoration.

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: + Thaumaturgy + Summon Celestial

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripThaumaturgy
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Twilight)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSleep (Twilight)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellMoonbeam (Twilight)
2nd Level SpellSee Invisibility (Twilight)
3rd Level SpellAura of Vitality (Twilight)
3rd Level SpellDispel Magic
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (Twilight) (R)
4th Level SpellAura of Life (Twilight)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellGreater Invisibility (Twilight)
5th Level SpellCircle of Power (Twilight)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellMislead (Twilight)
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 pick up Thaumaturgy as a crappy utility cantrip, but it’s better than nothing.

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
CantripThaumaturgy
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Twilight)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSleep (Twilight)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellMoonbeam (Twilight)
2nd Level SpellSee Invisibility (Twilight)
3rd Level SpellAura of Vitality (Twilight)
3rd Level SpellDispel Magic
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (Twilight) (R)
4th Level SpellAura of Life (Twilight)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellGreater Invisibility (Twilight)
5th Level SpellCircle of Power (Twilight)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellMislead (Twilight)
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
CantripThaumaturgy
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Twilight)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSleep (Twilight)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellMoonbeam (Twilight)
2nd Level SpellSee Invisibility (Twilight)
3rd Level SpellAura of Vitality (Twilight)
3rd Level SpellDispel Magic
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (Twilight) (R)
4th Level SpellAura of Life (Twilight)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellGreater Invisibility (Twilight)
5th Level SpellCircle of Power (Twilight)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellMislead (Twilight)
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
CantripThaumaturgy
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Twilight)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSleep (Twilight)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellMoonbeam (Twilight)
2nd Level SpellSee Invisibility (Twilight)
3rd Level SpellAura of Vitality (Twilight)
3rd Level SpellDispel Magic
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (Twilight) (R)
4th Level SpellAura of Life (Twilight)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellGreater Invisibility (Twilight)
5th Level SpellCircle of Power (Twilight)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellMislead (Twilight)
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
CantripThaumaturgy
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Twilight)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSleep (Twilight)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellMoonbeam (Twilight)
2nd Level SpellSee Invisibility (Twilight)
3rd Level SpellAura of Vitality (Twilight)
3rd Level SpellDispel Magic
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (Twilight) (R)
4th Level SpellAura of Life (Twilight)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellGreater Invisibility (Twilight)
5th Level SpellCircle of Power (Twilight)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellMislead (Twilight)
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
CantripThaumaturgy
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Twilight)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSleep (Twilight)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellMoonbeam (Twilight)
2nd Level SpellSee Invisibility (Twilight)
3rd Level SpellAura of Vitality (Twilight)
3rd Level SpellDispel Magic
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (Twilight) (R)
4th Level SpellAura of Life (Twilight)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellGreater Invisibility (Twilight)
5th Level SpellCircle of Power (Twilight)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellMislead (Twilight)
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
CantripThaumaturgy
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Twilight)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSleep (Twilight)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellMoonbeam (Twilight)
2nd Level SpellSee Invisibility (Twilight)
3rd Level SpellAura of Vitality (Twilight)
3rd Level SpellDispel Magic
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (Twilight) (R)
4th Level SpellAura of Life (Twilight)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellGreater Invisibility (Twilight)
5th Level SpellCircle of Power (Twilight)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellMislead (Twilight)
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: Twilight Shroud

Spell Change Log: + Mass Heal

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripThaumaturgy
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Twilight)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSleep (Twilight)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellMoonbeam (Twilight)
2nd Level SpellSee Invisibility (Twilight)
3rd Level SpellAura of Vitality (Twilight)
3rd Level SpellDispel Magic
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (Twilight) (R)
4th Level SpellAura of Life (Twilight)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellGreater Invisibility (Twilight)
5th Level SpellCircle of Power (Twilight)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellMislead (Twilight)
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 Twilight Shroud which gives you and allies half cover inside your Channel Divinity. A little underwhelming at this point, but the rest of your kit is so strong that it really doesn’t matter.

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
CantripThaumaturgy
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Twilight)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSleep (Twilight)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellMoonbeam (Twilight)
2nd Level SpellSee Invisibility (Twilight)
3rd Level SpellAura of Vitality (Twilight)
3rd Level SpellDispel Magic
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (Twilight) (R)
4th Level SpellAura of Life (Twilight)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellGreater Invisibility (Twilight)
5th Level SpellCircle of Power (Twilight)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellMislead (Twilight)
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
CantripThaumaturgy
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Twilight)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSleep (Twilight)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellMoonbeam (Twilight)
2nd Level SpellSee Invisibility (Twilight)
3rd Level SpellAura of Vitality (Twilight)
3rd Level SpellDispel Magic
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (Twilight) (R)
4th Level SpellAura of Life (Twilight)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellGreater Invisibility (Twilight)
5th Level SpellCircle of Power (Twilight)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellMislead (Twilight)
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
CantripThaumaturgy
CantripToll the Dead
CantripWord of Radiance
1st Level SpellBless
1st Level SpellCommand
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire (Twilight)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word
1st Level SpellSleep (Twilight)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellMoonbeam (Twilight)
2nd Level SpellSee Invisibility (Twilight)
3rd Level SpellAura of Vitality (Twilight)
3rd Level SpellDispel Magic
3rd Level SpellRevivify
3rd Level SpellSpirit Guardians
3rd Level SpellTiny Hut (Twilight) (R)
4th Level SpellAura of Life (Twilight)
4th Level SpellBanishment
4th Level SpellDivination (R)
4th Level SpellGreater Invisibility (Twilight)
5th Level SpellCircle of Power (Twilight)
5th Level SpellCommune (R)
5th Level SpellGreater Restoration
5th Level SpellMislead (Twilight)
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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