The Best Cleric Domains in Dungeons & Dragons, Ranked
- 1 Life Domain. When players think of clerics, Clerics of the Life Domain are often the first to come to mind, and for good reason.
- 2 Order Domain.
- 3 Arcana Domain.
- 4 Light Domain.
- 5 Forge Domain.
- 6 Trickery Domain.
- 7 Death Domain.
- 8 Grave Domain.
Picking a RaceHill dwarves probably win the prize for absolute best race suited to being a cleric, as they get a bonus to wisdom and constitution; the added durability is extremely helpful when the character has to wade into battle and heal party members.
There are no restrictions if you're already a cleric. Plus, you can take this feat at 1st level and again at 3rd level, for a sum total of two additional domains. When you take this feat, choose one domain granted by your deity. When you take it a second time, you choose another domain granted by your deity.
Dungeons & Dragons: All 9 Official Cleric Subclasses, Ranked
- Light Domain. Via: Wizards Of The Coast.
- Tempest Domain. Via: Magali Villeneuve.
- Life Domain. Via: David LaRocca.
- Forge Domain. Via: Victor Adame.
- Trickery Domain. Via: PFBeginner.
- Death Domain. Via: Steve Argyle.
- Knowledge Domain. Via: Othon Nikolaidis.
- Nature Domain. Via: Wizards Of The Coast. The Nature Domain isn't bad.
Peace domain is busted, yes, but it's not immediately-ban busted. Out of curiosity, what other ratings of their don't you like?
The Light Domain is a great choice for generalist clerics. Their Domain Spells and other class features support a cleric that wants to deal damage in combat, but also protect allies. Notably, your Domain Spells feature grants you a number of combat spells that would normally be unavailable to clerics: Burning hands.
Over all the Forge domain is much stronger than the War domain; but the War domain really shines in a party of strong physical combatants (group a war cleric in with a party of paladins and watch the groups damage jump to insane levels).
You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available. You can only have one bonus action per round (and only one action, and only one reaction).
No, you can't learn domain spells that aren't normally Cleric spells (except War spells). So if you choose Cleric, you can only learn ritual spells from the Cleric's spell list. Note that this means you couldn't learn fireball even if it was a Cleric spell, because it isn't a ritual spell.
If you are set on the Light-Domain, you should take a level of Fighter or Paladin to get the proficiency for the armor(s). That way, you get martial weapon and heavy armor proficiency and all the righteous fury sort of spells you could ever want, all without having to do multi-classing or take special feats.
Very similar to the sun, the Light Cleric is considered by many to be an incredibly useful element to any day. Not only do they get the supportive powerhouse of the Cleric's spell list and class abilities; they also get to throw fireballs like they're a wizard.
The Light domain was a set of spells that were granted by deities whose portfolio included the aspect of light. Clerics who chose this domain were granted free access to these spells (they could cast them at any time without having to prepare them in advance).
Healing isn't necessary at all in 5e. In fact, it's usually incorrect/suboptimal to heal in combat at all. War Clerics grant you powers like the ability to boost the "to hit" bonus of an attack. All clerics have access to healing spells, and all clerics can change their spell list almost completely every long rest.
So you can prepare your Cleric Level + Wisdom Modifier. So you would be able to prepare 4 level 1 spells. Bless and Cure Wounds are always prepared as a Life Cleric, so they do not count towards the total. So you would pick 4 other spells from the Cleric list to have prepared, for a grand total of 6 at 1st level.
They can be extremely fun, and very diverse in terms of flavor. I love that Healing Word is a bonus action. Spirit Guardians is ****ing cool, and I love Spiritual Weapon (bonus action)! Life clerics make good healers, but healing in 5e isn't something you do turn after turn.
Warding Flare must be used before an attack hits/misses, as indicated in the feature's second sentence (PH, 61).
A cleric can indeed serve an evil deity.Regardless of the deity served, the healing spells remain as a choice to prepare from the cleric spell list.
There's no evil deity with Life domain in the PHB list, which means you'll be atypical servant of your god.
Chaotic, Evil, Good, and Lawful SpellsA cleric can't cast spells of an alignment opposed to his own or his deity's (if he has one).
There is no requirement that they be evil. In 3.5E, no. You're required to be within one alignment step of your diety, but that step could be from Evil to Neutral, setting yourself as a Neutral Cleric. In a Role-Playing perspective, should a Death Cleric be Evil is a question of perspective.
You don't NEED a healer. You'll do plenty fine with or without one. Don't get hit. If your group leans heavily towards the control and damage side of things, taking damage at all becomes more rare, and short rests start to cover all of your needs.
Clerics aren't necessarily OP, however they do seem to get quite a slice of the cake where it comes to what other classes are in base design limited in. They're very across the board well-endowed.
Cleric, Druid, Divine Soul Sorcerer, Celestial Warlock, and Bard (especially Lore Bard) are the main healer classes. Ranger and Paladin can learn some weak healing too. Special mention to Glamour Bards for giving away temporary hitpoints for one bardic inspiration die.
And in fact, they are only from the Life domain. I'm going to go ahead and assume that the answer to this question isn't "every party not only needs a cleric, but they need a Life cleric"; that is, these extra features are indeed above-and-beyond.
You do not need a character to be the dedicated healer during fights like in say an mmorpg. The idea of it being useful to stand back or stay out of fighting and heal is just not a good option. Combat Spells really only heal damage equal to maybe 1 attack or turn of attacks as things scale.
With the ability to touch your own character in the game, you can cast cure wounds on yourself. Cure wound spells are considered a touch spell in the game, one of a few different touch spells, which is allowed to be cast onto oneself.
yes, the ability requires taking an action, regardless of whether the paladin themselves is the target. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Levels 1-3 are two-day courses offered on weekends. Levels 4-5 are four-day retreats. You can begin to do healing touch for yourself and others after taking the level one class.