Builds - War Cleric
The cleric is my favorite class, but playing one usually comes with the responsibility of keeping the rest of the party alive. It’s a common complaint from both sides. The cleric wants to do more than run around in battle, trying to keep everyone alive. The rest of the party spends their time bitching at the cleric that they aren’t healing them enough. That means I’m screaming on the inside, wanting to strangle the barbarian who is only down two hit points.
Instead of being the party’s lackey, try playing a cleric who is one part tank, one part damage dealer, and one part healer. Nothing says you can’t bash in the head of those annoying kobolds and heal the wizard who wanted to try melee fighting. You’ll probably want to tell your friends about your intentions before seeking glory and fame. This way, they can stock up on healing potions and have no one to blame except themselves when bleeding out on the dungeon floor.
I’m going to change up the format a bit for designing builds. The hope is to provide additional options when building and leveling your character. Reading through the old builds, they felt too rigid, and besides, who says my build is the best way to go? We’ll see how it works, and feedback is always appreciated.
The War Cleric
Race
Best Option - Hill Dwarf
Bonuses to Constitution and Wisdom are tailor-made for the war cleric. Dwarven Toughness increases your hit points, and more hit points are always good.
2nd - Warforged
Put your free ability score increase into Wisdom (obviously). Between the heavy armor you’ll wear and the natural AC bonus, you’ll be the tankiest person in the party. That, along with advantage on saving throws against being poisoned, resistance to poison damage, immunity to disease, and magic can’t put you to sleep, you’re good to go in any fight.
3rd - Kobold (using Mordenkainen Presents: Monsters of the Multiverse)
The kobold is a surprisingly good choice if you want to go straight front-line fighter. Spread your stat mods as needed. Take Draconic Sorcery for your Kobold Legacy option, then add the booming blade cantrip to your spell list.
Stats (Starting Spread/Point Buy)
Str. 15, Dex. 10, Con. 14, Int. 8, Wis. 15, Cha. 8
It never seems like there are never enough points to spread around, does it? There are no racial bonuses included, so adjust as needed. The essentials are in bold.
Strength - You’ll need this to wear your heavy armor and do more damage, as your weapon attacks are Strength-based.
Dexterity - No need for a War Cleric
Constitution - Not only are you fighting on the front line and need hit points but who will heal the party if you die?
Intelligence - Like many other classes, it’s your Dump Stat.
Wisdom - Wisdom is your spellcasting ability, so yeah, you’ll need it to be as high as possible.
Charisma - You’re hitting and healing, not trying to win the hearts and minds of others. No need.
Skill Proficiencies
Athletics - Given the role you’ll be playing, Athletics is important for the War Cleric, where all other domains have little need for it.
Perception - One of the most commonly used skill checks, and it’s Wisdom based.
Religion - Thematically, you’ll need it, and any bonus is a good bonus since intelligence was your Dump Stat.
Background
Acolyte - The default Cleric background. You can use your cleric proficiencies on History and Perception since Insight and Religion are part of the Acolyte package
Soldier - Plenty of warriors have found religion after years on the battlefield. Proficiency in Athletics is great, and Intimidation can be useful depending on how you want to play your cleric.
Equipment
Starting equipment should include Chain Mail, Shield, Mace, and a Priest Pack. You’ll want to upgrade to Plate Mail as quickly as you can.
Features by Level (Class & Domain)
1st Level
Class Feature - Spellcasting
No matter how much you like to hit things, the cleric is still, first and foremost, a spellcaster. You start with three cantrips and two 1st level spells, along with two domain spells. We’ll get into spells below.
Domain Features - Proficiencies, War Priest & Domain spells
A bonus action weapon attack and proficiency with martial weapons and heavy armor make the war cleric, well, the war cleric. You can use your bonus action attack a number of times based on your Wisdom modifier (2X based on our current stat spread) and regain all expended uses when you finish a long rest.
Divine favor is useful but will become an afterthought at higher levels. I love shield of faith. A +2 bonus to AC will be helpful throughout any campaign. AC is incredibly unbalanced in 5e in the favor of players. Giving creatures more hit points isn’t helpful if we can always hit them. Increasing your AC, on the other hand, makes it nearly impossible for them to hit you, thus making the poor kobold a punching bag for your hitting pleasure. One downside is it requires Concentration. This is an ongoing problem with cleric buff spells. It can be hard to maintain when you are fighting on the front lines.
2nd Level
Class Feature - Channel Divinity
Channel Divinity feels like it should be awesome, but in reality, it’s mediocre at best, especially at lower levels. Turn Undead is nice, especially since it lasts a minute, but it is crippled by only being able to use it once daily. You’re waiting until the 6th level to get your second use per day, then a third use at level 18th. That’s a long time between additional uses. I’d feel different if it was once per long rest. Consider the Harness Divine Power optional rule if your DM allows it. Regaining a spell slot is much more valuable.
Guided Strike is a good option, especially when trying to last the final blow. A +10 bonus to the roll is a huge number to any attack roll. You do have to make the choice after you see the roll, but given the creature’s low AC, you’ll probably hit at lower levels if you roll at six or higher.
3rd Level
Class Feature - Spell Access
You gain access to 2nd-level spells
Domain Feature - Domain Spells
Magic Weapon provides you with the magical weapon you probably lack at lower levels. It requires Concentration, so you’ll mostly want to use it against enemies with resistance to non-magical weapons. Spiritual Weapon is what you should primarily use as your bonus action. By primarily, I mean all the time until higher levels. The best part of spiritual weapon is you don’t have to worry about keeping Concentration.
4th Level
Class Feature - Ability Score Improvement
Wisdom is always going to be the default choice for ASI. Increasing your Wisdom will raise your modifier to +3. If you already have magic items that boost your Wisdom, a feat is an option here.
5th Level
Class Feature - Destroy Undead, Proficiency Increase & Spell Access
You can destroy CR 1/2 undead instead of them running away from you. You can use it only once at the moment, and it doesn’t scale well either. You max out at CR 4 or lower at the 17th level. I’m pretty sure you won’t be fighting many CR4 creatures unless they are minions of a BBEG at this level.
You gain access to 3nd-level spells.
Your Proficiency increases to +3.
Domain Feature - Additional Spells
Spirit Guardians is one of the best non-healing cleric spells in the game. If you are within 15 feet of your enemies, it adds 1d8 to your damage rolls. Crusader’s Mantle is more for the melee fighters in your party. The damage bonus may seem low, but if you have a melee-heavy party, members with Two-Weapon Fighting, or an Extra Attack, the damage can add up quickly.
6th Level
Class Feature - Channel Divinity
You can now use your channel divinity feature twice a day.
Domain Feature - War God’s Blessing
It’s Divine Strike for another party member. The range is decent at 30 feet, and it’s a Reaction which is great. You may not have a Reaction yet, so this fills that gap.
7th Level
Class Feature - Spell Access
You gain access to 4th-level spells.
Domain Feature - Additional Domain Spells
Using a 4th level spell slot for either spell isn’t worth it unless you know what you're up against that day. If you’re going to be fighting a medusa or similar, take freedom of movement. Otherwise, you should fill that slot with a healing spell to keep your party happy. Stoneskin is a great buff, but not worth the cost, plus you can only use it on yourself.
8th Level
Class Feature - ASI increase & Destroy Undead
If you are always worrying about hit points, put both in Constitution. Otherwise, drop them in Wisdom. You can now turn CR 1 undead into dust.
Domain Feature - Divine Strike
Divine Strike is a cleric’s version of the paladin’s smite ability. You can only use it twice, and it only delivers an extra 1d8 damage of the same type dealt by the weapon to the target until the 14th level, when it increases to 2d8. I guess you have something to spend your Channel Divinity on if you never fight undead creatures.
9th Level
Class Feature - Proficiency Increase & Spell Access
Your Proficiency increases to +4.
You gain access to 5th-level spells.
Domain Feature - Additional Domain Spells
The last of the domain spells are flame strike and hold monster. Flame strike is a good AoE spell with decent range. Fire is one of the most common resistances, so you’ll have to determine if you want to spend a 5th-level spell slot. It does scale well, however. Hold Monster is always a nice spell to have on your list, and you can target multiple creatures if you use a higher spell slot. You have other ways of screwing over undead creatures, so don’t worry about the spell not having an effect on them.
10th Level
Class Feature - Divine Intervention
You have a 10% chance of your god helping you out, increasing by 1% per level. The DM chooses the type of intervention, and you can use this ability once every seven days. I’m not saying it’s a bad feature in any way, but your chance of success is low.
11th Level
Class Feature - Destroy Undead & Spell Access
You can now obliterate undead creatures CR 2 and lower.
You gain access to 6th-level spells.
12th Level
Class Feature - ASI increase
Wisdom or Constitution, whichever you did not take previously.
13th Level
Class Feature - Proficiency Increase & Spell Access
Your Proficiency increases to +5.
You gain access to 7th-level spells
14th Level
Class Feature - Destroy Undead
You can now obliterate undead creatures CR 3 and lower.
15th Level
Class Feature - Spell Access
You gain access to 8th-level spells.
16th Level
Class Feature - ASI increase
If you are feeling the need to do a tiny bit more damage, you can finally drop both points in Strength. Otherwise, put them in Constitution because more hit points are always good. You should have at least one magic item to increase your Wisdom, so we assume you’re in a great place with your Wisdom modifier. A feat is also a good option here.
17th Level
Class Feature - Destroy Undead & Spell Access
You can now obliterate undead creatures CR 4 and lower.
You gain access to 9th-level spells.
Domain Feature - Avatar of Battle
Many creatures only do non-magical damage even at this level, making this seemingly meh feature very helpful.
18th Level
Class Feature - Channel Divinity
You can now use your Channel Divinity three times a day.
19th Level
Class Feature - ASI increase
Put them wherever your heart desires since it makes little difference at this point, or you may want to take a feat.
20th Level
Improved Divine Intervention
You and your god are now besties. Divine Intervention is now 100% effective. The DM still chooses what kind of help your diety will provide, but now you can rest assured something will happen.
Recommended Spells
With so many spells available to the cleric (and, for that matter, all spell casters), these are the must-have spells for your spell list. Most of the spells avoid the dreaded need for Concentration, which can prove difficult when you stand toe-to-toe with a hell hound.
Cantrips - Sacred Flame, Spare the Dying
If you’re not close enough to hit something, sacred flame is 1d8 of damage you can use against those no dexterity modifier type creatures. Spare the dying is arguably the most powerful, non-damage-dealing cantrip in the game…and the dead barbarian may stop yelling at you for not healing them.
1st Level - Cure Wounds, Guiding Bolt, Healing Word
Two healing spells to make everyone happy, and healing word is a bonus action spell. Guiding bolt is a crazy good 1st level spell. Dealing 4d6 radiant damage and the next attack roll made against this target before the end of your next turn has advantage? Yes, please.
2nd Level - Aid, Blindness/Deafness, Lesser Restoration
You should cast aid at the start of every single day, period. If, for some reason, you forget, wait until one of your friends goes down. The five hit points (or more) are gained immediately, so they’ll be back in the fight. Blindness/Deafness is an underrated spell. Blind your opponent before you get in range and have advantage on your attacks, or cast it on a creature so the rogue can use their sneak attack. Lesser Restoration is a must-have for any cleric.
3rd Level - Mass Healing Word, Revivify, Spirit Shroud
Mass healing word doesn’t provide that many hit points, but being able to keep multiple party members alive makes this a must-have healing spell. Revivify replaces the need for spare the dying. Providing an ally with one hit point is enough for them to crawl away to safety. There’s much to love about spirit shroud when you’re in melee combat. Attacks deal 1d8 extra damage when you hit a creature within 10 feet. You can choose to deal either radiant, necrotic, or cold damage and they can’t regain hit points until the start of your next turn. Finally, any creature, not just the one you hit, within 10 feet of you has its speed reduced by 10 feet until the start of your next turn. Sure, it requires Concentration, but it’s well worth it, especially since spirit shroud and spirit guardians are a nice one-two punch
4th Level - Death Ward
Cast it on yourself at the start of every day. Or on the stupid barbarian, who keeps dying no matter how much you heal them. It stacks nicely with the aid spell.
5th Level - Greater Restoration, Mass Cure Wounds
Both are must-have spells no matter what cleric domain you are playing.
6th Level - Heal, Heroes Feast, Word of Recall
Heal is the best in-combat healing in the game, providing an instant 70 points of healing to an ally or yourself. Removing some status conditions is a nice little bonus. Heroes Feast may be a situational type spell, but it’s the spell you’ll always want to use before you fight the BBEG. You and all your friends are cured of all diseases and poison. For twenty-four hours, everyone partaking in the feast is immune to poison, being frightened, makes all Wisdom saving throws with advantage, their hit point maximum also increases by 2d10, and it gains an equal number of hit points. Cast it the night before and regain the spell slot the next day. Word of Recall can instantly get you and your friend out of any sticky situation, but make sure you’ve set a sanctuary somewhere safe. Remember, there’s no shame in running away.
7th Level - Divine Word, Regenerate, Resurrection
Since it’s a bonus action, divine word can set you up nicely for your melee attack that round. Affecting any creatures you choose within 30 feet is a fantastic perk of the spell. Be greedy and cast regenerate on yourself before a big battle, just remember it takes a minute to cast. Losing a limb is extremely rare in 5e, so that’s a knock on the spell. The healing portion of the spell is nice; hopefully, you’ll top off any missing hit points. The have-to-have piece of the spell is the one hit point regained every round. It may not seem like a lot, but you’ll never be at 0 hit points when your turn starts. You never want to need resurrection, but things sometimes don’t go the way you plan on.
8th Level - Holy Aura
You and all your friends within 30 feet have advantage on all saving throws, and other creatures have disadvantage on attack rolls for 1 minute, making this an incredibly powerful buff. Blinding undead is a throw-in, but a nice one. It does require Concentration but with creatures attacking at disadvantage, who cares?
9th Level - Mass Heal
Restoring up to 700 hit points is insane and should bring a party of 20th-level characters back to max hit points in an instant. Curing all diseases and blinded/deafened effects is an odd addition to the spell, but we’ll take it.
Recommended Feats
Just like spells, I’ll lose my mind trying to go over them all. Below are the feats that work the best with your skull-bashing person of god.
Top Tier
Fey Touched - Honestly, this is a great feat for any class. Clerics don’t have access to misty step, a spell that can get you off the front line if you bit off more than you can chew. Use it for free and use a spell slot for it. Adding an additional spell is nice, but you’ll have access to most of the spells from the Divination and Enchantment schools. Plus, you can increase your Intelligence, Wisdom, or Charisma score by 1.
Gift of the Gem Dragon - Fizban’s didn’t do much for me, but it did give us this feat. We’ve only discussed one other reaction option, making the feat an even better grab. Taking damage results in your attacker creature that dealt damage making a Strength saving throw. A fail means they take 2d8 force damage and are pushed up to 10 feet away from you. Even if they succeed, your opponent will take half the damage. It’s perfect in every way for a melee cleric. You can also increase your Intelligence, Wisdom, or Charisma score by 1.
Lucky - Personally, I hate this feat, but it’s great on any character.
War Caster - If you’re going to take a feat, this is your number one option as a war cleric. Advantage on your Constitution save to maintain Concentration is huge for all the Concentration spells that are on the cleric’s spell list. Since you’ll have a shield, the feat allows you to cast spells with somatic requirements. Last but not least, when an enemy provokes an opportunity attack from you, you have another use for your Reaction. you can use your reaction to cast a spell at the creature rather than making an opportunity attack. If you’ve chosen the kobold race option from above, booming blade should be the go-to spell since it’s a cantrip. If not, sacred flame is a great cantrip option.
Second Tier
Crusher - Make sure you’re wielding a mace, hammer, or any other weapon that does bludgeoning damage, and push your opponents around the battlefield. Additionally, the +1 to either Constitution or Strength is great.
Heavy Armor Master - Heavy armor is a staple for you, so why not reduce non-magical, bludgeoning, piercing, and slashing damage? You also increase your Strength score by 1.
Metamagic Adept - Increase the range of your healing spells and extend the duration of the aid spell.
Third Tier
Fighting Initiate - Dueling is the only style worth taking. A +2 to damage rolls will help compensate for the fact we aren’t leveling up our Strength very often.
Martial Adept - Adding two maneuvers may seem like an unnecessary indulgence, but if you’ve been healing all campaign long, you deserve it.
Resilient - The poor man’s War Caster.
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