I am sure many are satisfied with the Cleric in 5th edition, but I feel they are very lacklustre in their use when you compare them to Bards or Druids. Whether it's the terrible job the game did on giving Clerics a dexterity save cantrip spell, or that a lot of their damage is tied entirely to spells, making their melee capabilities so much worse than previous editions (to the point that I put them on par with Wizards, who at least have cantrip damage).
Because of this I wanted to focus on giving Clerics something that makes them feel a positive choice:
1) I wanted to ensure they could actually deal damage, in the same way other classes can heal and still provide a damage output from 6th level onwards.
2) I wanted to give Clerics a choice in how they played, so every cleric did not feel identical with a few domain sprinkles once or twice a day.
So, here I present my initial design for a new and improved Cleric. (please note abilities and archetype names are placeholders until I define them sufficiently to name them).
1st level: Spellcasting (same as current), Domains (altered)
2nd Level: Turn Undead (altered)
3rd Level: Cleric Archetype
6th Level: Archetype Ability
9th Level: Destroy Undead (altered)
10th Level: Heavenly Blessing
12th Level: Archetype Ability
14th Level: Divine Assistance
18th Level: Archetype Ability
20th Level: Divine Inspiration
Domains: Each Cleric choose their 1st Domain at level 1 and a 2nd Domain at level 5. They gain the bonuses listed and the spells listed are added to their spell lists, and do not count against the number of spells memorized per day (they are always memorized in addition to your selection).
Death Domain: At 1st level you know the Chill Touch cantrip. You also have advantage on death saving throws.
Domain Spells: 1st) False Life, 3rd) Ray of Enfeeblement, 5th) Vampiric Touch, 7th) Blight, 9th) Cloudkill
Knowledge Domain: You gain 2 knowledge skill proficiencies and Expertise in them (as current).
Domain Spells: 1st) Identify, 3rd) Augury, 5th) Nondetection, 7th) Arcane Eye, 9th) Legend Lore
Life Domain: When you cast a healing spell you may add your proficiency bonus to the result. (this seems very powerful because all life spells are already available to a cleric) Domain Spells: 1st) Cure Wounds, 3rd) Lesser Restorarion, 5th) Revivify, 7th) Death Ward, 9th) Mass Cure Wounds.
Light Domain: You know the Light and Produce Flame cantrips.
Domain Spells: 1st) Burning Hands, 3rd) Scorching Ray, 5th) Daylight, 7th) Wall of Fire, 9th) Flame Strike. (I think fireball is a bit too powerful at 5th, but feel free to comment if you disagree)
Nature Domain: You are proficient in the Nature skill and know the Thorn Whip cantrip.
Domain Spells: 1st) Animal Friendship, 3rd) Spike Growth, 5th) Plant Growth, 7th) Grasping Vine, 9th) Tree Stride
Tempest Domain: You have resistance to Thunder damage and know the Shocking Grasp cantrip.
Domain Spells: 1st) Fog Cloud, 3rd) Shatter, 5th) Sleet Storm, 7th) Ice Storm, 9th) Destructive Wave
Trickery Domain: You are proficient in stealth and you ignore the disadvantage to stealth with light or medium armour.
Domain Spells: 1st) Disguise Self, 3rd) Mirror Image, 5th) Blink, 7th) Dimension Door, 9th) Modify Memory
War Domain: You may choose a fighting style from the Paladin list
Domain Spells: 1st) Divine Favour, 3rd) Magic Weapon, 5th) Crusader's Mantle, 7th) Stoneskin, 9th) Hold Monster
Turn Undead: If they fail their saving throw at the end of their turn (so not the initial one) they suffer 1d6 radiant damage (increasing to 2d6 at 6th and 3d6 at 18th) in addition to the current effect (please note they only suffer the damage while they can see the subject of their fear, meaning if they hide around corners or run away they do not suffer the damage).
Destroy Undead: is moved to 9th level and affect monsters with a CR equal to 1/4 your level. (round down of course)
Heavenly Blessing: You have advantage on Wisdom and Charisma saving throws. (seems powerful but it only applies to the saving throws they are already proficient in).
Divine Assistance: Once per day you may re-roll a failed ability check or saving throw. You must accept the new result. At 18th level the re-roll is made with advantage.
Divine Inspiration: Automatically succeeds. If you try to use it again before a week is up there is a 20% chance it will work. Once failed you cannot try again until the 7 days are up.
Cleric Archetype - Templar
3rd Level: You gain proficiency with heavy armour and martial weapons.
3rd Level: A number of times per day equal to your wisdom modifier you may use a Bonus Action to make an extra melee attack. At 17th level you make two additional melee attacks when you use this ability.
6th Level: When you strike with a melee attack you deal an additional 1d8 radiant damage. At 11th level this increases to 2d8.
12th Level: Once per rest you sprout a pair of Angelic Wings that carry you forth. As a bonus action you can gain a fly speed of three times your normal distance. You must end your movement on the ground.
18th Level: Once per day you may use your Action to grant Advantage on all attack rolls made by allies within 60' for 1 round.
Cleric Archetype - Spiritualist
3rd Level: Spiritual Recovery (Arcane recovery with a cleric name)
3rd Level: A number of times per day equal to your wisdom modifier when you target a single ally with a spell, a foe within 30' takes radiant damage equal to 1d4/spell slot.
6th Level: Add your wisdom modifier to your cantrip damage.
12th Level: When you cast a spell which targets an ally they gain temporary hit points equal to 3 times your cleric level.
18th Level: Once per day you may use your Action to impose disadvantage on saving throws to all creatures within 60' for 1 round.
I feel as though Clerics have been weakened by being left as "healbots" without giving them sufficient damage output to let them function as they used to, which is to say second line fighters. Ensuring their AoE damage is not boosted too high prevents them from becoming Wizards with healing, but still makes them useful in many fights and hopefully these changes can go a long way to ensuring people who choose Clerics pick them for offensive reasons as well as their usual protective magic.
Changelog:
16/12 Light Domain bonus changed from Fire Bolt to Produce Flame cantrips.
16/12 Favoured Soul renamed Templar. 6th level: Extra Attack replaced with Additional Radiant damage per hit. 12th level Additional damage per hit replaced with temporary speed boost
16/12 Both Archetype level 18 powers changed from Bonus Actions to Actions and reduced to 1/day from 2/day. 18th level Spiritualist ability altered to affect all creatures within 60'.
Because of this I wanted to focus on giving Clerics something that makes them feel a positive choice:
1) I wanted to ensure they could actually deal damage, in the same way other classes can heal and still provide a damage output from 6th level onwards.
2) I wanted to give Clerics a choice in how they played, so every cleric did not feel identical with a few domain sprinkles once or twice a day.
So, here I present my initial design for a new and improved Cleric. (please note abilities and archetype names are placeholders until I define them sufficiently to name them).
1st level: Spellcasting (same as current), Domains (altered)
2nd Level: Turn Undead (altered)
3rd Level: Cleric Archetype
6th Level: Archetype Ability
9th Level: Destroy Undead (altered)
10th Level: Heavenly Blessing
12th Level: Archetype Ability
14th Level: Divine Assistance
18th Level: Archetype Ability
20th Level: Divine Inspiration
Domains: Each Cleric choose their 1st Domain at level 1 and a 2nd Domain at level 5. They gain the bonuses listed and the spells listed are added to their spell lists, and do not count against the number of spells memorized per day (they are always memorized in addition to your selection).
Death Domain: At 1st level you know the Chill Touch cantrip. You also have advantage on death saving throws.
Domain Spells: 1st) False Life, 3rd) Ray of Enfeeblement, 5th) Vampiric Touch, 7th) Blight, 9th) Cloudkill
Knowledge Domain: You gain 2 knowledge skill proficiencies and Expertise in them (as current).
Domain Spells: 1st) Identify, 3rd) Augury, 5th) Nondetection, 7th) Arcane Eye, 9th) Legend Lore
Life Domain: When you cast a healing spell you may add your proficiency bonus to the result. (this seems very powerful because all life spells are already available to a cleric) Domain Spells: 1st) Cure Wounds, 3rd) Lesser Restorarion, 5th) Revivify, 7th) Death Ward, 9th) Mass Cure Wounds.
Light Domain: You know the Light and Produce Flame cantrips.
Domain Spells: 1st) Burning Hands, 3rd) Scorching Ray, 5th) Daylight, 7th) Wall of Fire, 9th) Flame Strike. (I think fireball is a bit too powerful at 5th, but feel free to comment if you disagree)
Nature Domain: You are proficient in the Nature skill and know the Thorn Whip cantrip.
Domain Spells: 1st) Animal Friendship, 3rd) Spike Growth, 5th) Plant Growth, 7th) Grasping Vine, 9th) Tree Stride
Tempest Domain: You have resistance to Thunder damage and know the Shocking Grasp cantrip.
Domain Spells: 1st) Fog Cloud, 3rd) Shatter, 5th) Sleet Storm, 7th) Ice Storm, 9th) Destructive Wave
Trickery Domain: You are proficient in stealth and you ignore the disadvantage to stealth with light or medium armour.
Domain Spells: 1st) Disguise Self, 3rd) Mirror Image, 5th) Blink, 7th) Dimension Door, 9th) Modify Memory
War Domain: You may choose a fighting style from the Paladin list
Domain Spells: 1st) Divine Favour, 3rd) Magic Weapon, 5th) Crusader's Mantle, 7th) Stoneskin, 9th) Hold Monster
Turn Undead: If they fail their saving throw at the end of their turn (so not the initial one) they suffer 1d6 radiant damage (increasing to 2d6 at 6th and 3d6 at 18th) in addition to the current effect (please note they only suffer the damage while they can see the subject of their fear, meaning if they hide around corners or run away they do not suffer the damage).
Destroy Undead: is moved to 9th level and affect monsters with a CR equal to 1/4 your level. (round down of course)
Heavenly Blessing: You have advantage on Wisdom and Charisma saving throws. (seems powerful but it only applies to the saving throws they are already proficient in).
Divine Assistance: Once per day you may re-roll a failed ability check or saving throw. You must accept the new result. At 18th level the re-roll is made with advantage.
Divine Inspiration: Automatically succeeds. If you try to use it again before a week is up there is a 20% chance it will work. Once failed you cannot try again until the 7 days are up.
Cleric Archetype - Templar
3rd Level: You gain proficiency with heavy armour and martial weapons.
3rd Level: A number of times per day equal to your wisdom modifier you may use a Bonus Action to make an extra melee attack. At 17th level you make two additional melee attacks when you use this ability.
6th Level: When you strike with a melee attack you deal an additional 1d8 radiant damage. At 11th level this increases to 2d8.
12th Level: Once per rest you sprout a pair of Angelic Wings that carry you forth. As a bonus action you can gain a fly speed of three times your normal distance. You must end your movement on the ground.
18th Level: Once per day you may use your Action to grant Advantage on all attack rolls made by allies within 60' for 1 round.
Cleric Archetype - Spiritualist
3rd Level: Spiritual Recovery (Arcane recovery with a cleric name)
3rd Level: A number of times per day equal to your wisdom modifier when you target a single ally with a spell, a foe within 30' takes radiant damage equal to 1d4/spell slot.
6th Level: Add your wisdom modifier to your cantrip damage.
12th Level: When you cast a spell which targets an ally they gain temporary hit points equal to 3 times your cleric level.
18th Level: Once per day you may use your Action to impose disadvantage on saving throws to all creatures within 60' for 1 round.
I feel as though Clerics have been weakened by being left as "healbots" without giving them sufficient damage output to let them function as they used to, which is to say second line fighters. Ensuring their AoE damage is not boosted too high prevents them from becoming Wizards with healing, but still makes them useful in many fights and hopefully these changes can go a long way to ensuring people who choose Clerics pick them for offensive reasons as well as their usual protective magic.
Changelog:
16/12 Light Domain bonus changed from Fire Bolt to Produce Flame cantrips.
16/12 Favoured Soul renamed Templar. 6th level: Extra Attack replaced with Additional Radiant damage per hit. 12th level Additional damage per hit replaced with temporary speed boost
16/12 Both Archetype level 18 powers changed from Bonus Actions to Actions and reduced to 1/day from 2/day. 18th level Spiritualist ability altered to affect all creatures within 60'.
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