D&D (2024) Complete Divine Power: Cleric Domain Tier List

Mistwell

Crusty Old Meatwad (he/him)
Let's see, War Cleric with a dip in a class that provides a Fighting Style to get two weapon fighting. Dual wield a scimitar and club, with club being a Shillelagh. Attack with your scimitar, and the Shillelagh attack becomes part of the attack action. Now you can use your War Priest bonus action attack to again attack with likely the Shillelagh. I'd probably be casting Magic Weapon and Shield of Faith a lot with this sort of build (with the later being castable without concentration using Channel Divinity).

Hmm now how do we get Nick into this? I guess that just replaces the War Priest bonus action attack.
 
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Zardnaar

Legend
Let's see, War Cleric with a dip in a class that provides a Fighting Style to get two weapon fighting. Dual wield a scimitar and club, with club being a Shillelagh. Attack with your scimitar, and the Shillelagh attack becomes part of the attack action. Now you can use your War Priest bonus action attack to again attack with likely the Shillelagh. I'd probably be casting Magic Weapon and Shield of Faith a lot with this sort of build (with the later being castable without concentration using Channel Divinity).

Hmm now how do we get Nick into this?

Yeah makes sense.

I've been looking at chromatic orb a bit as well. The new players are testing it out but it has issues like guiding bolt.

They haven't figured out casting it buffed or with advantage.

New versions a lot of fun.
 

mellored

Legend
It's tough to rank Cleric because the main buff to Spirit Guardian, to me at least, is broken.
My suggestion.

The Cleric outside their turn doesn't do any damage. Only on their turn. Readied movement doesn't work.

Allies can still push enemies into it because teamwork is fun, but moving the Cleric doesn't work.

And still at the end of the enemies turn.
 

Mistwell

Crusty Old Meatwad (he/him)
My suggestion.

The Cleric outside their turn doesn't do any damage. Only on their turn. Readied movement doesn't work.

Allies can still push enemies into it because teamwork is fun, but moving the Cleric doesn't work.

And still at the end of the enemies turn.
I'd say that's all reasonable. I am hoping for an official errata but I know my primary DM enough to know he will just run it it like 2014 until it's errata'ed.
 

They should have combined life domain level 6 and 3 benefit as they combined old warpriest abilities.

2+spell level healing for your spells is not terrible though. It adds up if you do heal a lot.
 

FrogReaver

The most respectful and polite poster ever
a few thoughts.

1. It’s not hard for any cleric to attack with wisdom. Magic initiate for shileleagh or true strike are both solid options. Shileleagh is especially good on war cleric as it allows the bonus action and opportunity attacks to be used with wisdom. Note the war cleric doesn’t need to take the attack action in 2024 to make the bonus action attacks. They also recharge their bonus action attacks on short rest now. Just some changes that may easily be overlooked.

2. Fireball isn’t a very effective spell compared to 2024’s buffed spirit guardians anymore. It’s not a useless option, but it’s much more situational for a character with spirit guardians now, at least for players that will ready move actions.

3. On life clerics, their channel divinity is an amazing in combat heal. Couple it with a healing word and you can restore a character from 0 to almost full in a single turn (for a good chunk of the game).

4. Another life cleric observation. 2d8+3 from cure wounds can still roll low enough that most enemies can still down the PC next turn. 2d8+3+3 makes it a lot more likely that your hp will be higher than at least 1 attack of damage. This is a story that looking just at average dice rolls tends to hide.

5. Stealth isn’t nearly as strong as it was in 2014, no more what colloquially gets called surprise rounds. So no more potentially getting 2 turns before an any even gets 1. But since so much of what made trickery good in 2014 was stealth, from his advantage to stealth ability to having pass without trace that takes the subclass down a notch in my opinion.

6. The illusionary duplicates ability to grant melee advantage to you doesnt actually work with guiding bolt. Inflict wounds, the one spell it could have worked well with, was converted to a save instead of attack roll. The war clerics guided strike actually couples with guiding bolt better now.
 


Ashrym

Legend
I think saving war priest for times the war cleric misses with an attack also makes divine strike damage more reliable over the day because of the per your turn restriction.
 

Zardnaar

Legend
So I had a 6 combat day set up. 5th level PCs.

3rd encounter iirc light cleric. Other PC has alert feats and swapped initiative. Light cleric up first. Spirit Guardians running from previous fight.

15' by 35' room with alcove.

Fireball and cleric walks in with spirit guardians. Necromancer, deathlock, 6 advanced zombies wiped out. Think necromancer had 6 hp left.

The 6 encounters.

Tweaked assassin plus mooks. Had unstoppable 3 variant a'la BG3.

Warpriest, priest, mooks.

Encounter as above.

Knight, flame skull, deathlock.

Boss fight DM special. CR 9 multiple resistances, vulnerable to force.

CR 5 water elemental.

Managed to get 3 encounters out of spirit guardians.
 

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