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Complete Divine Power: Cleric Domain Tier List
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<blockquote data-quote="Zardnaar" data-source="post: 9509844" data-attributes="member: 6716779"><p>Life Domain</p><p> Life domain benefits a lot from the buffs to healing in 2024. Downside is you're a healer which may or may not be needed. Still you're better than a base cleric. </p><p></p><p>Level 3</p><p></p><p>Disciple of Life</p><p> Bog standard healing buff spell. Hasn't changed much but no longer combos with good berry. Decent ability and more or less works as advertised. </p><p></p><p> Domain Spells</p><p> Reasonably weak list as they're all cleric spells that you can take anyway. On the plus side a lot of them are spells you want access to. Exciting as a vanilla milkshake but gets the job done. </p><p></p><p>Preserve Life. </p><p></p><p> Kind of buffed from the old version. Still frustrating to use due to bloodied requirement. A reverse radiance of the dawn that heals 2d10+cleric level would be nice imho. This ability frustrates me tbh. </p><p></p><p>Level 6</p><p> Blessed Healer. </p><p></p><p> Heal someone else, heal yourself. Work as advertised. Very low healing however. Eg a cure spell heals them 2d8+3+ wisdom modifier. You gain 2 hp. Meh. </p><p></p><p>Level 17. </p><p></p><p> Unlikely to be used but maximized healing. Always good but not very exciting and is level 17. </p><p></p><p> Overall the life Domain is good. You're the clerics cleric. It doesn't detract from what you're supposed to do. Would be a B+ if blessed Healer was more effective along with Preserve Life. Overall a B. It's good but not particularly exciting and you double down on healing. Problem is a couple of abilities are not great and killing stuff faster is always better than healing. Espicially with 5E bloated hit points and damage. </p><p></p><p>Light Domain</p><p></p><p> On the 2014 release I would have rated this as an S tier archetype. Powercreep knocked it down for example Twilight Clerics. The archetype hasn't been changed to much. However general power creep has made it stand out less imho. </p><p></p><p>Level 3. </p><p></p><p> Domain Spells. Generally the light domain has a great selection of spells most of which are lacking from the cleric spell list. Lots of fire and light spells and some utility. Fireball gets the glory but a nod to Faerie Fire as well. Lots of blasting spells on top your cleric spells. Very good list. </p><p></p><p> Radiance of the Dawn. </p><p> Use channel divinity 30' radius emanation 2d10+cleric level radiance damage. This ability is great and it doesn't use your spells as a resource. The danage scales poorly but it's very good at low levels vs fodder and at high level often hits multiple opponents. It's comparable to a level 2 spell slot imho that late game is comparable to a level 3. It's also radiant damage which matter's vs a lot of undead and rarely resisted by anything else. </p><p></p><p> Warding Flare. </p><p></p><p> Use your reaction to impose disadvantage on the attack roll on a creature within 30'. Very similar effect to the shield spell you can generally use 3 or 4 times. On top of your spells and radiance of the dawn. Your low level light cleric essentially makes the first few levels easy mode. </p><p></p><p>Level 6 </p><p></p><p>Improved Warding Flare. </p><p>Warding Flare now refreshes on a short rest and grants temporary hit points. This ability is great. Negating an attack and temporary hit points is better than healing afterwards. And doesn't require spell slots.</p><p></p><p>Level 17.</p><p>Corona of Light. Magic action. Create Impose disadvantage on saves with Radoance of the Dawn and Radiant spells. For the most part this beans sunbeam and sunburst. Great if "pre cast". Otherwise high opportunity cost. When it's relevant though whatever you're facing is probably going to get melted fast and lots of blindness. I'll mention sunbeam again. Level 17 though. </p><p></p><p> So the light cleric is great but doesn't break the game as such or quite reach the S tier. Blasting is cute and you're good at it but it's "only" blasting. On top of everything else and as a package with warding Flare I'm rating this cleric as an A. You're not a Twilight cleric. Borderline A+ it's great.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 9509844, member: 6716779"] Life Domain Life domain benefits a lot from the buffs to healing in 2024. Downside is you're a healer which may or may not be needed. Still you're better than a base cleric. Level 3 Disciple of Life Bog standard healing buff spell. Hasn't changed much but no longer combos with good berry. Decent ability and more or less works as advertised. Domain Spells Reasonably weak list as they're all cleric spells that you can take anyway. On the plus side a lot of them are spells you want access to. Exciting as a vanilla milkshake but gets the job done. Preserve Life. Kind of buffed from the old version. Still frustrating to use due to bloodied requirement. A reverse radiance of the dawn that heals 2d10+cleric level would be nice imho. This ability frustrates me tbh. Level 6 Blessed Healer. Heal someone else, heal yourself. Work as advertised. Very low healing however. Eg a cure spell heals them 2d8+3+ wisdom modifier. You gain 2 hp. Meh. Level 17. Unlikely to be used but maximized healing. Always good but not very exciting and is level 17. Overall the life Domain is good. You're the clerics cleric. It doesn't detract from what you're supposed to do. Would be a B+ if blessed Healer was more effective along with Preserve Life. Overall a B. It's good but not particularly exciting and you double down on healing. Problem is a couple of abilities are not great and killing stuff faster is always better than healing. Espicially with 5E bloated hit points and damage. Light Domain On the 2014 release I would have rated this as an S tier archetype. Powercreep knocked it down for example Twilight Clerics. The archetype hasn't been changed to much. However general power creep has made it stand out less imho. Level 3. Domain Spells. Generally the light domain has a great selection of spells most of which are lacking from the cleric spell list. Lots of fire and light spells and some utility. Fireball gets the glory but a nod to Faerie Fire as well. Lots of blasting spells on top your cleric spells. Very good list. Radiance of the Dawn. Use channel divinity 30' radius emanation 2d10+cleric level radiance damage. This ability is great and it doesn't use your spells as a resource. The danage scales poorly but it's very good at low levels vs fodder and at high level often hits multiple opponents. It's comparable to a level 2 spell slot imho that late game is comparable to a level 3. It's also radiant damage which matter's vs a lot of undead and rarely resisted by anything else. Warding Flare. Use your reaction to impose disadvantage on the attack roll on a creature within 30'. Very similar effect to the shield spell you can generally use 3 or 4 times. On top of your spells and radiance of the dawn. Your low level light cleric essentially makes the first few levels easy mode. Level 6 Improved Warding Flare. Warding Flare now refreshes on a short rest and grants temporary hit points. This ability is great. Negating an attack and temporary hit points is better than healing afterwards. And doesn't require spell slots. Level 17. Corona of Light. Magic action. Create Impose disadvantage on saves with Radoance of the Dawn and Radiant spells. For the most part this beans sunbeam and sunburst. Great if "pre cast". Otherwise high opportunity cost. When it's relevant though whatever you're facing is probably going to get melted fast and lots of blindness. I'll mention sunbeam again. Level 17 though. So the light cleric is great but doesn't break the game as such or quite reach the S tier. Blasting is cute and you're good at it but it's "only" blasting. On top of everything else and as a package with warding Flare I'm rating this cleric as an A. You're not a Twilight cleric. Borderline A+ it's great. [/QUOTE]
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