So far its Spirit Guardians, the third level cleric spell. Great flavour, cool mechanics, very useful, and you can cast it before combat when you think your about to go into battle. In a 9th level slot it deals 9d8 per turn to any enemies caught with in 15 feet of you, it lasts 10 minutes. One downside its a consentration spell, but for a front line fighting cleric it could be very brutal damage if used right.
I also like guiding bolt, it gives the cleric a blastery spell at first level and scales all the way to 9th, and it can give the Wizard advantage on some of his attack spells, also really useful for a rogue who doesn't current have advantage or can't get it overwise, which really boosts the damage of the party beyond what the cleric deals.
I also like guiding bolt, it gives the cleric a blastery spell at first level and scales all the way to 9th, and it can give the Wizard advantage on some of his attack spells, also really useful for a rogue who doesn't current have advantage or can't get it overwise, which really boosts the damage of the party beyond what the cleric deals.