I think one of Inflict Wounds or Guiding Bolt is a must have. If your party is caster heavy Bane may be a better pick than Bless. I really like Bestow Curse, especially concentration free when upcast to lvl5, the 'Wisdom save or lose your Action' effect can be amazing.
Bestow Curse's upcasting mechanics are some of my favorite in the game. I wish more spells would upcast like Bestow Curse. I've never given Bane much of a chance when I've played Cleric, but I see what you're saying about caster-heavy parties.
we used bane nearly every fight when we had our lmop campaign. i was playing a shadow sorcerer and my mate was a divination wizard. it was a really cool combination to make sure that spells like hold person or hypnotic pattern can hit. Bane is great on targets affected by hold person or other spells where they can retry the saving throw.
@@Kerinnon19 early on in my D&D career (my first campaign), our party's Cleric would try to cast Bane a lot and it never seemed to succeed, or it wasn't too impactful. However, we didn't have follow-up options like what you described, so I can definitely see how Bane would be good in a more coordinated party. Comments are signaling to me that Bane is worth more notice than I give it credit.
That's exactly the problem I hoped to solve. If you have a go-to list to stay relevant, you can pack in the tailored/circumstantial spells for the day ahead. :)
@@FlutesLoot Also, for my cleric, I used your article and video about best feats for cleric. It was very useful as I have a very unusual cleric (Female drow Light Domain Cleric). Thanks again for your work! :)
My only problem with the cleric spell list is that between Bless and Spirit Guardians, it's hard to justify picking other concentration spells most of the time because those two are just so good. And there are a lot of good concentration spells you could be using! But you always have to weigh them against those two, and that can be a little boring to me.
I completely agree. When I play a Cleric, I actively try to use other spells to switch things up, and I find that rewarding! I don't like to have a character feel stale or repetitive more than I believe is necessary.
Sanctuary makes me feel good (especially as someone who focuses on buffing, healing, and debuffing) the idea that a god made a creature second guess hitting you is fun.
I think I'd prefer it out of combat (as I feel with most healing), but it's fine if the Cleric doesn't have better bonus actions or concentration options. I'd personally prefer other options.
I think Aura of Vitality is better suited for out of combat healing. Just a note... Take the Metamagic Adept feat and then use a sorcery point on Extended Spell, you can to extend the Aura of Vitality spells duration. This in turn will double your total healing from the spell from 20d6 to 40d6. A nice chunk of hp to heal your party between fights when necessary.
@@Tusker2zero2 great tip! Taking a feat is a heavy cost, but this healing can be substantial enough to warrant it for healer specialization. And I will always encourage healing to happen out of combat because it's often inefficient during combat.
I believe that you made a grave omission from the list of 6th level spells, that being Heroes Feast!! Even though it takes one hour to cast, up to 12 allies get to chow down in style AND get the following benefits: 2d10 added to all HP maximums, immunity to being frightened and poisoned, making all Wisdom saving throws with advantage and these effects last for 24 hours!!
I enjoy the concept of the Knowledge Cleric 1 / Lore Bard X character a lot, of someone inspired by their god to go out and find their own stories / their own knowledge, and one level of Knowledge Cleric really just rounds out the Lore Bard concept so well. I think a Bard should have at least a small multiclass (conceptually, because they're a jack of all trades, mechanically, because if you manage to play to 20, the bard's capstone is trash, perhaps on purpose) and Knowledge Cleric just pulls the room together like The Dude's rug. Medium armor, shields, two more expertise and then... as you're talking about, the spells. Bard is limited on attack cantrips and ranged spell attack options, especially early, and Cleric fixes that. Take the Toll The Dead cantrip and prepare the Guiding Bolt 1st level spell to mostly paper over the early-level Bard's problems with early level ranged damage. Then you take Guidance and Spare The Dying cantrips and prepare Bless and you're leaning into the Bard's strengths as a support. You may be a little MAD, having to put a few points into WIS but, hey, you still have all your levels worth of spell slots. The Cleric's early spells are SO good for rounding out any support-control leaning character.
The Knowledge Cleric is fantastic for rounding out a Bard character! (Clerics are generally strong multiclass options, even with one level dip) As for being MAD, many good spells don't rely on spellcasting ability score modifiers, so it'll work out just fine. :)
Just played in a lvl 20 1 shot. I played a 17 twilight cleric and 3 paladin of retribution. Hero's feast + Aid + twilight aura is easy 50+ extra hit points for 3 and and still 30+ for any other party member. Circle of power is also good to give your whole team advantage on saving throws. We fought an Elder Brain Dragon and I about carried the party of 4 thru the fight.
Yeah, that build sounds very potent. You can almost make your party immortal, haha. Clerics are powerful already, and the Twilight Cleric with Channel Divinity is nuts! I'm also happy to hear about people playing at high levels!
Weirdly mending if your a grave cleric sometimes you don't want to put up with a close casket some times you need to fix up the skeleton after you bash it's skull in
Here's a few great cleric spells of level 6 or under that i think you missed out on: 1st: inflict wounds- one of the best attack spells in the game especially in combination with path to the grave and other dmg boosters. 1st- sanctuary- one of the best defensive spells in the game that works best on grapple tanks or on someone who's maintaining spells like telekinesis. 3rd- call lightning (tempest)- one of the best sustained dmg spells in the game. in the hands of a tempest cleric with quickened spell and action surge, this is also one of the best burst dmg spells in the game. 3rd- bestow curse- upcast to 5th for one of the few non-concen control spells in the game which is always good. 3rd- aura of vitality- combine with extend spell for the best out of combat healing in the game (well since healing spirit was nerfed). 4th- stone shape- one of the best defensive spells in the game as long as you have stone around. make yourself a bunker that can only be opened from within along with some peep holes to launch spells from. 5th- summon celestial- one of the best summons in the game. the defender in particular is like having the inspiring leader feat that you can use pre-combat and in-combat. being a large flyer also means they make great grapple tanks. having the ability to heal also widens your reach as a healer. 6th- heroes feast- i can't believe you missed out on the best 6th level cleric spell. so many bonuses that lasts for the whole combat day.
The mechanical effects of spare the dying can be accomplished with a healer's kit. The cantrip is worthless. The grave domain gets it at range as a bonus action for free so there is that.
The range and bonus action is nice. The healer's kit is probably sufficient mid-combat for all but the lowest modifiers, but whether or not someone can pull out the kit quickly is up to the DM and player to figure out. Some DMs also recognize that the state of a person may be beyond a simple bandage, so there's that to consider.
hey flutes i‘m interested in your opinion of the different totems of the path of the totem warrior. since tasha‘s came out the barbarian got himself a few nice optional features and maybe this can change the perspective on the more often chosen totems
Hi Mayhan! As I look at Tasha's new features for Barbarians, I don't see anything there that would directly impact the Totem Barbarian's totem options. Are you seeing a possibility that I've missed? I also don't like the additional totems that SCAG gave to Totem Barbarians (Elk and Tiger). I like the level-14 features for Elk and Tiger.
Ceremony! Two PCs walk into a temple, disguised, and request to get married. Great role playing moments! For optimization: every cleric should use this spell at level 1 to give a +2 to AC for a week to 2 party members, etc.) Also, it's a Ritual Spell, so anybody with the Ritual caster feat can get it and become a priest where there is no pastoral care, or just become an impostor and make some mint of it. However, I don't understand why this is a spell and not just abilities that every cleric possesses.
I like Ceremony, and I thought it was so cool and necessary when it was published. However, I think Ceremony is one of the weirdest spells to consider for optimization, haha. It reminds me that we're playing a game when it seems like it was meant to enrich a Cleric's roleplaying through spells. Using it through Ritual Caster to make bank or become an im-pastor (lol) is something I hadn't considered, and I find that super funny.
Not a fan of spare the dying since a healers kit does the same thing and only costs 5 GP also bless does not give a d4 to ability checks 95% of the time you are going to be concentrating on bless or spirit guardians so there is steep competition but here are some I think you missed: -Summon celestial: Clerics lack good ranged options so this is a good choice when fighting a fast flying creature like a dragon in which spirit guardians might not do anything. -Planar binding: the best 5th level in the game amass a small army of minions over time, I can't stress how powerful this spell is. -Hero's feast: too expensive to cast everyday (Or maybe not I don't know how rich you are) but It can be a great pre-buff the day before a big fight. -Conjure celestial: only one good option and its the couatl its has a nice selection of spells and its really tanky 97 hp 19 AC (24 AC if it casts shield) b/p/s resistance and good Dex, Con and Wis saves. unfortunately most high level cleric spells are bad they have no good 9th level spells they don't even get foresight, which is the middle of the road for 9th level spells.
My concern with the healer's kit is that it will require you to pull it out and have hands free, which might not be feasible in a life-or-death situation where you need to quickly stabilize someone. Not only that, but you could also make an argument that proficiency with Medicine would be just as good as a healer's kit if you can reliably make the roll. Those are some great spells!
I thought making this point might surprise some people, haha. I typically don't advocate low-level healing in combat except to bring someone up from zero hitpoints. Most low-level healing does not out-heal the damage that is being done, so enemies can start to snowball if the party tries to heal instead of having other options to reposition, end the fight, or even retreat. Cure Wounds heals an average of around 8.5 hitpoints, and upcasting it will only increase that by 4.5 more points of healing. Monsters are often dealing that much damage, so the healing can instantly be undone when the monster attacks again. It's usually better to try and end the fight than to heal someone who isn't at zero hitpoints. This is one reason Healing Word is so good; it can do both. It's a bonus action to get someone up from zero hp, and you can still use your action to cast a cantrip, attack, dodge, or something else. Oh, and it's ranged instead of touch like Cure Wounds. If you have a large party, however, the action economy might be in your favor to allow you healing of an ally while the rest of your team deals damage. In other words, if the action economy is heavily in your favor, healing someone isn't so bad. But then again, if you're so favored to win the fight, you might as well heal after combat is over. You can "heal" hitpoints by killing the enemy faster, then you'll know how much healing you need when the dust settles.
create undead is a good cleric spell. It depends on if your Cleric my cleric hates undead and has sentient mace that also hates undead. So I would never use those.
I think one of Inflict Wounds or Guiding Bolt is a must have. If your party is caster heavy Bane may be a better pick than Bless. I really like Bestow Curse, especially concentration free when upcast to lvl5, the 'Wisdom save or lose your Action' effect can be amazing.
Bestow Curse's upcasting mechanics are some of my favorite in the game. I wish more spells would upcast like Bestow Curse.
I've never given Bane much of a chance when I've played Cleric, but I see what you're saying about caster-heavy parties.
we used bane nearly every fight when we had our lmop campaign. i was playing a shadow sorcerer and my mate was a divination wizard. it was a really cool combination to make sure that spells like hold person or hypnotic pattern can hit. Bane is great on targets affected by hold person or other spells where they can retry the saving throw.
@@Kerinnon19 early on in my D&D career (my first campaign), our party's Cleric would try to cast Bane a lot and it never seemed to succeed, or it wasn't too impactful. However, we didn't have follow-up options like what you described, so I can definitely see how Bane would be good in a more coordinated party. Comments are signaling to me that Bane is worth more notice than I give it credit.
Thanks for this video. With my own cleric, I'm often lost on priorities about my spells. Very useful, indeed! :)
That's exactly the problem I hoped to solve. If you have a go-to list to stay relevant, you can pack in the tailored/circumstantial spells for the day ahead. :)
@@FlutesLoot Indeed. :) Again, thanks a lot! :)
@@FlutesLoot Also, for my cleric, I used your article and video about best feats for cleric. It was very useful as I have a very unusual cleric (Female drow Light Domain Cleric). Thanks again for your work! :)
@@davecorriveau4057 you're welcome! :D
You can mix and match Spell Slots (not Cantrip though) every Long Rest, so dont be afraid of trying out
The freedom of playing a Cleric :)
My only problem with the cleric spell list is that between Bless and Spirit Guardians, it's hard to justify picking other concentration spells most of the time because those two are just so good. And there are a lot of good concentration spells you could be using! But you always have to weigh them against those two, and that can be a little boring to me.
I completely agree. When I play a Cleric, I actively try to use other spells to switch things up, and I find that rewarding! I don't like to have a character feel stale or repetitive more than I believe is necessary.
Sanctuary makes me feel good (especially as someone who focuses on buffing, healing, and debuffing) the idea that a god made a creature second guess hitting you is fun.
Sanctuary is a great spell!
Aura of Vitality is an amazing 3rd level spell for an action economy (it spends a bonus action, plus you can use it for the whole minute)
I think I'd prefer it out of combat (as I feel with most healing), but it's fine if the Cleric doesn't have better bonus actions or concentration options. I'd personally prefer other options.
I think Aura of Vitality is better suited for out of combat healing. Just a note... Take the Metamagic Adept feat and then use a sorcery point on Extended Spell, you can to extend the Aura of Vitality spells duration. This in turn will double your total healing from the spell from 20d6 to 40d6. A nice chunk of hp to heal your party between fights when necessary.
@@Tusker2zero2 great tip! Taking a feat is a heavy cost, but this healing can be substantial enough to warrant it for healer specialization.
And I will always encourage healing to happen out of combat because it's often inefficient during combat.
I believe that you made a grave omission from the list of 6th level spells, that being Heroes Feast!! Even though it takes one hour to cast, up to 12 allies get to chow down in style AND get the following benefits: 2d10 added to all HP maximums, immunity to being frightened and poisoned, making all Wisdom saving throws with advantage and these effects last for 24 hours!!
True, it's one of the best options.
Locate Object as an Apple Airtag is about all I use it for.
LOL maybe that's enough :P
I enjoy the concept of the Knowledge Cleric 1 / Lore Bard X character a lot, of someone inspired by their god to go out and find their own stories / their own knowledge, and one level of Knowledge Cleric really just rounds out the Lore Bard concept so well. I think a Bard should have at least a small multiclass (conceptually, because they're a jack of all trades, mechanically, because if you manage to play to 20, the bard's capstone is trash, perhaps on purpose) and Knowledge Cleric just pulls the room together like The Dude's rug. Medium armor, shields, two more expertise and then... as you're talking about, the spells. Bard is limited on attack cantrips and ranged spell attack options, especially early, and Cleric fixes that. Take the Toll The Dead cantrip and prepare the Guiding Bolt 1st level spell to mostly paper over the early-level Bard's problems with early level ranged damage. Then you take Guidance and Spare The Dying cantrips and prepare Bless and you're leaning into the Bard's strengths as a support. You may be a little MAD, having to put a few points into WIS but, hey, you still have all your levels worth of spell slots. The Cleric's early spells are SO good for rounding out any support-control leaning character.
The Knowledge Cleric is fantastic for rounding out a Bard character! (Clerics are generally strong multiclass options, even with one level dip)
As for being MAD, many good spells don't rely on spellcasting ability score modifiers, so it'll work out just fine. :)
Just played in a lvl 20 1 shot. I played a 17 twilight cleric and 3 paladin of retribution. Hero's feast + Aid + twilight aura is easy 50+ extra hit points for 3 and and still 30+ for any other party member. Circle of power is also good to give your whole team advantage on saving throws. We fought an Elder Brain Dragon and I about carried the party of 4 thru the fight.
Yeah, that build sounds very potent. You can almost make your party immortal, haha. Clerics are powerful already, and the Twilight Cleric with Channel Divinity is nuts!
I'm also happy to hear about people playing at high levels!
Thanks! I'm new to the game, this is very helpful
Happy to help! Sometimes it's nice to know what your go-to spells are while you read up on all of them.
Bless you, Sir 🖖
🙏
Bless you, Sir
Bless us all!
What about Summon Celestial? You left that one out. I truly love that spell.
You're right; that's a versatile one to consider, especially since it can fly and snipe.
I think you mentioned Bless applies to ability checks. It only applies to attacks and saves.
You're right, thank you for the correction.
Bless you sir
Bless is the best. Next to Holy aura.
Weirdly mending if your a grave cleric sometimes you don't want to put up with a close casket some times you need to fix up the skeleton after you bash it's skull in
You can get a skele-TON of utility out of that! 💀😅
Here's a few great cleric spells of level 6 or under that i think you missed out on:
1st: inflict wounds- one of the best attack spells in the game especially in combination with path to the grave and other dmg boosters.
1st- sanctuary- one of the best defensive spells in the game that works best on grapple tanks or on someone who's maintaining spells like telekinesis.
3rd- call lightning (tempest)- one of the best sustained dmg spells in the game. in the hands of a tempest cleric with quickened spell and action surge, this is also one of the best burst dmg spells in the game.
3rd- bestow curse- upcast to 5th for one of the few non-concen control spells in the game which is always good.
3rd- aura of vitality- combine with extend spell for the best out of combat healing in the game (well since healing spirit was nerfed).
4th- stone shape- one of the best defensive spells in the game as long as you have stone around. make yourself a bunker that can only be opened from within along with some peep holes to launch spells from.
5th- summon celestial- one of the best summons in the game. the defender in particular is like having the inspiring leader feat that you can use pre-combat and in-combat. being a large flyer also means they make great grapple tanks. having the ability to heal also widens your reach as a healer.
6th- heroes feast- i can't believe you missed out on the best 6th level cleric spell. so many bonuses that lasts for the whole combat day.
Great choices! I like Stone Shape, even if many players pass on it.
The mechanical effects of spare the dying can be accomplished with a healer's kit. The cantrip is worthless. The grave domain gets it at range as a bonus action for free so there is that.
The range and bonus action is nice. The healer's kit is probably sufficient mid-combat for all but the lowest modifiers, but whether or not someone can pull out the kit quickly is up to the DM and player to figure out. Some DMs also recognize that the state of a person may be beyond a simple bandage, so there's that to consider.
@@FlutesLoot Fair enough. My DM uses RAW, so for me the healer's kit is the way to go.
hey flutes i‘m interested in your opinion of the different totems of the path of the totem warrior. since tasha‘s came out the barbarian got himself a few nice optional features and maybe this can change the perspective on the more often chosen totems
Hi Mayhan! As I look at Tasha's new features for Barbarians, I don't see anything there that would directly impact the Totem Barbarian's totem options. Are you seeing a possibility that I've missed?
I also don't like the additional totems that SCAG gave to Totem Barbarians (Elk and Tiger). I like the level-14 features for Elk and Tiger.
Bless you sir.
Ceremony! Two PCs walk into a temple, disguised, and request to get married. Great role playing moments! For optimization: every cleric should use this spell at level 1 to give a +2 to AC for a week to 2 party members, etc.)
Also, it's a Ritual Spell, so anybody with the Ritual caster feat can get it and become a priest where there is no pastoral care, or just become an impostor and make some mint of it.
However, I don't understand why this is a spell and not just abilities that every cleric possesses.
I like Ceremony, and I thought it was so cool and necessary when it was published.
However, I think Ceremony is one of the weirdest spells to consider for optimization, haha. It reminds me that we're playing a game when it seems like it was meant to enrich a Cleric's roleplaying through spells.
Using it through Ritual Caster to make bank or become an im-pastor (lol) is something I hadn't considered, and I find that super funny.
Not a fan of spare the dying since a healers kit does the same thing and only costs 5 GP
also bless does not give a d4 to ability checks
95% of the time you are going to be concentrating on bless or spirit guardians so there is steep competition but here are some I think you missed:
-Summon celestial: Clerics lack good ranged options so this is a good choice when fighting a fast flying creature like a dragon in which spirit guardians might not do anything.
-Planar binding: the best 5th level in the game amass a small army of minions over time, I can't stress how powerful this spell is.
-Hero's feast: too expensive to cast everyday (Or maybe not I don't know how rich you are) but It can be a great pre-buff the day before a big fight.
-Conjure celestial: only one good option and its the couatl its has a nice selection of spells and its really tanky 97 hp 19 AC (24 AC if it casts shield) b/p/s resistance and good Dex, Con and Wis saves.
unfortunately most high level cleric spells are bad they have no good 9th level spells they don't even get foresight, which is the middle of the road for 9th level spells.
My concern with the healer's kit is that it will require you to pull it out and have hands free, which might not be feasible in a life-or-death situation where you need to quickly stabilize someone. Not only that, but you could also make an argument that proficiency with Medicine would be just as good as a healer's kit if you can reliably make the roll.
Those are some great spells!
Mass Heal is a pretty great spell, though not really flashy.
Surprised to hear you suggest not casting Cure Wounds during combat
I thought making this point might surprise some people, haha. I typically don't advocate low-level healing in combat except to bring someone up from zero hitpoints. Most low-level healing does not out-heal the damage that is being done, so enemies can start to snowball if the party tries to heal instead of having other options to reposition, end the fight, or even retreat. Cure Wounds heals an average of around 8.5 hitpoints, and upcasting it will only increase that by 4.5 more points of healing. Monsters are often dealing that much damage, so the healing can instantly be undone when the monster attacks again. It's usually better to try and end the fight than to heal someone who isn't at zero hitpoints. This is one reason Healing Word is so good; it can do both. It's a bonus action to get someone up from zero hp, and you can still use your action to cast a cantrip, attack, dodge, or something else. Oh, and it's ranged instead of touch like Cure Wounds.
If you have a large party, however, the action economy might be in your favor to allow you healing of an ally while the rest of your team deals damage. In other words, if the action economy is heavily in your favor, healing someone isn't so bad. But then again, if you're so favored to win the fight, you might as well heal after combat is over. You can "heal" hitpoints by killing the enemy faster, then you'll know how much healing you need when the dust settles.
create undead is a good cleric spell. It depends on if your Cleric my cleric hates undead and has sentient mace that also hates undead. So I would never use those.
Build the congregation by any means necessary! :P
bro when I first opened the vid I though he said "Hey losers!"
would have still been a valid statement...
Lol it's funny you should say that as I just put out this other video about that hahaha ua-cam.com/video/LqxBYXPBQCk/v-deo.html