While narratively, a Cleric ‘s choice of world will be close tied to their choice of deity or higher world power, it ‘s authoritative to pick one that satisfies a musician ‘s mechanical desires as well. Domains can turn Clerics into melee monsters, fonts of life adequate to of outhealing damage taken, skilled explorers, charming artillery and anything in between. however, not all domains are equally useful or interest .
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14. Death Domain
The Death domain, like many of the example actor options in the Dungeon Master ‘s Guide, is a spot gauche and unfocused. soldierly weapon proficiency without heavy armor proficiency is unusual, and the sphere ‘s first base and 17th degree abilities are focused on spellcasting, while the weapon proficiencies, sixth and eight level features are built around weapon attacks. The knowledge domain ‘s Channel Divinity option allows for huge bursts of necrotic damage, and at sixth level, that wrong ca n’t be resisted. There are some decent domain spells, but in the end, the Death knowledge domain is surpassed by others that do the like things but better .
13. Nature Domain
The Nature domain has abilities that can be good under the properly circumstances, but these are n’t authentic. Heavy armor is utilitarian, but it clashes with the Druidic theme of the sphere. The Druid cantrip gives access to Shillelagh, allowing the Cleric to attack in melee with their divine strike. They can stay close to early targets to give immunity to one of several types of price, making nature a decent frontliner. however, this build up lacks scaling for support or for personal power. The sphere spells have some useful options that fall off later in the crippled, and many of the good choices compete for assiduity. The nature domain can be impregnable, but it can’t compete with better domains .
12. Knowledge Domain
The Knowledge domain provides skill versatility, giving a Cleric some fix proficiencies and letting them use their Channel theology to gain temp ones. It besides comes with some utilitarian domain spells. They excel at gathering information from both creatures and environments, however, the rate of that information is wholly dependent on the Dungeon Master. A Knowledge cleric good at investigation, but the rate of information varies from game to game. A player considering the Knowledge world should ask their DM first to gauge whether these special features will be worth taking .
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11. Light Domain
abstemious Clerics gain one thing the Cleric spell number tends to lack : hard direct damage spells. This adds versatility to the class. The supporting features allow the Light Cleric to impose disadvantage on nearby attackers and give enemies disadvantages against certain spells. however, this sphere ‘s savage ability competes immediately with its support spells, taking up both valuable spell slots and dominating the action economy in a fight where the Cleric uses them. This domain lacks synergy with the way Clerics are normally designed. For a actor who does n’t mind the opportunity cost, though, being a Cleric who can throw a fireball can be reason enough to take this domain .
10. War Domain
The War domain makes for a reasonably good mid-line combatant, staying near the front lines to capitalize on their limited supernumerary attacks while approach enough to the back lines to support weaker characters and intercept enemies. Its world spells offer strong boosts to weapon battle, and its Channel theology allows it to make certain those big damage dealers manage to hit their targets. That said, the War Cleric’s capability with weapons is queerly limited by the long-rest cooldown on their extra approach option. Plus, being dependent on a high attack and casting stat complicates builds. The War knowledge domain can do it all, but it ca n’t do anything better than a specialist of another class can .
9. Trickery Domain
The Trickery world is strong, but it has some serious flaws that counter its strength. It has an incredible list of knowledge domain spells, offering firm department of defense and mobility options with a few spells that help in noncombat scenarios ampere well. It can give any one animal at a prison term advantage on stealth rolls, patching up a party ‘s weak link or supercharging the Rogue ‘s percolation. however, Trickery Clerics suffer from a by and large weak Channel Divinity. A “ perfective delusion of yourself ” that you control can be utilitarian depending on how the DM interprets “ perfective, ” and concentration makes it compete with stronger options. That, plus the addition poison damage to attacks in a domain that does n’t thrive in melee, bring the Trickery domain down a few notches .
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8. Life Domain
The Life domain is the bill poster child for the healer-Cleric, and one of the only builds whose mend can potentially keep up with damage distribute in fight. Between increased healing, self-healing when targeting other creatures, wrong moderation via Warding Bond and heavy armor to keep them safe, a Life Cleric can keep allies ( and themselves ) in a fight. That said, even with all the boosts, in-combat heal is typically inefficient. Plus, while it does n’t hurt, the beaming damage hike to weapon attacks via Divine Strike will go largely unused in a Life Cleric build. The Life knowledge domain is a strong choice for a player who wants to play a therapist, but it ‘s limited by the design of the game .
7. Forge Domain
forge clerics have many brawny, simple abilities. They gain significant boosts to AC, a good as immunity ( and finally exemption ) to fire, a very common damage type. These Clerics besides have potent world spells, utilitarian item-crafting abilities and the proficiency they need to do all the forging the party could ask for. deplorably, though their resistance to fire is impregnable, it ‘s a double cutting sword : many enemies besides use displace, and much of the world ‘s go list ( deoxyadenosine monophosphate well as its Divine strike ) hand fire damage. This means that, in fights where the Cleric can make the most of their lastingness, they will likely besides be unable to make the most of their damage or command options .
6. Tempest Domain
The Tempest knowledge domain is approximately even with the War world in melee ability, but it trades limited supernumerary attacks for unique and utilitarian domain spells that are foster boosted by their other features. With a beneficial damage type on its Divine strike, strong battlefield control condition by pushing enemies or summoning daze clouds, and huge abound damage likely by using Channel Divinity to maximize the damage of Shatter or Destructive Wave, the Tempest Cleric thrives in melee. While casting spells and making attacks are generally mutually exclusive, Tempest Clerics are able to embrace versatility, take hits, revenge and finally even gain flight american samoa long as they ‘re outdoors.
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5. Grave Domain
Healing is most efficient when done to a character with 0 HP, and that ‘s what the Grave sphere does best. Grave Clerics focus on curative, damage extenuation and boosting allies ‘ damage — and it does so in ways that do n’t impact your own natural process economy. At high levels, they can heal the party for free barely for killing a nearby foe. Plus, the ability to give an enemy vulnerability to the adjacent price it takes is huge for Rogues, Paladins and Barbarians. Effective at all levels, deceptively tanky due to their ability to nullify critical hits and the ability to facilitate massive bursts of damage with allies, the Grave world is a solid support option that ca n’t go ill-timed .
4. Arcana Domain
The Arcana domain has some especial abilities and spells. Though the Channel Divinity is situational, widening the Cleric ‘s cantrip choice, dispelling spells on targets they heal, boosting the price of cantrips gained from the Wizard list and gaining the cleric ‘s choice of a sixth, seventh, eighth and ninth level go from the Wizard ‘s spell list are more than enough to make up for that. While Spell Breaker is the only ability that allows the Cleric to do something unique, that entirely is extremely impregnable without impeding the Cleric ‘s carry through economy. The bluff versatility a caster gains by getting high grade spells from another list makes this domain worth considering .
3. Peace Domain
The Peace domain can transform a party from a disparate group of adventurers into a well-oiled battle car. Though the sphere spells are nothing major, Peace Clerics provide durable buffs without spending spell slots from first degree. As they progress that core ability entirely gets more impressive. The Emboldening bond does suffer reasonably in that it forces the party to stick together, making them prime targets for area damage. however, the Peace Cleric ‘s Channel Divinity counters that helplessness by allowing the Cleric to move without concern of attack, heal any ally they pass by and inactive have their normal apparent motion remaining to repositing. When the Bond expands to a 60 foot restrict at 17th level, that failing is minimized and this already-good knowledge domain becomes in truth great .
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2. Order Domain
The Order knowledge domain ‘s features all in tandem to accomplish one thing : emboss around everyone in the vicinity. able to provide extra attacks to allies from level one, spell and disarm creatures within 30 feet, cast enchantment spells as a bonus legal action a few times a day and curse enemies to take more damage from the next ally ‘s attack, an Order Cleric commands the battlefield. The domain ‘s specialization in captivation spells gives these Clerics utilitarian exploration and interaction tools deoxyadenosine monophosphate well, though the huge majority of this subclass ‘ features are centered around making allies deal more price and locking down enemies in battle. hush, dealing damage is the most effective way to end a crusade, and controlling enemies the second-best — this domain does both .
1. Twilight Domain
Twilight Clerics enjoy a great survival of domain spells, extremely good darkvision that they can share with the party an amazing number of times, the ability to grant advantage on first step rolls and healing and debuff removal that does n’t take the Cleric ‘s action economy. On top of all that, these Clerics can fly angstrom long as they ‘re in blur faint or darkness. not a individual feature of the Twilight world is a misfire, as flush the most basic — armor and weapon proficiencies — are utilitarian and ferment for a frontline, backline or in-between scheme. Though all Clerics are solid by merit of the base class alone, the addition of Twilight ‘s abilities and spells elevate characters to greatness .
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About The Author
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Nicholas Potter is a writer based out of Hampton, Virginia. He ‘s worked in customer overhaul, but is now a scholar and has published reviews of tabletop RPGs on EN World. He is an avid fan of anime, video games, and most of all, tabletop RPGs – which he plays on-line with friends he ‘s made all over the worldly concern .
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