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“What Cleric Domain should I choose?” Let’s find out! D&D 5e’s Cleric subclasses are rated and ranked here for you.
Each official Domain subclass has been rated and ranked by me. You can find a list of all the subclasses ranked in order at the end of this article. I’ve ranked Cleric Domains against themselves, not against the subclasses of other classes. I know it’s somewhat strange that I rated game design as part of my rankings, but it will slightly lower the ratings of powerful subclasses that may be guilty of power creep. Cleric subclasses are pretty solid, so I needed a way to introduce another degree of objectivity to the ratings.
Favorite Cleric Domains from the 5e Community
Quicklinks – Misty Step to Your Favorite Domain
— Arcana Domain
— Death Domain
— Forge Domain
— Grave Domain
— Knowledge Domain
— Life Domain
— Light Domain
— Nature Domain
— Order Domain
— Peace Domain
— Tempest Domain
— Trickery Domain
— Twilight Domain
— War Domain
The gods are many, and so are those who would worship them, embarking on divinely appointed quests. Which gods grant the greatest powers?
The Cleric is a strong class in D&D 5e, no doubt. Its subclasses add versatility to these holy characters. Domain Spells are part of each subclass’ identity, but it’s daunting for Domain Spells to compete with Cleric spells like Spirit Guardians and Spiritual Weapon. Domains grant bonus proficiencies and abilities immediately at level one, making the Cleric an attractive multiclassing option.
I’ve ranked each Cleric Domain (subclass) based on five criteria: Domain Features, Domain Spells, Channel Divinity, Game Design, and Fun. This rubric develops an overall rating out of five, with five being the best. It’s challenging for a subclass to receive a 5/5 rating because each criterion for a subclass would need to receive four or five stars. Several friends have expressed displeasure with the Cleric class, saying all Clerics play the same; in my review, we’ll see if I agree.
Before I begin, I explain my terminology:
- Green Highlighting: Spells granted by a subclass/domain that would normally be unavailable to a Cleric (not on the Cleric spell list).
- Twinning / Twincasting: Allowing a spell to target multiple targets when it would normally target one.
Without further ado, let’s go through the Cleric Domains alphabetically to discover their weight in the travel pack of Flutes!
Arcana Domain (SCAG)
Domain Features: ★★★★★
Domain Spells: ★★★
Channel Divinity: ★★★
Game Design: ★★★★
Fun: ★★★★★
Flutes’ Evaluation (4/5): One of my least favorite aspects of playing a Cleric is the lack of cantrip options, but the Arcana Domain mixes things up by gaining two additional cantrips from the vast list of Wizard cantrips. The domain’s spells are a mixed bag of circumstantial and critical spells, but they are unique for Clerics, and they match the subclass theme. Without concentration, banning low-level otherworldly creatures is a cool bonus to the Channel Divinity, though it might not be used much.
I love the Spell Breaker feature that allows healing to soft-dispel allies (you can only dispel spells, not just any magical effect). The option to transform Healing Word into a single-spell-target Dispel Magic in addition to its usual bonus-action healing is insanely useful. Even more insane is the ability to dispel all your allies with Mass Healing Word as a bonus action.
The level-seventeen Arcane Mastery allows you to make your Arcana Cleric unique to any other character as you amplify the Cleric/Wizard hybridization of the domain. I didn’t include Arcane Mastery in considering the Domain Spells, but getting high-level Wizard spells as Domain Spells is incredible. I slightly docked the Game Design score because I imagine DMs may grow frustrated with the Spell Breaker feature ruining their encounters that rely on debuff spells.
Bonus proficiencies: Arcana skill.
Bonus cantrips: Two from the Wizard spell list.
Domain spells by level:
- Detect Magic, Magic Missile
- Magic Weapon, Nystul’s Magic Aura
- Dispel Magic, Magic Circle
- Arcane Eye, Leomund’s Secret Chest
- Planar Binding, Teleportation Circle
Summary of Domain: Turn/banish otherworldly creatures, healing includes dispel, radiant damage bonus to Cleric cantrips, learn high-level spells from Wizard spell list that become domain spells.
Death Domain (DMG)
Domain Features: ★★★
Domain Spells: ★★★
Channel Divinity: ★★★★
Game Design: ★★★★
Fun: ★★★
Flutes’ Evaluation (3/5): The Death Cleric seemed, at first, to be a mess. It gains martial weapon proficiency, but it doesn’t excel at using weapons. The Channel Divinity seemed negligible; however, Shard recently showed me that this subclass is more fun than it originally seemed.
Death Clerics can twincast necromancy cantrips against adjacent creatures. The EGtW book provides an interesting new necromancy cantrip, Sapping Sting. It may not be the first choice compared to Chill Touch and Toll the Dead, but it’s another option.
The twincasting is severely limited by the five-foot rule, which is a game design choice that surprised me when I compare to the Enchantment Wizard’s amazing twincasting of enchantment spells at level ten. The level-seventeen ability further expands the twincasting to necromancy spells up to fifth level, but the applicable spells with this at level seventeen make it junk. Though it’s junk, I like that it enables a Death Cleric to wield spells that would normally be ignored.
The additional condition for twincasting is that targets must be adjacent to one another, making the twincasting less appealing. In short, this subclass should have focused on one concept and stuck to it. At least the Death Domain diversifies options in the game for playing as a necromancer. If you pick the right spells, you can have fun with this subclass.
Bonus proficiencies: Martial weapons
Bonus cantrips: One necromancy cantrip from any spell list.
Domain spells by level:
- False Life, Ray of Sickness
- Blind/Deafness, Ray of Enfeeblement
- Animate Dead, Vampiric Touch
- Blight, Death Ward
- Antilife Shell, Cloudkill
Summary of Domain: Twinned casting of necromancy cantrips at adjacent targets, limited necrotic damage boost to melee attacks, necrotic damage ignores resistance, necrotic damage boost to weapon attacks, twinned casting of necromancy spells of levels 1-5.
Forge Domain (XGtE)
Domain Features: ★★★★
Domain Spells: ★★★★★
Channel Divinity: ★★
Game Design: ★★★★★
Fun: ★★★★★
Flutes’ Evaluation (4/5): The simplicity of the concept, along with its uniqueness, makes the Forge Domain unexpectedly appealing. Many of the class features are static bonuses that you don’t rely on players remembering to use: increases to AC, attack bonuses, etc. The Channel Divinity probably doesn’t matter in most games since mundane items can be purchased instead of forge-summoned at cost. Spells like Wall of Fire and Heat Metal are often favorites for players to use, and they’re unique for Clerics to use.
Fabricate and Creation are spells that may get more utility with this class than they normally would with other classes. This subclass has premium bonus proficiencies at level one to make it an easy multiclassing choice. I believe the Forge Domain’s main drawback is its focus on fire damage since many creatures resist fire. Fire resistance that turns into immunity is even cooler when you consider how it can synergize with the Wall of Fire spell.
Bonus proficiencies: Heavy armor, smith’s tools.
Bonus cantrips: NA.
Domain spells by level:
- Identify, Searing Smite
- Heat Metal, Magic Weapon
- Elemental Weapon, Protection from Energy
- Fabricate, Wall of Fire
- Animate Objects, Creation
Summary of Domain: Imbue +1 bonuses to weapons and armor, use magic to forge mundane equipment and objects, fire resistance/immunity, heavy armor AC bonus, bonus fire damage to weapon attacks, heavy armor resistance to mundane attack damage.
Grave Domain (XGtE)
Domain Features: ★★★★
Domain Spells: ★★★
Channel Divinity: ★★★★★
Game Design: ★★★★★
Fun: ★★★★
Flutes’ Evaluation (4/5): Domain spells for Cleric of the Grave are similar to the Death Cleric but better. Channel Divinity: Path to the Grave is incredible for teamwork damage combinations, and it’s an ability that is unique within D&D 5e. Normalizing critical hits from enemies is s clutch power for any party composition. The subclass features are overall solid and on-theme, but they are reactive abilities; this class spends time responding to allies being rendered unconscious, enemies landing critical hits, etc.
If you don’t mind reactive specialties, you’ll enjoy this subclass. Playing a Cleric implies you’re probably open to being in a prominent supporting role. Support players will love this class more than players who love dealing massive damage on their own, but those damage dealers will love having a Grave Cleric on their team. A quick tip: using Ready Action with Path to the Grave can allow you to time it when your heaviest hitter deals massive damage.
Bonus proficiencies: NA.
Bonus cantrips: Spare the Dying.
Domain spells by level:
- Bane, False Life
- Gentle Repose, Ray of Enfeeblement
- Revivify, Vampiric Touch
- Blight, Death Ward
- Antilife Shell, Raise Dead
Summary of Domain: Max dice healing to creatures with zero hitpoints, ranged Spare the Dying cantrip, detect undead, curse a creature with vulnerability to an instance of damage, normalize enemy critical hits, bonus radiant damage to Cleric cantrips, heal allies when enemies die.
Knowledge Domain (PHB)
Domain Features: ★★★
Domain Spells: ★★★
Channel Divinity: ★★★
Game Design: ★★★★
Fun: ★★★★
Flutes’ Evaluation (3/5): I have never heard of anyone using the Knowledge Domain, but it has something much going for it. For one thing, it’s excellent for multiclassing and roleplaying. I’ve heard of many people wanting to fix the Cthulhu-based Great Old One Warlock, but this Cleric might be an excellent reference point for what that concept could be. The Suggestion and Arcane Eye spells are unique and useful for a Cleric, but the rest of the domain spells are circumstantial or bad.
The Knowledge domain adds a unique spin on the Cleric class. It’s not the strongest subclass, but the Cleric class is strong enough on its own. I pray that the Knowledge Cleric will someday get the public credit it deserves.
Bonus proficiencies: Two languages, proficiency in two skills that use double your proficiency bonus (choice of Arcana, History, Nature, or Religion).
Bonus cantrips: NA.
Domain spells by level:
- Command, Identify
- Augury, Suggestion
- Nondetection, Speak with Dead
- Arcane Eye, Confusion
- Legend Lore, Scrying
Summary of Domain: Temporary proficiency in skill or tool, read minds and cast Suggestion, bonus radiant damage to Cleric cantrips, receive visions of history and knowledge regarding an object or area.
Life Domain (PHB)
Domain Features: ★★★★★
Domain Spells: ★★★
Channel Divinity: ★★★★★
Game Design: ★★★★
Fun: ★★★★
Flutes’ Evaluation (4/5): This is the quintessential Cleric healer archetype, and I love it. Despite my love for it, I know many players don’t enjoy playing as healers, so I docked the fun score a bit. I’d rate the domain spells lower due to the lack of non-Cleric spells, but they are solid Cleric spells that are often prepared anyway. The Life Domain also gets heavy armor to tank while healing, including synergy with Warding Bond since the Life Cleric can heal itself and its Warding Bond partner at once.
The game fit is excellent, but I docked the game design score by one star because of skewed interactions with spells like Healing Spirit and Goodberry.
Bonus proficiencies: Heavy armor.
Bonus cantrips: NA.
Domain spells by level:
- Bless, Cure Wounds
- Lesser Restoration, Spiritual Weapon
- Beacon of Hope, Revivify
- Death Ward, Guardian of Faith
- Mass Cure Wounds, Raise Dead
Summary of Domain: Heal more, heal in an area, heal yourself while healing others, gain bonus radiant damage to weapon attacks, maximum dice rolls for healing with spells.
Light Domain (PHB)
Domain Features: ★★★
Domain Spells: ★★★★
Channel Divinity: ★★★
Game Design: ★★★★
Fun: ★★★
Flutes’ Evaluation (3/5): I have friends that love the Light Domain because they can play a supportive role while still blasting like Danny DeVito. The Channel Divinity is strong at early levels, but it drops off. Light Domain features are underwhelming, but they’re thematic. It’s a subclass that does what it’s meant to do, but it’s not an archetype that gets me excited to play it. I slightly boosted the rating for Domain Features because it’s useful for Clerics to utilize a reaction each round.
The Light Cleric subclass has one of the best low-level blasts in the game. Radiance of the Dawn can deal substantial radiant damage while you’re waiting until fifth level to gain Fireball from your Domain Spells.
Bonus proficiencies: NA.
Bonus cantrips: Light.
Domain spells by level:
- Burning Hands, Faerie Fire
- Flaming Sphere, Scorching Ray
- Daylight, Fireball
- Guardian of Faith, Wall of Fire
- Flame Strike, Scrying
Summary of Domain: React to impose disadvantage on enemy attacks, deal radiant damage in an area, gain bonus radiant damage to Cleric cantrips, emit an aura of sunlight to impose disadvantage against spells with fire or radiant damage.
Nature Domain (PHB)
Domain Features: ★★★★
Domain Spells: ★★★
Channel Divinity: ★★
Game Design: ★★★★
Fun: ★★
Flutes’ Evaluation (3/5): While I find the Nature Domain underrated, I also understand why it’s not a popular subclass. The Domain Spells are useful because all but one of them are not Cleric spells, though some of them are overly circumstantial. If you’re playing in a game with many beasts and plants, the enjoyment of this class immediately increases. The game designers knew this subclass was weaker, evidenced by the heavy armor proficiency with a bonus cantrip and skill. Talk to your DM before choosing this subclass to confirm that it will be fun to play.
Level six is huge for this Cleric subclass since it gains the Dampen Elements feature. This ability allows you to grant elemental resistance for you or an ally as a reaction, and it doesn’t have a limit to how much you can use it; seriously, that’s incredible. My rating for the Nature Domain is mediocre, but it could become exceedingly powerful (maybe even 5/5) in the right campaign. One more thing: Spike Growth is a good spell, but it’s competing with Spirit Guardians in the Cleric class.
Bonus proficiencies: Heavy armor, one skill (choice of Animal Handling, Nature, or Survival).
Bonus cantrips: One Druid cantrip.
Domain spells by level:
- Animal Friendship, Speak with Animals
- Barkskin, Spike Growth
- Plant Growth, Wind Wall
- Dominate Beast, Grasping Vine
- Insect Plague, Tree Stride
Summary of Domain: Charm beasts and plants, react to give a creature resistance to elemental damage, gain bonus cold/fire/lightning damage to weapon attacks, command charmed animals and plants.
Order Domain (TCoE)
Domain Features: ★★★
Domain Spells: ★★★
Channel Divinity: ★★★
Game Design: ★★★★★
Fun: ★★★★★
Flutes’ Evaluation (4/5): This may be one of the most meme-like Cleric subclasses I’ve ever seen, and I love that. You can truly become a sheriff of god as you command others to submit. It’s not the most powerful Cleric Domain by any means, but I admire its theme. The domain features are unique as well. I love features that enable normally-less-optimal choices to be more viable, such as using the Command, Heroism, and Hold Person spells as a bonus action. You can play Sheriff Woody and spam “Reach for the skiiiiies.” The abilities start out seeming really cool, but the feature at level seventeen really lets you down… or does it?
If you cast Hold Person as a bonus action, your allies will automatically secure critical hits on successful melee attacks against the target. In this scenario, you’ll actually be empowering an ally with an additional 4d8 psychic damage instead of 2d8. So yea, it’s still pretty lame for a high-level feature, but there ya go.
Dominate Person is also a very cool spell to cast as a bonus action. You can completely ruin someone’s day by making them unleash their spells and spell slots on their allies. Compulsion is a spell I’ve never seen used, but I’d love to see it debut as an Order Cleric specialty (like a square dancing caller). Overall, this is one of the best-designed domains; it may be among the best-designed subclasses of any class. This doesn’t mean it’s powerful, but the design is nearly flawless for what it’s supposed to be.
Bonus proficiencies: Heavy armor, choice of Intimidation or Persuasion.
Bonus cantrips: NA.
Domain spells by level:
- Command, Heroism
- Hold Person, Zone of Truth
- Mass Healing Word, Slow
- Compulsion, Locate Creature
- Communion, Dominate Person
Summary of Domain: Order an ally to attack when you cast a spell on them. Channel Divinity basically tells a creature, “Hands up! Drop your weapon!” while charming them. Cast an enchantment spell as a bonus action. Psychic damage added to attacks with Divine Strike, which later will curse a foe to take psychic damage from your ally’s attack.
Peace Domain (TCoE)
Domain Features: ★★★★★
Domain Spells: ★★★★
Channel Divinity: ★★★★★
Game Design: ★★★★
Fun: ★★★★★
Flutes’ Evaluation (5/5): This Cleric subclass is crazy good (maybe in a bad way). It encourages a great deal of teamwork, which is always healthy for a party. The domain spells are pretty good, though not gaining much that a normal Cleric couldn’t cast. I love Rary’s Telepathic Bond as a ritual; it’s one of the best spells in the game for justifying the party’s metagaming. I enjoy describing how uncomfortable NPC’s become as the party thinks to each other for communication. Otiluke’s Resilient Sphere can be rewarding for creative players. The Channel Divinity option is nice to have when allies need healing, but you can’t get to them. It’s best to heal multiple friends because Healing Word would usually do the trick if you need to heal a downed ally.
I want to point out how good it could be to gain 1d4 to an attack, saving throw, or skill check once per turn for all your allies. You can add a Bless spell for another 1d4 on top of that other 1d4 from your Emboldening Bond. You can set up your bond with a bit of prep time because it lasts for ten minutes. At level six and can teleport to allies to save them from damage, it’s game-changing. You give all of your party members the ability to aid one another while maneuvering around a battlefield. The Barbarian will be able to tank damage for others while teleporting to intercept attacks.
I normally wouldn’t like a domain that bases all its features on just improving its lower-level features, but each improvement here is transformative. I highly recommend playing this subclass because it’s so good. The multiclassing potential is also strong at level one and even at level two. If this domain received heavy armor proficiency at level one like some other domains, it’d be broken. Viva la peace! As long as you can all stay close to one another, which isn’t hard in most encounters I’ve seen, you’ll be golden. Again, I agree with many community assessments that this subclass is overpowered and bad for the game. It remains powerful, however, so the rating reflects that.
Bonus proficiencies: Choice of Insight, Persuasion, or Performance.
Bonus cantrips: NA.
Domain spells by level:
- Heroism, Sanctuary
- Aid, Warding Bond
- Beacon of Hope, Sending
- Aura of Purity, Otiluke’s Resilient Sphere
- Greater Restoration, Rary’s Telepathic Bond
Summary of Domain: Create a bond with allies that empowers them while you are all near one another, including a non-concentration of the Bless spell once per turn, teleporting to take damage for each other, and eventually resisting the damage of the teleportation protection damage. Later, the area that this bond covers will increase. Cantrips deal more damage. Channel Divinity to move freely without provoking opportunity attacks as you heal those allies you pass by.
Tempest Domain (PHB)
Domain Features: ★★★★★
Domain Spells: ★★★★
Channel Divinity: ★★★★
Game Design: ★★★★★
Fun: ★★★★★
Flutes’ Evaluation (5/5): Like the Light Domain, I have friends who enjoy the blasting power of the Tempest Domain. It sounds fun for a Cleric subclass to wield a storm. Multiclassing options abound due to the bonus proficiencies and the early Channel Divinity for maxing stormy damage spell damage. This subclass excels because everything sings with its theme while being strong enough to compete with basic Cleric abilities and spells. Clerics already use their actions and bonus actions, but reactions are up for grabs, so it’s good to see reactions used in this subclass. Gaining flight without concentration while outdoors is an incredible level-seventeen ability.
I like to swap out several of the Domain Spells since spells in Xanathar’s Guide to Everything make more retroactive sense (Maelstrom, Storm Sphere, and others). Having thunder damage as a specialty is premium because it’s seldomly resisted. I didn’t think the Tempest Domain would receive a 5/5 rating, but after evaluating its mechanics and design, I must admit it’s among the best subclasses in D&D 5e.
Bonus proficiencies: Heavy armor, martial weapons
Bonus cantrips: NA.
Domain spells by level:
- Fog Cloud, Thunderwave
- Gust of Wind, Shatter
- Call Lightning, Sleet Storm
- Control Water, Ice Storm
- Destructive Wave, Insect Plague
Summary of Domain: React to deal lightning/thunder damage to attackers, max dice damage of thunder/lightning damage, push creatures during lightning damage, gain bonus thunder damage to weapon attacks, fly while outside.
Trickery Domain (PHB)
Domain Features: ★★★
Domain Spells: ★★★★★
Channel Divinity: ★★★
Game Design: ★★★
Fun: ★★★★
Flutes’ Evaluation (4/5): A Cleric subclass that can cast Polymorph is strong; Polymorph as a Domain Spell is enough to make this subclass good. Other Domain Spells are mostly from non-Cleric spell lists, which is excellent to see. The Trickery Domain has some of the best Domain Spells of all the Cleric subclasses.
Stealth checks are frequent, so granting advantage to allies without limitation is bound to be useful. The level-eight poison damage is horrible as it’s constantly resisted or ignored, but TCoE gave Clerics an option to replace Divine Strike with Blessed Strikes, a buff to the Trickery Domain.
The Channel Divinity is innovative. It’s a fun ability to explore and implement, especially if you use it to shuffle yourself in a battle after enemies figure out which of you is the real one.
I also challenge you to enjoy Modify Memory as much as I have and as much as Jester from Critical Role has. That is one of my favorite spells, and it’s great to have it on a Cleric!
Pass without Trace is another domain spell that should not be ignored. You can give your whole party a +10 to Stealth rolls. If you surprise your enemies, you effectively have an extra turn. Paired with your ability to give a noisy ally advantage on Stealth checks, you’re gonna do well!
Bonus proficiencies: NA.
Bonus cantrips: NA.
Domain spells by level:
- Charm Person, Disguise Self
- Mirror Image, Pass without Trace
- Blink, Dispel Magic
- Dimension Door, Polymorph
- Dominate Person, Modify Memory
Summary of Domain: Give someone advantage on stealth checks, create an illusory double of yourself to move around and cast spells through, briefly become invisible, gain bonus poison damage to weapon attacks, create four duplicates instead of one.
Twilight Domain (TCoE)
Domain Features: ★★★★★
Domain Spells: ★★★★★
Channel Divinity: ★★★★★
Game Design: ★★★★★
Fun: ★★★★
Flutes’ Evaluation (5/5): First of all, you can gain a flying speed without concentration. You can fly out of reach above fools while you have Spirit Guardians grinding them to pieces. That alone would make this Cleric subclass substantially powerful/broken. In contrast, the Tempest Cleric subclass would need to reach level seventeen to gain conditional outdoor flight.
The twilight aura is uber-beneficial for sustaining allies. This domain pairs well with Rogues since it grants the cover of darkness and advantage on initiative rolls for proper surprises. The domain spells are all unique to a Cleric, though some are more useful than others. Leomund’s Tiny Hut is extremely useful, and it fits well with the flavor of this domain (and it can be cast as a ritual).
However, some of the domain spells require concentration to deal damage in an area, but the Spirit Guardians spell has a close-range monopoly on that. It’s a good thing Moonbeam has its own niche that could be better than Spirit Guardians in some situations (keeping distance, dealing with shapeshifters). Circle of Power is a great spell for a Cleric to have, so that’s a big win.
This Cleric subclass is a mixed bag for me. I don’t think most DMs use the dim light rules, so I think part of the domain is wasted in most games. Even darkvision often gets ignored past level six or so if the players don’t enjoy enforcing it. The main winners are the Channel Divinity and the non-concentration flight option (watch out for spells that light up the place and make you fall). I still like that this subclass is highlighting less-used game mechanics, so the game design is top-notch. That Channel Divinity is so good… and the super darkvision can be game-breaking in games that care about line of sight, darkness, etc.
Bonus proficiencies: Heavy armor, martial weapons, super darkvision.
Bonus cantrips: NA.
Domain spells by level:
- Faerie Fire, Sleep
- Moonbeam, See Invisibility
- Aura of Vitality, Leomund’s Tiny Hut
- Aura of Life, Greater Invisibility
- Circle of Power, Mislead
Summary of Domain: You have some of the best darkvision in the game, and you can share it with allies. Give someone advantage on the next Initiative roll. Create dim light around you that benefits allies with temporary hitpoints and charm/fright protection. Gain a fly speed flavored as you can walk in dim light or darkness as if climbing stairs, like a mime. Divine Strike deals radiant damage with attacks. Half cover within your aura of dim light.
War Domain (PHB)
Domain Features: ★★★
Domain Spells: ★★★
Channel Divinity: ★★★★
Game Design: ★★★★★
Fun: ★★★★
Flutes’ Evaluation (4/5): I recently played Out of the Abyss as a Tiefling War Cleric subclass. I’ve enjoyed the War Cleric subclass very much, but it experiences fatigue with its bonus actions. I like having options, but it’s taxing to choose between spells and domain features that require my bonus action. That said, I wouldn’t have it any other way because the game design would be poor if it didn’t require bonus actions for some of these class abilities. Besides, these bonus actions aren’t the kinds that you feel you have to use at all times; they’re circumstantial enough to rotate through them.
The War Cleric is excellent for multiclassing, which I’m considering to gain Paladin smites (but we already have a Paladin in the party, so maybe not). The level-seventeen ability to resist mundane weapon damage will fluctuate between amazing and useless depending on your DM’s interpretation of which monsters have attacks with damage considered to be magical.
The Domain spells have been exceedingly handy, which I did not expect. Spirit Guardians is obviously good to always have prepared. Crusader’s Mantle is powerful in my party because we have a Monk dishing numerous attacks, but its true power is realized by our small army of NPCs that can gain 1d4 radiant damage each. I find myself investing in Strength more than Wisdom, so single-instance-damage spells like Flame Strike are less useful. I actually received my DM’s approval to switch out Flame Strike from my Domain Spells to use Holy Weapon instead. Early on in the Out of the Abyss campaign, Magic Weapon came in clutch to allow our Rogue to deal full damage to ghosts with Sneak Attack included.
I really don’t enjoy it when a Domain Feature merely improves the Cleric’s Channel Divinity option, so that’s a downside for me. I’d prefer if Channel Divinity at level two could benefit allies as a reaction instead of requiring level six in the class. Many might think this Channel Divinity is weak, but I use it every session to confirm that our Ranger lands her bow attacks with Sharpshooter offset by the +10 to hit. I’m having heaps of fun playing this subclass as it feels like a midpoint between Cleric and Paladin. Overall this subclass is fun and useful, though admittedly more circumstantial than it seems.
Bonus proficiencies: Heavy armor, martial weapons.
Bonus cantrips: NA.
Domain spells by level:
- Divine Favor, Shield of Faith
- Magic Weapon, Spiritual Weapon
- Crusader’s Mantle, Spirit Guardians
- Freedom of Movement, Stoneskin
- Flame Strike, Hold Monster
Summary of Domain: Get another attack as a bonus action, react to gift yourself and others +10 to hit on an attack, gain bonus weapon damage to attacks, resist mundane attack damage.
Cleric Divine Domain Rankings Best to Worst
- Twilight
- Peace
- Tempest
- Life
- Grave
- Forge
- Arcana
- War
- Order
- Trickery
- Death
- Light
- Nature
- Knowledge
Twilight ranked the best among the Cleric subclasses (no surprise). Knowledge ranked the worst (debatable). Several ratings were even between subclasses, so general community impressions, accumulated years of playtesting, and personal preference served as tiebreakers.
Conclusion
Archetypes are pretty clean for the Cleric subclasses. Each Domain is playable and enjoyable in its own way. I’d like to see homebrew rules for these subclasses at level twelve because there isn’t much going on to distinguish them after level six. I’m afraid I disagree with my friends who believe all Cleric subclasses feel and play the same; each Domain has a story and set of mechanics to set it apart.
I pray that your divine intervention will grant me a vision to proselyte me to another religious sect (AKA, please comment below with your own thoughts). I’d love to hear from people who disagree and agree with my Cleric Domains ratings.
Thank you for reading. Good luck with your Cleric’s next adventure! May your temples be affordable and your converts plentiful.
Read more D&D 5e articles like this from Flutes and Opal:
- How to play a witch – Explore how to build and roleplay as a witch.
- Cleric multiclassing guide – Find recommendations for Cleric multiclassing.
- Paladin Oath of Conquest analysis – See why this oath is powerful and fun to play.
- Ratings for all feats – Learn about which feats are gold or fool’s gold.
- Using Artificers in battle – Are Artificers effective in combat? Time to find out.
This is one of the best quick summaries I’ve ever read regarding the cleric. While, I disagree with some of your points, you backup your rating with a quick point or two. And let’s be frank, this is all subjective. So, I was pleased to see your reasoning.
Personally, I would have ranked the Death domain lower, somewhere in the 1.5 or 1 range. It just doesn’t do what it’s supposed to do, and I agree that the Grave domain is just flat out better at death than the Death domain.
I thoroughly enjoyed your write up on the Nature domain. Definitely one of the more circumstantial domains, but it shines in that category.
But, Bravo on your write up. I’m going to read a few more of your articles.
Thank you, Michael! I appreciate the positive feedback and the different point of view. I fully expect disagreements on a subjective article as this one. I have another article for Wizard subclasses that I’m very proud of. I’ve also done Rogues and Barbarians, so far. I’d like to get through every class, but it takes heaps of time per class if I want to do a good job (I do). You’ve given me a bit of fuel to press on with my goal, haha.
Was there an errata that gives the Knowledge domain a heavy armor bonus proficiency that I missed?
…meant to add: both this and the multiclassing article have heavy armor proficiency, so it’s either a typo or I missed an errata somewhere.
Hi Sean, thank you for pointing this out. You didn’t miss anything; I made a mistake. Knowledge Clerics do not receive heavy armor proficiency. I think I’d been staring at Cleric subclasses too long and I got confused. I’ll update the articles to fix my mistake.
After the update, the Knowledge domain’s ranking dropped several spots.
Thanks for the quick response Flutes. It’s easy to make that error when quite a few have that proficiency to even them out. In my case, I’m intentionally aiming for something sub-optimal (cloning a cultist in the back of the DMG) and the heavy armor proficiency was something I was trying to avoid, but in the end, I dipped into fighter first for the extra equipment gold and Con save proficiency and don’t have the Str to wear any mundane heavy armor besides ring mail -so it all worked out. Great articles that helped me put this build together! Thanks.
Thanks, Sean. Have fun! 🙂
You have three 5/5s, one 2/5 and no 1/5s… a ranking system is less informative if it’s weighted top heavy!
Hi Tristan,
1/5 is rare; the lowest rating implies that a subclass shouldn’t have been printed. The Graviturgy Wizard is an example of a 1/5 subclass. The Cleric Domains happen to be strong enough to not warrant 1/5 ratings. As for the 5/5 Domains, I previously had a single 5/5 rating until TCoE introduced extremely powerful Cleric Domains.
The comparisons should have been between these cleric domains, not all subclasses of all classes! This is definitely less informative for trying to do that.
Hi Tristan,
I see I wasn’t clear, so I’ll try to clarify how I conduct these ratings. The Cleric Domains are pitted against each other in these comparisons, and against the grading criteria I set. I don’t use the same criteria for every class when I write these subclass rating articles, but I think most readers will know that a 1/5 is pretty bad regardless of what a subclass is graded by. In my example of the Graviturgy Wizard, I was illustrating just how bad a subclass would have to be in order to be a 1/5. I’ll reiterate that Cleric subclasses tend to be well-designed, so ratings are typically higher. I definitely didn’t see any 1/5 potential from the Domains. If I were to weigh the ratings just to spread out what grades I give, there would be unhappy people who see me giving low ratings to acceptable-to-good subclasses. If you want to see which subclasses are best and worst, you can ignore the rating system and instead reference my ranking at the end of the article; that might be more helpful for what you’re looking for.
What a comprehensive list, great job 🙂 And thank you for the kind words about the Knowledge domain. It still ended up at the bottom of the list, but that’s where I always see it anyway, haha. And mechanically, that’s probably where it should be too. But it’s so strong thematically, it has been an absolute blast to play (admittedly, greatly helped by a DM willing to lean into that theme and some light multi classing). I suppose it really shines in the social and exploration/investigation parts of the game, so it also depends on your campaign.
Hi Lin, I tried to be fair and just. The Knowledge Cleric has a unique placement in the game that I can appreciate. I once had a Knowledge Cleric player discover a bridge with a complex mechanism. He simply received the mechanical knowledge from his god. It was like he was Neo from the Matrix downloading knowledge. They quickly activated the bridge to cross the chasm. It can simplify many problems.