Pathfinder Cleric Spells | Best Cleric Spells Pathfinder | List Of Cleric Spells 5e

Cleric Class Features:

Pathfinder Cleric Spells

  • Hit Points:

D8 hit points is good for a full caster, but it can be problematic since many Clerics fight on the front lines. Fortunately, Clerics have the best healing abilities in the game, so they can easily compensate for a small pool of hit points.

  • Saves:

Wisdom and Charisma saves cover some of the most debilitating effects in the game.

  • Proficiencies:

Medium armour and shields will give you a decent AC, especially if you’re not building for melee combat. Simple weapons will be fine, especially once your spells eclipse your damage output with Weapons. Clerics don’t get any tools, and get two skills from a very short list of options.

  • Spellcasting:

The Cleric is a Wisdom-based full caster. With the ability to prepare any Cleric spell at the beginning of the day, the Cleric’s spell list is even more open than the Wizard’s. Your choice of Divine Domain also grants 2 to 10 free prepared spells, allowing you to play to your domain’s theme without cutting into your normal prepared spells. Clerics have some of the best divination options in the game, all of the best healing options, and many of the best buffs and debuff’s.

  • Divine Domain:

See “Subclasses – Divine Domains”, below.

  • Channel Divinity:

While Turn Undead is situational, Channel Divinity itself is a great ability. Your domain will provide one or more additional uses, many of which can and should be used once per short rest because their effects are both potent and extremely useful.

  • Destroy Undead:

Enemies weak enough to be destroyed by this will be easy to kill with any number of AOE spells.

  • Divine Intervention:

This won’t be reliable until 20th level (10%-19% of the time, works every time), but when it works it should be extremely potent. You’ll need to work with your DM to determine the exact effect of the ability, but if your DM is open-minded you can get away with something very exciting.

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The Ability Flower Of D&D:

Cleric’s abilities all center around Wisdom, but depending on your build you may need to shuffle your other abilities around to accommodate whatever type of armour you’re using.

  • Str:

Lightly-armoured Clerics can dump Strength. Heavily-armoured Clerics can afford more Strength since they dump Dexterity, and they are better-equipped to survive in melee. Medium-armoured Clerics may want to dump Strength and stick to spellcasting unless they also get proficiency with Rapiers.

  • Dex:

Lightly-armoured Clerics need Dexterity for AC and for their weapons. Medium-armoured Clerics should try to have 14 to boost their AC. Heavily-armoured Clerics can dump Dexterity.

  • Con:

Hit points are always important, and if the Cleric goes down the rest of the party typically follows.

  • Int:

Dump stat. Keep a bit if you’re a Knowledge Cleric, or if you need to use Knowledge skills.

  • Wis:

The Cleric’s spells depend on Wisdom.

  • Cha:

Persuasion is the Cleric’s only Face skill, so you can probably dump Charisma unless you need to serve as a Face. If you decide to be a Face, be sure to pick up a Background which gets you other Face skills like Deception and Intimidation.

D&D 5th Edition Skills:

  • History(Int):

Situationally useful depending on the style of your campaign and your DM’s play style.

  • Insight(Wis):

Helpful for a Face, and you have the Wisdom to back it up. Since many Faces tend to have low Wisdom, it’s a very good idea for you to pick this up.

  • Medicine(Wis):

You can do this much better with magic.

  • Persuasion(Cha):

Crucial for a Face, but you can skip it if someone in the party has more Charisma than you.

  • Religion(Int):

The Cleric’s best Knowledge skill, and important to the theme of the class.

D&D Best Background For Every Class

This section does not address every published background, as doing so would result in an ever-growing list of options which don’t cater to the class. Instead, this section will cover the options which I think work especially well for the class, or which might be tempting but poor choices. Racial feats are discussed in the Races section, above.

Clerics have high Wisdom, so skills like Insight and Perception are helpful, but other skills will be of varying usefulness depending on your ability scores.

  • Acolyte:

The default Cleric background, and it’s a solid choice. Insight is great for Clerics and Religion is an obvious choice (though not particularly great since many Clerics dump Intelligence). Bonus languages are nice at low levels since Clerics don’t get Comprehend Languages, but they do get Tongues as a 3rd-level spell.

  • City Watch:

Insight is great, but Athletics is hard for Clerics.

  • Cloistered Scholar:

Knowledge skills are hard for most Clerics, but if you put some resources into Intelligence you have the ability to get 4 knowledge skills.

  • Courtier:

Insight and Persuasion are great if you get stuck playing the Face, and the bonus languages will be great until you can use Tongues.

  • Criminal:

A Trickery Cleric with decent Dexterity could use this to partially replace a Rogue in the party.

  • Faction Agent:

Insight is great, and the free mental skill will let you pick up Perception or whatever other skill you decide you need. The bonus languages will be great until you can use Tongues.

  • Far Traveler:

Perfect skills and a free language, but gaming sets and instruments aren’t terribly useful.

  • Guild Artisan:

Not a bad choice, but Artisan’s tools aren’t particularly useful so Acolyte is better.

  • Hermit:

Medicine isn’t a terribly useful skill, but Medicine and Insight both capitalize on your Wisdom and the Herablism Kit allows you to make healing potions.

  • Noble: 

Persuasion and a Language are fine, but half of the background is wasted.

  • Sage:

Knowledge skills are hard for most Clerics, but if you put some resources into Intelligence you have the ability to get 4 knowledge skills.

  • Urban Bounty Hunter:

A Trickery Cleric with decent Dexterity could use this to partially replace a Rogue in the party. Criminal and Urchin are probably better.

  • Urchin:

A Trickery Cleric with decent Dexterity could use this to partially replace a Rogue in the party.

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