Published: January 25, 2022

Last modified: December 12, 2022

Author: Majin Evelyn / Tatersalad810

The LunarTwilight (and the WarTwilight)

This D&D 5E build, the Flagship Cleric, is a spellcaster that can contribute by providing incredible offense, out of combat utility, flexibility, and sustainability to any party.

Our Flagship Cleric shares many traits with our Basic Build Cleric but has some notable differences. They do not have the same subclass but there is significant overlap in the playstyle with a focus on standout spells like bless, spirit guardians, and other powerful party-wide buffs accessible at higher levels. The Flagship Cleric is less inclined to play at range in combat than its Basic Build counterpart as it lacks access to fireball, and is instead incentivized to stay close to their allies by virtue of its Channel Divinity. Early in the game, we have a nice blend of buffing, healing, offense, and utility. In Tier 2, we will use the combination of spirit guardians and a dip in Sorcerer and Wizard in our main version and variant respectively to become a close combat shredder, capable of incredible damage with stellar defenses and sustained party-wide support all at the same time. The infamous Twilight Sanctuary will provide a wealth of temporary hit points to our allies, hugely increasing the survivability of the party. Our prepared spellcasting will allow for a great amount of flexibility, which we can leverage both out of combat and at the end of each adventuring day.

As with all Flagship Builds, we present a choice between two different variant options for your table. 

We will also be providing more in-depth strategies and spell selections for downtime days than the Basic Build did. A Cleric with a lot of spare time can accomplish wonders!

On 'Tech'
Throughout this guide, certain ‘tech’ will appear where appropriate, in a box that looks like this. Tech are techniques based on the Rules as Written which may not be obvious upon first reading. Tech sometimes relies on subtle aspects of the rules which people can disagree on. Bring tech up with your DM before you use it, and be prepared to be told “no.” Communication is key! We will mention tech as we go, but tech is never assumed to be a part of our game plan because of table variance.
On Variants
We are presenting 2 progressions for this build. The main difference in builds comes from the selection of race: one goes Custom Lineage, and the other goes with Mark of Passage Human. Additionally, the Mark of Passage variant allows us to leverage +2 in Intelligence, making Wizard a more interesting option than Sorcerer. Beyond this, the progressions are largely similar, but there are some notable differences in choices and play style mostly due to the increased movement speed and expanded spells available to the Mark of Passage variant.

So before we move on, which version of the build would you like to see?

Custom Lineage (Default)

Custom Lineage grants us proficiency in Constitution saving throws right away via Resilient (Constitution). Concentration protection is important to us, as early on bless is extremely potent and at level 5 and onward we’ll be making more Constitution saving throws than any other class by virtue of using spirit guardians near enemies. Twilight Sanctuary also ends if we are incapacitated, which is a condition typically governed by Constitution saves. Both builds eventually have the capability to get this feat, but you get to move every ASI ahead by four levels, the impact of which should not be underestimated. 

Additionally, for the very first time in the series, we will be opting for a skill proficiency instead of Darkvision for our Variable Trait racial feature, giving this progression a leg up on the variant for skill proficiencies. 

Mark of Passage Human (Variant)

Mark of Passage Human grants us extra spells for our spell list and a higher movement speed.

The additional spells we are given include some absolute standout picks like pass without trace and phantom steed. Pass without trace is a game-breaking spell that grants your entire party +10 to Stealth checks, making the likelihood that everyone (even the clunkers in heavy armor) can beat the enemies’ passive Perception much much higher, which is why we rate it so highly. This spell simply breaks bounded accuracy, and if your DM runs Stealth RAW, then this build will convert your party into murder machines. The ability to ritual cast phantom steed provides incredible mobility and by ritual casting it over and over, you can provide allies that same mobility. Misty step and dimension door are also strong escape options, and we even get to cast misty step once per long rest for free. Lastly, we get an additional 1d4 to Dexterity (Acrobatics) checks, which will be useful for breaking out of grapples if you’ve already used your free misty step. This comes at a cost: we lose out on a skill proficiency that would’ve been key. We can also afford to wear plate armor, even with its movement penalty of 10 feet, as we’ll still have a respectable speed of 25 feet. 

We favor a level in Wizard over Sorcerer, as it allows us to get rituals and an extra spell slot per day with Arcane Recovery. At the end of our career, we pick up another level to get our Arcane Tradition: War Magic, which gives us a package of both offense and defense.

If you are playing this build with a different +2/+1 race, you can use the feat progression and ability score layout as a foundation, and use the spell list of the Custom Lineage variant.

Race: Custom Lineage

Ability Score Increase – +2 Wis. Wisdom will be our main ability score for our entire career. We’ll start with an odd score to start, but we’ll round that out at level 4.
Size – Small. Custom Lineage lets us choose between Small or Medium size. Small size has its benefits, such as being able to ride Medium size mounts, which are easier to come across, being able to fit into smaller spaces without squeezing, and being able to move through the spaces of Large size hostile creatures. Unless you somehow anticipate being enlarged to Large size often (which increases the size of spirit guardians), Small is the better option here.
Feat – Resilient (Con). Our strategy in Tier 2 and onward will involve casting spirit guardians, which often means being within striking range of our enemies. As such, you will be more prone to rolling concentration saves than any other Flagship. We opt for Resilient (Constitution) to round out our ability scores and to also cover our saving throw defenses, but we will obtain War Caster later on down the line for maximum concentration protection. 
Variable Trait – Proficiency (Perception). The Twilight Domain provides us with a 300 foot range Darkvision (and no increase to base Darkvision if you already have it), so there’s no benefit to taking Darkvision with our Variable Trait. We’ll opt for Perception proficiency here, a common skill check for exploring and keeping the party from being surprised. 
Languages – Common, Undercommon. This is in preparation for command, which we will be picking up at level 1. Command requires that enemies understand your language, so consider your campaign and select a language that is commonly spoken by enemies that won’t understand Common. Alternatively, sharing a rare language amongst all members of your party can allow you to speak freely amongst NPCs without your plans being divulged. 

Race: Human (Mark of Passage)

Ability Score Increases – +2 Wis, +1 Con. Wisdom will be our main ability score for our entire career. We’ll start off with an odd Constitution score to start, but we’ll round that out at level 4.
Languages – Common, Undercommon. This is in preparation for command, which we will be picking up at level 1. Command requires that enemies understand your language, so consider your campaign and select a language that is commonly spoken by enemies that won’t understand Common. Alternatively, sharing a rare language amongst all members of your party can allow you to speak freely amongst NPCs without your plans being divulged.
Courier’s Speed – A base walking speed of 35 feet is really nice. We can afford to use heavy armor with this trait while not focusing on increasing Strength and still move at an acceptable speed.
Intuitive Motion – An extra 1d4 on Dexterity (Acrobatics) checks will help to get us out of grapples if we really need it. The bonus applied to operating land vehicles will be more niche but might be useful.
Magical Passage – Misty step is a good spell to have and Clerics normally do not have access to this spell. The ability to cast it once without expending a spell slot is even better. While we cannot scribe misty step using this feature because it is not added to our spell list, a free use of this spell a day is still quite good and we can always prepare it if we absolutely want to scribe scrolls of it.
Spells of the Mark – We have a handful of absolute standout spells here that make this a worthwhile race selection. Pass without trace, phantom steed, and dimension door are all valuable spells to have and we’ll be using all three of them judiciously.

Class: Cleric

Skills – Insight, Persuasion. Cleric starting skills do not allow us to pick our three most important skills (Arcana, Stealth, and Perception), so we will have to look to our background and race to fill in gaps. From the available choices, both Insight and Persuasion are two more common skill checks, and Insight is nice to have on a Wisdom-based class.
Divine Domain – Twilight Domain. One of the most powerful kits offered by a subclass in the game thus far, with every one of its features being valuable. The main reason we are picking this up is because of its Channel Divinity: Twilight Sanctuary, which we will be able to use to contribute significantly to the survivability of our party by providing them a fountain of refreshing temporary hit points or ending Charm or Frighten effects.
Bonus Proficiencies (Twilight Domain feature) – We gain proficiency in martial weapons (not useful), and heavy armor. 
Eyes of the Night (Twilight Domain feature) – We gain Darkvision up to a range of 300 feet. The 300 feet means that in combat you’re never going to be “out-distanced” by an enemy as far as Darkvision range goes. You can also share the Darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier. In Tier 1, that’ll be 3 creatures, and 4 at level 4 or later. It lasts for one hour, which might be tight for running through an entire dungeon, but could be enough to stealthily get through a good chunk of one without having to light up torches or lanterns. While in total darkness, you can use this difference in Darkvision range to gain advantage over your enemies, as monsters typically have more limited Darkvision, if any at all (30 feet, 60 feet, and uncommonly 90 feet).
You can also expend a spell slot of any level to do it again—which is probably not worthwhile early on, but might be later in the game if you have excess resources. 
Vigilant Blessing (Twilight Domain feature) – We can give advantage to initiative checks to one creature, which can include yourself. This only applies to one creature at a time, but otherwise can be used an unlimited number of times, which means you should always have it active on someone. Similar in impact to gift of alacrity, one of the best spells in the game, for one person in your party, in every combat. You can always swap who has this benefit before each encounter, but if you have a competent controller in your party, they will likely see the most benefit from receiving your Vigilant Blessing. Early in the game, this might even be you.

On Preparing Spells
Clerics are prepared casters, which means you have access to your entire class’ spell list, and the ability to change your spell preparations after each long rest to fit the day’s demand. The spell lists presented in this guide act as a daily template that try to cover as many situations as possible, but there are always days where you have other plans in mind. For this build specifically, we will be presenting specific spells you should consider as “off preps”—spells that probably won’t find use on a daily basis when actively adventuring, but that have great value during downtime.

Spellcasting – The strongest feature in the game.

Spells Prepared: Cleric
Cantrips: guidance, sacred flame, toll the dead.
1st Level: bless, command, faerie fire, healing word, sanctuary, sleep.

Bless One of the best 1st level spells in the game. Adding 1d4 to attacks and saves may not sound like much, but if three people’s attack rolls go from having a 65% chance of hitting to having a 77.5% chance of hitting, that’s like adding over half a turn of attacks to your side every round; more against high AC enemies. For a concentrating caster with 14 Constitution who isn’t proficient in Constitution saves, this spell cuts the chance of failing a DC 10 save by about a third (from 35% to 22.5%). For a caster (like you) who is proficient in Constitution saves, the chance you fail a DC 10 roll is cut from 25% to 12.5%. If you like Kobolds, as you should, a particularly bright one spoke about bless here
Command A nice non-concentration option that can disable a creature (later we will be able to upcast it to affect more than one) for a round, and potentially generate opportunity attacks from our melee allies in the process if we use the “flee” option. Generating multiple attacks of opportunity through the use of this spell can make for a strong nova round, especially when combined at later levels with summon spells such as conjure animals.
Faerie fire D A domain spell. A decent buff to your allies, offering only one save to enemies in a 20 feet cube, and giving everyone advantage against them if they fail the Dexterity saving throw. It has some situational use for countering invisibility, but most of the time you’re likely better off using bless, which just works, no roll required.
Healing word Use in emergencies to pick someone back up from 0 hit points. Leverage your Arcana proficiency to scribe scrolls of this during down time—since it’s a spell that we use reactively rather than proactively, having a stockpile of scrolls on hand will alleviate the need to always keep a spell slot in reserve for an emergency. If you have a person in the party that can consistently scribe them for you, or you can accumulate a sufficiently large stockpile, you could eventually swap this for something else (or swap this instead of something else) at higher levels.
Sanctuary A bonus action casting time spell that forces any enemy that tries to target the affected creature with an attack or harmful spell to make a Wisdom save or redirect or lose the attack or spell. Certain encounters with choke points such as doorways can make good use of this cast on a Dodging party member, including yourself. 
Sleep D Clerics at level 1 had a bit of a weakness where their strongest option was casting bless, which while effective was a fairly passive play that required party members to be making attack rolls. The Twilight Domain solves that by giving us a spell that can literally end encounters with a single casting at level 1 and 2.
Guidance One of the most useful and versatile cantrips in the game. Concentrate on it whenever you’re not concentrating on anything else and you don’t need to be quiet, as the bonus also applies to initiative. 
Sacred flame Taking two save-for-damage cantrips might seem like an awkward bit of overlap, but being able to bypass Undead Fortitude is a nice ability to have in the low levels. Also, as we go up in level, monsters tend to have better Wisdom saves, whereas their Dexterity saves tend to fall behind, so even though this does less damage on a failed save than toll the dead does in most cases, it can still be a better option sometimes.
Toll the dead Your party should be focus firing on one enemy at a time, so you should usually be able to use this on a monster who’s missing hit points for the d12 version of the damage.

Commanding Many
Command requires the target to understand the language you speak, making the languages you pick more important than they otherwise would be. However, if your DM allows you to research and learn what a few command words mean in a handful of different languages this wouldn’t be the case. You also might be able to write down a bunch of command words in different languages on the back of your shield, for example. However, for the sake of this build we assume this isn’t a viable option in your game.

Ability Scores

9 Str, 14 Dex, 13+1 Con, 8 Int, 15+2 Wis, 13 Cha

Our main ability score is Wisdom, and we will be able to get it to an 18 at level 4. We need 13 Charisma to multiclass in and out of Sorcerer, which we will be doing mid-Tier 2 in order to improve our overall defenses. Resilient (Constitution) gets us to 14 Constitution. Our next priority is getting the most out of medium armor, which this variant will be using, thus we will buy our way to 14 Dexterity. You can put your last point into Strength or Intelligence. Strength gives you a bit more carrying capacity, while Intelligence means the slightest of benefits when facing intellect devourers and the like. 

Ability Scores

8 Str, 12 Dex, 14+1 Con, 14 Int, 15+2 Wis, 8 Cha

Our main ability score is Wisdom, and we will be able to get it to an 18 at level 9. We need 13 Intelligence to multiclass in and out of Wizard, which we will be doing mid-Tier 2 in order to improve our overall defenses, and the extra point is needed to get enough preparation slots for all our first level reaction spells. Resilient (Constitution) gets us to 16 Constitution at level 4. Since we will be wearing heavy armor for this build, 14 Dexterity is not a priority, so we can afford to take 14 Intelligence.

Background (Custom)

Skills Arcana, Stealth. Arcana proficiency is valuable on any full caster, including Cleric. Arcana proficiency can help us scribe spell scrolls during downtime, and if we play in a game that uses Xanathar’s Guide to Everything variant rules for spell identification, identify spells. Stealth is very handy for dungeon exploration and surprising monsters. The armor we will be wearing means disadvantage on Stealth checks, which makes it even more important to have a decent bonus. When everyone in a party has Stealth proficiency, pass without trace becomes a very reliable play.
Tools Carpenter’s tools, mason’s tools. Carpenter’s tools can help you on History, Investigation, or Perception checks involving wooden buildings, and mason’s tools do the same for stone structures. Most structures are probably made of wood or stone, and being able to find traps better in most dungeons is a useful ability. If you expect another tool proficiency to be more useful for your campaign, feel free to select a different tool proficiency from our tools guide.
Feature Adept Linguist. We’re taking this feature because we pick up command, which requires that the target understand the language you speak the command word in. This feature might help you learn the language your targets speak so that you can effectively cast the spell. This is a useful feature even if you don’t need to learn a language to use command, especially for campaigns that feature a lot of traveling to foreign lands. 
Creator’s Note Making a custom background is RAW. Page 125 of the PHB states “The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds.” Using this, we are making a custom background and using the Adept Linguist feature. Like always, we do not include any information about character traits because we believe that flavor is free and that you should roleplay the character the way you feel about it.

Skills Arcana, Stealth. Arcana proficiency is valuable on any full caster, including Cleric. Arcana proficiency can help us scribe spell scrolls during downtime, and if we play in a game that uses Xanathar’s Guide to Everything variant rules for spell identification, identify spells. Stealth is very handy for dungeon exploration and surprising monsters. The armor we will be wearing means disadvantage on Stealth checks, which makes it even more important to have a decent bonus. When everyone in a party has Stealth proficiency, pass without trace becomes a very reliable play.
Tools Carpenter’s tools, mason’s tools. Carpenter’s tools can help you on History, Investigation, or Perception checks involving wooden buildings, and mason’s tools do the same for stone structures. Most structures are probably made of wood or stone, and being able to find traps better in most dungeons is a useful ability. We aren’t proficient with these skills, but we can still add our proficiency bonus to checks that use carpenter’s and mason’s tools. If you expect another tool proficiency to be more useful for your campaign, feel free to select a different tool proficiency from our tools guide. 
Feature Adept Linguist. We’re taking this feature because we pick up command, which requires that the target understand the language you speak the command word in. This feature might help you learn the language your targets speak so that you can effectively cast the spell. This is a useful feature even if you don’t need to learn a language to use command, especially for campaigns that feature a lot of traveling to foreign lands. 
Creator’s Note– Making a custom background is RAW. Page 125 of the PHB states “The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds.” Using this, we are making a custom background and using the Adept Linguist feature. Like always, we do not include any information about character traits because we believe that flavor is free and that you should roleplay the character the way you feel about it.

Equipment

Cleric Starting Equipment

  • A warhammer
  • Scale mail armor
  • A light crossbow and 20 bolts
  • A shield
  • Explorer’s pack / priest’s pack
  • An amulet

Anthropologist Starting Equipment

  • A leather-bound diary
  • A bottle of ink
  • An ink pen
  • A set of traveler’s clothes
  • One trinket of special significance
  • A pouch containing 10gp

Purchasing Goals

  • Half plate armor
  • Mule(s)
  • Healer’s kits
  • Potions of healing
  • Bullseye or hooded lanterns
  • Costly spell components

Equipment

Cleric Starting Equipment

  • A warhammer
  • Chain mail
  • A light crossbow and 20 bolts
  • A shield
  • Explorer’s pack / priest’s pack
  • An amulet

Anthropologist Starting Equipment

  • A leather-bound diary
  • A bottle of ink
  • An ink pen
  • A set of traveler’s clothes
  • One trinket of special significance
  • A pouch containing 10gp

Purchasing Goals

  • Plate armor
  • Healer’s kits
  • Potions of healing
  • Bullseye or hooded lanterns
  • Costly spell components

Level 1 Strategy

At this level, we’ll mostly be casting toll the dead, or sacred flame against undead. We should be aiming to commit to either bless or sleep in a difficult fight, while saving at least one spell slot for healing word in case a teammate goes down. It’s usually prudent to pick yourself as one of the targets of bless because it helps you maintain concentration on itself, but the other targets (at least at this level) should probably be whoever does the most damage with attacks. 
Remember to designate the person with the strongest shut-down spell or ability as the target of your Vigilant Blessing before going into combat (quite possibly us at this level) and make sure your party members lacking in Darkvision have the shared benefit of Eyes of the Night. Scribe scrolls of bless, healing word, and sanctuary whenever you have downtime starting from this level. At your earliest convenience, purchase at least one mule at the low cost of 8 gp. Since we are Small sized, mounting this Medium mount will allow you to move at 40 feet movement speed, or 80 feet movement speed if the mount dashes. Keeping multiple mules around in the event one dies is a genuine consideration, considering the low cost.

At this level, we’ll mostly be casting toll the dead, or sacred flame against undead. We should be aiming to commit to either bless or sleep in a difficult fight, while saving at least one spell slot for healing word in case a teammate goes down. It’s usually prudent to pick yourself as one of the targets of bless because it helps you maintain concentration on itself, but the other targets (at least at this level) should probably be whoever does the most damage with attacks.
Remember to designate the person with the strongest shut-down spell or ability as the target of your Vigilant Blessing before going into combat (quite possibly us at this level) and make sure your party members lacking in Darkvision have the shared benefit of Eyes of the Night. We will be wearing heavy armor for this build, starting with chain mail at this level. This will mean our base 35 feet movement speed will be reduced to 25 feet, but this is still manageable. Once we get access to mounts, this will be even more inconsequential. Scribe scrolls of bless, healing word, and sanctuary whenever you have downtime starting from this level. 

Level 2: Cleric

Channel Divinity (1/Rest) – Like all Clerics, we can use our Channel Divinity to Turn Undead, forcing all Undead within 30 feet who can see or hear us to make a Wisdom saving throw or have to use their action each turn for ten rounds to get as far away from us as possible. This most often takes things out of the fight completely, as long as your allies know not to do damage to turned enemies. Your party should be able to deal with everything else in the fight in a few rounds, and then focus fire or hunt down any turned enemies that are still around one at a time. With every ally taking a readied action (triggering on the signal of whichever ally goes after the target in initiative, naturally) and a full turn, few things will survive long enough to act at this level.
Twilight Sanctuary (Twilight Domain feature) – As an action, create an extremely strong buff for your party. Grant allies in a generous radius temporary hit points (with no set duration, which by default will last until the next long rest) that scale better than the Artillerist’s Protector Cannon or casually end some of the most debilitating effects in the game like vampire Charms, enemy hypnotic patterns, a dragon’s Frightful Presence, etc. Beyond the initial action, there’s no action economy cost to apply or reapply the buffs. There are some interesting interactions from this, like removing the darkness created by the darkness spell (it’s magical light, so it can illuminate the darkness, and it’s not created by a spell of 2nd level or lower, so the light isn’t dispelled) or accidentally removing the darkness a Gloomstalker Ranger is relying on to be invisible. Did we mention that it’s non-concentration? Activating this while concentrating on a spell if the encounter warrants it is a very potent option. For now, we’re limited to one per rest, so save it for tougher fights.

Let There Be (Twi)Light!
Twilight Sanctuary has two different interpretations. Either “the sphere is…filled with dim light” overrides any light condition in the area, resulting in both darkness and bright light becoming dim light or it works like any regular light. Some text to compare for the latter: “A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet.” It’s good to clear this up with your DM ahead of time, because if it’s possible, the ability to create dim light in bright light will come in handy when our level 6 subclass feature comes online, but we don’t assume this is possible or necessary for the sake of the build.

Harness Divine Power (Tasha’s Cauldron of Everything Optional feature) – Bonus action to regain an expended spell slot, the level of which can’t be higher than half your proficiency bonus rounded up. For many other domains, this feature is one that gives Clerics some more resources back on a short rest, as some domains don’t have powerful Channel Divinity options. Not so for us, as the regained spell slot would typically be better off used on activating Twilight Sanctuary before the rest and giving everyone a nice bit of temporary hit points if they don’t already have any. If your party needs to short rest and you have multiple Channel Divinity uses left (which might happen starting at Cleric 6), use one to give everyone their temporary hit points then convert the remaining use(s) to get your slots back. 
Spell Changes: +detect magic.

Spells Prepared: Cleric
Cantrips: guidance, sacred flame, toll the dead.
1st Level: bless, command, detect magic, faerie fire, healing word, sanctuary, sleep.

Detect magic This is just a handy ritual that every party needs. If you have a Wizard in the party, they could grab the spell instead to open up a preparation for you down the road.

Level 2 Strategy

The biggest change from Level 1 is that now we have Turn Undead and Twilight Sanctuary. Our decision flowchart for the first round of important fights is now, “Are we fighting undead? If so, turn them. If not, is this encounter likely going to have a lot of attack rolls? If so, use Twilight Sanctuary. Otherwise, cast bless or sleep.” You might consider casting sanctuary on yourself immediately afterward taking the Dodge action to clog up a doorway, which is another good option. Additionally, after a long rest, you can use Twilight Sanctuary and follow it up with a short rest before adventuring to start the party off with a nice temporary hit point buffer.

Level 3: Cleric 

Spell Changes: +aid, +locate object, +moonbeam D, +see invisibility D, –detect magic.

Spell Changes: +aid, +moonbeam D, +pass without trace, +see invisibility D, –detect magic.

Spells Prepared: Cleric
Cantrips: guidance, sacred flame, toll the dead.
1st Level: bless, command, detect magic, faerie fire, healing word, sanctuary, sleep.
2nd Level: aid, locate object, moonbeam, see invisibility.
Spells Prepared: Cleric
Cantrips: guidance, sacred flame, toll the dead.
1st Level: bless, command, detect magic, faerie fire, healing word, sanctuary, sleep.
2nd Level: aid, moonbeam, pass without trace, see invisibility.

AidIncreases both maximum and current hit points of three friendly creatures (which can include ourselves) by 5 for 8 hours. You should be looking to rest cast this whenever you end the day with a 2nd level spell slot (or higher, until we get access to better rest casts), and to use it in combat if multiple allies go down.

Locate objectA useful thing to have available in dungeons, particularly if your DM treats “magic item” as a kind of object. Use it after you’ve cleared the parts of the dungeon that you know about to try to find areas and loot you might not know about. “Door” should be an uncontroversial use for helping find secret ones. Check out our Spell Spotlight on Locate Object for more information and other applications.

Moonbeam DMoonbeam is… well, it’s okay. It’s a situational spell to help out against werewolves, vampires, and other shapechangers. We usually won’t be casting this except maybe against the above enemies.

Pass without traceThis is one of the best spells in the game and a primary reason the Mark of Passage Human made the cut for the variant build. Going by the Rules as Written Stealth and Surprise rules, pass without trace is your premier 2nd level spell and one of the best spells in the game in general. Use its hour-long duration to cast well ahead of time in any environment with places to hide, watch the +10 bonus completely blitz past the majority of monsters’ passive Perception scores, and either easily surprise most enemies or sometimes avoid an undesirable fight entirely. To make this even more guaranteed, your party members should pick up Stealth proficiency, even if they have a low Dexterity score. 

See invisibility DAnother minor piece of utility that can sometimes come up. Second level domain spells are definitely not the reason we chose this subclass.

Level 3 Strategy

Now that we have 2nd level spell slots, we can upcast bless to cover a four-person party, and can upcast command to hit two targets. With more spell slots available, we can also afford to be more liberal with 1st level bless casts. Aid gives us access to multi-target heal/buffing. Sleep is rapidly losing potency at this stage in the game, if it hasn’t already. Starting at this level, we can add aid and locate object to the list of good spells to scribe for scrolls during downtime.
You may notice a conspicuous absence from the spell list: spiritual weapon. Spiritual weapon has been a staple of Cleric guides since 5E came out, so it’s worth saying a word about why it’s not here. We think it’s been overrated, and we highlight its shortcomings in our article on Overrated Damage Spells. Telekinetic or not, you have much higher quality spells for the slot already.

Pass without trace becomes available to us, and will be a major strategy consideration from here on out. At this level, make use of this spell whenever you can to surprise important combat encounters. We can also upcast bless now to cover a four-person party. With more spell slots available, we can also afford to be more liberal with 1st level bless casts. Aid gives us access to multi-target heal/buffing. Sleep is rapidly losing potency at this stage in the game, if it hasn’t already. Starting at this level, we can add aid and pass without trace to the list of good spells to scribe for scrolls during downtime.
You may notice a conspicuous absence from the spell list: spiritual weapon. Spiritual weapon has been a staple of Cleric guides since 5E came out, so it’s worth saying a word about why it’s not here. We think it’s been overrated, and we highlight its shortcomings in our article on Overrated Damage Spells. Telekinetic or not, you have much higher quality spells for the slot already.

Level 4: Cleric 

Ability Score Improvement (Feat) – Telekinetic (+1 Wis). This half-feat from Tasha’s Cauldron of Everything gives you an enhanced version of the mage hand cantrip, but more importantly it also lets you move a creature who is willing or who fails a Strength save 5 feet toward or away from you. This can be useful to get an ally out of a hazard or a grapple, but the big thing we want from this is the ability to pull enemies into our spell hazards, especially spirit guardians (when we get it, we will go into more detail in the level 5 strategy blurb). Note that the two effects of this feat do not depend on each other at all; you don’t need to have an active mage hand to use the forced movement.
Spell Changes: +augury, +lesser restoration, +mage hand TK, +mending. 

Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, toll the dead.
1st Level: bless, command, faerie fire, healing word, sanctuary, sleep.
2nd Level: aid, augury, lesser restoration, locate object, moonbeam, see invisibility.

AuguryRitual cast this spell to figure out if taking a crucial short rest in your current location will risk being found or gain additional insight on another decision the party needs to make. 
Lesser restorationThe paralyzed condition in particular is a major threat to characters, but any of the effects this wards against can be debilitating. Similar to healing word, this is a reactive spell, so scribing it as a scroll is a good option.
Mage hand TK You get an enhanced version of this cantrip via the Telekinetic feat, letting you cast it without verbal or somatic components and making it invisible. This could come in handy if you want to steal something from a table while you’re in the middle of a conversation.
MendingDon’t heal people too often, but heal objects as much as you want.

Ability Score Improvement (Feat) – Resilient (Con). Our strategy in Tier 2 and onward will involve casting spirit guardians, which necessitates being within striking range of our enemies. As such, you will be more prone to rolling concentration saves than any other Flagship. We opt for Resilient (Constitution) to round out our ability scores, but we will obtain War Caster later on down the line for maximum concentration protection.
Spell Changes: +locate object, +mending. 

Spells Prepared: Cleric
Cantrips: guidance, mending, sacred flame, toll the dead.
1st Level: bless, command, faerie fire, healing word, sanctuary, sleep.
2nd Level: aid, locate object, moonbeam, pass without trace, see invisibility.

Locate objectA useful thing to have available in dungeons, particularly if your DM treats “magic item” as a kind of object. Use it after you’ve cleared the parts of the dungeon that you know about to try to find areas and loot you might not know about. “Door” should be an uncontroversial use for helping find secret ones. Check out our Spell Spotlight on Locate Object for more information and other applications.
MendingDon’t heal people too often, but heal objects as much as you want.

Level 5: Cleric

Destroy Undead (CR ½) – If we use Channel Divinity: Turn Undead and any CR ½ or lower undead fail the save, they are instantly destroyed instead of being turned. Usually not a big difference in the end, but saves some cleanup.
Spell Changes: +aura of vitality D, +Leomund’s tiny hut D, +revivify, +spirit guardians, -sanctuary.

Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, toll the dead.
1st Level: bless, command, faerie fire, healing word, sanctuary, sleep.
2nd Level: aid, augury, lesser restoration, locate object, moonbeam, see invisibility.
3rd Level: aura of vitality, Leomund’s tiny hut, revivify, spirit guardians.
Spells Prepared: Cleric
Cantrips: guidance, mending, sacred flame, toll the dead.
1st Level: bless, command, faerie fire, healing word, sanctuary, sleep.
2nd Level: aid, locate object, moonbeam, pass without trace, see invisibility.
3rd Level: aura of vitality, Leomund’s tiny hut, revivify, spirit guardians.

Aura of vitality D  – This is best used as a strong heal outside of combat (20d6 total, divided how you choose), but in a fight where a party member keeps falling unconscious, you can use this to bring them back from 0 repeatedly and keep them in the fight. Harness Divine Power lets you have more resources to spend on this spell, but for this level it is still competing with your concentration and spell slot for spirit guardians.
Leomund’s tiny hut D Create a dome of force that your allies can pass through freely, but outsiders can’t, as a ritual. Resting has never been easier. If you’re wary of the potential threat of dispel magic per the healthy paranoia principles, you can defend against this as well by casting the spell multiple times, creating multiple nested domes which would require several castings of dispel magic to get through. A very nice ritual to get for free from our domain, potentially freeing up a known spell for another caster in the party.
RevivifyParties shouldn’t expect Clerics to cast a lot of healing spells, but expecting them to have this spell prepped once it’s available is legitimate. Make sure to keep diamonds on you to ensure you can cast this when you need it. As another reactive, situational spell, you can start scribing scrolls of revivify during downtime from here.
Spirit guardians This spell damages enemies when they come within 15 feet of you, and also halves their speed while within the radius. Many DMs treat the area of the spell as equivalent to difficult terrain, but as written, enemies who enter the area have their speed halved, which means that if they’ve already spent half their original speed to get there, they are stopped in their tracks, which is better than difficult terrain. On the flip side, if an enemy starts 5 feet from you and spends 15 feet of movement to leave the area, their speed is restored to normal, having spent only 15 feet (not 30 feet as if they had been walking through difficult terrain). So when the effect of spirit guardians functions as written (versus difficult terrain), it’s harder for enemies to get to you, but easier for them to leave. Additionally, this speed reduction works in tandem with difficult terrain to make it nearly impossible for melee monsters to reach you and your party. Work with the other casters in your party to combine difficult terrain spells like web, entangle, plant growth (a slightly different movement mechanic but still stacks), and grease with the speed reduction and repeating damage from your own spirit guardians. Make sure to cast this just before the start of combat, as the long 10 minute duration gives you a lot of leeway. It can even last multiple combat encounters, provided they are close together!

Level 5 Strategy

You now have a new shiny big weapon in spirit guardians and you should use it if it will help your side win the fight with fewer overall resources spent (which includes hit points). Don’t be afraid to just cast bless if it’s a fight your side can win with minimal cost, and don’t ignore your Channel Divinity. It may be less flashy than the big damage numbers, but you get it back on a short rest. Your basic flowchart still starts with Turn Undead if it applies. If not, and there are a number of potential targets, you’ll need to decide whether to lead with spirit guardians or just something like bless, with an eye toward maximizing the potential impact on how cheaply your party can win the fight, factoring in the resource cost of whatever you do. 
When using spirit guardians and wading into melee range of enemies, don’t be afraid to spend your actions Dodging. The incoming damage (as well as threat to your concentration) dodging prevents is often worth much, much more than doing a little bit of cantrip damage. Instead of your cantrips, use Telekinetic in conjunction with spirit guardians (and some minor movement to set it up) for extra damage contribution, or use it for other situational benefits to the party. If an ally is in a dangerous spot such as a grapple, pull them free (shoving your ally is guaranteed to work). If your unlucky melee ally just needs 5 more feet to close into melee next turn, give them a boost. Friendly Warlock is within 5 feet of an enemy? Shove them out of melee range and let them attack with straight rolls instead of disadvantage. If an enemy is next to the area of a web spell, shove them into it.

You now have a new shiny big weapon in spirit guardians and you should use it if it will help your side win the fight with fewer overall resources spent (which includes hit points). Don’t be afraid to just cast bless if it’s a fight your side can win with minimal cost, and don’t ignore your Channel Divinity. It may be less flashy than the big damage numbers, but you get it back on a short rest. Your basic flowchart still starts with Turn Undead if it applies. If not, and there are a number of potential targets, you’ll need to decide whether to lead with spirit guardians or just something like bless, with an eye toward maximizing the potential impact on how cheaply your party can win the fight, factoring in the resource cost of whatever you do. When using spirit guardians and wading into melee range of enemies, don’t be afraid to spend your actions Dodging. The incoming damage that prevents is often worth more than doing a little bit of cantrip damage.
Similar to Druids, we now have to make decisions about whether to drop concentration on pass without trace, after getting the successful surprise round from the spell, in favor of spirit guardians in the first round of combat. This can be a complicated decision to make. Take into account your party’s resources, how impactful spirit guardians would be in the current combat, as well as how impactful pass without trace and spirit guardians would be in future combats, since both have long durations that can last through multiple encounters.

Some Nice Off Preps
Cleric’s prepared spellcasting allows us to fully change our day-to-day spell list. As such, if you find yourself with a day or more of downtime, where you know you won’t have combat encounters, there are a few other spells that we have not mentioned yet that may be of more use to you. Right now, spells to look at are animate dead, glyph of warding, and sending. We detail animate dead at level 11 when we have room to take it as a main prep, but here are the others:

Glyph of warding The main use of this spell is placing them at strategic locations, such as inside portable spaces like a Genie’s Vessel, bag of holding or demiplane spell. Upon triggering the glyph, you can then activate the spell(s) and give you or your allies a desired spell effect without using any spell slot or concentration. There is a costly spell component to this spell, so it is not an unlimited source of spell storage, but our Guide to Tools can provide several ways to generate gold for spells like this. An excellent spell for you to store in a glyph at this level is Leomund’s tiny hut, and if you have a lot of excess gold, perhaps spells like healing word, lesser restoration, and revivify. At later levels, greater restoration, dawn, holy weapon, planar binding, blade barrier, and heal are great choices as well.
Lesser restorationThe paralyzed condition in particular is a major threat to characters, but any of the effects this wards against can be debilitating. Similar to healing word, this is a reactive spell, so scribing it as a scroll is a good option. You might be anticipating a day positively filled with enemies that regularly inflict one of these conditions, so remember you can swap this spell in.
Sending For days where you expect little to no combat to occur, this form of unlimited distance, interplanar communication could be very valuable, or not useful at all. Keep this spell in mind when you would otherwise consider long travels in order to speak to someone.

Level 6: Cleric 

Steps of Night (Twilight Domain feature) – When in dim light or darkness, as a bonus action you can grant yourself a flying speed equal to your walking speed for 1 minute, up to a proficiency bonus number of times per long rest. Depending on the type of campaign you are in, the activation conditions for this ability could range from “almost always” to “rarely ever,” but flight speed is always powerful. As we mentioned at level 2, Twilight Sanctuary may provide the dim light necessary to activate Steps of Night. Outside of that though, just as you would in parties with other subclasses that interact with low light level, it may be beneficial for your party to travel during the night in order to take advantage of Steps of Night. Give friendly Variant Humans Darkvision from Eyes of Night and be good to go! Remember that Twilight Sanctuary and spirit guardians emanate from you in every direction, so you can still maneuver to have creatures end their turn in each respective zone even if you are flying. Since this is a magical form of flight holding us aloft, we can also go prone in the air. This reduces your speed to zero, so you must stay in place until you use half your speed to stand again. You still make ranged attacks hit you with disadvantage, while not having to worry about the melee downside, as long as you are flying safely out of range.
Channel Divinity (2/Rest) – Twice as many uses of Twilight Sanctuary. If you can pace a six encounter adventuring day to have 2 encounters per rest (short rest, short rest, long rest), you will have 100% uptime. Don’t be overly cautious about using your signature feature; this is a very large part of why we consider this build a Flagship!

Spell Changes: +dispel magic.

Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, toll the dead.
1st Level: bless, command, faerie fire, healing word, sleep.
2nd Level: aid, augury, lesser restoration, locate object, moonbeam, see invisibility.
3rd Level: aura of vitality, dispel magic, Leomund’s tiny hut, revivify, spirit guardians.

Dispel magic As a Cleric, you can more easily prepare this spell, which is excellent for defending your party members and foil enemy spells. Not as good as preventing the effects entirely like counterspell most of the time, but since you can focus on an individual, you can erase multiple spells on the same target, be they debuffs on allies or buffs on enemies. The 120 feet range also makes it more broadly viable.

Level 6 Strategy

Dispel magic is notable especially for its range, and its potential to gain favorable trades when removing a higher level spell or multiple spell effects. Also, if the enemy caster has just cast shield and your party wants them dead within the same round, dispel their +5 AC bonus. 

Spell Changes: +phantom steed.

Spells Prepared: Cleric
Cantrips: guidance, mending, sacred flame, toll the dead.
1st Level: bless, command, faerie fire, healing word, sleep.
2nd Level: aid, locate object, moonbeam, pass without trace, see invisibility.
3rd Level: aura of vitality, Leomund’s tiny hut, phantom steed, revivify, spirit guardians.

Phantom steed This is a major reason why this race edges out Mark of Shadow Elf. Our heavy armor has reduced our movement to 25 feet/turn, but this ritual spell largely bypasses that entirely. This is great for fast travel as well, since the steeds can gallop to travel at 26 miles per hour, and since you renew them every hour they won’t get tired. Note that you can use this with locate object to scan approximately 1.64 square miles per second level slot. You should consider keeping this up in any space that has room for it, since there’s basically no cost to doing so. In combat, you can use it to run circles around enemies.

Level 7: Sorcerer (Cleric 6/Sorcerer 1)

Sorcerous Origin – Lunar Sorcery. We will receive two additional spells known right away. Additionally we pick up a solid subclass ability right away as well that gives us additional spells known, which we will leverage to get three incredible spells from one level.
Lunar Embodiment (Lunar Sorcery feature) – This is the key feature behind this dip. We get access to the spells from each lunar phase at all times. By choosing Full Moon for the feature on each long rest, we get a free cast of shield per day. Every time we gain a Sorcerer level we can replace one of the additional spells we learned for another Sorcerer spell at a level for which we have spell slots. Since we are gaining a level in Sorcerer from level 6 to level 7 we will swap ray of sickness from New Moon out to fog cloud right away. This gives us an additional use for our 1st level spell slots that normally we wouldn’t have, and doesn’t depend on spellcasting ability. If replacing Lunar Embodiment spells at the same level they are gained is not available at your table, Lunar Sorcery is still the best available subclass option for the build. If silvery barbs is not available at your table, choosing Divine Soul as your sorcerer subclass would be more powerful. Simply choose shield and absorb elements as your sorcerer spells, and choose Law as your Affinity to obtain bless for free, giving you another cleric spell preparation. Fog cloud is a minor benefit of the subclass, but most of the power of this option is getting shield, absorb elements, and silvery barbs, plus a free casting of shield per day.
Moon Fire (Lunar Sorcery feature) – Our second level 1 Sorcerer feature is a minor upgrade to one of our primary attacking cantrips, sacred flame. It’s not uncommon for creatures you’d normally be targeting with sacred flame to be within 5 feet of each, though toll the dead or the dodge action are still often better choices even with this feature.
Spellcasting – The bread and butter of this and other spellcaster classes. 

Spells Known: Sorcerer
Cantrips: booming blade, fire bolt, minor illusion, mold earth.
1st Level: absorb elements, silvery barbs.
Spells Known: Lunar Embodiment
1st Level: color spray, shield, fog cloud, ray of sickness.
Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, toll the dead.
1st Level: bless, command, faerie fire, healing word, sleep.
2nd Level: aid, augury, lesser restoration, locate object, moonbeam, see invisibility.
3rd Level: aura of vitality, dispel magic, Leomund’s tiny hut, revivify, spirit guardians.

Absorb elementsThis spell helps us round out our key defensive needs, covering us against non-weapon sources of damage such as breath weapons from dragons, elemental spells, and other hostile area of effect spells. 
Color spray This spell is unlikely to ever be worth the slot used to cast it, but so is ray of sickness. Feel free to instead replace color spray for fog cloud if you’d prefer.
Fog cloud This is a very convenient spell for equalizing bad situations. Heavy obscurement turns attack rolls into flat rolls thanks to advantage and disadvantage canceling out (as long as Blindsight and Tremorsense aren’t involved) and hinders special enemies and casters, since many dangerous spells and abilities require sight. Keep in mind that creatures that don’t take the Hide action to conceal their noises will still have their location known, which means that you can still attack your enemies and they can still attack you, since everyone’s location is known. This spell is especially useful for fighting 3d6 wolves and, unsurprisingly, beholders. Pack Tactics made a great video about fog cloud that you can view here.
Shield Shield is a must-have spell for any serious build. +5 AC for a whole round is huge, and is often the difference between taking the full brunt of a monster’s attacks and going unscathed, taking no damage at all. Do not be afraid to use this, but when you do, think about what you could’ve done differently. Using cover, hiding behind a corner, or making better use of your crowd control spells are powerful tactical decisions that can save you a spell slot. 
Silvery barbs This is a brand new spell that is both potent and flexible. With this spell you primarily inflict a debuff on a target without an attached saving throw, and then if that wasn’t good enough for a first level spell, you simultaneously buff an ally as well. We will mostly be using this to make spells that are reliant on enemies failing their saving throw land more. The advantage you grant to an ally is less important, but it’s nice regardless. This is a must pick for anyone that can get it.
Booming blade We’re not going to use this at this level, but once we get War Caster at level 9, we will hold a finesse weapon in one of our hands outside of our turn by drawing one at the end of our turns and dropping it on the ground when our next turn begins. That way we can capitalize a bit on the Opportunity Attack feature of War Caster, delivering this cantrip for a bit of extra thunder damage and an incentive for them not to leave our spirit guardians area in the form of extra damage triggered by movement. This can be especially handy if you have a surplus of magical weapons, which will help offset the fact that our Dexterity modifier is only a +2 (and will stay that way). You will have to judge for yourself whether your reaction would be best used on a booming blade or to potentially safeguard yourself against a flurry of attacks (shield) or a devastating breath weapon (absorb elements).
Fire bolt   Fire bolt is a permanent addition to our repertoire because unlike our other cantrips, it explicitly states it can damage objects. Feel free to pick something else if you’re not planning on destroying doorways and other objects. 
Minor illusion Versatility limited chiefly by imagination and in some cases, DM fiat.
Mold earth A utility cantrip that can be used to quickly create a wall and/or a trench, or simply a small area of cover, if you are in terrain with loose dirt. If you are laying an ambush, you can use it to create a small area of difficult terrain (only two squares, but that can make a difference in the right situation). While we can fly, this can still be very useful, even if it is just for your friends.

Level 7 Strategy

Not much has changed here offensively, but we’ve notably boosted our defenses as we can use our reaction to either increase our Armor Class by 5 for the rest of the round, force a reroll on an enemy’s critical hit or successful saving throw, reduce incoming elemental damage, or remove advantage/disadvantage from a roll. Fog cloud can now also solve some scenarios we previously couldn’t handle on our own. We have 4th level spell slots but no 4th level spells, so upcasting spirit guardians is something you should do as it upcasts better than most spells in the game. All four of our newly gained spells, especially shield, absorb elements, and silvery barbs, are good options to start scribing for scrolls.

Level 7: Wizard (Cleric 6/Wizard 1)

Arcane Recovery – This lets us regain a first level spell slot each day. Not too bad.
Spellcasting – The bread and butter of this and other spellcaster classes. This allows us to get the holy trinity of reaction spells: absorb elements, shield, and silvery barbs, which provides us a huge defensive boost and a force multiplier to be used on friendly control abilities.

Spellbook
Cantrips: fire bolt, minor illusion, mold earth.
1st Level: absorb elements, find familiar, identify, shield, silvery barbs, unseen servant.
Spells Prepared: Cleric
Cantrips: guidance, mending, sacred flame, toll the dead.
1st Level: bless, command, faerie fire, healing word, sleep.
2nd Level: aid, locate object, moonbeam, pass without trace, see invisibility.
3rd Level: aura of vitality, Leomund’s tiny hut, phantom steed, revivify, spirit guardians.

Absorb elements This spell helps us round out our key defensive needs, covering us against non-weapon sources of damage such as breath weapons from dragons, elemental spells, and other hostile area of effect spells.
Find familiar Gain the service of a familiar which you can conjure or dismiss at will. Extraordinarily useful in and out of combat. At this level we recommend a bat,  as Blindsight is more useful than the ability to give the Help action with Flyby at this level. We have a full spell spotlight on this spell here.
Identify Learn how to use magic items or other magic-imbued objects. The typical use of this spell is to identify magic items, but many don’t know that the spell can reveal how to use any magic-imbued object–including many tricky doors and magical obstacles in dungeons.
Shield Shield is a must-have spell for any serious build. +5 AC for a whole round is huge, and is often the difference between taking the full brunt of a monster’s attacks and going unscathed, taking no damage at all. Do not be afraid to use this, but when you do, think about what you could’ve done differently. Using cover, hiding behind a corner, or making better use of your crowd control spells are powerful tactical decisions that can save you a spell slot.
Silvery barbs This is a brand new spell that is both potent and flexible. With this spell you primarily inflict a debuff on a target without an attached saving throw, and then if that wasn’t good enough for a first level spell, you simultaneously buff an ally as well. We will mostly be using this to make spells that are reliant on enemies failing their saving throw land more. The advantage you grant to an ally is less important, but it’s nice regardless. This is a must pick for anyone that can get it.
Unseen servant Create a mindless, shapeless force which acts at your command within 60 feet of you for an hour. Can solve a lot of problems and prevent a lot of headaches. Another spell that you should have up by default in dungeons, potentially even multiple.
Fire bolt   Fire bolt is a permanent addition to our repertoire because unlike our other cantrips, it explicitly states it can damage objects. Feel free to pick something else if you’re not planning on destroying doorways and other objects. 
Minor illusion Versatility limited chiefly by imagination and in some cases, DM fiat.
Mold earth A utility cantrip that can be used to quickly create a wall and/or a trench, or simply a small area of cover, if you are in terrain with loose dirt. If you are laying an ambush, you can use it to create a small area of difficult terrain (only two squares, but that can make a difference in the right situation). While we can fly, this can still be very useful, even if it is just for your friends.

Level 7 Strategy

Not much has changed here offensively, but we’ve notably boosted our defenses as we can use our reaction to either increase our Armor Class by 5 for the rest of the round, force a reroll on an enemy’s critical hit or successful saving throw, reduce incoming elemental damage. We have 4th level spell slots but no 4th level spells, so upcasting spirit guardians is something you should do as it upcasts better than most spells in the game. Shield, absorb elements, and silvery barbs, are good options to start scribing for scrolls. Additionally, you can now prepare detect magic via your Cleric levels in downtime, scribe a scroll, and copy it into your spellbook.

Level 8: Cleric (Cleric 7/Sorcerer 1)

Level 8: Cleric (Cleric 7/Wizard 1)

Spell Changes: +aura of life D, +death ward, +divination, +greater invisibility D, –augury.

Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, toll the dead.
1st Level: bless, command, faerie fire, healing word, sleep.
2nd Level: aid, lesser restoration, locate object, moonbeam, see invisibility.
3rd Level: aura of vitality, dispel magic, Leomund’s tiny hut, revivify, spirit guardians.
4th Level: aura of life, death ward, divination, greater invisibility.
Spells Known: Sorcerer
Cantrips: booming blade, fire bolt, minor illusion, mold earth.
1st Level: absorb elements, silvery barbs.
Spells Known: Lunar Embodiment
1st Level: color spray, shield, fog cloud.

Aura of life D There are only a few situations where the spell’s benefits are worth your concentration and 4th level slot compared to your other options. One such niche use is described here, but it’s only available at a much later level.
Death wardLike aid, this is an 8 hour duration spell that can be rest cast with any 4th or 5th level slots you have at the end of your long rest. Using your highest level slot on aid is still likely the first priority for rest casting, but you may as well use this on as many allies as you can with other remaining slots.
DivinationThis can be used to get useful information about something your party plans to do. It’s a ritual, so it doesn’t use a spell slot, but it does have a material component with a gold cost which is consumed, so stock up on that incense. The DM gives you a truthful reply to your question, but expect table variation in how interpretable or cryptic the responses will be.
Greater invisibility D This spell likely will not see very much use. Not because it’s a bad spell, but because we have better spells. That said, there could be moments when a party member needs to become briefly invisible for one reason or another and the utility this offers will be welcomed.

Everlasting Impertinence
If the line “hit point maximum can’t be reduced” from aura of life applies to the reduction of your hit point maximum at the end of the duration of aid and heroes’ feast, you can use the former spell to grant your party permanent increases to their hit points. Additionally, as the spell durations do not overlap, you can cast the spells again to keep on gaining more and more hit points. Finally, you can have enough hit points to be mauled by a Tarrasque unperturbed. Talk to your DM about this though, as this is probably not healthy for your game. Form of Dread elaborates on this tech under the context of the School of Necromancy Wizard.

Spell Changes: +aura of life D, +dimension door, +greater invisibility D.

Spells Prepared: Cleric
Cantrips: guidance, mending, sacred flame, toll the dead.
1st Level: bless, command, faerie fire, healing word, sleep.
2nd Level: aid, locate object, moonbeam, pass without trace, see invisibility.
3rd Level: aura of vitality, Leomund’s tiny hut, phantom steed, revivify, spirit guardians.
4th Level: aura of life, dimension door, greater invisibility.
Spellbook
Cantrips: fire bolt, minor illusion, mold earth.
1st Level: absorb elements, find familiar, identify, shield, silvery barbs, unseen servant.

Aura of life D There are only a few situations where the spell’s benefits are worth your concentration and 4th level slot compared to your other options. One such niche use is described here, but it’s only available at a much later level.
Dimension door Another wonderful spell that is typically not available to Clerics provided by Mark of Passage Human! Sometimes you need to get out of dodge and/or rescue an ally, and this is the spell to do so.
Greater invisibility D This spell likely will not see very much use. Not because it’s a bad spell, but because we have better spells. That said, there could be moments when a party member needs to become briefly invisible for one reason or another and the utility this offers will be welcomed.

Everlasting Impertinence
If the line “hit point maximum can’t be reduced” from aura of life applies to the reduction of your hit point maximum at the end of the duration of aid and heroes’ feast, you can use the former spell to grant your party permanent increases to their hit points. Additionally, as the spell durations do not overlap, you can cast the spells again to keep on gaining more and more hit points. Finally, you can have enough hit points to be mauled by a Tarrasque unperturbed. Talk to your DM about this though, as this is probably not healthy for your game. Form of Dread elaborates on this tech under the context of the School of Necromancy Wizard.

Level 9: Cleric (Cleric 8/Sorcerer 1)

Level 9: Cleric (Cleric 8/Wizard 1)

Ability Score Improvement (Feat) – War Caster. Most of our Flagship builds take War Caster later and Lucky earlier. Twilight Cleric is an exception, by virtue of spirit guardians requiring us to be close to the enemies. Even when taking the Dodge action and having the shield spell available for 19-24 AC, getting hit is an inevitability. Therefore, making frequent concentration saves on our very important, and long lasting, spirit guardians is likely. Lucky can prevent three failed saves, but War Caster improves all of them. Up until this point, we were keeping our main hand free to be able to fulfill all spell components. With this feat, we now have the option to hold a magic item such as a staff of power in our main hand, without having to make use of wrist-strap tech, described in our components article.
Destroy Undead (CR 1) – Now ghouls and specters are instantly destroyed rather than sent running when you use Turn Undead.
Blessed Strikes (Tasha’s Cauldron of Everything Optional feature) – We will take Blessed Strikes instead of Divine Strike, as we are not using a weapon at all with this build. Use this with toll the dead to deal radiant damage to something with Undead Fortitude or a low Wisdom save. Or use it with sacred flame on something that is not very dextrous for a little bit of additional damage. Nothing flashy, but we’ll take it.
Spell Changes: +banishment.

Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, toll the dead.
1st Level: bless, command, faerie fire, healing word, sleep.
2nd Level: aid, lesser restoration, locate object, moonbeam, see invisibility.
3rd Level: aura of vitality, dispel magic, Leomund’s tiny hut, revivify, spirit guardians.
4th Level: aura of life, banishment, death ward, divination, greater invisibility.
Spells Known: Sorcerer
Cantrips: booming blade, fire bolt, minor illusion, mold earth.
1st Level: absorb elements, silvery barbs.
Spells Known: Lunar Embodiment
1st Level: color spray, shield, fog cloud.

Banishment Remove a creature from the fight if they fail a Charisma save, and they come back after the spell ends unless they’re native to another plane. As long as you can maintain concentration until the rest of the enemies are dealt with, it’s usually pretty easy to finish them off by dropping concentration right after their turn so everyone in your party gets both a readied action and a turn before they can act. This spell isn’t very valuable to cast with a 4th level slot, but when you upcast it with a 5th level slot (which we now have due to multiclassing spell slot progression), you can target two separate creatures. This is much higher value, removing potentially two large threats to a fight. Use this in fights where a 5th level spirit guardians would have less value. 

Ability Score Improvement (Feat) – Telekinetic (+1 Wis). This half-feat from Tasha’s Cauldron of Everything gives you an enhanced version of the mage hand cantrip, but more importantly it also lets you move a creature who is willing or who fails a Strength save 5 feet toward or away from you. If your unlucky melee ally just needs 5 more feet to close into melee next turn, give them a boost. Friendly Warlock is within 5 feet of an enemy? Shove them out of melee range and let them attack with straight rolls instead of disadvantage. If an enemy is five feet out of an area affected by a web spell, shove them into it. This can be useful to get an ally out of a hazard or a grapple, but the big thing we want from this is the ability to pull enemies into our spell hazards, especially spirit guardians. Note that the two effects of this feat do not depend on each other at all; you don’t need to have an active mage hand to use the forced movement. We’re taking it a little later than we’d like, but shoring up our saving throws when concentrating on a spell is a matter of paramount importance. 
Spell Changes: +banishment, +dispel magic, +mage hand TK.

Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, toll the dead.
1st Level: bless, command, faerie fire, healing word, sleep.
2nd Level: aid, locate object, moonbeam, pass without trace, see invisibility.
3rd Level: aura of vitality, dispel magic, Leomund’s tiny hut, phantom steed, revivify, spirit guardians.
4th Level: aura of life, banishment, dimension door, greater invisibility.
Spellbook
Cantrips: fire bolt, minor illusion, mold earth.
1st Level: absorb elements, find familiar, identify, shield, silvery barbs, unseen servant.

Banishment Remove a creature from the fight if they fail a Charisma save, and they come back after the spell ends unless they’re native to another plane. As long as you can maintain concentration until the rest of the enemies are dealt with, it’s usually pretty easy to finish them off by dropping concentration right after their turn so everyone in your party gets both a readied action and a turn before they can act. This spell isn’t very valuable to cast with a 4th level slot, but when you upcast it with a 5th level slot (which we now have due to multiclassing spell slot progression), you can target two separate creatures. This is much higher value, removing potentially two large threats to a fight. Use this in fights where a 5th level spirit guardians would have less value. 
Dispel magic As a Cleric, you can more easily prepare this spell, which is excellent for defending your party members and foil enemy spells. Not as good as preventing the effects entirely like counterspell most of the time, but since you can focus on an individual, you can erase multiple spells on the same target, be they debuffs on allies or buffs on enemies. The 120 feet range also makes it more broadly viable.
Mage hand TK You get an enhanced version of this cantrip via the Telekinetic feat, letting you cast it without verbal or somatic components and making it invisible. This could come in handy if you want to steal something from a table while you’re in the middle of a conversation.

Level 10: Cleric (Cleric 9/Sorcerer 1)

Level 10: Cleric (Cleric 9/Wizard 1)

Spell Changes: +circle of power D, +commune, +greater restoration, +mislead D, –divination.

Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, toll the dead.
1st Level: bless, command, faerie fire, healing word, sleep.
2nd Level: aid, lesser restoration, locate object, moonbeam, see invisibility.
3rd Level: aura of vitality, dispel magic, Leomund’s tiny hut, revivify, spirit guardians.
4th Level: aura of life, banishment, death ward, divination, greater invisibility.
5th Level: circle of power, commune, greater restoration, mislead.
Spells Known: Sorcerer
Cantrips: booming blade, fire bolt, minor illusion, mold earth.
1st Level: absorb elements, silvery barbs.
Spells Known: Lunar Embodiment
1st Level: color spray, shield, fog cloud.

Spell Changes: +circle of power D, +greater restoration, +mislead D.

Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, toll the dead.
1st Level: bless, command, faerie fire, healing word, sleep.
2nd Level: aid, locate object, moonbeam, pass without trace, see invisibility.
3rd Level: aura of vitality, dispel magic, Leomund’s tiny hut, phantom steed, revivify, spirit guardians.
4th Level: aura of life, banishment, dimension door, greater invisibility.
5th Level: circle of power, greater restoration, mislead.
Spellbook
Cantrips: fire bolt, minor illusion, mold earth.
1st Level: absorb elements, find familiar, identify, shield, silvery barbs, unseen servant.

Circle of power DThis gives the entire party advantage on saves against spells, and if the saves are successful, they take no damage from them. Being able to effectively nullify an encounter with enemy casters is excellent if it comes up, and damaging spells tend to be commonplace at higher levels. This will be more situational on a Twilight Cleric because of the numerous powerful tools we already have available, but it’s still a good spell to have in our back pocket against spellcasters specifically.

Commune A ritual that lets you ask your deity three yes or no questions and get correct answers for each one, unless the DM decides the questions are beyond your deity’s knowledge. Like divination, the DM has an “out” if they don’t want to answer your question, this time in the form of saying your deity doesn’t know (as opposed to giving a cryptic response). Feel free to stick with divination, if you prefer it.

Greater restoration This is useful for somebody in the party to have on hand. A lot of the debuffs this clears are things that could be dealt with the next day, by prepping this when you know you need it, but there are some pretty nasty effects imposed by specific monster abilities that petrify their target, and having this available if one of those sticks could really turn a dire situation into a manageable one. The spell consumes 100gp of diamond dust, so make sure to have some on hand.
Mislead D An illusion-based scouting spell with unlimited range. Need to talk to someone who might try to stab you during the conversation? Cast mislead instead of walking in yourself. As your illusory double is an illusion, it may very well be able to pass through solid objects as well, but ask your DM before doing so with this spell.

Level 10 Strategy

Spirit guardians remains your staple concentration spell, and upcasting it is often going to be the best use of your 4th and 5th level slots. If you have a tough fight against a small number of enemies who are powerful but don’t have Legendary Resistance, you may want to use your 4th or 5th level slot on banishment. Bless is still a solid option for concentration if you don’t want to use a higher level slot and/or your other spells don’t fit the situation, since it’s pretty much always useful. Command is still a go-to non-concentration option that can be cast at any level. Keep in mind though that spell slots you can avoid spending in combat can be used to rest cast aid. Consider preparing both commune and divination on downtime/recovery days and use both rituals to gather information about upcoming adventures. The following spells are also worth considering during downtime:

Spirit guardians and pass without trace remain your staple concentration spells. Upcasting spirit guardians is often going to be the best use of your 4th and 5th level slots. If you have a tough fight against a small number of enemies who are powerful but don’t have Legendary Resistance, you may want to use your 5th level slot on an upcast banishment. Bless is still a solid option for concentration if you don’t want to use a higher level slot and/or your other spells don’t fit the situation, since it’s pretty much always good. Command is still a go-to non-concentration option that can be cast at any level. Keep in mind though that spell slots you can avoid spending in combat can be used to rest cast aid. Consider preparing both commune and divination on downtime/recovery days and use both rituals to gather information about upcoming adventures. The following spells are also worth considering during downtime:

Some More Off Preps

Commune A ritual that lets you ask your deity three yes or no questions and get correct answers for each one, unless the DM decides the questions are beyond your deity’s knowledge. Like divination, the DM has an “out” if they don’t want to answer your question, this time in the form of saying your deity doesn’t know (as opposed to giving a cryptic response). Feel free to stick with divination, if you prefer it.
DivinationThis can be used to get useful information about something your party plans to do. It’s a ritual, so it doesn’t use a spell slot, but it does have a material component with a gold cost which is consumed, so stock up on that incense. The DM gives you a truthful reply to your question, but expect table variation in how interpretable or cryptic the responses will be.

Hallow This spell isn’t used for a whole lot, but it’s good to ward a stronghold you’ll be defending against various evils and extraplanar travel for a longer time. It’s expensive to use, so we don’t see this being more than an off prep.
Legend lore Situational utility, but it can be useful to glean information regarding an item of interest. Perhaps you have a MacGuffin and you need to confirm if it’s the real deal or a fake, or you need to glean additional information about the MacGuffin in order to know what to do with it. This is the spell for you in that situation. Not worth the prep on adventuring days, still.
Planar binding At this level planar binding lasts for one day, so you can use the spell to bind a summon from another player, or an extraplanar monster the party deliberately knocked out instead of killed. At higher levels the duration lasts longer and we can very quickly amass an army with enough downtime and castings of this spell. It can be difficult to bind your own summons with this spell as most summons last an hour and this spell takes an hour to cast, causing your summon to depart 6 seconds before you finish the casting. However, casting this into a glyph of warding and then summoning something on top of the glyph circumvents that timing issue quite handily. Discuss with the rest of your table to make sure you aren’t capturing too many abyssal chickens and such, as an army of extraplanar allies can sometimes be too much for games.
Scrying A spy’s favorite spell. Great use of downtime to gain information about possible enemies you’ve fought before, examine some allies you suspect are double agents. Spying on enemies is good for advancing the plot, discovering secrets, and preparing the party for future battles, and you can do this on a day of downtime. The material component has a 1,000 gp cost that should not be difficult to acquire at this time.
Summon celestial – While we’re not using this as a typical prepared spell during an adventuring day, it is good fuel for planar binding. Once you have 6th level slots you can bind one of these for a week every day and go into a dungeon with a lot of extra firepower.

Level 11: Cleric (Cleric 10/Sorcerer 1)

Level 11: Cleric (Cleric 10/Wizard 1)

Divine Intervention – You have a 1 in 10 chance of getting your deity to offer their assistance in a dire situation (well, it doesn’t have to be a dire situation, but since you can’t use this again for 7 days if it works, so you probably don’t want to use it for a free sandwich). The odds of success aren’t high, so even if the impact would be great this is probably not something you want to use an action on in combat very often. However, you get the most mileage out of this feature if the party has big goals out of combat that would be difficult to accomplish otherwise (things like true resurrections of targets who’ve been dead too long to bring up with spells you have access to), and you can afford to try again each day until you succeed. Of course, if the party is about to die, this can be your “Hail Mary.”

Spell Changes: +dawn, +animate dead, +thaumaturgy, -lesser restoration.

Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, thaumaturgy, toll the dead.
1st Level: bless, command, faerie fire, healing word, sleep.
2nd Level: aid, lesser restoration, locate object, moonbeam, see invisibility.
3rd Level: animate dead, aura of vitality, dispel magic, Leomund’s tiny hut, revivify, spirit guardians.
4th Level: aura of life, banishment, death ward, greater invisibility.
5th Level: circle of power, commune, dawn, greater restoration, mislead.
Spells Known: Sorcerer
Cantrips: booming blade, fire bolt, minor illusion, mold earth.
1st Level: absorb elements, silvery barbs.
Spells Known: Lunar Embodiment
1st Level: color spray, shield, fog cloud.

Spell Changes: +dawn, +animate dead, +thaumaturgy, -bless.

Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, thaumaturgy, toll the dead.
1st Level: bless, command, faerie fire, healing word, sleep.
2nd Level: aid, locate object, moonbeam, pass without trace, see invisibility.
3rd Level: animate dead, aura of vitality, dispel magic, Leomund’s tiny hut, phantom steed, revivify, spirit guardians.
4th Level: aura of life, banishment, dimension door, greater invisibility.
5th Level: circle of power, dawn, greater restoration, mislead.
Spellbook
Cantrips: fire bolt, minor illusion, mold earth.
1st Level: absorb elements, find familiar, identify, shield, silvery barbs, unseen servant.

Dawn One of the few shortcomings of this build is a paucity of ranged options. We take this spell to fill this gap. This spell is mainly going to be used to flush enemies out of a fortified or entrenched position when you’re much too far away to close the distance and use spirit guardians. A 30 foot radius cylinder is large, and will take up a significant chunk of the map. Combine this with other movement restricting effects from your ally, forced movement to push enemies back in, or simply an insufficiently spacious room, and enemies will have a hard time finding their footing without getting burned. Bear in mind the height of the cylinder allows you to target a point above a wall and then have the spell descend down from your point of origin to hit your targets. No, we do not expect this to be a staple spell used regularly, but when it is warranted it is surprisingly good, especially when you consider the limited availability of viable ranged offense in the Cleric spell list. The light is also sunlight which can interact with certain enemies in your favor.

Animate dead Most spells that give you extra creatures to control require concentration; this is one of the few exceptions. Having a few skeleton archers follow us around is a nice little bit of extra damage without a big resource commitment: just a 3rd level slot each time you want to animate a new one, and then a single 3rd level slot each day to maintain control over up to four of them. We are at a point now where we can afford to commit a 4th or 5th level spell slot to either spirit guardians or banishment in any important fight, making it more likely you’ll have some spare 3rd level slots at the end of a day. If so, this is a cheap ongoing offensive boost by transforming leftover slots today into power tomorrow. The skeletons are fragile, but Twilight Sanctuary will more than double their hit points at this point. If they do die, you can just reanimate their bones again after they’re killed (see the techbox below). 

Animate dead Most spells that give you extra creatures to control require concentration; this is one of the few exceptions. Having a few skeleton archers follow us around is a nice little bit of extra damage without a big resource commitment: just a 3rd level slot each time you want to animate a new one, and then a single 3rd level slot each day to maintain control over up to four of them. We are at a point now where we can afford to commit a 4th or 5th level spell slot to either spirit guardians or banishment in any important fight, making it more likely you’ll have some spare 3rd level slots at the end of a day. If so, this is a cheap ongoing offensive boost by transforming leftover slots today into power tomorrow. The skeletons are fragile, but Twilight Sanctuary will more than double their hit points at this point. If they do die, you can just reanimate their bones again after they’re killed (see the techbox below). If your table isn’t amenable to having a horde of skeleton minions, keep bless. Remember: your unspent 3rd level spell slot from yesterday does 0 damage and takes 0 hit for you, animate dead changes that. Also note: the larger your undead horde grows, the more likely one of the pile of bones is going to scuff your pass without trace enabled surprise with a low Stealth roll.

Thaumaturgy This is mostly something to enhance your ability to roleplay a powerful being with a link to the divine, as it doesn’t have defined mechanical benefits, but DM-willing you might be able to use it to make yourself more intimidating, create distractions, or trick people.

Piles of Chicken Bones
The Sage Advice Compendium states “When animate dead targets a corpse, the body must have belonged to a creature of the humanoid creature type. If the spell targets a pile of bones, there is no creature type restriction; the bones become a skeleton.” Using this fact, we can use the bones from any creature we fight to create skeletons. In fact, you don’t even need a full set of bones, you just need a pile of bones! Buy a bunch of chickens, roast them for a feast, make several bone piles with their carcasses, and then use those separate piles of bones to make an army of skeletons. Take one chicken carcass and make four piles of bones! Boom, four animated skeletons. Thanks chickens!

Level 11 Strategy

This level gains us some powerful options to cover some gaps in our spell list, in dawn and animate dead. Dawn covers encounters where spirit guardians will not provide us significant value, and animate dead prepared daily gives us an avenue to maintain a small skeleton army with any unused slots. If someone else is preparing locate object daily, and you won’t see any additional value from having another caster of these spells in your party, keeping lesser restoration prepared may be a better choice.

This level gains us some powerful options to cover some gaps in our spell list, in dawn and animate dead. Dawn covers encounters where spirit guardians will not provide us significant value, and animate dead prepared daily gives us an avenue to maintain a small skeleton army with any unused slots. These additions to our spell list justify taking bless off of our daily prepared list. By now, you likely have some bless scrolls lying around anyway, in the off chance that it will still net you some value. If someone else is preparing locate object and/or phantom steed daily, and you won’t see any additional value from having another caster of these spells in your party, keeping bless prepared may be a better choice.

Level 12: Cleric (Cleric 11/Sorcerer 1)

Level 12: Cleric (Cleric 11/Wizard 1)

Destroy Undead (CR 2) – Now featuring ghasts, minotaur skeletons, poltergeists, and will-o’-wisps, among other things.

Spell Changes: +forbiddance, +heal, -commune.

Spell Changes: +forbiddance, +heal, +death ward, -healing word, -locate object.

Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, thaumaturgy, toll the dead.
1st Level: bless, command, faerie fire, healing word, sleep.
2nd Level: aid, locate object, moonbeam, see invisibility.
3rd Level: animate dead, aura of vitality, dispel magic, Leomund’s tiny hut, revivify, spirit guardians.
4th Level: aura of life, banishment, death ward, greater invisibility.
5th Level: circle of power, commune, dawn, greater restoration, mislead.
6th Level: forbiddance, heal.
Spells Known: Sorcerer
Cantrips: booming blade, fire bolt, minor illusion, mold earth.
1st Level: absorb elements, silvery barbs.
Spells Known: Lunar Embodiment
1st Level: color spray, shield, fog cloud.
Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, thaumaturgy, toll the dead.
1st Level: command, faerie fire, healing word, sleep.
2nd Level: aid, locate object, moonbeam, pass without trace, see invisibility.
3rd Level: animate dead, aura of vitality, dispel magic, Leomund’s tiny hut, phantom steed, revivify, spirit guardians.
4th Level: aura of life, banishment, death ward, dimension door, greater invisibility.
5th Level: circle of power, dawn, greater restoration, mislead.
6th Level: forbiddance, heal.
Spellbook
Cantrips: fire bolt, minor illusion, mold earth.
1st Level: absorb elements, find familiar, identify, shield, silvery barbs, unseen servant.

Forbiddance This spell is a ritual, and an exceptionally strong one at that. Pack Tactics goes into detail about the spell here. Cast as a ritual, this will take 20 minutes (and won’t consume the material components), which you could do while inside a leomund’s tiny hut that you cast beforehand. The huge area will likely kill and/or prevent celestials, elementals, fey, fiends, and undead from teleporting away once it is set. We expect that many adventures will run headfirst into at least one of these creature types frequently, so it is very reasonable to prepare it on the average adventuring day. If for some reason you know you won’t encounter any of these creatures on a given day though, feel free to prepare a different spell instead.

Heal This one’s pretty straightforward: you heal yourself or an ally for 70 hit points. A control spell or spirit guardians may prevent more incoming damage, but this spell gets relatively better compared to control options the stronger your party’s defenses are. In terms of total hit points healed, an upcast aid provides slightly more, but if the enemies are focusing their damage, it’s useful to be able to concentrate the healing in one place. Besides, you could just upcast aid the night before and then use heal in the thick of things when warranted.

Death wardLike aid, this is an 8 hour duration spell that can be rest cast with any 4th or 5th level slots you have at the end of your long rest. Using your highest level slot on aid is still likely the first priority for rest casting, but you may as well use this on as many allies as you can with other remaining slots.

Level 12 Strategy

It’s probably worth being a bit stingy with your 6th level spell slot in case you find yourself needing to cast heal. However, you probably have enough 4th and 5th level slots to use one in any fight if you need to, which means you can basically always be upcasting spirit guardians to 4th or 5th level or upcasting banishment to 5th level, which frees your lower level slots for non-concentration things like command, silvery barbs, or dispel magic. We stop preparing commune at this level to make room for forbiddance, but remember that during downtime there is little cost to taking both divination and commune to gather information for upcoming adventuring days.

It’s probably worth being a bit stingy with your 6th level spell slot in case you find yourself needing to cast heal. However, you probably have enough 4th and 5th level slots to use one in any fight if you need to, which means you can basically always be upcasting spirit guardians to 4th or 5th or upcasting banishment to 5th, which frees your lower level slots for non-concentration things like command, silvery barbs, or dispel magic. At this level, healing word sometimes isn’t enough to keep someone from going down again instantly, so it has been dropped in favor of death ward and heal. By this point, you probably have some healing word  scrolls lying around anyway, and aid is still an option to bring up allies from 0 hit points. If you run out of healing word scrolls, you or someone else can prepare it during downtime to stock back up. Locate object is also dropped here in favor of the other spells available at this level, but if you notice that your party critically needs locate object, feel free to pick it back up. Take note of any other party members with access to greater restoration, death ward, dimension door, phantom steed, or pass without trace as these may be worth dropping in favor of locate object.

Tier 3 Off Preps
During downtime, planar ally (detailed further at level 19) and word of recall become viable spells to prepare. Planar binding is also rapidly getting better.
Word of recall Cast this at a safe temple when you have down time and then after you finish adventuring halfway across the continent take a rest, prepare this spell again, and take the party back home, provided you don’t have any loot that is too heavy to carry. 
Planar binding At this level, planar binding becomes an avenue for semi-permanent summons for your party. When upcast to 6th level, planar binding binds the target to your service for 10 days. You can prepare summon celestial, planar ally, and later conjure celestial to bind your own summons. Your fellow spellcasters can prepare other summoning spells such as summon greater demon to supply targets for your growing planar binding army. Just with your own 6th level spell slots, the Cleric alone can bind a pair of devas to their service during downtime for a week to greatly improve the odds of success in a coming dungeon. As you continue to grow in levels, so too can your army. When used to its fullest extent, planar binding can cause significant balance concerns that should be discussed with your DM and party.

Level 13: Cleric (Cleric 12/Sorcerer 1)

Level 13: Cleric (Cleric 12/Wizard 1)

Ability Score Improvement (Feat) – Lucky. This gives us a way to reroll failed saves. These might be important concentration saves when taking large amounts of damage, saves against particularly debilitating effects, especially Intelligence saving throws, which are a bit of an Achilles heel for us. 

Ability Score Improvement (Feat) – War Caster. Most of our Flagship builds take War Caster later and Lucky earlier. Twilight Cleric is an exception, by virtue of spirit guardians requiring us to be close to the enemies. Even when taking the Dodge action and having the shield spell available for 20-25 AC, getting hit is an inevitability. Therefore, making frequent concentration saves on our very important, and long lasting, spirit guardians is likely. Lucky can prevent three failed saves, but War Caster improves all of them. Up until this point, we were keeping our main hand free to be able to fulfill all spell components. With this feat, we now have the option to hold a magic item such as a staff of power in our main hand without any of the usual issues with components.

Spell Changes: +heroes’ feast.

Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, thaumaturgy, toll the dead.
1st Level: bless, command, faerie fire, healing word, sleep.
2nd Level: aid, locate object, moonbeam, see invisibility.
3rd Level: animate dead, aura of vitality, dispel magic, Leomund’s tiny hut, revivify, spirit guardians.
4th Level: aura of life, banishment, death ward, greater invisibility.
5th Level: circle of power, dawn, greater restoration, mislead.
6th Level: forbiddance, heal, heroes’ feast.
Spells Known: Sorcerer
Cantrips: booming blade, fire bolt, minor illusion, mold earth.
1st Level: absorb elements, silvery barbs.
Spells Known: Lunar Embodiment
1st Level: color spray, shield, fog cloud.
Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, thaumaturgy, toll the dead.
1st Level: command, faerie fire, sleep.
2nd Level: aid, moonbeam, pass without trace, see invisibility.
3rd Level: animate dead, aura of vitality, dispel magic, Leomund’s tiny hut, phantom steed, revivify, spirit guardians.
4th Level: aura of life, banishment, death ward, dimension door, greater invisibility.
5th Level: circle of power, dawn, greater restoration, mislead.
6th Level: heal, heroes’ feast.
Spellbook
Cantrips: fire bolt, minor illusion, mold earth.
1st Level: absorb elements, find familiar, identify, shield, silvery barbs, unseen servant.

Heroes’ feast – In this tier of play where gold flows more comfortably, stock up on gem-encrusted bowls (the material component for this spell) and cast it every night before the party goes to bed if you haven’t used your 6th level slot. Or, provided nobody is secretly a Mogwai, cast it into the rest to give everyone a midnight (or 5 A.M.) feast, powering them through the next night’s rest. Advantage on Wisdom saves, immunity to poison and the frightened condition, and an increase to everyone’s maximum hit points (which stacks with those from aid, as, unlike with temporary hit points, there is no rule preventing this type of hit point buff from stacking) is a very nice package indeed. If gold is scarcer in your game you might not be able to do this every night, but if you know you’re facing a green dragon the next day, this is an instant win button. It’s well worth it if you expect to face any kind of big enemy that packs more than attack rolls and damage spells—Wisdom saves are by far the most common of the mental saves after all. 
If you find yourself unable to reliably cast this spell because of the cost, check out our Complete Guide to Tools for some methods of gold generation. On the short term, consider blade barrier, which provides ¾ cover, or -5 to enemy attack rolls which an ally with Sharpshooter can ignore entirely; this is a potent debuff to enemy ranged attacks that should leave your ranged ally or allies unhindered. Place it in front of your party and not in front of enemy ranged attackers to prevent them from simply walking through it to avoid the debuff. Holy weapon also accomplishes something similar in that it buffs the damage of an ally with ranged weaponry, but bless might be better if the encounter involves saving throws.

Level 14: Cleric (Cleric 13/Sorcerer 1)

Level 14: Cleric (Cleric 13/Wizard 1)

Spell Changes: +conjure celestial.

Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, thaumaturgy, toll the dead.
1st Level: bless, command, faerie fire, healing word, sleep.
2nd Level: aid, locate object, moonbeam, see invisibility.
3rd Level: animate dead, aura of vitality, dispel magic, Leomund’s tiny hut, revivify, spirit guardians.
4th Level: aura of life, banishment, death ward, greater invisibility.
5th Level: circle of power, dawn, greater restoration, mislead.
6th Level: forbiddance, heal, heroes’ feast.
7th Level: conjure celestial.
Spells Known: Sorcerer
Cantrips: booming blade, fire bolt, minor illusion, mold earth.
1st Level: absorb elements, silvery barbs.
Spells Known: Lunar Embodiment
1st Level: color spray, shield, fog cloud.
Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, thaumaturgy, toll the dead.
1st Level: command, faerie fire, sleep.
2nd Level: aid, moonbeam, pass without trace, see invisibility.
3rd Level: animate dead, aura of vitality, dispel magic, Leomund’s tiny hut, phantom steed, revivify, spirit guardians.
4th Level: aura of life, banishment, death ward, dimension door, greater invisibility.
5th Level: circle of power, dawn, greater restoration, mislead.
6th Level: forbiddance, heal, heroes’ feast.
7th Level: conjure celestial.
Spellbook
Cantrips: fire bolt, minor illusion, mold earth.
1st Level: absorb elements, find familiar, identify, shield, silvery barbs, unseen servant.

Conjure celestial This spell really ought to just be called “conjure couatl,” since that’s what you’re using it for. Listed at a mere CR 4, the couatl punches well above its weight, featuring a number of handy spells, a high AC that gets higher with the benefit of its 3/day shield spell, immunity to nonmagical physical damage from attacks, a 90 feet flying speed, and a bite attack that can render enemies who aren’t immune to poison unconscious if they fail a DC 13 Constitution save. Most interestingly, its Change Shape feature gives it the ability to assume the form of any humanoid or beast of CR 4 or below. We further detail the spell in our Wish Spell Spotlight with some more advanced uses of the couatl’s Change Shape feature, which can potentially provide you and your fellow Lawful Good party members with lycanthropy-based benefits.  

Portable Landmines
We haven’t prepared symbol on this build, but if you consider it for off preps, note that unlike glyph of warding, which received an errata to prevent the spell’s effect being carried around, the glyph from symbol does not break if it is cast on a surface and the surface is moved around. This lets you keep the effect (or multiple of it) around for as long as you want until it is triggered.

Level 15: Cleric (Cleric 14/Sorcerer 1)

Level 15: Cleric (Cleric 14/Wizard 1)

Destroy Undead (CR 3) – Mummies, wights, and sword wraith warriors, among many other setting and adventure-specific undead, join the club of creatures that are instantly dusted for the crime of not rolling high enough on their Wisdom save.
Spell Changes: +divine word.

Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, thaumaturgy, toll the dead.
1st Level: bless, command, faerie fire, healing word, sleep.
2nd Level: aid, locate object, moonbeam, see invisibility.
3rd Level: animate dead, aura of vitality, dispel magic, Leomund’s tiny hut, revivify, spirit guardians.
4th Level: aura of life, banishment, death ward, greater invisibility.
5th Level: circle of power, dawn, greater restoration, mislead.
6th Level: forbiddance, heal, heroes’ feast.
7th Level: conjure celestial, divine word.
Spells Known: Sorcerer
Cantrips: booming blade, fire bolt, minor illusion, mold earth.
1st Level: absorb elements, silvery barbs.
Spells Known: Lunar Embodiment
1st Level: color spray, shield, fog cloud.
Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, thaumaturgy, toll the dead.
1st Level: command, faerie fire, sleep.
2nd Level: aid, moonbeam, pass without trace, see invisibility.
3rd Level: animate dead, aura of vitality, dispel magic, Leomund’s tiny hut, phantom steed, revivify, spirit guardians.
4th Level: aura of life, banishment, death ward, dimension door, greater invisibility.
5th Level: circle of power, dawn, greater restoration, mislead.
6th Level: forbiddance, heal, heroes’ feast.
7th Level: conjure celestial, divine word.
Spellbook
Cantrips: fire bolt, minor illusion, mold earth.
1st Level: absorb elements, find familiar, identify, shield, silvery barbs, unseen servant.

Divine word All of the power of this spell is in the last sentence. The hit point-gated status effects are pretty underwhelming, since at this level of play, by the time an enemy has hit points that low, they can likely be killed with at-will attacks or much lower level area-of-effect spells. But in a situation where you’re facing celestials, elementals, fey or fiends, a bonus action multi-target banishment that doesn’t require concentration is well worth the spell slot. In a sense, this can be considered one of the best novas in the game, as anything that fails the saving throw is removed from the encounter and isn’t coming back.

Level 16: Cleric (Cleric 15/Sorcerer 1)

Level 16: Cleric (Cleric 15/Wizard 1)

Spell Changes: +antimagic field.

Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, thaumaturgy, toll the dead.
1st Level: bless, command, faerie fire, healing word, sleep.
2nd Level: aid, locate object, moonbeam, see invisibility.
3rd Level: animate dead, aura of vitality, dispel magic, Leomund’s tiny hut, revivify, spirit guardians.
4th Level: aura of life, banishment, death ward, greater invisibility.
5th Level: circle of power, dawn, greater restoration, mislead.
6th Level: forbiddance, heal, heroes’ feast.
7th Level: conjure celestial, divine word.
8th Level: antimagic field.
Spells Known: Sorcerer
Cantrips: booming blade, fire bolt, minor illusion, mold earth.
1st Level: absorb elements, silvery barbs.
Spells Known: Lunar Embodiment
1st Level: color spray, shield, fog cloud.
Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, thaumaturgy, toll the dead.
1st Level: command, faerie fire, sleep.
2nd Level: aid, moonbeam, pass without trace, see invisibility.
3rd Level: animate dead, aura of vitality, dispel magic, Leomund’s tiny hut, phantom steed, revivify, spirit guardians.
4th Level: aura of life, banishment, death ward, dimension door, greater invisibility.
5th Level: circle of power, dawn, greater restoration, mislead.
6th Level: forbiddance, heal, heroes’ feast.
7th Level: conjure celestial, divine word.
8th Level: antimagic field.
Spellbook
Cantrips: fire bolt, minor illusion, mold earth.
1st Level: absorb elements, find familiar, identify, shield, silvery barbs, unseen servant.

Antimagic field Most of the biggest threats at high levels are magical in one way or another, and this can nullify them, provided you can get within 10’. Of course, it also nullifies your party’s ability to affect the area with magic, including magic weapons, so you’ll need to carefully weigh the costs and benefits. One option you might have when facing a powerful enemy who depends on magic is to Ready movement to get within 10’ of them right before they act, and then use movement on your turn to move away (or vice versa, depending on the initiative order). That way your allies can still target them with magic when they’re not in the field, but they are hampered on their turns.

Level 17: Cleric (Cleric 16/Sorcerer 1)

Level 17: Cleric (Cleric 16/Wizard 1)

Ability Score Improvement (Feat) – Alert. Initiative tends to be underrated. Many of our spells are not heavily dependent on having a high DC, so boosting our spellcasting ability score doesn’t offer as much value as it would on, say, a Bard or Warlock. A +5 initiative bonus makes the difference between having our round 1 spell up when a given enemy acts for the first time and not having it up about a quarter of the time. Many of our spells can prevent enemies from harming the party: banishment and divine word remove them from the battlefield, having holy aura up when a dragon breathes can prevent significant damage, and even spirit guardians can prevent attacks by slowing movement. But if the enemies have already made their big round 1 moves before we’ve had a chance to act, the effectiveness of those spells is greatly diminished. If you have another character in your party that regularly summons creatures in the middle of combat, you may wish to skip Alert to deconflict that strategy with your spirit guardians. We recommend +2 Wis for that case.

Ability Score Improvement (Feat) – Lucky. This gives us a way to reroll failed saves. These might be important concentration saves when taking large amounts of damage, saves against particularly debilitating effects, especially Intelligence saving throws, which are a bit of an Achilles heel for us. 

Spell Changes: +holy aura.

Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, thaumaturgy, toll the dead.
1st Level: bless, command, faerie fire, healing word, sleep.
2nd Level: aid, locate object, moonbeam, see invisibility.
3rd Level: animate dead, aura of vitality, dispel magic, Leomund’s tiny hut, revivify, spirit guardians.
4th Level: aura of life, banishment, death ward, greater invisibility.
5th Level: circle of power, dawn, greater restoration, mislead.
6th Level: forbiddance, heal, heroes’ feast.
7th Level: conjure celestial, divine word.
8th Level: antimagic field, holy aura.
Spells Known: Sorcerer
Cantrips: booming blade, fire bolt, minor illusion, mold earth.
1st Level: absorb elements, silvery barbs.
Spells Known: Lunar Embodiment
1st Level: color spray, shield, fog cloud.
Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, thaumaturgy, toll the dead.
1st Level: command, faerie fire, sleep.
2nd Level: aid, moonbeam, pass without trace, see invisibility.
3rd Level: animate dead, aura of vitality, dispel magic, Leomund’s tiny hut, phantom steed, revivify, spirit guardians.
4th Level: aura of life, banishment, death ward, dimension door, greater invisibility.
5th Level: circle of power, dawn, greater restoration, mislead.
6th Level: forbiddance, heal, heroes’ feast.
7th Level: conjure celestial, divine word.
8th Level: antimagic field, holy aura.
Spellbook
Cantrips: fire bolt, minor illusion, mold earth.
1st Level: absorb elements, find familiar, identify, shield, silvery barbs, unseen servant.

Holy aura – There are some fights where you don’t want to get close enough to the enemy to use spirit guardians if you can help it, and where banishment is less effective because of Legendary Resistances. Fights this tough are what this spell is made for. It imposes disadvantage on all attacks against all of your allies and gives them advantage on all saves, provided they are within 30 feet of you. It has an extra effect against undead and fiends, who can be blinded if they manage to hit with attacks anyway. At this level, threats that merit an 8th level spell slot can probably hit most PCs with attacks even with disadvantage (though all but removing the risk of critical hits is valuable), but giving them advantage on saves can be a big deal, especially if there’s also a Paladin giving them a +5. This has a 1000gp material component, though it’s not consumed. 
Having said all that, this is more situational than it is on other Clerics because we have circle of power as a domain spell. Circle of power lasts longer, has a degree of overlap with respect to saving throw buffs, mitigates magical damage tied to saving throws, and uses a much lower slot…so consider saving your 8th level spell slot. The time you’d want to use holy aura is when you’re fighting monsters that have strong multi-attacks and non-magical saving throws. For that situation it works wonders, but keep in mind that circle of power may be more useful and cost-effective for other encounters. The Constitution saving throw tied to holy aura is likely not going to significantly affect most encounters, as we expect most fiends and undead we fight at this stage in the game to have strong bonuses to these saving throws. 

Level 18: Cleric (Cleric 17/Sorcerer 1)

Level 18: Cleric (Cleric 17/Wizard 1)

Destroy Undead (CR 4) – Banshees, bone nagas, flameskulls, and ghosts are among the undead who join the destructible club at this level. 
Twilight Shroud (Twilight Domain feature) – Your Twilight Sanctuary now gives half cover on top of its other benefits, providing a +2 bonus to AC and Dexterity saving throws to you and your allies. A welcome buff to an already incredible Channel Divinity.
Spell Changes: +mass heal.

Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, thaumaturgy, toll the dead.
1st Level: bless, command, faerie fire, healing word, sleep.
2nd Level: aid, locate object, moonbeam, see invisibility.
3rd Level: animate dead, aura of vitality, dispel magic, Leomund’s tiny hut, revivify, spirit guardians.
4th Level: aura of life, banishment, death ward, greater invisibility.
5th Level: circle of power, dawn, greater restoration, mislead.
6th Level: forbiddance, heal, heroes’ feast.
7th Level: conjure celestial, divine word.
8th Level: antimagic field, holy aura.
9th Level: mass heal.
Spells Known: Sorcerer
Cantrips: booming blade, fire bolt, minor illusion, mold earth.
1st Level: absorb elements, silvery barbs.
Spells Known: Lunar Embodiment
1st Level: color spray, shield, fog cloud.
Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, thaumaturgy, toll the dead.
1st Level: command, faerie fire, sleep.
2nd Level: aid, moonbeam, pass without trace, see invisibility.
3rd Level: animate dead, aura of vitality, dispel magic, Leomund’s tiny hut, phantom steed, revivify, spirit guardians.
4th Level: aura of life, banishment, death ward, dimension door, greater invisibility.
5th Level: circle of power, dawn, greater restoration, mislead.
6th Level: forbiddance, heal, heroes’ feast.
7th Level: conjure celestial, divine word.
8th Level: antimagic field, holy aura.
9th Level: mass heal.
Spellbook
Cantrips: fire bolt, minor illusion, mold earth.
1st Level: absorb elements, find familiar, identify, shield, silvery barbs, unseen servant.

Mass heal Being able to divide 700 hit points of healing however you want, and considering that even the bulkiest PCs like high level Barbarians only have 200 or so hit points, this spell will almost always translate to “heal everybody in the party, and probably any summons too, to full.” Hopefully you cast aid and maybe heroes’ feast the night before, since both provide heal-able increases to allies’ health pools.

Level 18 Strategy

In combat you’re likely using spirit guardians or banishment if it’s a “normal” fight, conjure celestial cast before a stretch of tough fights when you have prep time (if your couatl isn’t bound with planar binding already), circle of power or holy aura in especially tough fights, and possibly the occasional antimagic field in niche situations. Once concentrating, your go-to options are still upcasting command (when it applies), responding to the situation with a well placed dispel magic, silvery barbs, as well as the occasional heal. If things have really gone south and the party has taken lots of damage, you now have the ability to wipe the slate clean with mass heal. Out of combat you still have divination rituals and locate object, and you have night-time buffs like heroes’ feast, death ward, and your old stand-by, aid.

In combat you’re likely using spirit guardians or banishment if it’s a “normal” fight, conjure celestial cast before a stretch of tough fights when you have prep time (if your couatl isn’t bound with planar binding already), circle of power or holy aura in especially tough fights, and possibly the occasional antimagic field in niche situations. Once concentrating, your go-to options are still upcasting command (when it applies), responding to the situation with a well placed dispel magic, silvery barbs, as well as the occasional heal or dimension door. If things have really gone south and the party has taken lots of damage, you now have the ability to wipe the slate clean with mass heal. Out of combat you still have locate object, and you have night-time buffs like heroes’ feast, death ward, as well as your old stand-by, aid. Don’t forget to change your prepared spells during downtime days to account for your needs, taking divination spells as well as summons such as planar ally and planar binding.

Tier 4 Off Preps

Hopefully by this level, you have come to appreciate the flexibility of prepared casting and fully embraced the “off prep” idea. At this point, you have innumerable options for downtime days, including the most advanced resurrection options, and if you have gotten this far in the build, you have demonstrated your ability to read. Thus we will provide one final and very brief set of off preps, and leave further exploration of these spells and others as an exercise for you, the reader.

Etherealness Occasionally bypass what would’ve been an entire lower level adventure.
Plane shift You can be the party’s designated plane-hopper.
Temple of the gods The spell description should cover what this does. Perhaps in your campaign, that’s what you want to do with your day (or year) off.
Astral projection Part plane shift, part temporary clone.

Level 19: Cleric (Cleric 18/Sorcerer 1)

Level 19: Cleric (Cleric 18/Wizard 1)

Channel Divinity (3/Rest) – If you weren’t already achieving 100% uptime for Twilight Sanctuary, you should be able to meet that now, even with 6-8 encounter days. If you have any leftover Channel Divinity uses before a short or long rest, don’t forget to use Harness Divine Power to get some extra spell slots. Two casts of aura of vitality is a cheap way to get some healing in if the party needs it.
Spell Changes: +planar ally.

Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, thaumaturgy, toll the dead.
1st Level: bless, command, faerie fire, healing word, sleep.
2nd Level: aid, locate object, moonbeam, see invisibility.
3rd Level: animate dead, aura of vitality, dispel magic, Leomund’s tiny hut, revivify, spirit guardians.
4th Level: aura of life, banishment, death ward, greater invisibility.
5th Level: circle of power, dawn, greater restoration, mislead.
6th Level: forbiddance, heal, heroes’ feast, planar ally.
7th Level: conjure celestial, divine word.
8th Level: antimagic field, holy aura.
9th Level: mass heal.
Spells Known: Sorcerer
Cantrips: booming blade, fire bolt, minor illusion, mold earth.
1st Level: absorb elements, silvery barbs.
Spells Known: Lunar Embodiment
1st Level: color spray, shield, fog cloud.
Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, thaumaturgy, toll the dead.
1st Level: command, faerie fire, sleep.
2nd Level: aid, moonbeam, pass without trace, see invisibility.
3rd Level: animate dead, aura of vitality, dispel magic, Leomund’s tiny hut, phantom steed, revivify, spirit guardians.
4th Level: aura of life, banishment, death ward, dimension door, greater invisibility.
5th Level: circle of power, dawn, greater restoration, mislead.
6th Level: forbiddance, heal, heroes’ feast, planar ally.
7th Level: conjure celestial, divine word.
8th Level: antimagic field, holy aura.
9th Level: mass heal.
Spellbook
Cantrips: fire bolt, minor illusion, mold earth.
1st Level: absorb elements, find familiar, identify, shield, silvery barbs, unseen servant.

Planar ally This spell has a lot of flexibility, both on the player side and the DM side. You can ask a creature to help you in or out of combat as long as you pay them for their services, and at this level the suggested gold costs of the payment should not be a major barrier in most campaigns. That said, the DM can decide that the creature you are trying to hire will turn down your request, so this is another spell that you might want to discuss with the DM before you try to use it, to get a sense what kinds of services they are comfortable with you asking for. If you can afford to enlist the services of a deva, planetar, solar, etc at level 11 with a favorable ruling then this suddenly becomes an absurdly good spell and you should use it every day. Bonus points if you combo it with planar binding and have your angel friend hang out all day. If your solar ally happens to die, you are left with a very cool longbow. 

Level 20: Cleric (Cleric 19/Sorcerer 1)

Ability Score Improvement – +2 Wis. It’s time to get this up to 20 and max our spell save DC, and get an additional spell we can prepare, yay!
Spell Changes: +earthquake, +gate.

Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, thaumaturgy, toll the dead.
1st Level: bless, command, faerie fire, healing word, sleep.
2nd Level: aid, locate object, moonbeam, see invisibility.
3rd Level: animate dead, aura of vitality, dispel magic, Leomund’s tiny hut, revivify, spirit guardians.
4th Level: aura of life, banishment, death ward, greater invisibility.
5th Level: circle of power, dawn, greater restoration, mislead.
6th Level: forbiddance, heal, heroes’ feast, planar ally.
7th Level: conjure celestial, divine word.
8th Level: antimagic field, earthquake, holy aura.
9th Level: gate, mass heal.
Spells Known: Sorcerer
Cantrips: booming blade, fire bolt, minor illusion, mold earth.
1st Level: absorb elements, silvery barbs.
Spells Known: Lunar Embodiment
1st Level: color spray, shield, fog cloud.

Earthquake Sometimes you really need to level the castle you’re staring down and your Druid/Wizard ally is all out of mirage arcane slots. Time to blow up the castle. Situational, but highly effective for its situation.
Gate With luck you’ve made some powerful allies on other planes by this point, and can invite them to assist you while paying their travel expenses for them in the form of a 9th level spell slot. Casting this spell underneath someone and sending them to the Negative Energy Plane summons a CR 20 Nightwalker in their place. This can be used to exchange any hard enemy for this Nightwalker, or as an experience farm if any of your allies have not reached level 20 yet. Send a squirrel to the Negative Plane, get a CR 20 foe to fight daily.

Level 20: Wizard (Cleric 18/Wizard 2)

Arcane Tradition – War Magic. We pick up valuable defense and offense in one little package.
Arcane Deflection (War Magic feature) – Enemy saving throws are getting harder and harder to make, and this allows us to make the important ones. As a Cleric, we are already quite used to not casting many leveled spells after our big gun, so this shouldn’t be too different. Use this reaction when it is more useful than absorb elements, shield, and silvery barbs.
Tactical Wit (War Magic feature) – A +2 initiative bonus. Initiative tends to be underrated, but this can make the difference between having our round 1 spell up when a given enemy acts for the first time and not having it up about a tenth of the time. Many of our spells can prevent enemies from harming the party: banishment and divine word remove them from the battlefield, having holy aura up when a dragon breathes can prevent significant damage, and even spirit guardians can prevent attacks by slowing movement. But if the enemies have already made their big round 1 moves before we’ve had a chance to act, the effectiveness of those spells is greatly diminished.
Spell Changes: +alarm, +feather fall.

Spellbook
Cantrips: fire bolt, minor illusion, mold earth.
1st Level: absorb elements, alarm, feather fall, find familiar, identify, shield, silvery barbs, unseen servant.
Spells Prepared: Cleric
Cantrips: guidance, mage hand, mending, sacred flame, thaumaturgy, toll the dead.
1st Level: command, faerie fire, sleep.
2nd Level: aid, locate object, moonbeam, pass without trace, see invisibility.
3rd Level: aura of vitality, dispel magic, Leomund’s tiny hut, phantom steed, revivify, spirit guardians.
4th Level: aura of life, banishment, death ward, dimension door, greater invisibility.
5th Level: circle of power, dawn, greater restoration, mislead.
6th Level: forbiddance, heal, heroes’ feast, planar ally.
7th Level: conjure celestial, divine word.
8th Level: antimagic field, holy aura.
9th Level: mass heal.

Alarm A decent way to protect our party while resting as a ritual spell. There are a bunch of neat things you can do for the paranoid among you here.
Feather fall A situational spell, but one of the strongest situational spells in the game. It swiftly becomes very cheap, and can be a lifesaver, or at least save the party quite a lot of hit points.

Conclusion

To conclude, the Flagship Cleric has shown to be a “clerical terror” at all levels, and in a variety of important ways. Unlike any other spellcaster, the Cleric is incentivized to actually get close to the monsters and use the Dodge action in conjunction with spirit guardians. We find that the Flagship Cleric is the most effective Cleric build at performing this function and many others. Our Tier 1 progression is carried by strong domain spells such as sleep, and from Tier 2 onward we contribute to combats primarily through maintaining concentration on spirit guardians. This is complemented by the defensive suite offered by a single level in Lunar Sorcery Sorcerer or Wizard at an opportune level, as well as Twilight Sanctuary. In tandem with other control spells that reduce speed or create difficult terrain, spirit guardians on such a survivable Cleric is an absolute blender of a character in most encounters.

In and out of combat, we bring unique utility to the party with spells such as revivify, locate objects, greater restoration, as well as information gathering spells like divination and commune. Due to Cleric being a prepared caster, and being likely to have slots left over at the end of the day because of spirit guardian’s long duration, we are quite efficient at making use of downtime and spare slots. With spare downtime, or spell slots at the end of a day, we can begin to grow an angelic army through a combination of summon celestial, conjure celestial, and planar ally with the planar binding spell that will carry our late game relevance far above the average character. We can get started early on in amassing stored power, through the use of glyph of warding and animate dead.

108 Replies to “Flagship Build: Twilight Domain Cleric”

  1. I am really confused by the swap on the clockwork soul spell list on level 7. I get that you are gaining a level on clockwork soul from level 6 to level 7, but you get your clockwork magic feature after you level up, so I don’t think you can swap the spell there.

    1. I mean, I guess technically you get the feature “after” you level up, but it doesn’t say “after gaining this feature” for when you must gain a Sorcerer level, so even if you only could get features after a level up instead of them being simultaneous with the level up (Both of which are reasonable interpretations), it’d still count.

      The “gaining a sorcerer level” bit doesn’t rely on you first having the feature, just that you eventually have it *and* each time you gain a sorcerer level (directly after or simultaneous doesn’t change things). AFAIK, there also isn’t a definitive ruling as to if level ups are at the same time as the features you gain with them or not, so……. Yea. You’re kind of arguing super-RAW here, I think.

    2. I think this is a reasonable interpretation. Clockwork Soul is taken here for the purpose of getting the big three reaction spells, but if the interpretation at your table is that you *cannot* do that then maybe you’d be better served with Divine Soul – grab Bless to free up a preparation and get the better level 1 ability in Favored by the Gods.

        1. I didn’t see this when I asked but well… it makes sense.

          Thank you all for the responses, and great article btw!

        2. Sorry, didn’t read your article word-for-word, just skimmed. As did apparently the editor since it is clearly still a rough draft. Thanks for the passive-aggressive comment though – makes me want to stay on your site. 🙂

          1. DANK is not affiliated with Tabletop Builds in any way.

            We do our best to post articles with as few mistakes as possible but as an all-volunteer site that is done using our spare time, things slip through the cracks. We always appreciate anyone who catches mistakes.

  2. I was waiting to see this build (since I like Cleric a lot). It’s simple but it doesn’t disappoint.

    “… use Law Affinity for a free bless spell prepared, which opens up a Cleric preparation slot for a higher level spell.” I think that’s only with Divine Soul Sorcerer — which is a reasonable alternative to Clockwork Soul, especially if Silvery Barbs isn’t allowed for whatever reason. It’s also fitting for a Cleric.

    I thought about multi-classing into Wizard 1 instead of Sorcerer 1, taking 13–14 Intelligence instead of 13 Charisma, and grabbing six first-level spells, including some useful rituals. I admit this is mostly because I don’t enjoy role-playing low-intelligence characters, but it seems to provide similar multi-classing benefits.

    1. Thanks! I am a big fan of Clerics myself too.

      The reference to Law Affinity is indeed referring to the situation stipulated in the preceding sentence—if you can’t immediately swap the Clockwork Spell (which we don’t think is RAW but may be a common house rule), Divine Soul would be the preferred Sorcerer subclass.

      Wizard with 13 Int isn’t able to prepare all three of the reaction spells, but 14 Int Wizard does and 3 rituals are arguably superior benefits to Restore Balance. Unfortunately, with point buy there is a large difference between allocating 13 Cha versus 14 Int and we did not think the compromises this forces were worth making.

      1. Great Guide!

        How about 2 levels of wizard with 13 int? If you take for instance War wizard, you get an increadible reaction and a slight bonus to initiative. With an intact spellprogression where often upcast Spirit Guardians looks good to me.
        How good do you think is arcane deflection compared to the lucky feat? The fact that you are planing to be in melee and probably gets hit often makes the spellslotness (is that a word?) quite incredible. Even the +2 to defense is probably often enough and saves some spellslots.

        1. This is something I’m considering at the moment. Currently level 11 Cleric, taking warcaster at level 12. 14 int and two levels of War Magic gets you Shield, Absorb Elements, Gift of Alacrity and any other 1st level spell that’s not a ritual (probably silvery barbs) as well as four rituals; Find Familiar, Identify, Comprehend Languages, Detect Magic on top of Arcane Deflection and Tactical Wit.

          Lucky is good in that it can be used on anything, but only three times a day. Arcane Deflection has no limit on the number of uses.

          1. We actually have a build variant here that has 14 Int and takes 2 levels in War Magic Wizard. While taking a level in Wizard is better than taking a level in Sorcerer when you can afford 14 Int, it is not worth it to take the second level that early, as it delays your Cleric progression even more. Of course, Spirit Guardians is crazy, and is often the answer, but Cleric does have some goodies at later levels that are very enticing.
            BTW, War Magic Wizard does not have access to Gift of Alacrity, do you mean Chronurgy Magic or Graviturgy Magic?

          2. @pandaniel I’ve got to reply to my own comment as for some reason the site won’t let me reply to yours. Do you have a link to the wizard variant? As I said in my last comment I’m currently at level 11 in my game so is two levels into war magic worth it after getting warcaster from level 12 cleric?

            I hear what you’re saying about gift of alacrity, but how often do you see comments saying to take it from Fey Touched. There are multiple builds on this site that suggest it.

          3. Funky, I guess there is some limit to the number of responses, I have the same issue. As for the variant, it is on this very page, just look at the “Mark of Passage” variant https://i.imgur.com/s35BPfQ.png . You don’t need to necessarily play Mark of Passage to follow the feat and levelling advice.
            As for us and comments suggesting to pick Fey Touched with Gift of Alacrity: Fey Touched says “You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic.” Nothing about it needing to be on the Wizard spell list (which the spell isn’t by default without the 2 subclasses I mentioned).
            If you want some easier back and forth, I’d recommend joining our Discord server and people can help you out there :D.

  3. Cleric at level 1 seems weird, specially so on the Custom Lineage build.

    Could do a point buy of 8 Str, 14 Dex, 14 Con, 8 Int, 14 Wis, 13 Cha.

    Start with DSS dip and Fey Touched for Silvery Barbs, so 17 Wis at level 1.

    Grab Telekinetic at 4 to round Wis to 18.

    This allows you access to all 3 reaction spells + Favored by the Gods.

    I also gotta say not grabbing Booming Blade on a build that has Warcaster seems like a mistake.

    1. Twilight Cleric has a significantly stronger progression from 1-6, as presented in the build. DSS is certainly a good dip and also works at level 7, but the opportunity cost to getting all 3 reactions is higher in the way that you describe.

      The progression in the build has a much stronger tier 1, between sleep, Twilight Sanctuary, and actually having armor from the very first level. It also doesn’t delay progression to the important parts of the build, such as the previously mentioned sleep, Twilight Sanctuary, as well as spirit guardians and Steps of Night. Taking Clockwork Soul 1 also means that we save an entire feat over the DSS route in order to obtain all 3 reactions. Additionally, DSS start clerics will still want Resilient (Wisdom) later, which makes taking Fey Touched for Silvery Barbs even less appealing because of the awkward stat distribution. While Favored by the Gods and DSS1 is good, we do not think that the route you suggest is better for the above reasons.

      Booming blade is not worth taking, especially when our to hit would be so low with whatever weapon we would hold. Often, it isn’t even worth the reaction with how little average damage we would end up doing, were we to hold a weapon at all. We always have toll the dead and sacred flame for the situations where the opportunity cost of using our reaction is low.

    1. It’s hard to say, if you take the Strix/Rav stuff you can stack up Dimir with the CL build for pass without trace, Dimir with the Mark of Handling Human subrace to get pass without trace and conjure animals, or you can stack Azorius/Gruul on the variant and get counterspell or conjure animals on top of pass without trace. There are a lot of great options you can mix and match depending on what the rest of your party is playing. Wouldn’t be able to easily say what’s best on paper given the number of options involved.

  4. With permanent magic item tiers of 2 uncommon / 2 rare / 1 very rare / 1 legendary, if you got to choose, which items would you pick?

    1. In general, the items that add to your spell save DC, such as the Amulet of the Devout (+1/2/3 versions), are good picks. Here are some more highlights by rarity:
      Legendary – Iron flask, Ring of Three Wishes, Ruby Weave Gem*
      Very Rare – Staff of Power*
      Rare – Cube of Force*, Ring of Spell Storing*, Staff of Swarming Insects, Wand of Fireballs, Daern’s Instant Fortress
      Uncommon – Broom of Flying*, Wand of Web*

      The starred (*) items are the ones I would likely pick from the restrictions presented, not counting the Amulet of the Devout. Ring of Three Wishes is more powerful than Ruby Weave Gem, but it’s less disruptive to the table. This might not be a problem for your table, though! Maybe you have spellcasters already casting Wish daily anyway.

  5. assuming you cant go with the sorc 0->1 Clockwork magic replace tech and you’re going mark of passage, bard feels also a good choice.
    but not sure if bardic inspiration and skill prof(perception) is worth not having autoprep bless and favoured by the gods

  6. Is spirit guardian really worth the risk and tactical limitations of being the only party member stuck in melee ?

    1. If indeed no one in your party is running into melee (which is awesome btw!) spirit guardians might not seem very good. However, the spell is actually especially useful against enemies that are more threatening in melee! Because the area halves speed, an enemy trying to approach using more than half their movement will get stopped at the edge (in addition to taking damage from entry,) at which point you just move backwards and reset, so it basically makes kiting them twice as easy on top of the added damage! This is especially apparent in our variant which can make use of phantom steed.

      1. This only apply in tier 1 and maybe 2 early on though, right? There’s no way a DM is using monsters that wont have movement as legendary actions, and if they don’t, then they’ll have some sort of increased movement. In later tiers, playing with spirit guardians is like trying to play a monk. You’re gonna go down a lot.

        1. 100%. I play a twilight cleric in our group that’s fighting an ancient red dragon in tomorrow’s session and you can bet your life I’ve got no intention of being anywhere near it if I can help it.

      1. I have Customize Your Origin rule checked off on dnd beyond but it doesn’t allow changing the +2 from dexterity.

  7. So what I’m thinking is take Fey-Touched to get dissonant whispers. Use dissonant whispers on your turn to provoke a Booming Blade aoo with free rider damage. Then move forward and use telekinetic to pull the target back into spirit guardians.

  8. I’m confused about the leveling from lvl 1 to lvl 2. Where does the extra spell slot come from to add detect magic?

    1. Clerics are a prepared spellcasting class, which means that after every long rest they can choose a number of spells to prepare from their spell list that they are capable of casting to use each day. Under if you look at the class features for Clerics, under “Spellcasting” and then “Spell Slots” you will see the following:

      “You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell).”

      Because we went from level 1 to level 2, we have gained an additional spell we can prepare, which we used to prepare detect magic.

      1. Right, but we can have 6,( with a +4 mod.) There are 7 spells when you add detect magic. I’m sorry if I’m not explaining correctly, I still consider myself new to playing.

        1. No worries, we all have to start somewhere!

          So, at level 1 we actually have a +3 mod, as we have 17 Wisdom, not 18. So we can prepare 3 + our level (1) spells, for four total. At level 1, Clerics also get access to their Divine Domain, their subclass. Each subclass has Domain spells, which you gain at the cleric levels noted in the domain description. In the Cleric class features descriptions, if you go to the section “Domain Spells” you will see the following:

          “Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

          If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.”

          This means that our domain spells don’t count against the total number of spells that you can prepare. You can see in the spell descriptions that faerie fire and sleep are denoted with a superscript D, because they are the domain spells granted by the Twilight domain. So we get to prepare faerie fire and sleep for free, without counting against our total number of spells prepared (which at level 1 is 4, Wisdom modifier of 3 + 1, our Cleric level). So that is why we have 6 total at level 1, and then at level 2 because our Cleric level goes up to 2, we can prepare 5, plus faerie fire and sleep. At level 3, the Twilight domain grants us the domain spells moonbeam and see invisibility, so we get to prepare those as well without them counting against our total number of cleric spells prepared.

  9. Would it be beneficial to start with sorcerer in campain starting with 7th level? Could have proficiency in const on start then.

    1. Maybe. You may or may not be able to get all three reaction spells, as it varies by table if you are technically gaining a level at 1st level in order to do a spell swap. If your table rules you can get absorb elements, shield, silvery barbs at level 1, you can indeed rearrange things, and plan to take Resilient (Wis) at some point instead of Resilient (Con).

  10. you can take bladesinger as the arcane tridition for the second level of wizard. you will get +2 for AC +2 for concitration saving throws and your walking speed increases by 10 feet.

  11. I really disagree about not preparing spiritual weapon until you reach (3 and 4) lvl 5. I know that after that it is suboptimal, but before that it is the best combat spell a cleric has. Is it overrated after 5? yep.
    Does it change the fact that before 5 it is good? Nop

  12. I have just started playing DnD (my first session was last week) and I wanted to say thankyou to TTB for all the hard work you put into these guides and especially for the Twilight Cleric guide which I’m following for my first build. You’ve made it much easier for me to learn the game mechanics and to be useful to the party right from the start.

  13. What is a good replacement for a spell if silvery barbs/gift of alacrity is banned for this build?
    Any advices for a trickery cleric build instead of a Twilight cleric?

    1. The main difference is the strength of the trickery cleric subclass spells, which you will want to consider incorporating into your strategy (especially pass without trace). The trickery cleric features themselves are pretty trash, but they provide some decent utility in some cases. You will probably be using most of your channel divinities on harness divine power though. Apart from that, the build likely will not change much, although the absence of the ridiculously strong twilight cleric features will make it much weaker (though still stronger than most unoptimised characters).

  14. Does taking a Lunar Sorcerer dip in lieu of the CSS dip result in a less optimized build? In comparing the two, does it come down to Restore Balance vs. a free cast of Shield + a very slightly better Sacred Flame?

    1. Not a less optimized build at all! The carpenters of the website were looking into changing this build to take a dip into the Lunar Sorcerer Subclass as soon as we saw it in its official, published state. The build has just been updated earlier today to showcase that.

  15. Hello I had a question on how to play this twilight cleric in an optimized party. Basically an optimized party is all ranged and tries to kite and run away from enemies. But this cleric is uniquely melee focused because it uses spirit guardians on many tough fights (the ones that banishment isn’t a good choice and bless is not enough). And one of the main strengths of this build is twilight sanctuary which requires allies to end their turn within 30 feet of you.
    So, What do you do when you need to stay far away from enemies (with the rest of your party) in order to buff them, but you need to get close to enemies in order to damage and control them with spirit guardians?
    Do you typically pop twilight sanctuary round 1 so everyone gets temp hp and then do spirit guardians round 2 and rush in? Thus giving everyone a decent buff and then for the rest of it only you get temp hp every round but it still helps you stay up since you are in increased danger
    What if are lots of ranged attackers so they have no incentive to target you and your party is taking lots of damage? Are their times when you would decide to return to your party even though you have spirit guardians up just so you can give them twilight sanctuary?
    On a related note, are their times where you would choose bless (or some other ranged spell that is less effective than spirit guardians) not because the fight is easier and you can conserve resources, but because the fight is hard and you need to give your party twilight sanctuary and bless is better than casting nothing?
    I guess this just seems like an inherent conflict in the build between theneed to stay away with the party and the need to get close to enemies so I am not sure what guides those choices. Also even if spirit guardians and twilight sanctuary dont synergize they are still great individual features so no complaints there, and they sure as hell make for one hell of a good fighting retreat. Fantastic build!

    1. Personally, I think that you should lean on the control aspect of spirit guardians in those tough fights. You can position yourself just in front of your allies with SG up and kite with them. If the enemies approach you, they lose a lot of their movement and you can run away with your friends.

      I guess that the same is not true with lots of ranged enemies, but there are goods spells for this situation too: Dawn and Holy Aura for example. In early levels I would just use bless and if my allies start to go down I would cast Aura of Vitality to bounce them up again.

  16. Personally, I think that you should lean on the control aspect of spirit guardians in those tough fights. You can position yourself just in front of your allies with SG up and kite with them. If the enemies approach you, they lose a lot of their movement and you can run away with your friends.

    I guess that the same is not true with lots of ranged enemies, but there are goods spells for this situation too: Dawn and Holy Aura for example. In early levels I would just use bless and if my allies start to go down I would cast Aura of Vitality to bounce them up again.

  17. Our DM did a manual roll for stats, and we rolled 16, 15, 14, 12, 11 and 9 respectively. With these stat spreads, do you have any recommendations as to place what stats where for the custom lineage build (and assuming wisdom will get the 16), what additional spells to select at the earlier levels / overall spell progression with the additional spell to select?

    1. Personally, I would pick 11 Str, 14 Dex, 15 + 1 Con (Resilient), 9 Int, 16 + 2 Wis, 12 Cha.

      At level 4 I would pick Telekinetic (+1 Cha), because we need that 13 to get the Sorcercer dip.

      That will give you early access to detect magic (at level 1). Pick shield of faith at level 2, but trade out at level 3. Pick the level 3 spells and lesser restoration one level early. It will be the same spell list for the other levels.

      1. Sorry, that would not be so great. I realized that the Telekinetic would have a really poor DC. Probably would be better to just put the 14 there and sacrifice 1 CA. Let’s see if someone has a better idea.

          1. Put the 14 in CHA to meet multiclassing prerequisites. Then you could take telekinesis with WIS, giving a better DC (and another half-feat to max out WIS later).

            CA is a typo for AC. You lose 1AC by moving the 14 from DEX

  18. Is there a reason why you didn’t include Warding Bond in the build? Provided that the party has a non-barb front-liner, I’d have thought that WB maximises the effectiveness of Twilight Sanctuary by spreading damage across multiple party members. It reduces total party damage by up to cleric level + 1d6 per turn, which seems pretty good for a non-concentration 2nd level spell that doesn’t eat into action economy. And that figure doesn’t account for the +1 to AC and saves.

    1. After the Treantmonk video, it’s time to add the spell to this guide. It’s good if you cast it someone else, but it’s even better if you cast it on yourself, lol

      1. You can’t cast warding bond on yourself

        https://www.sageadvice.eu/can-you-cast-warding-bond-on-yourself/

        RAW with some heavy rules lawyering you could argue the case for it because it talks about a willing creature you touch, however the wording of the spell contains lines like;

        “This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends”

        And;

        “It also ends if the spell is cast again on either of the connected creatures”

        It’s very clear from the use of the words “and” in the first sentence and “either” in the second that you select someone other than yourself.

        1. I don’t agree that that phrasing precludes targeting yourself with the spell. How else would you phrase it if the spell were meant to allow you to choose either yourself or another creature? It’d be clunky to make that explicit, I think, and everywhere else in the game, things that can target a willing creature can target yourself.

          We didn’t leave it out here because it’s a bad spell or because we overlooked the option to cast it on yourself, we just didn’t have room among other options we wanted to include more. That said I’ve prepped and cast it on Clerics. Not often, and not as an every day preparation, but it’s come up.

          One nice use case it has when cast on self (maybe Treantmonk mentions this too, I seem to remember him talking about it in the past) is to turn one high DC concentration save into several DC 10s. If you have a high enough modifier, that might mean it auto-succeeds. If you’re not at +9 or better though, it could mean several chances to lose your concentration, since the damage keeps recursively triggering smaller and smaller amounts of damage until it’s only 1 damage and then halved to 0.

          1. Because the wording states “It also ends if the spell is cast again on either of the connected creatures”. ‘Either’ meaning two. ‘Creatures’ is plural also meaning two. It’s incredibly heavy rules lawyering to suggest you can cast warding bond on yourself simply because the target is a willing creature you touch and in my opinion goes against the spirit of the game.

        2. You can certainly run it that way at your table if that’s how you feel about it. Though I would suggest, as a general rule, that a GM maintain a list of any restrictions like this that they’re imposing on player options beyond what the rules text clearly impose, and share it with players during session zero, so you can preempt issues later on if a player made character investments based on a good faith presumption that a spell or ability allows them to do a thing that the rules text suggests should be possible. Particularly in areas where you know people are likely to be bringing different assumptions to the table.

          1. That’s a weird way of saying “Run it RAW and RAI”. I’m glad we’re not at the same table because powergaming, rules lawyering nonsense like this cold take of yours is a great way to sap the enjoyment out of the game for everyone else.

          2. Eh, I don’t think there’s a particular need here since we are speaking about an edge-case ruling and a prepared caster. One spell known you can’t use as expected until the next long rest is not a big deal, but YMMV

        3. There isn’t really a credible case that the spell disallows targeting yourself, RAW, since it targets a willing creature, same as spells like Haste and Fly. The case that it’s not supposed to be allowed, RAI, _is_ credible though, if not completely unambiguous, which is exactly the sort of situation where I think including a ruling in a session zero document is warranted, particularly if that ruling restricts player options, because tension between RAW and possible RAI are cases when different people are the most likely to come to the table with different assumptions about how something will work. And in some cases may not even have considered that their assumption isn’t shared.

          1. Specific beats general. I agree that generally you can target yourself with a spell that has a range of touch and is on a willing creature so on the surface you can cast it on yourself. Specifically you can’t target yourself when the spell description says ““It also ends if the spell is cast again on either of the connected creatures” because it’s clear as day there’s a plural in that sentence which means more than one creature is required. I know people have their views on some of Crawfords rulings but when the lead game designer says you can’t do what you’re trying to do you’re just making yourself look silly. Either way we’re talking past each other and this is becoming a redundant conversation so let’s leave it here.

  19. I’ve been considering, and wondering what you folks would think about a variation, particularly if beginning nearer tier 2 play:
    Starting Sorcerer for CON saves, we don’t need resilient(CON), so how about winged Tiefling for flight? We could alternately just bring the other feats forward 4 levels (or switch in resilient(WIS) / another half-feat to make point buy nicer), but I think the +2+1 from Tiefling shores that up nicely into the exact same ability scores (and later feats/ASIs) as the main build here. Ultimately, I’d rather flight than WIS proficiency from level 1.

    Admittedly, it does get a little odd (ha) with the WIS later, if we want resilient(WIS) (maybe take observant to round off WIS rather than Alert? Especially in the case described in the article re:dropping Alert), and it pretty much makes the Steps of Night feature obsolete (though if twilight sanctuary is ruled to act as normal (dim) light – not the way I’d interpret it, but nonetheless – it’s almost obsolete anyway) That said, I reckon this is more overall solid throughout tiers 2/3, and probably after as well, as long as not having Alert (or Lucky, I suppose) isn’t too much of an issue.

    Even the sacrifice in tier 1 isn’t that bad in my view, as we get, in return, great reactions and flight from the get-go, so the weakness from lack of armour isn’t as noticeable at level 1.

    1. Starting sorcerer and getting resilient WIS at cleric 8 or 12 is quite solid, yes; And winged tiefling is generally a good race. It’s a slightly weaker build than what presented here [though if you start at 7+ then the sorcerer start is a superior adaptation], but it’s still very *very* strong.

  20. I’m a bit confused on the lunar sorcerer spell-swapping. Not about the whole “is getting 1st level gaining a level argument”, but the ability to swap out spells from that table in the first place. I can’t find this listed anywhere in the subclass in Dragonlance, and I made sure to check the PHB and the TCoE optional features too. Is this a common house rule, or is it RAW and I’m missing it somewhere? Or is this the basic spell-swapping you get every level, and the argument is that you could also use that for subclass spells, and your new spell takes its place on that table?

    1. It’s simply the normal swapping spells on a level up feature.
      The Sorcerer feature:
      “Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.”

      Combined with Lunar Sorcerer defining its spells as sorcerer spells:
      “You learn additional spells when you reach certain levels in this class, as shown on the Lunar Spells table. Each of these spells counts as a sorcerer spell for you”

      So since they are sorcerer spells, and you can swap out a sorcerer spell on a levle up, you can swap out a lunar sorcerer spell

      1. D&D Beyond doesn’t allow for you to swap it on a 1 lvl dip (unless I’m doing something wrong). The wording of “spells you already know” I think is what kills it for me. It makes sense, since I didn’t already know the spell before level up /shrug

        1. D&D Beyond also doesn’t work for the spell swapping of Clockwork Soul and Aberrant Mind sorcerer even though the rules explicitly describe how that works. It’s simply a poor product.

          But if you’re bound to D&DBeyond’s infrastructure and don’t feel like creating a homebrew class to make the spell swap work properly, then you should go Divine Soul Sorcerer instead of Lunar and simply pick up Shield and Absorb Elements

  21. Bit confused how selling 2nd or 3rd level spell scrolls is profitable.
    Lets say per xanathar’s scribing a 3rd level scroll costs at least 500 gold + materials and 1 workweek
    A 3rd level scroll is classified as uncommon magic item
    Selling it has a base price of * 400 for uncommon magic items but being a scroll and consumable * indicates it would sell for half that price so 200..
    so how is it worth scribing these during downtime? Whats the point if even when lucky enough to find a buyer willing to pay the supposed msrp, you’d still be selling at a loss 50%, not counting the lower price you’d take from a store ?

    1. You scribe scrolls to cast them later. Downtime equates to additional spell slots in this way. You don’t sell the scrolls.

  22. How good would taking Summon Celestial be? While the temporary healthpoints from Defender might be redundant given all of Twilight Cleric’s features, I am curious to how an Avenger body on the field measures up to other uses of concentration.

    1. I’ve used this regularly to great effect but have always used the Avenger to keep it away from melee opponents. Consider it competes for your concentration though so it depends on the encounter. Lots of enemies, use spirit guardians at 5th level. One dangerous, priority target, use summon celestial and focus fire.

    2. Summon Celestial is mentioned in the article as an option to be planar bound during downtime, and I agree that the Avenger is the better option because of the ranged damage it provides. If you want to prepare it on a normal day, I recommend preparing it in place of dawn and upcasting it to 6th level because it provides an additional attack on top of the other minor bonuses. I don’t think it usually beats out dawn in usefulness, but it’s not too far off for some situations.

    3. Having played a twilight cleric for almost two years I’ve used summon celestial regularly. It depends on the encounter though. Lots of enemies in a small battlefield? Upcast spirit guardians. One priority target in a large area? Summon Celestial.

  23. hey, can someone explain the dip in sorcerer? i thought clerics have 1 of the best capstones, being able to turn divine intervention from 19/100 to a guaranteed success

    1. It is explained in the Level 7 section, but the shield, absorb elements, and silvery barbs spells are absolutely worth the one level in sorcerer. You’ll notice that every single flagship build eventually gets access to good armor and at least two of these spells, because of their power.

      Also consider that these builds are intended for levels 1 through 20, not just made for play at exactly level 20. So if you give up the sorcerer dip because you want the cleric capstone, you are waiting 13 levels (65% of your progression) to even get to the point that you can use the capstone.

      Additionally, remember that even if you automatically succeed on your Divine Intervention roll, you can’t use it again for a week.

      So, in all, the sorcerer (or wizard for the variant build) level is well worth the dip.

  24. Temporary hit points don’t last until the next rest by default. PHB says: “Unless a feature that grants you temporary hit points has a duration, they last until they’re depleted or you finish a long rest.” The channel divinity has a duration, therefore so do the THP

    1. Hi Lucas,

      Thanks for the comment! It sparked some discussion over at TTB, and here’s the conclusion we seem to have reached, after reading the rules and official interpretation sources we could find.

      Sage Advice Compendium (v 2.7, page 3) states:
      **How long do a shifter’s temporary hit points last?**
      Unless a feature says otherwise, temporary hit points last
      until you finish a long rest (PH, 198).

      The shifter’s feature, for comparison, reads:
      **Shifting.** As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus.

      This is similar to Twilight Sanctuary in the relevant ways (a feature with a duration that grants temporary hit points that aren’t tied to said duration). For contrast, False Life says, “you gain 1d4 + 4 temporary hit points for the duration.”

      Therefore, it is our reading that Twilight Sanctuary functions like Shifter in that its temporary hit points last until you finish a long rest, as usual for temporary hit points.

      Furthermore, if we take a close-RAW reading of the Temporary Hit Points rules on PHB 198, we don’t actually find rules saying temporary hit points last as long as the feature that grants them! Although it’s true that it says “Unless a feature that grants you temporary hit points has a duration, they last until they’re depleted or you finish a long rest,” it doesn’t ever say “if a feature that grants you temporary hit points has a duration, they last only for that duration.” Ignoring the Sage Advice Compendium ruling might then lead us to believe Twilight Sanctuary’s temporary hit points (since they’re from a feature with a duration), *don’t* ever expire, since there’s nothing that would cause them to.

      In this author’s opinion, that reading is quite clearly not what’s supposed to happen. Temporary hit points seem intended to last until you finish a long rest unless directly specified not to.

  25. In games where silvery barb is not available, how would you feel about picking the Githzerai race to learn Shield and avoid multiclassing?

    1. You would still be missing absorb elements so if you don’t have silvery barbs available, the best option is likely Divine Soul for the dip. The newer version of Githzerai is a very compelling option for a single-class Twilight Cleric though and you could argue it either way.

  26. Last ASI (+2 wis) at lvl 20 is not possible, as we are not pure 20 cleric.
    We will have 4 ASI with this buid isntead of 5

    Nonetheless i’m playing one Drow cleric with this build in Curse of Strahd right now, and can’t wait to have my lvl 7 to multiclass (we just get lvl 3 and finish a haunted house)

    1. If you are referring to the LunarTwilight main variant, level 19 is very much an ASI level for every class in 5e.

      1. oh yeah my bad, i don’t know why in my head it was all 4 lvl in a class, i forgot about the 19th lvl and the 20 to be a capstone

    2. You don’t get an ASI at level 20, you get it at level 19. Level 20 gets you Divine Intervention Improvement. If you’re a Divine Soul Sorcerer 1 and Cleric 19 you’ll get the ASI at level 20.

  27. If a twilight cleric could procure a supply of spell scrolls, mostly shield, absorb elements, and silvery barbs, would a level in DSS be necessary and valuable? How would many of your builds change if the supply of scrolls was not limited? I see the need to have the Arcana proficiency since you need to check if you can cast a spell not on your class’s spell list.

    1. You can’t cast a spell not on your class spell list even if it’s on a scroll. The Arcana check is for when it’s on your spell list but above a level for which you can normally cast. This makes a DSS or War Magic dip so valuable.

  28. What spell can replace silvery barbs as Sorcerer lvl 1 spell ?
    because, as it is really strong, we discuss it with the DM and won’t use it (our bard player in the adventure feel the same about the spell)

    1. As mentioned in the article:
      “If silvery barbs is not available at your table, choosing Divine Soul as your sorcerer subclass would be more powerful. Simply choose shield and absorb elements as your sorcerer spells, and choose Law as your Affinity to obtain bless for free, giving you another cleric spell preparation.”

    1. The difference is marginal and which one is stronger will completely depend on the specific circumstances of your campaign. If one was strictly (or very frequently) stronger than the other, we would not have published the weaker version

  29. Hi,
    Does this mean that we can cast sheild/silvery barbs/ absorb elements only twice a day max? Is there a way to get around this?
    Thanks.

    1. You can cast the sorcerer spells with your cleric/multiclass spell slots, as described in the Multiclassing chapter of the PHB

  30. Would it be better to get silvery barbs from fey touched? That way we could cast it more than 2 times?

    1. You can cast silvery barbs if you’ve learned it as a sorcerer/wizard via your any spell slots. There’s no limitation and they’re shared across the multiclass.

  31. If you start playing this build at higher levels say 12 or 13. Would the choice of Sorcerer spells change for a more optimized strategy?

    Thanks.

    1. No, the central point of the sorcerer level is to get your defensives up – any other option available is way weaker than that, even more so at higher levels where proactive level 1 features do far less (you’re not gonna Sleep a Pit Fiend).

  32. “Every time we gain a Sorcerer level we can replace one of the additional spells we learned for another Sorcerer spell at a level for which we have spell slots. Since we are gaining a level in Sorcerer from level 6 to level 7 we will swap ray of sickness from New Moon out to fog cloud right away.”

    Lunar Sorcery does not state its spells can be replaced like most of the other subclasses. DDB also doesn’t let me swap the spells out. Is this supported by RAW/RAI?

    1. It is RAW: Lunar Sorcerery clearly states that they are *sorcerer* spells, and the Spellcasting feature of the Sorcerer core class in the PHB lets us swap out sorcerer spells on a level up.

      The RAI is most likely nonexistent – it is doubtful they thought about this in either a positive or a negative way.

    1. Absolutely!
      Consider using the Githzerai race from Mordenkainen’s Monsters of the Multiverse to gain access to the shield spell – make sure to grab a concentration protecting feat at level 4 if you do so.

      The core concepts described here, as well as in Basic Builds Cleric, still apply

  33. Absolutely!
    Consider using the Githzerai race from Mordenkainen’s Monsters of the Multiverse to gain access to the shield spell – make sure to grab a concentration protecting feat at level 4 if you do so.

    The core concepts described here, as well as in Basic Builds Cleric, still apply

  34. as a note on the +2 dexterity from mark of passage, Tasha’s custom lineage doesn’t allow you to change existing lineages it only allows you to do exactly what you do in the custom lineage rules. To clarify, you cannot in fact RAW change the +2 dex to +2 wisdom using that ruleset. Which makes mark of passage human a much less favorable choice in the end.

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