Divine term: this can be a situational spell that will make you're feeling just like a literal god in the proper situation. of course this is at its finest for bigger teams of enemies with several strike details, at which point you may impose massive debuffs to all of them (or simply just straight up eliminate them).
Command: Very powerful attraction spell which can be extremely adaptable in beat, you could lock down opponents, result in them to drop significant things, and so on. ensure the target can realize your language before casting. regretably, it only lasts a single round so making use of it out of combat is pretty difficult.
Should your DM lets you choose the celestial to conjure, this can be a worthwhile and really effective spell. Otherwise, so you possibly obtain a CR two ally or simply a CR 4 ally randomly, it's not quite as worth it.
don't just do their attacks have disadvantage towards you, each time you land successful, they will be forced draconic ancestry to help make a CHA save or be banished back for their dwelling plane. merely an awesome spell in the correct situations.
seventeenth level Avatar of fight: Resistance to nonmagical harm is unquestionably a powerful element. Unfortunately, by seventeenth-degree you will be struggling with loads of magical problems.
Harnessing divine magic doesn’t trust in examine or teaching. A cleric could possibly learn formulaic prayers and ancient rites, but a chance to cast cleric spells depends on devotion and an intuitive sense of a deity’s needs.
liberty of Movement: It’s good to give further movement possibilities to allies, but there are actually improved buff spells and this 1 is fairly situational.
Acolyte: This track record makes sense for many clerics lorewise, and also offers Insight and a few bonus languages. Shelter in the Faithful can have valuable contributions on your function-Participate in.
Planar Binding: The one hour casting time would make this a reasonably really hard spell to drag off. should you control to pull it off, this can be an extremely impressive spell when combined with summon bigger demon
support: Proactive healing as an alternative to reactive healing and at a better, assured fee than remedy Wounds. 5 hit details will make a tremendous difference in holding the party alive, and also the spell doesn’t call for focus. could be Forged at better levels.
Stone Shape: can be utilized to offer injury if you will get Resourceful, or circumvent aggravating elements of caves and dungeons because they are frequently made of stone.
The "enhanced" harm form doesn't mean Substantially as it still does 50 % of It is problems as hearth destruction. So, if you're looking to work around fireplace resistance, this would possibly not be considered a worthwhile selection.
benefit on saving throws towards becoming charmed and immunity to being put to sleep keeps you therapeutic and buffing your occasion in dangerous cases. Clerics will as a rule desire the Aereni's ability abilities about the weapon proficiencies granted from the PHB race.
Gust of Wind: This spell will likely be worthless Until you find yourself inside a exceptional condition the place You should use it to force multiple enemies off of a cliff.