Key Takeaways
- Clerics can wield powerful weapons like the Staff of Healing or Defender, enhancing their combat capabilities and spellcasting.
- Use unique weapons like the Duskcrusher or Akmon for divine themes and potent damage or healing abilities.
- Connect with deities like Thassa or Heliod by wielding artifacts like Dekella or Khrusor for radiant and sun-themed powers.
Healers such as Clerics remain a constant in adventuring parties due to their invaluable healing abilities. In Dungeons & Dragons (D&D) Fifth Edition (5e), Clerics remain a popular class to pick for players who want to have healers with a diverse set of skills.
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In 5e, gone are the days when Clerics stayed behind tanky allies to prioritize healing the party. A lot of players are now finding more ways to make their Clerics more versatile characters in their campaigns. Clerics who want to deal just as much damage as they heal can refer to this guide to the best Cleric weapons in D&D 5e.
Updated on November 27, 2024, by Rhenn Taguiam: With the new Player’s Handbook revamping many of Dungeon’s & Dragons’ mechanics and gameplay, fans of the acclaimed TTRPG might find themselves in awe at how their characters have evolved and changed to become more flexible versions. Such is the case of the Cleric, with new Smite-like abilities, more powerful healing, and even a pseudo-Wish as part of their higher-level Spell List. However, before players create their Clerics for their new campaigns, they might be interested in taking a look at some of the more viable weapons for Clerics players should watch out for in their stories. For Clerics in campaigns involving the gods, interesting weapons include the bident of the God of the Sea, the greataxe of the All-Shaper, the warhammer of the God of the Forge, and the spea of the Sun God.
32 Clockwork Amulet
Forego Pesky Attack Rolls
Rarity |
Common, Wondrous Item |
---|---|
Weapon Tree |
– |
Bonus |
– |
Effects |
Forego an Attack Roll to get a 10. Once per dawn. |
Combat can be one of the more overwhelming aspects of D&D gameplay, especially when players have to roll a lot of dice and calculate their bonuses. Thankfully, players who want to focus on their Clerics’ Spellcasting capabilities can rely on Clockwork Amulet for a rather quick exit. While not necessarily a weapon, it can give players a nifty escape for their rolls: once per dawn, their Clockwork Amulet can force their Attack Roll to get a 10 instead of having to actually roll for the result.
At first glance, this move might seem impractical for players. However, the Clockwork Amulet is a nifty option to skip having to risk missing Attacks against fodder-like minions. Players can also rely on their Spellcasting Ability Modifier to secure hits with more powerful attacks such as upcasted Inflict Wounds and Guiding Bolt. Should Dungeon Masters allow it, the Clockwork Amulet not requiring Attunement can theoretically allow players to rotate through a number of them per day to score multiple guaranteed 10s.
Clockwork Amulet: How Does It Fit The Divine Agent?
While more compatible as a technical tool than a flavor piece, it’s still possible to transform the Clockwork Amulet into the latter with the right story. A Dungeon Master can state that the Clockwork Amulet looks like an ordinary mechanical trinket when in reality the Amulet is a holy relic that facilitates “divine intervention” to believers – explaining how the Cleric can easily tear through mobs.
31 Sentinel Shield
Get An Edge In Combat
Rarity |
Uncommon |
---|---|
Weapon Tree |
Shield |
Bonus |
– |
Effects |
Get Advantage on Initiative Rolls and Perception (WIS) Checks |
A Cleric makes the most impact on their D&D gameplay whenever they’re able to dish out their Channel Domain and an arsenal of Spells – traits that are sometimes more beneficial compared to having weapons alone. This is where the Sentinel Shield shines, as it provides its wielder with an Advantage on both Initiative Rolls and Perception (WIS) Checks – essentially allowing Clerics to be more observant on the battlefield. The Sentinel Shield is a sophisticated piece of armor that could be found in blacksmiths of major cities, or as staple equipment of higher-ranking soldiers.
While the Sentinel Shield isn’t a weapon in itself, being a Shield not only endows the Cleric with base +2 AC but also becomes a decent pair with other one-handed weapons. Not to mention, having Shield Master (Feat) allows players to use their Bonus Action to Shove a creature within a 5-foot radius, add the AC to a DEX Save against a Spell, or use a Reaction to take no damage against a half-damage DEX Save.
Sentinel Shield: How Does It Fit The Divine Agent?
A party without the traditional Paladin can rely on the Cleric to become the team’s tank, essentially allowing the Sentinel Shield to transform the Spellcaster into a reliable frontline combatant. Likewise, a party with a lot of melee warriors might be surprised to see their Cleric prop up the Sentinel Shield to rush to their aid – braving attacks if it meant being able to lend a healing hand to allies.
30 Sun Staff
Add A Bit Of Sunlight To Attacks
Rarity |
Rare (Requires Attunement by a Cleric, Druid, or Wizard) |
---|---|
Weapon Tree |
Quarterstaff |
Bonus |
+1 to Attack and Damage Rolls, +1d8 Fire Damage |
Effects |
Solar Focus: Use as a Spellcasting Focus, can reroll damage dice up to Proficiency Bonus when using a Spell Slot to deal Fire and Radiant Damage using Spells. The new rolls must be used. Available once per dawn. Sunny Glow: Use a Bonus Action to make the staff glow with sunlight. It sheds 15ft/15ft Bright/Dim Light. |
Players interested in adding a more radiant flair to their Cleric’s arsenal can do it rather literally, courtesy of the Sun Staff. It’s said that veins of sunstone are wrapped around the staff, allowing its caster to use sunlight to empower their Spells. This staff being connected with radiance means Dungeon Masters can include this weapon as a sacred armament in a temple dedicated to sun deities such as Pelor.
When equipped, the Sun Staff already grants +1 Bonus to Attack and Damage Rolls with an additional 1d8 Fire Damage whenever its attacks hit. The Sun Staff can also be used as a Spellcasting Focus, which transforms it into a Solar Focus. Once per dawn, this effect allows players to reroll Damage Dice equal to their Proficiency Bonus but they have to use the new rolls.
Sun Staff: How Does It Fit The Divine Agent?
The sunlight-themed aesthetic of the Sun Staff makes it perfect for a traditional Cleric whose allegiance falls on the Lawful Good Alignment. Even if a player takes their Cleric down a darker path, a Dungeon Master can retain the Sun Staff’s base bonuses but can have its overall appearance grow darker and colder the more the Cleric transitions into another Alignment, giving it a more flavorful appeal.
29 Weapon +1, +2, +3
Any Weapon, Any Type
Rarity |
Uncommon, Rare, Very Rare |
---|---|
Weapon Tree |
Any |
Bonus |
+1, 2, 3 |
Effects |
+1, 2, 3 to Attack and Damage Rolls |
Unlike other armaments in Dungeons & Dragons, the Weapon Plus series (Weapon +1, +2, +3) works under the assumption that even a “generic” weapon can be made magical without being necessarily named. From a roleplaying perspective, these weapons are magically enhanced to be able to attack more monstrous threats that ordinary weapons aren’t able to do. Technically speaking, they provide +1 and up to +3 to both Attack and Damage Rolls.
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Due to the magical nature of these Weapon Plus armaments, Clerics might think they can only get them from special sources. However, by virtue of their base weapons being mundane, it’s theoretically possible to ask the Dungeon Master for such a weapon when they visit most blacksmiths in most cities. More powerful Weapon Plus variations could come from more popular blacksmiths, craftsmen, and alchemists.
Weapon Plus: How Does It Fit The Divine Agent?
At the end of the day, the Weapon Plus series only works depending on the direct bonus a Cleric gets. All of the Weapon Plus options are barely enough to cross over Cantrip territory, making Light Crossbows more reliable alternatives. However, Clerics who insist on using melee weapons for their combat could potentially benefit from these armaments, especially if the Dungeon Master provides higher-grade options for lesser requirements.
28 Rod Of Hellish Flames
Rod, Adventuring Gear
Rarity |
Very Rare |
---|---|
Weapon Tree |
– |
Bonus |
– |
Effects |
|
Hailing from The Book of Many Things, a Cleric can use the Rod of Hellish Flames to cement their control over holy fire to burn heretics, unbelievers, and forces of evil into oblivion. While not necessarily a weapon in a traditional sense from a D&D campaign perspective, the aggressive nature of the Rod can allow Clerics to depend on it as a once-per-day hyper-aggressive tool for powerful burst damage. Searing Rebuke casts 4th-Level Hellish Rebuke for as much as 5d10 Fire Damage, while its daily Surge of Brimstone can cap the damage of any Fire and Necrotic Spell they cast.
The nature of the Rod of Hellish Flames as an infernal-sounding item may imply storage inside a temple dedicated to fiery worship. This doesn’t necessarily have to be an evil-aligned temple, but perhaps a temple aligned to a war god, a fiery being, or even a place of rest for zealous worshippers.
Rod Of Hellish Flames: How Does It Fit The Divine Agent?
The key advantage of using the Rod of Hellish Flames has less to do with its potential as a weapon but more to do with how it benefits Clerics who can use Fire and Necrotic Damage. Granted, its once-a-day use can make the Rod of Hellish Flames more of a one-time burst weapon every encounter. However, the Rod’s technical terminology states there’s no need to roll damage to maximize its effect. As such, it suits continuous and spammable effects, such as those of Spirit Guardians.
27 Staff Of The Python
Quarterstaff, Simple Weapon
Rarity |
Rare |
---|---|
Weapon Tree |
Quarterstaff |
Bonus |
– |
Effects |
|
It’s not all the time that classes other than Wizards, Warlocks, Bards, and Rangers get companions. Thanks to the Staff of the Python, a Cleric also has the opportunity to get a pet of their own – a snake. Should players use the staff’s command word, the Staff of the Python transforms into a Giant Constrictor Snake capable of incapacitating opponents. On the player’s turn, they can mentally command the snake to move or perform actions such as attacking – although when it dies, it transforms back into a staff and is destroyed.
As the weapon is nature-aligned, the Staff of the Python may be located in forests or groves, as well as forest-aligned places of worship. An abandoned monastery or even temple could be the home to the Staff of the Python. Likewise, a trip to the forest could have the Giant Constrictor Snake as its natural inhabitant, with the Staff having a unique origin story that players can find out later in the campaign.
Staff Of The Python: How Does It Fit The Divine Agent?
Serving more as a utility than a direct combat weapon, the Staff of the Python can act as a nifty companion provided it doesn’t die in direct conflict. Players can transform it into a CR 2 Giant Constrictor Snake to incapacitate targets, especially if they have low Acrobatics and Athletic. Moreover, its Blindsight property lets the snake become a useful scout in dark conditions. Since there’s a risk of losing the staff forever when the snake dies, it’s advisable to turn it back into a staff when it’s in danger.
26 Staff Of The Adder
Quarterstaff, Simple Weapon
Rarity |
Uncommon |
---|---|
Weapon Tree |
Quarterstaff |
Bonus |
– |
Effects |
|
It’s not always that a Cleric can obtain a transforming staff in their Dungeons & Dragons gameplay, but this is exactly what the Staff of the Adder does for them. When acquired, they can make the head of the staff transform into a snake for a minute. The head has a 5-foot reach and can attack for 3d6 Poison Damage. As a partially living object, the head gets AC 15 and 20 HP, and the staff is destroyed once opponents also destroy the snake.
The unique properties of the Staff of the Adder can make its acquisition attached to nature-inclined temples or even homes of spellcasters that a D&D player’s character can meet. The transforming quality of the staff can make it an entertaining tool, making it possible for the staff to be stored in caravans and even purchased in entertainment shops in larger campaign cities.
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Staff Of The Adder: How Does It Fit The Divine Agent?
If the Cleric doesn’t mind playing with a bit of technicality with their Strength and the properties of the Staff, then the Staff of the Adder can be a decent addition to a melee Cleric’s repertoire. Assuming its description fits a Weapon Attack, then Divine Strike can likely work in conjunction with releasing the snake. This technically allows the player to deal 3d6 Poison Damage – a kind of damage reserved usually for more powerful Spells or those from Martial classes. If enemies decide to attack the snake, then recalling it and activating it again for two Bonus Actions can get the players up to speed.
25 The Light Crossbow
Simple Weapon, Common
Rarity |
Common |
---|---|
Weapon Tree |
Simple |
Bonus |
– |
Effects |
1d8 Piercing, Loading, Range (80/320), Two-Handed |
While the Mace remains the thematic weapon of a Cleric, the Light Crossbow remains a decent alternative, especially for players who want to outlast it from a long-range standpoint. Being a healer first and foremost, the Cleric can protect themselves from afar without having to rely on their Spells is a must for practical or first-time Dungeons & Dragons players.
In turn, lower-level Clerics might consider grabbing a Light Crossbow for their primary weapon of choice. This is primarily because Light Crossbows may deal more damage than basic damaging Cantrips, leaving Clerics with more room for utility Cantrips to benefit the team. Not to mention, the common nature of the Light Crossbow makes it an often-available weapon in most stores.
Light Crossbow: How Does It Fit The Divine Agent?
Given the Monk’s more melee-oriented aggressive toolkit, the Light Crossbow makes for the equivalent of a sidearm. Being able to deal 1d8 Piercing over a large distance immediately makes the Light Crossobw a more reliable Cantrip compared to the Cleric’s spellcasting variants, making for a more risk-free ranged option while Clerics focus on buffing or healing allies.
24 The Javelin
Simple Weapon, Common
Rarity |
Common |
---|---|
Weapon Tree |
Simple |
Bonus |
– |
Effects |
1d6 Piercing, Thrown (30/120) |
Players who are aiming to gear up their Cleric with powerful swords but refuse to ascribe to the stereotypical Mace might want a similarly useful weapon without resorting to the Light Crossbow. This is where the Javelin comes in.
Boasting a similar damage toolkit as the Light Crossbow, the Javelin remains a decent alternative primarily due to its D&D damage attribute Strength requirement versus the Light Crossbow’s Dexterity-based damage. On top of this convenience, the Javelin is a common enough armament that most weapon stores, smiths, and even armories likely have them in stock.
Javelin: How Does It Fit The Divine Agent?
Should the Cleric not have access to the Spear, the Javelin works just fine as a substitute. Due to the lack of the Versatile Property, Clerics immediately lose access to the ability to use this one-handed or two-handed. However, being able to Throw the Javelin gives Clerics access to more range. This option should be allowing them to use the weapon in melee when necessary or even thrust the armament to an opponent.
23 Lightbringer
Simple Weapon, Uncommon
Rarity |
Uncommon |
---|---|
Weapon Tree |
Mace |
Bonus |
+1 to Attack, Damage Rolls |
Effects |
|
Clerics with a Mace remain an iconic enough image in almost any Dungeons & Dragons scenario, but players who love this aesthetic can take the “holy look” a step further with Lightbringer. First introduced in the “Lost Mines of Phandelver” adventure, Lightbringer is a Mace created for a Cleric worshiping Lathander, the god of dawn. In turn, its design features a head shaped like a sunburst, with the weapon able to glow like a torch upon command.
Perhaps more interesting is that the weapon itself is a +1 Mace, granting a small bonus to both Attack and Damage Rolls. Not only that, but it also deals an extra 1d6 of Radiant damage against undead creatures. Given its nature as a Legendary Artifact, Lightbringer is often found in hidden temples and potentially locked away in vaults located in places sacred to the divine and holy. If Dungeon Masters have a canon deity like Lathander as a worshipped god in their game, the weapon may be located in a temple dedicated to him.
Lightbringer: How Does It Fit The Divine Agent?
While essentially acting as a Mace +1, the Lightbringer’s extra 1d6 Radiant Damage against undead creatures acts as a miniature Divine Smite against these enemy types. Even without the +1d6 against the undead, its base 1d6+1 Damage in melee makes for a decent weapon upgrade. Considering how often parties will likely fight undead foes, the Lightbringer is a must-have Mace even in emergencies.
22 Frost Brand
Martial Weapon, Very Rare
Rarity |
Very Rare (Requires Attunement) |
---|---|
Weapon Tree |
Any Sword |
Bonus |
+1d6 Cold Damage |
Effects |
Holding the sword will:
|
Clerics who want to add an elemental spin to their gear will appreciate Frost Brand. This sword deals 1d6 Cold damage to enemies while giving the wielder Fire resistance. The blade also emits light (10 feet bright, 10 feet dim) when exposed to freezing temperatures. For added effect, drawing Frost Brand will extinguish all flames of nonmagical origin within 30 feet of the wielder.
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Introduced in the Dungeon Master’s Guide, this Very Rare (Requires Attunement) sword serves as the counterpart to Flame Tongue. Given its rarity, Clerics can acquire Frost Brand in an ancient temple or a holy site of a deity attuned to frost.
Frost Brand: How Does It Fit The Divine Agent?
Although the Frost Brand deals lesser damage to its opposing weapon pair Flame Tongue, it boasts varying damage ranges for Shortswords and Scimitars (1d6 Piercing, Slashing) as well as Rapiers and Longswords (1d8 Piercing, Slashing). Moreover, the additional 1d6 Cold Damage on top of Resistance to Fire Damage can make the Frost Brand a decent substitute for a main weapon, especially when facilitating combos.
21 Holy Avenger
Martial Weapon, Legendary
Rarity |
Legendary (Requires Attunement by a Paladin) |
---|---|
Weapon Tree |
Any Sword |
Bonus |
+3 to Attack, Damage Rolls |
Effects |
|
Situated atop the pinnacle of holy weapons lies the Holy Avenger, a Magic Weapon fit for the avatar of the deities. Wielders gain +3 Attack Rolls and +3 Damage Rolls. In addition, Undead creatures take an extra 2d10 Radiant damage should their flesh meet the Holy Avenger. Additionally, drawing the weapon releases a 10-foot aura of light that grants an advantage on Saving Throws against magical effects.
Unlike other weapons on the list, the Holy Avenger requires the attunement of the Paladin. As such, Clerics interested in using the weapon would need to multiclass as a holy knight. However, DMs may make an exception by granting Holy Avenger as a reward from the Cleric’s Patron Deity.
Holy Avenger: How Does It Fit The Divine Agent?
At its core, Holy Avenger is best used should the Cleric take a dip into Paladin, making it a recommendation to at least dip 2nd-Level Paladin up to 4th-Level Paladin. This secures three spell slots as well as Divine Smite that deals +2d8 Radiant Damage to opponents after the attack roll is called on top of +1d8 against the undead. When fighting an undead opponent, popping multi-attack with the Holy Avenger augmented with Divine Smites could deal massive damage before Clericsneed to take their Long Rest. Such an option becomes more viable for Clerics who want to get into tanking as well.
20 Sword Of Life Stealing
Martial Weapon, Rare
Rarity |
Rare (Requires Attunement) |
---|---|
Weapon Tree |
Any Sword |
Bonus |
– |
Effects |
Rolling a 20 on the Attack Roll with this weapon will:
|
Clerics who want a darker theme to their signature weapon might want to hunt for the Sword of Life Stealing. This Rare (Requires Attunement) Magic Weapon deals 3d6 Necrotic damage to its target during a critical hit. The wielder also obtains Temporary HP equal to the aforementioned extra damage. However, Clerics should note that this weapon won’t work against Undead or Constructs.
This Sword might seem uncharacteristic for an ordinary Cleric to wield. However, Clerics who want an alternative to the stereotypical “holy” weapon can find the Sword of Life Stealing in the temple of a dark deity. Clerics who have taken a grim turn in their alignment may have the Sword to blame for their crisis (or enlightenment?) of faith.
Sword Of Life Stealing: How Does It Fit The Divine Agent?
Given the condition that it’s only with an attack roll of 20 that this Sword will deal an extra 10 Necrotic Damage on top of gaining 10 Temporary Hit Points, Clerics players can argue the Sword should work even if the 20 is obtained via bonuses. In this case, hyper-optimizing the Cleric to have as high Strength as possible should make achieving at least 20 on rolls easier, making the Temporary HP gain a vital advantage for a Cleric’s self-preservation.
19 Staff Of Healing
Simple Weapon, Rare
Rarity |
Rare (Requires Attunement by a Bard, Cleric, Druid) |
---|---|
Weapon Tree |
Staff |
Bonus |
– |
Effects |
10 Charges, regains 1d6+4 Expended Charges at dawn.
|
Clerics devoted to the art of healing and life should seek the Staff of Healing. This staff (Requires Attunement) is a common enough Magic Item for Clerics to acquire from their holy order. Additionally, its effects do complement the role expected of Clerics, especially in times of crisis.
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Wielders can use an Action to spend one or more of the Staff’s ten charges on potent Healing Spells (Mass Cure Wounds, Lesser Restoration, Cure Wounds). However, losing all charges will force players to roll a d20, whereas a 1 will force the Staff to blink out of existence. Thankfully, the Staff does regain its charges daily.
Staff Of Healing: How Does It Fit The Divine Agent?
Across all basic armaments in a Cleric’s arsenal, the Quarterstaff remains a practical choice due to its Versatile (1d6/1d8 for 1H/2H) Property. Even if the Staff of Healing still deals 1d6 Damage, instant access to Cure Wounds, Lesser Restoration, and Mass Cure Wounds at manageable rechargeable uses can make this weapon a source of emergency healing. The spell slots these abilities can save the Cleric and can open room for more aggressive spells.
18 Wand Of The War Mage
Adventuring Item, Varying Rarity
Rarity |
Uncommon, Rare, Very Rare (Requires Attunement by Spellcaster) |
---|---|
Weapon Tree |
Wand |
Bonus |
+1, +2, +3 to Attack Rolls, Damage |
Effects |
Ignores half-cover when making spell attacks |
Though Clerics devote themselves to protection, that doesn’t mean they hesitate in battle. Clerics with a penchant for head bashing will suit the Wand of the War Mage. This Wand comes in three variants (Uncommon, Rare, and Very Rare), each more potent than the last. The Wand provides a Spell Attack Roll bonus denoted by its rarity. Additionally, it certifies a Cleric’s training in Combat Spellcasting, granting them the privilege to ignore half cover when making Spell Attacks.
The variations of rarity imply that multiple Wands exist throughout the world. In turn, Clerics may acquire them from specialized vendors. Perhaps Clerics need to become part of a secret cabal of warrior-casters to gain access to the weapon.
Wand Of The War Mage: How Does It Fit The Divine Agent?
Given how Wand of the War Mage essentially acts as somewhat of a bridge between a spellcasting implement and a weapon, a Cleric could maximize this weapon’s +1 to Spell Attacks should they want more aggressive takes in combat. Since the Wand is an item and not a weapon, it should be much easier to equip should defensive Clerics feel the need to sling some radiant bolts at opponents.
17 Amulet Of The Devout
Get More Use Out Of Channel Divinity
Rarity |
Uncommon, Rare, Very Rare (Requires Attunement by a Cleric or Paladin) |
---|---|
Weapon Tree |
Wondrous Item |
Bonus |
+1, +2, +3 Bonus to Spell Attack Rolls and Save Throw DCs |
Effects |
Use a Channel Divinity feature once without expending a cost. Once per dawn. |
When it comes to D&D Spellcasters like Clerics, their best assets often lie in their ability to cast some of the game’s best Spells and not necessarily their base DPS. In this regard, their Spells often become their own Attacks, with barely any need for weapons. For Clerics who want to be spellslingers instead of traditional combatants, the Amulet of the Devout is as good a weapon as any when it comes to its buffs.
Upon wearing, the Cleric can now use any of their Channel Divinity features once per dawn without expending its cost. Moreover, all the Cleric’s Spell Attack Rolls and Saving Throw DCs get a bonus according to the Amulet’s rarity.
Amulet Of The Devout: How Does It Fit The Divine Agent?
If assigned as a holy symbol, using the Harness Divine Power (Optional Class Feature) that lets players exchange a Channel Divinity use for a Spell Slot will instantly transform the Amulet into a Pearl of Power. Due to its nature as an accessory, the Amulet of the Devout could be granted to them as a gift by their ecclesiastical order.
16 The Mace
Simple Weapon, Common
Rarity |
Common |
---|---|
Weapon Tree |
Simple, Mace |
Bonus |
– |
Effects |
1d6 Bludgeoning |
Nothing beats a classic. Clerics about to start an adventure won’t go wrong with a trusty mace. Pair this weapon with a shield, and a Cleric can pack a punch while having a decent Armor Class (AC).
A mace is a simple melee weapon that deals 1d6 Bludgeoning on a hit. It’s not as versatile as a longsword, but it gets the job done. It’s also a great weapon to get while you farm for a more powerful item. As a mace is an item of Standard rarity, Clerics can get it from the local blacksmith or weapons shop.
Mace: How Does It Fit The Divine Agent?
Ever the iconic weapon, the Mace is a reliable doler of 1d6 Bludgeoning Damage that doesn’t fall into the complicated territory of Martial Weapons. Its simple nature is a reflection of its main use in a Cleric build, where it’s best reserved as an emergency weapon in melee.
15 Ring Of Spell Storing
Ring, Rare
Rarity |
Rare (Requires Attunement) |
---|---|
Weapon Tree |
Ring |
Bonus |
– |
Effects |
|
A Ring of Spell Storing sounds nothing like a weapon. As the name implies, this ring will cast any spell stored in it. Moreover, a spell cast from this ring uses the same properties as though cast by the original caster. Spells cast from the ring will be expended, and there will be space to store another spell.
Clerics attuned to this rare item can store offensive spells on it to make room in their Prepared Spells for healing abilities. This ring can help clerics offer more skills to the party during battles. Players can get this ring from magical places such as wizarding schools or ancient libraries.
Ring Of Spell Storing: How Does It Fit The Divine Agent?
While it’s perfectly possible to fill the Ring of Spell Storing with offensive spells, Clerics could find more use for this armament by charging it with Shield and Absorb Elements. Theoretically, the Ring could make for a decent substitute for shields, giving room for Clerics to equip more damaging weapons.
14 Javelin Of Lightning
Simple Weapon, Uncommon
Rarity |
Uncommon |
---|---|
Weapon Tree |
Javelin |
Bonus |
– |
Effects |
Command Word transforms it into a Bolt of Lightning. It creates a 5-foot wide line and extends to a target up to 120 feet. The Bolt is recharged in the next dawn.
|
The Javelin of Lightning is a perfect weapon for Clerics under the Tempest Domain. This javelin becomes a bolt of lightning when hurled. Should this happen, creatures within a five-foot-wide line in between the Cleric and the target have to make a DC 13 Dex save or suffer 4d6 lightning damage.
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Using the Javelin of Lightning’s unique ability reduces it into a standard magic weapon until the next dawn. This caveat means Cleric should probably use this ability on a strong opponent. Either way, ordinary javelins can deal 1d6 damage and can both be used in melee or thrown to targets. Players can acquire this weapon of Uncommon rarity from exotic weapon stores, or when visiting trading ports.
Javelin Of Lightning: How Does It Fit The Divine Agent?
The base Javelin’s Thrown Property becomes a centerpiece to the Javelin of Lightning’s efficiency as a Cleric Weapon. Despite its 1d6 Piercing Damage, being able to dish out 2d6/4d6 Lightning Damage at a DC 13 Dexterity Save within a straight line could become severely punishing to most foes. This is on top of the actual target automatically getting 1d6 Piercing + 4d6 Lightning Damage on a ranged attack roll. Even if this ability only works once per dawn, tricking enemies into lining up in corridors could become a viable emergency strategy for Clerics.
13 Flame Tongue
Martial Weapon, Rare
Rarity |
Rare (Requires Attunement) |
---|---|
Weapon Tree |
Sword |
Bonus |
+2d6 Fire Damage |
Effects |
|
No one has to deny it – having a flaming sword is nothing short of impressive. Flame Tongue makes this dream come true by making a chosen sword possess a fiery blade. Players wielding Flame Tongue can cast a command word to cause flames to engulf its blade. If this weapon hits a target, the target suffers an additional 2d6 fire damage. This ability makes this weapon perfect not just for Fighters but for any Class.
Clerics who want to spice up their hits with the “fiery wrath” of their deity should definitely get this rare weapon. The additional light source it provides can make it a great asset in dark environments. Players can acquire Flame Tongue from mysterious treasure chests or as a reward from a powerful wizard.
Flame Tongue: How Does It Fit The Divine Agent?
The guaranteed +2d6 Fire Damage to any target Flame Tongue hits makes this weapon a must-have for Clerics, even outside emergencies. For instance, a Flame Tongue Longsword should deal 1d8 Slashing + 2d6 Fire Damage to any opponent it hits, making even a normal attack potentially devastating against weaker foes. This alone can elevate Clerics to a tankier role, incentivizing combat-oriented Forge, Tempest, and even War Domains.
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