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Best Feats for Light Cleric 5e

May 10, 2023

Best Feats for Light Cleric 5e

by Prince Phantom

It’s the cleric that gets Fireball, please clap. In all seriousness, this domain is pretty great. At low levels we immediately get both a defensive and an offensive feature, with our channel divinity being one of the best blast options available at low levels, period. It does lose its luster as time goes on, but it’s good when it is important for it to be good.

By the time it’s starting to wane, we get Fireball, so we’ll be just fine. None of this is going to majorly impact feat selection however, as this will basically just play like any other cleric but with a few blasts thrown in when it’s needed. 

Best Feats for Light Cleric 5e

  • War Caster (Lv 4) : I suppose you could make the argument that this is a cleric that can get by without relying on concentration spells, but I think that would be playing suboptimally. Spirit Guardians can easily out damage a Fireball, assuming that your enemies will survive a few rounds, and if they wouldn’t survive those few rounds, they probably weren’t worth the slot for Fireball either. 

  • Telekinetic (Lv 8): And here is one easy way to make Spirit Guardians out damage Fireball. Just step back until your enemy is just outside the area, then pull the enemy into the area on our turn and they can take the damage twice in one round. Our friends can also get in on the fun by shoving other enemies into the area if they want.

  • Alert (Lv 8): If you do happen to notice that your DM is foolish enough to make a lot of encounters that would be really good to open with a Fireball, this might not be a bad pickup. Clerics don’t typically look at this feat as their spells are normally more reactive than the typical caster, but there’s no denying that a Fireball at the start of combat when enemies are typically more grouped up and away from your party is generally a good strategy.

  • Fey Touched (Lv 8): All Clerics enjoy this feat because of their lack of combat teleportation spells and Silvery Barbs is just that much of a boon that it’s hard to pass up, even on a caster who isn’t very dependent on saving throws like most clerics. You can also use Misty Step on the same turn as our channel divinity, allowing you to either teleport into a group of enemies and then blast them, or more effectively, blast the enemies and then teleport out of there.

  • Resilient Constitution (Lv 12): As previously stated, even if we have good non-concentration spells, we still will be primarily using concentration spells each combat, with a Fireball sprinkled in when we need it. As always, set your constitution to an odd score at character creation so this rounds you up to a new modifier.


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