Clerics are more than just healers and medics in . While being the original class with the Cure Light Wounds spell, they have evolved into much more through each sourcebook and full edition of the game. They are competent with many useful weapons, armor, and shields. Both the main Cleric spell list and several Domains specialize in damage output and subduing the enemy. In the right hands, a Cleric is more of a divine Wizard than a protector.
It especially helps if the actual Cleric player is motivated to go head-on into battle. As the DM, encourage them to make several narrative decisions during session zero. This will allow their character to shine and allow for more personal connection during the whole campaign. A player who feels like a healing accessory might lose motivation in both the story and the group entirely. Also, show the rest of the team the importance of a short rest and using potions wisely.
Among the first aspects of a strong melee or caster Cleric is establishing their religion and/or Domain. Deities like Gruumsh and Hextor love combat and expect their Clerics to wear heavy armor and learn to wield large weapons. Nature gods like Tlaloc and Obad-Hai may implore Clerics in to control lightning and storms if it helps protect the skies and sea.
Channel Divinity is one of the best means of showcasing a Domain’s offensive power. The Death Domain adds Necrotic damage to melee attacks and, at higher levels, ignores resistance. If you prefer spell casting, an 8th-level Arcane Cleric deals extra damage with their cantrips.
Even if your own Domain is more about protection and support, the Cleric spell list is full of damage and debuff potential. From the start, Sacred Flame does 1d8 fire damage and targets Dexterity saving throws. Going up in spell levels, Blindness, and Silence can shut down one or more foes. The most impressive Cleric attack may be Fire Storm, which deals 7d10 fire damage to up to ten different 10-foot cubes.
Having everyone chug potions
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