The cleric subclass in isthe least popular choice among players for their custom characters. This might stem from the class having a certain unfounded reputation for being a pure support role, or from the fact that one of the earliest companions the player can unlock is already a cleric. And Shadowheart, the amnesiac follower of Shar, sets a very poor example of how effective a cleric can be. This largely stems from the subclass that Shadowheart uses by default: the domain of trickery.
Cleric subclasses are super important in determining their power. They add extra spells to the cleric list, provide ways to use the cleric's channel divinity feature, and include certain weapon and armor proficiencies that allow extra gear to be used. And clerics get seven subclass options right at level one, making them one of the more versatile classes in that regard. To make an effective cleric that is fun to play, players should consider the strengths and weaknesses of these options, and pick from among the best.
Of the seven subclasses, three reign as the most effective and powerful for what they provide. Those are the life, light, and tempest domains, which outperform the other four on basically every level. The knowledge, nature, trickery, and war domains have their strengths, for the most part, but ultimately lack the damage output and support capabilities of the former three options.
The knowledge domain gets some extra skill proficiencies and even some expertise, as well as a few powerful spells on their expanded list, but ultimately, not much to make them stand out in or out of combat. The nature domain gets several druid abilities and spells, but their channel divinity feature «charm animals and plants» leaves much to be desired, and a druid multiclass seems like a better option. The trickery domain gets a collection of niche spells and subpar abilities that disappoint at every turn.
The war subclass tries to make the cleric more of a martial character, which ultimately
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