Evaluating every feat for a cleric and finding the best and worst options.
Clerics are perhaps one of the easier spellcasters to play. They tend to lean into healing and damage dealing which are more straightforward than some other spellcasting options. They also happen to be one of the more resilient full casters around and their spell list is relatively small. Building a cleric can be a bit more straightforward too with less need for high physical stats allowing a bit more space for things like feats.
To help you choose your cleric’s feats, I’ve gone through every single feat released for D&D 2024 and evaluated them to help you know which are best and worst for a cleric. I’ve also tried to consider different subclasses and builds in my evaluation which you’ll see in some of my commentary on each feat.
How it works
I’ve evaluated every feat based on how well I think it fits the cleric class, scoring each feat out of 5. I’ve also provided some explanation for why I’ve given this score. All builds are different though, so use this as a guide, but not an absolute authority on what feats you should take and which you shouldn’t.
For example, heavy armor master is a great resilience feat, but only if you’ve picked up heavy armor proficiency through your divine order. I’ve based my assumptions around the idea that you have a build that fits the feat (as long as that build is sensible for a cleric). My commentary on each feat should give more explanation here when necessary so you know which feats work only for certain builds.
As D&D 2024 expands, so will the feat options. I’ll try to keep updating this guide as this happens. When a feat comes from a source outside of the Player’s Handbook, I’ve also used abbreviations to indicate which source it’s from. These abbreviations stand for:
- HoF: Forgotten Realms: Heroes of Faerun
- ABoH: Astarion’s Book of Hungers
- LFL: Lorwyn First Light
Cleric feats by score
If you just want an at a glance view of how well I’ve scored each feat for a cleric, then I’ve included them all in the tables below for each feat type.
Origin feats by score
| Score | Feats |
|---|---|
| 5/5 | Lucky, magic initiate, musician, spellfire spark |
| 4/5 | Alert, tireless reveler, tough, vampire’s plaything |
| 3/5 | Purple dragon rook |
| 2/5 | Child of the sun, crafter, Lords Alliance agent, savage attacker, Shadowmoor hexer, skilled, vampire hunter, Zhentarim ruffian |
| 1/5 | Cult of the Dragon initiate, Emerald Enclave fledgling, Harper agent, healer, tavern brawler, tyro of the gauntlet |
General feats by score
| Score | Feats |
|---|---|
| 5/5 | Fey touched, heavy armor master, inspiring leader, mage slayer, polearm master, shadow touched, war caster |
| 4/5 | Defensive duelist, genie magic, resilient, skulker |
| 3/5 | Bloodlust, chef, crusher, delicious pain, durable, fairy trickster, mounted combatant, mythal touched, observant, purple dragon commandant, putrefy, rebuke, ritual caster, sentinel, speedy, spell sniper, telekinetic, vampire touched, Zhentarim tactics |
| 2/5 | Athlete, cloying mists, cold caster, dragonscarred, great weapon master, keen mind, light bringer, lordly resolve, love bites, medium armor master, piercer, poisoner, polearm master, shield master, skill expert, slasher, spellfire adept, street justice, telepathic, weapon master |
| 1/5 | Actor, bomber, charger, crossbow expert, dual wielder, elemental adept, enclave magic, grappler, Harper teamwork, heavily armored, lightly armored, martial weapon training, moderately armored, order’s resilience, sharpshooter, street justice, treacherous allure |
Epic boon feats by score
| Score | Feats |
|---|---|
| 5/5 | Boon of desperate resilience, boon of dimensional travel, boon of fate, boon of fluid forms, boon of recovery, boon of the bright sun, boon of the night spirit |
| 4/5 | Boon of fortune’s favour, boon of looming shadows, boon of speed, boon of the soul drinker, boon of truesight |
| 3/5 | Boon of bloodshed, boon of combat prowess, boon of energy resistance, boon of exquisite radiance, boon of fortitude |
| 2/5 | Boon of blazing dawn, boon of bountiful health, boon of communication, boon of poison mastery, boon of skill, boon of spell recall, boon of terror |
| 1/5 | Boon of irresistible offense, boon of misty escape, boon of revelry, boon of the furious storm |
Cleric origin feats

- Alert (4/5) – Always useful to go earlier in combat and being able to swap initiative with an ally makes for something quite tactical. If you want to be casting AoE spells early in combat, you may want to be doing so before all the martials get in the way. Clerics often don’t invest loads in dexterity though which can limit the effectiveness of initiative swapping slightly.
- Child of the sun (2/5) – LFL – Advantage against blinded for you and nearby allies is situationally decent. Faerie fire is decent at low levels, but hard to justify at higher levels. Faerie fire just doesn’t scale that well. It is a free spell casting though, but maybe only consider it if you’ll be sticking to lower levels.
- Crafter (2/5) – Maybe decent if you want to do a lot of crafting, or to buy cheaper gear, but considering the cheaper gear is non-magical, I just don’t feel you get enough from this and crafting isn’t of much value unless you’re making magical things (scrolls and items).
- Cult of the dragon initiate (1/5) – HoF – Causing frightened for a single turn to a single enemy isn’t that great for the whole action it requires, even with the bonus heroic inspiration. Clerics at least have a high wisdom to make this more effective.
- Emerald enclave fledgling (1/5) – HoF – Speak with animals is OK if your DM’s willing to do something useful with your animal conversation. It does tend to be better on charismatic characters though, which clerics are not. There are much better ways to use your action in combat than using the help action though, even with the movement.
- Harper agent (1/5) – HoF – Ranged help actions are OK, but your action is much better used with spells. Everything else is a ribbon feature. Just not a good feat. It’s maybe decent if you’re playing a hobgoblin with their bonus action help.
- Healer (1/5) – An action to do worse healing than a potion of healing or cure wounds and healing word has similar healing. 2 of these also only require a bonus action rather than the action needed here.
- Lords alliance agent (2/5) – HoF – Heroic inspiration on a critical hit is alright, but clerics neither make enough attacks rolls to make this worthwhile, or stay close enough to melee allies to benefit from the advantage gained. War clerics may be a slight exception, but it’s still not great on them.
- Lucky (5/5) – Giving yourself advantage and others disadvantage is powerful and really useful for anyone.
- Magic initiate (5/5) – Clerics are obviously very competent with spells so can wield these new spells capably. They do lack a bit of a breadth of spells with a relatively small pool of options so expanding that a bit can be useful.
- Musician (5/5) – Heroic inspiration for most or all allies is really useful and can be granted each short or long rest. That’s a lot of rerolls! This works great on any class.
- Purple dragon rook (3/5) – HoF – The skills mostly aren’t great for a cleric, though insight is a good option. The heroic inspiration you grant is also much less than the musician feat so I’d just take that. Technically this is an alright feat though, even just with the heroic inspiration boost, but musician does a similar thing so much better.
- Savage attacker (2/5) – Most clerics shouldn’t be making lots of weapon attacks as cantrips are likely going to be better (especially from level 5 onwards), making this pointless. Even war clerics will probably use spells with their actions and the odd weapon attack with their bonus action leaving this underutilised.
- Shadowmoor hexer (2/5) – LFL – An improved hex you can repeat cast is OK but clerics don’t make enough attacks rolls to get the most out of something like hex.
- Skilled (2/5) – Skills aren’t hugely important for clerics. Normally you can get what you need from your class and background.
- Spellfire spark (5/5) – HoF – A bit less damage from magic is good for anyone. Sacred flame is a decent cantrip, but being able to cast it as a bonus action is a really useful way to up your damage output in a turn. Cantrips scale in damage with your level so this will get better as you level up. Casting cantrips also won’t get in the way of using levelled spells on the same turn either.
- Tavern brawler (1/5) – Clerics should rarely build for unarmed combat. They should normally be casting spells. Technically, a war cleric can make unarmed strikes with their bonus action attack, but this isn’t consistent enough to build for.
- Tireless reveler (4/5) – ABoH – Lots of heroic inspiration to bounce off one another. Especially good if you have easy ways of replenishing heroic inspiration, like the musician feat or someone else with tireless reveler. A bit more situational if you don’t have that.
- Tough (4/5) – Some decent extra resilience that’s good for everyone. A lot of clerics like to wade into combat surrounded by spirit guardians. Using tough will up your durability a fair bit.
- Tyro of the gauntlet (1/5) – HoF – Both really situational effects that I just don’t see you getting the benefit of very often.
- Vampire hunter (2/5) – ABoH – Technically 2 situational options, but being grappled or in restraints is reasonably common. Vitality ward is great against necrotic damage, but that’s really situational.
- Vampire’s plaything (4/5) – ABoH – A free healing potion each long rest is really nice and dash and disengage as a bonus action are handy for getting out of melee combat when you want to duck out of it or move around a bit more.
- Zhentarim ruffian (2/5) – HoF – The initiative boost is quite nice, especially if you have easy access to heroic inspiration (say if an ally has the musician feat). Exploit opening is going to be a challenge for most clerics as they aren’t combat focused enough to exploit this more or be consistently standing their ground.
Cleric general feats

- Actor (1/5) – Clerics are usually pretty hopeless at face skills, and actor requires strong face skills to be any good.
- Athlete (2/5) – The climb speed is the only thing that’s particularly useful here. Clerics aren’t really a class that needs to climb out of danger or be scouting around so not necessarily an important option for them.
- Bloodlust (3/5) – ABoH – Decent improvement to some of your healing as well as a bit of a damage buff on some attacks.
- Bomber (1/5) – ABoH – Possibly the only build that works for thrown weapon fighting is going to be a war cleric. Most of the time, your cantrips will deal more damage than your attacks. The only time you might want to throw weapons is with a war cleric’s bonus action attack. Even then, I see that being infrequent enough that I wouldn’t want to build around it. Especially when I might want to be maintaining spirit guardians and being close to enemies instead.
- Charger (1/5) – You should be using spells and cantrips more than the attack action. This won’t even work with a war cleric’s bonus action attack as it relies on using the attack action.
- Chef (3/5) – A bit of extra healing on a short rest for the whole party and treats that grant a few temporary hit points. How good this is depends on the length of your adventuring days. I suspect this will feel more impactful at lower levels and less so at higher levels.
- Cloying mists (2/5) – ABoH – Not great for anyone (a single level 1 spell you can’t choose is significantly worse than similar feats like magic initiate, fey touched and shadow touched). At least fog cloud can be useful, but I would rather take magic initiate which is an origin feat.
- Cold caster (2/5) – HoF – Clerics don’t really have many cold damage spells meaning you’ll only really get this benefit from ray of frost. If you want to negate saving throws though, you might just want to grab mind sliver through magic initiate instead as you won’t be casting cold spells anyway.
- Crossbow expert (1/5) – Clerics generally should be casting cantrips instead of making weapon attacks. Even then, their spellcasting tends to lean into shorter range tactics.
- Crusher (3/5) – Could be decent on a war cleric who might be using a decent number of weapon attacks. Will allow you to push enemies out the way so you can move away. Other clerics could maybe do alright with this, but cantrips will outperform weapon attacks at some point, no matter how good your strength/dexterity is.
- Defensive duelist (4/5) – Nothing says you have to be attacking with the finesse weapon, just holding it so you can still cast spells while lugging a rapier around. Works best on clerics that get close to melee like those relying on spirit guardians or war clerics.
- Delicious pain (3/5) – ABoH – A round of resistance to common damage types in bludgeoning, piercing and slashing can be quite decent, but it doesn’t work on the triggering damage. This means you’ll have to be triggering a lot of attacks. Some clerics may get in the thick of combat and may even be targeted to end concentration so this could work on them but could also go wasted if you aren’t attacked again. Though perhaps a disincentive to be targeted is a good way to last longer…
- Dragonscarred (2/5) – HoF – A resistance is good and attempting to frighten with a bonus action can be handy, but this requires 2 feats to make work. If it didn’t rely on a bit of a poor origin feat, this would be a better option on a cleric.
- Dual wielder (1/5) – You really need nick mastery to properly take advantage of dual wielder (the point primarily being getting another attack when dual wielding). For a cleric though, this means a multiclass dip or the weapon master feat which is a big investment for a class that shouldn’t take the attack action too often. And that includes war clerics who get even less benefit from this.
- Durable (3/5) – The self healing is mainly what you want from this. Decent if you’re after a bit more resilience which can be good for frontline clerics.
- Elemental adept (1/5) – It’s easy enough for a cleric to bypass resistances by using spells with a different damage type. Especially as clerics have many other damage types like radiant to use.
- Enclave magic (1/5) – HoF – Clerics are neither competent with face skills or have pets which are really the use cases for a speak with animals and beast sense combo (to ask creatures to do tasks for you). Without those options, this becomes quite situational.
- Fairy trickster (3/5) – HoF – Flustering strike is quite good and because it lasts until the end of your next turn, you can cast a saving throw spell then to benefit from the disadvantage. How good this is depends on how many attack rolls you think you’ll be making. Disengaging into difficult terrain is likely quite rare so not worth bothering with.
- Fey touched (5/5) – Misty step is a really handy spells to have available and there’s a free casting of it. Spells like silvery barbs, sleep and Tasha’s hideous laughter all make good 1st level options.
- Genie magic (4/5) – HoF – There’s a lot of flexibility here as you don’t have to pick a spell. The sorcerer spell list isn’t huge though. You do still have some AoE damage dealers like burning hands or thunderwave. Sleep is a pretty good control spell at this level too. There’s also chromatic orb which is especially good when cast at a higher level.
- Grappler (1/5) – Clerics aren’t generally a good option for investing in unarmed combat as they don’t tend to make enough attacks to justify the multiple feats required.
- Great weapon master (2/5) – Most clerics don’t tend to make enough weapon attacks to justify this. War clerics are your best option, but you’ll need to take the protector divine order so you have proficiency with martial weapons. Even then, a war cleric will still use plenty of spells rather than weapon attacks which would diminish the value of taking this feat.
- Harper teamwork (1/5) – HoF – There’s rarely a good reason to use help in combat rather than casting a spell or attacking, even with the extra benefit here. Frightened and paralyzed saving throw successes are unlikely to be common enough to benefit much from either when it needs to affect multiple party members, plus you have to pick up a bad origin feat to grab this too. The exception here is maybe if you happen to be playing a hobgoblin, who can use the help action as a bonus action.
- Heavily armored (1/5) – Unless you really need extra cantrips and heavy armor proficiency, this is likely pointless as you can already take this through your divine order
- Heavy armor master (5/5) – A fair bit of reduced damage if you’ll be wearing heavy armor.
- Inspiring leader (5/5) – Lots of regular temporary hit points for the whole party and it scales a fair bit with your level.
- Keen mind (2/5) – Study is rarely useful in the heat of combat so little point in having it as a bonus action. Expertise in a knowledge skill isn’t much good for the low intelligence cleric.
- Light bringer (2/5) – ABoH – The healing is OK, but bloodlust is better and light is only OK.
- Lightly armored (1/5) – Pointless. You already have this proficiency.
- Lordly resolve (2/5) – HoF – An option for decent resilience/recovery against 3 types of conditions and possession is good but you’ll need to use your bonus action to activate it and that can be tricky to anticipate.
- Love bites (2/5) – ABoH – Decent for keeping creatures from following up with an attack against you after your attack. It works automatically too so great against really resilient enemies. But it requires melee weapon or unarmed attacks which probably won’t be common for a cleric, especially once cantrips upgrade at level 5. A war cleric can’t use this with their bonus action attack as this requires a bonus action.
- Mage slayer (5/5) – Great for breaking concentration on spellcasters and having basically a use of legendary resistance every rest.
- Martial weapon training (1/5) – You should be easily able to get the weapon training you need through divine order.
- Medium armor master (2/5) – You can use plate armor and invest 15 in strength or half plate and invest 16 in dexterity (with this feat) for the same AC and benefits. This is only useful on dexterity builds but you can easily go for a strength build and invest slightly less and not need to take a feat for the benefit.
- Moderately armored (1/5) – You already have proficiency with medium armor so this is pointless.
- Mounted combatant (3/5) – If you can regularly have access to a mount, then this could be decent. Many creatures are smaller than the likely large mount you’ll be riding.
- Mythal touched (3/5) – HoF – If you don’t mind some random effects, then this is alright and could be a bit of wild fun. Most effects should be positive.
- Observant (3/5) – Perception is decent for anyone, especially given your high wisdom. Search as a bonus action is decent too, but situational. You’re not necessarily a scout, but this can work alright for you.
- Order’s resilience (1/5) – HoF – Quicker after being knocked prone feels like a ribbon effect. Advantage on strength saving throws is decent, but you also have to be next to an ally which might not be often. This is a kind of situational feat that requires taking a very situational origin feat which isn’t great. I don’t think it’s worth it.
- Piercer (2/5) – OK on a war cleric that might make a decent number of weapon attacks. But even then, I’d expect you to be mostly using your action for spells and your bonus action can’t always be used for attack making this less impactful.
- Poisoner (2/5) – Most clerics won’t make attacks enough to get full use from this and even for war clerics, it may get in the way of their bonus action attacks. It can also be a bit costly.
- Polearm master (2/5) – The reaction attacks could be quite good on frontline clerics but the bonus action attack is a challenge as many clerics won’t make regular attacks and war clerics already have a better bonus action attack. This also restricts shield use (at least for the strongest reaction attacks) which is likely more beneficial for a cleric.
- Purple dragon commandant (3/5) – HoF – Bonus action temporary hit points to dish out is pretty good and advantage when bloodied is better the more attacks you have and the longer you can survive while bloodied. The problem for a cleric is you might not always be making attacks.
- Putrefy (3/5) – ABoH – Automatic poisoned condition is decent but it does tie you down to necrotic damage spells. Fortunately, clerics have a decent number of these. Toll the dead is a decent option you could be using a fair bit.
- Rebuke (3/5) – ABoH – Same goes here. Automatic prone can be good and you have enough radiant spells to make this work. Word of radiance is a good option for this and as a cantrip, you should be able to use it fairly regularly.
- Resilient (4/5) – If you want to take this, constitution is your best option followed by dexterity or strength. You’ll likely want the boost to concentration saving throws which is why constitution is the better option and you don’t already have proficiency here.
- Ritual caster (3/5) – If you want some out of combat spellcasting utility, then you can get a few interesting spells this way and won’t consume precious spell slots while allowing you to be even more of a utility caster.
- Sentinel (3/5) – Easier opportunity attacks is good on a frontline cleric. Whether clerics want to keep enemies within melee range is debatable as they aren’t the most resilient class.
- Shadow touched (5/5) – Invisibility is great for scouting, utility and ambushes and another spell can be handy too. Color spray or silent image can be good options for your level 1 spell.
- Sharpshooter (1/5) – You should probably be using cantrips or spells for ranged attacks rather than weapons.
- Shield master (2/5) – Clerics often use shields and it’s not uncommon for them to invest in strength, especially for heavy armor builds. However, clerics tend not to reach the highest echelons of strength either and don’t tend to use the attack action loads. This is even the case for war clerics who can’t combine this with their bonus action attacks.
- Skill expert (2/5) – Alright if you want to be an expert at a skill, but clerics tend to be less reliant on skills than most classes.
- Skulker (4/5) – Great on anyone due to the easy blindsight. You won’t get much from improved hiding in combat though as that’s a challenge for anyone other than a rogue.
- Slasher (2/5) – You probably won’t make enough attacks to take full advantage of this, even for a war cleric. Better on a more attack focused class.
- Speedy (3/5) – Faster movement is useful for most classes, especially clerics wanting to spread spirit guardians around more. Disadvantage from opportunity attacks will make it easier for you to get out of danger or weave between enemies.
- Spellfire adept (3/5) – HoF – Clerics have a decent number of radiant spells to use this with. It’ll work best with AoE spells so that the damage is magnified across multiple targets. At low levels, you’ll have word of radiance for this, but gain other options later. Just be aware of the expending of your hit point dice. Not many creatures have resistance to radiant damage so that is potentially quite situational.
- Spell sniper (3/5) – Clerics have a decent number of spell attacks and this will let you cast these further for more safety and in close combat if you prefer to be on the frontlines. Ignoring cover is handy too.
- Street justice (1/5) – HoF – Clerics should rarely be attempting grapples and negotiating with hostile creatures also isn’t their forte so this isn’t great for them.
- Telekinetic (3/5) – An invisible, silent mage hand is great for stealth and pretty solid on any build. Telekinetic shove could be a handy way of getting out of melee range with your bonus action or nudging an enemy into the radius of one of your spells.
- Telepathic (2/5) – Telepathy is fine for silent communication, but it’s better on a charisma build.
- Treacherous allure (1/5) – ABoH – I think the idea here is to charm someone and then attack them. It’s a lot of setup for advantage on a single attack though, which I don’t think is great.
- Vampire touched (3/5) – ABoH – Like fey touched but with worse spells. Spider climb is still useful, especially for a sneaky cleric, and illusion spells can be handy too.
- War caster (5/5) – Great for clerics to help maintain concentration on spells, especially as clerics have a tendency to get in danger on the frontlines.
- Weapon master (2/5) – You might want this on a war cleric to up the impact of their weapon attacks. Even then though, they likely won’t be making loads of attacks as they’ll want to use spells and will have a limit on their bonus action attacks.
- Zhentarim tactics (3/5) – HoF – A changeable expertise is handy, but clerics tend not to specialise in skills. Frontline clerics may take enough melee attacks to make the easier opportunity attacks worthwhile. Decent on spirit guardians builds.
Cleric epic boon feats

- Boon of blazing dawn (2/5) – ABoH – Radiant immunity is alright, but not an overly common damage type. The radiant damage is maybe useful on a war cleric that might still be making weapon attacks, but you have other ways to bypass resistances (like spells).
- Boon of bloodshed (3/5) – HoF – The advantage should happen a fair bit which is handy, and advantage on attacks is often useful. Extra damage when bloodied is decent, but only a small amount once per turn. Most clerics may not be making regular attacks rolls, but war clerics should make enough of these to make this worthwhile.
- Boon of bountiful health (2/5) – HoF – The extra temporary hit points are not a lot at this level. It kind of works if you have a regular source of temporary hit points, but it doesn’t feel like enough. The improved healing is decent for long adventuring days but your boost from this will be less than for some other classes. A few feats (like bloodlust) will use your hit point dice making this quite good in conjunction with these, but not great without. Add an extra point to this score if you have a feat like bloodlust
- Boon of combat prowess (3/5) – An automatic hit once per round is good, but only if you make regular attacks. This should be common enough for a war cleric, but may not be for other subclasses.
- Boon of communication (2/5) – HoF – Decent enough feat, but works better on a charisma class.
- Boon of desperate resilience (5/5) – HoF – Resistance to everything other than force is really good. Combine this with the boon of recovery (if playing at levels beyond 20) to basically have your full hit points while in a state of being bloodied. This is best on a frontline cleric who might find themself in harms way more often.
- Boon of dimensional travel (5/5) – Really easy to move around the battlefield to wherever you need to be and there’s no action economy cost either. This will help you stay out of trouble a lot.
- Boon of energy resistance (3/5) – More damage resistances is useful and reaction attacks will be occasionally handy. This could be a bit situational as you only gain the benefits when facing the right enemies but you can change the resistances each long rest. Works best on frontline clerics who may be the target of attacks more often.
- Boon of exquisite radiance (3/5) – HoF – This is only good on AoE damage dealers as you magnify the boosted damage by each target. If you want to take this, you should make sure you have something like sunburst as a known spell or at least sunbeam.
- Boon of fate (5/5) – Regular manipulation of d20 rolls is good for anyone and once per rest is definitely nice.
- Boon of fluid forms (5/5) – HoF – Most creatures you could transform into won’t be worth it as they’ll reduce your capabilities (other than some utility). However, a few creatures, like a froghemoth, are worth the transformation. If you pick your forms wisely, this can be really good and a bundle of extra hit points to survive with.
- Boon of fortitude (3/5) – Some decent extra resilience. Especially if you pair this with something like bloodlust, that will let you heal yourself more regularly. Not that it’s a huge amount.
- Boon of fortune’s favour (4/5) – HoF – Reroll a saving throw every round. Really great resilience feature.
- Boon of irresistible offense (1/5) – Most clerics don’t make enough attacks to justify this and even war clerics have alternatives to bypass these resistances with their spells.
- Boon of looming shadows (4/5) – ABoH – Dodge as a bonus action is very good. Extended reach is only good for war clerics helping you with hit and run tactics.
- Boon of misty escape (1/5) – ABoH – Just a terrible feat.
- Boon of poison mastery (2/5) – HoF – Clerics don’t naturally have any poison spells so the damage boost is useless to them in many cases. Even if you can grab a poison spell, it probably won’t be a high damage AoE spells that can maximise on the damage boost. Poison is a common damage type though so immunity is good at least.
- Boon of recovery (5/5) – Loads of extra resilience here. I think this is much better than the boon of fortitude as your hit points will be high enough to recover to more than 40HP, by quite a bit. The healing option is also really handy too.
- Boon of revelry (1/5) – HoF – Not a great spell for anyone.
- Boon of skill (2/5) – You probably already have skills you specialise in and others will have the same meaning most skills should be covered.
- Boon of speed (4/5) – More speed is great, escaping grapples is handy but a little situational. I like the boon of dimensional travel better as the speed is the same but teleportation will get you out of grapples and reach without disengaging. This does have the benefit of being used whenever you like on your turn rather than after you take the attack action though.
- Boon of spell recall (2/5) – You won’t recover many spells with this, and they’re also your least important spell slots, but more spell uses is still handy.
- Boon of terror (2/5) – HoF – Immunity to the frightened condition is useful but intimidation proficiency isn’t great on a non-charisma character. The challenge is stoking fear. If the party has a reliable method for causing the frightened condition, then this could be quite good to consume an enemy’s turn with fleeing. It only needs a reaction too. Decent if you can integrate frightened into party tactics but not very good if you can’t.
- Boon of the bright sun (5/5) – HoF – Loads of extra temporary hit points for the whole party is just excellent.
- Boon of the furious storm (1/5) – HoF – Clerics don’t really possess lightning spells as standard to take advantage of this and thunder and lightning damage aren’t hugely common for you to enjoy the resistances.
- Boon of the night spirit (5/5) – Invisibility gained quite easily and regularly is great for clerics who might want to be lurking on the backlines. Be aware this will only work in shadowy places, but if you spend plenty of time in dungeons, then this should be fine.
- Boon of the soul drinker (4/5) – HoF – A couple of decent resistances and some pretty big healing. Creatures dying around you shouldn’t be a problem. Good resilience boon.
- Boon of truesight (4/5) – Really good when you face something you can’t see or illusions but that won’t be all the time. It’s important someone can deal with this stuff and this is the most profound way to do it, just be aware you won’t use it loads.
