Cleric Attack Roll Spells: What Spell Should You Choose?

So, I knew that Clerics did not have a lot of options for attack roll spells in D&D 5e, but I was not prepared for how short a list it would be. The Total number of spells is three. You read that right, not thirty, not three hundred, but three. More are added depending on what Domain you choose, but even then the pickings are slim.

This may be a personal preference, but I’d rather roll an attack than have the DM roll a saving throw. I feel I have more control, but whom are we fooling, those polyhedral little demons really control all of us. Like how you can’t help but buy more when your dice bag is already overflowing with dice.

What was I talking about? Oh yeah, you have more control over your bonuses for making an attack than you do over the saving throw bonuses the target has. As a DM, I’ve crushed more than one player by making a saving throw than I’ve seen when a player misses with an attack. Both failures burn a spell slot and make your turn feel like a waste, but it just burns more to have the DM make the saving throw.

Here is the list of spells that all Cleric domains have access to in 5e:

  • Guiding Bolt (1st level)

  • Inflict Wounds (1st level)

  • Spiritual Weapon (2nd level)

Here are the additional ones that you can grab if you choose the right Domain:

  • Ray of Enfeeblement (2nd level) – Grave Domain

  • Scorching Ray (2nd level) – Light Domain

  • Vampiric Touch (3rd level) – Grave Domain

The Grave Domain Cleric gets the most attack roll spells with a total of five, the Light Domain Cleric comes in second with four spells, and all other domains are tied for third with three total spells.

Tier List:

S Tier

Guiding Bolt – Great 1st level damage spell with a 120-foot range that causes radiant damage and can be upcast to cause more damage if needed.

Spiritual Weapon – You get a spell that lasts a minute, does not require concentration, you can use your bonus action to move it, and it causes force damage? Yes, please, and thank you.

Vampiric Touch – You cause damage to an enemy while healing yourself. This is a great two-in-one spell that has the drawback of having to be in melee combat range, but if you’re there already then you might as well take advantage of the situation.

A Tier

Scorching Ray – Three attacks that do 2d6 fire damage is not bad. Upcasting adds additional rays for additional attack rolls. I like it, but I’d rather have more damage by upcasting than getting additional rays to shoot.

B Tier

Inflict Wounds – Good amount of damage but is restricted to melee range. Why cast a spell when you can bash the enemy with your holy water sprinkler and save the spell slot for something else?

Ray of Enfeeblement – Good support spell to help your frontliners with defeating a strong foe, but that foe will get the chance to do a Constitution saving throw to end the spell’s effects.

There you go, a quick article that took no time to write (and less time to read). So, do you care whether you make an attack roll or if the enemy gets a saving throw? Let me know in the comments below.

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