Playing a cleric for the first time. DM is pretty generous with items and we can purchase magic items using Sane Magic Items, with his approval of the item and cost. DM likes a high magic fantasy setting, where he will just throw tougher and tougher monsters at you. My problem is...what magic items do I want? If we could spread this into attunement items and non-attunement, I think that would be helpful also.
I have read a number of lists online with this and been mostly unhappy with it. I'm a twilight cleric (I know, flavor of the day) at 6th level. I have plate armor and shield. Variant human, so have War Caster and at 4th level took Alert. Many of the online lists have things like magic weapons, flametongue, holy avenger (with a paladin dip) and hammer of thunderbolts. Outside of War Domain, those are not only suboptimal weapons for a cleric, in that they require attunement, but would be far superior in the hands of a martial class or something like a paladin or melee ranger, even a rogue. So far, I tend to cast spells more than melee. I have a +1 mace, but only 15 Str and with other demands for ASI/feats, that will probably never change. I probably wouldn't even take a magic item to boost Str, since that's an attunement slot.
So what items do you love for your cleric?
My current thoughts are:
Non-attunement:
Adamantine Plate Armor Cape of the Mountebank Bag of Holding Any +1, +2, +3 armor or shield Wand of Magic Missiles
Attunement: Ring of Spell Storing Spellguard Shield
Ring or Cloak of Protection or Luckstone are always good (all require attunement). I do like things that make for fun RP, too, like Figurines of Wondrous Power. The [various container] of [various elementals] can be useful, but not worth it if you already have plans for your concentration. Folding Boats can be extremely useful depending on where your party is going.
It's kinda overkill, but if you want to boost your strength without using an ASI or an attunement slot, you could go for a Manual of Gainful Exercise. Also, maybe look at Mizzium Plate instead of Adamantium, it's got some additional benefits, but it definitely depends on if your DM will allow it.
Another great one from Tasha's Cauldron is the Amulet of the Devout, +1-3 on all casting (attack rolls and save DC) and you get get a bonus use of Channel Divinity once per day, this also combines nicely with the Harness Divine Power optional feature (once per long rest Channel Divinity to restore a spell slot).
Value depends how much you use your Channel Divinity power(s) of course, but I'm playing War Cleric so more uses of Guided Strike are never a bad thing (and the bonus means I'm less likely to miss with Guiding Bolt than I usually do in the first place, so it goes even further).
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Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Ha, you've already listed my favourite magic item: Cape of the Moountebank. It's been extremely useful for several of my characters and I vastly prefer it over any combat/casting stat improvement, especially at lower level. For me, this item strikes a perfect balance between usefulness in and out of combat, and not being too overpowered (can't teleport entire party, only 1/day, decent but not extreme range, and has a failure penalty that gives the DM a potential 'out' if teleporting to a location outside LoS would really derail the campaign).
As for consumables: Feather token (Tree) can be put to excellent use in several ways. Instant lookout tower/sniper perch, appeasing angry druids, using it to get over slippery walls or into top floor windows, creating chokepoints or blocking entries, and much more. Never leave home without an instant tree! I know it's not particularly clericy, but there you go anyway :P
+1 to the ring of spell storing - really gives you a lot of flexibility with your spell slots to know you've got a couple of Healing Words in your back pocket.
Playing a cleric for the first time. DM is pretty generous with items and we can purchase magic items using Sane Magic Items, with his approval of the item and cost. DM likes a high magic fantasy setting, where he will just throw tougher and tougher monsters at you. My problem is...what magic items do I want? If we could spread this into attunement items and non-attunement, I think that would be helpful also.
I have read a number of lists online with this and been mostly unhappy with it. I'm a twilight cleric (I know, flavor of the day) at 6th level. I have plate armor and shield. Variant human, so have War Caster and at 4th level took Alert. Many of the online lists have things like magic weapons, flametongue, holy avenger (with a paladin dip) and hammer of thunderbolts. Outside of War Domain, those are not only suboptimal weapons for a cleric, in that they require attunement, but would be far superior in the hands of a martial class or something like a paladin or melee ranger, even a rogue. So far, I tend to cast spells more than melee. I have a +1 mace, but only 15 Str and with other demands for ASI/feats, that will probably never change. I probably wouldn't even take a magic item to boost Str, since that's an attunement slot.
So what items do you love for your cleric?
My current thoughts are:
Non-attunement:
Adamantine Plate Armor Cape of the Mountebank Bag of Holding Any +1, +2, +3 armor or shield Wand of Magic Missiles
Attunement: Ring of Spell Storing Spellguard Shield
You forgot amulet of the devout. Extra use of Channel Divinity and a buff to your spellcasting.
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Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
Amulet of Health is always great too. Healers need all the health they can get to stay around. And it lets you focus points in other stats knowing your CON will be 19.
Amulet of The Devout (extra use of Channel Divinity and spellcasting boost). Adamantine Armor (immunity to criticals). Ring of Spell-Storing allows you to heal without spending any extra spell slots. If you give the ring to a frontline character, you can heal them without having to walk towards them. Cloak of Protection is helpful on melee-oriented clerics, but it's just great on any character.
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Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
Depends on the cleric (e.g., alignment, class/subclass, deity worshipped, etc.). For a good-aligned cleric, e.g., Mace of Disruption is a classic magic item.
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Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
Playing a cleric for the first time. DM is pretty generous with items and we can purchase magic items using Sane Magic Items, with his approval of the item and cost. DM likes a high magic fantasy setting, where he will just throw tougher and tougher monsters at you. My problem is...what magic items do I want? If we could spread this into attunement items and non-attunement, I think that would be helpful also.
I have read a number of lists online with this and been mostly unhappy with it. I'm a twilight cleric (I know, flavor of the day) at 6th level. I have plate armor and shield. Variant human, so have War Caster and at 4th level took Alert. Many of the online lists have things like magic weapons, flametongue, holy avenger (with a paladin dip) and hammer of thunderbolts. Outside of War Domain, those are not only suboptimal weapons for a cleric, in that they require attunement, but would be far superior in the hands of a martial class or something like a paladin or melee ranger, even a rogue. So far, I tend to cast spells more than melee. I have a +1 mace, but only 15 Str and with other demands for ASI/feats, that will probably never change. I probably wouldn't even take a magic item to boost Str, since that's an attunement slot.
So what items do you love for your cleric?
My current thoughts are:
Non-attunement:
Adamantine Plate Armor
Cape of the Mountebank
Bag of Holding
Any +1, +2, +3 armor or shield
Wand of Magic Missiles
Attunement:
Ring of Spell Storing
Spellguard Shield
Guardian Emblem from Tasha's if your DM allows it
I just looked it up! Perfect for somebody mostly playing as a healer! Damage mitigation > healing damage imo
Ring or Cloak of Protection or Luckstone are always good (all require attunement). I do like things that make for fun RP, too, like Figurines of Wondrous Power. The [various container] of [various elementals] can be useful, but not worth it if you already have plans for your concentration. Folding Boats can be extremely useful depending on where your party is going.
It's kinda overkill, but if you want to boost your strength without using an ASI or an attunement slot, you could go for a Manual of Gainful Exercise. Also, maybe look at Mizzium Plate instead of Adamantium, it's got some additional benefits, but it definitely depends on if your DM will allow it.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Belt of Dwarvenkind - +2 con, 60" darkvision, Advantage on poison saves and resistance to poison, speak, read, and write dwarvish
Not a bad thought. It was one of my finalists. I went with an Amulet of Health though, to set my Con at 19.
It most of been growing of the beard that turned you off.
Another great one from Tasha's Cauldron is the Amulet of the Devout, +1-3 on all casting (attack rolls and save DC) and you get get a bonus use of Channel Divinity once per day, this also combines nicely with the Harness Divine Power optional feature (once per long rest Channel Divinity to restore a spell slot).
Value depends how much you use your Channel Divinity power(s) of course, but I'm playing War Cleric so more uses of Guided Strike are never a bad thing (and the bonus means I'm less likely to miss with Guiding Bolt than I usually do in the first place, so it goes even further).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Pff missed the most important feature. Give the Goliath his beard. Bidet
The Necklace of Prayer Beads can be useful for adding a few extra spell slots.
Ha, you've already listed my favourite magic item: Cape of the Moountebank. It's been extremely useful for several of my characters and I vastly prefer it over any combat/casting stat improvement, especially at lower level. For me, this item strikes a perfect balance between usefulness in and out of combat, and not being too overpowered (can't teleport entire party, only 1/day, decent but not extreme range, and has a failure penalty that gives the DM a potential 'out' if teleporting to a location outside LoS would really derail the campaign).
As for consumables: Feather token (Tree) can be put to excellent use in several ways. Instant lookout tower/sniper perch, appeasing angry druids, using it to get over slippery walls or into top floor windows, creating chokepoints or blocking entries, and much more. Never leave home without an instant tree! I know it's not particularly clericy, but there you go anyway :P
+1 to the ring of spell storing - really gives you a lot of flexibility with your spell slots to know you've got a couple of Healing Words in your back pocket.
You forgot amulet of the devout. Extra use of Channel Divinity and a buff to your spellcasting.
Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
My Homebrews: Monsters, Magic Items, Spells, Races
Rhulg- Hobgoblin Gunsmith
Amulet of Health is always great too. Healers need all the health they can get to stay around. And it lets you focus points in other stats knowing your CON will be 19.
Amulet of The Devout (extra use of Channel Divinity and spellcasting boost). Adamantine Armor (immunity to criticals). Ring of Spell-Storing allows you to heal without spending any extra spell slots. If you give the ring to a frontline character, you can heal them without having to walk towards them. Cloak of Protection is helpful on melee-oriented clerics, but it's just great on any character.
Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
My Homebrews: Monsters, Magic Items, Spells, Races
Rhulg- Hobgoblin Gunsmith
Depends on the cleric (e.g., alignment, class/subclass, deity worshipped, etc.). For a good-aligned cleric, e.g., Mace of Disruption is a classic magic item.
Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
Cloak of displacement, book of exalted deeds, animated shield, necklace of prayer beads
to add a few of good magical items