First time I've really played a cleric (Grave domain) to this level, and starting to realize the options - particularly spells, are getting a bit boring and more restrictive. Finding I am just casting spirit guardians every battle using higher level slots, but then you stuck with a concentration spell which then severely limits many other useful ones (bane, bless etc).
Other spells at higher levels seems to be rife with long casting times and are highly situational as well. What are you other high level clerics out there using, particularly in dungeon/battle situations?
I like quite a few 6th level cleric spells, harm is a nice damage dealing spell, and heal is the first spell that gives a significant amount of healing (more than what is likely to be lost the next time the target is hit), neither require concentration. Word of recall is a great way to get back to base, from the material plane it less flexible than teleportation circle (you can only go to one destination) but it can be used in combat if things are going badly, it can also be used as a form of trans-planer travel, which depending on your campaign can be situational or a godsend (My cleric was once in a ocket plane and once the enemy was defeated the plane began to collapse I am not sure what other options there would be).
Concentration spells are there to make to choose which one ot have up, if you could have multiple concentration spells active you would just be too powerful. You have to choose what to use concentration on but there are several options at higher levels that will frequently bu just as good or better than upcastig spirit guardians for example
Banish is good and depending on what you are facing upcasting is often a great option. Situationally it can end an entire combat, for example a 6th level banish when the party are facing 3 fiends could end the combat. Even if the enemy is not extraplanar fighting one enemy and then a second as massivly less dangerous than fighting two at the same time. I have even cast banish on all the enemies hoping that they don't all fail in order to convert a bif fight into 2 trivail ones.
Summoning isn't really my thingbut summon celestial is a decent option
When you get to level 15 Holy Aura becomes the goto concentration spell (it requires an item that costs 1000 GP but it is not consummed at at that level 1000GP on a non-consumable isn't that great)
There are a number of spells that take longer than an action to cast but again if they took an action they would be far too powerful. Having said that with a bit of thought some of them can be used in combat. Say you know the bad guys are on the other side of a door. Cast symbol on te floor next to it (with the party exempt from triggering it). Everyone except the rogue steps back at least 60 ft and takes cover (if the rogue only has 30 foot of movement and the DM decides openeing the door is an action not an object interaction he may need to be hasted.. The rogue opens the door says an expletive as if he wasn't expecting them and runs away (more than 60 ft). If the enemies give chase the spell triggers. Hopelessness, Insanity, Pain, and Stunning are all options to completely take out of the battle anything that fails the save for 1 minute so just choose what you think they are least good at)
Heroes feast is another awesome spell for dungeon / battle situations. It lasts for 24 hours so have a magnificent meal the night before you go into the dungeon / face the battle. Advantage on all wisdom saves along with immunity to fear and poison is huge and the inrease to maximum HP is nice (it stacks with aid and any source of temporary hit points). It turns an encounter with an ancient green dragon a cakewalk and helps a lot against anything. The cost means you might be limited to using this for major encountersw.
I have also found truesight very useful in a dungeon it depends on what you expect to be facing, if the bad guy can transform theire appearance truesight would enable you to easily differential the good guys from the bad.
Holy Weapon cast on a multi-attacking, two-handed weapon wielding Fighter/Barbarian/Paladin, etc would be an excellent use of your Conc.... an extra 2d8 radiant per hit. If this front-liner is also buffed with Haste, even better. Hang back, let them do the work, focus on keeping concentration up.
Blade Barrier, Conc, (6th), if well placed, can control the battlespace quite well, and deliver some useful damage.
Second the Holy Aura (C) if you pre-coordinate the component with your DM.
Spirit Guardians doesn't go out of style if there are lots of enemies you can effect. Single target? The Holy Weapon is going to produce more damage.
Spiritual Weapon is still one of the best spells to occupy your bonus action, even if cast at level 2. Something vs nothing; something always wins.
Putting Holy weapon on a dwarven thrower, as a dwarf twilight cleric fighting giants with spirit guardians and spiritual weapon up is truly fabtastic fun.
Putting Holy weapon on a dwarven thrower, as a dwarf twilight cleric fighting giants with spirit guardians and spiritual weapon up is truly fabtastic fun.
Not sure how you would maintain Conc on Spirit Guardians and Holy Weapon at the same time.
First time I've really played a cleric (Grave domain) to this level, and starting to realize the options - particularly spells, are getting a bit boring and more restrictive. Finding I am just casting spirit guardians every battle using higher level slots, but then you stuck with a concentration spell which then severely limits many other useful ones (bane, bless etc).
Other spells at higher levels seems to be rife with long casting times and are highly situational as well. What are you other high level clerics out there using, particularly in dungeon/battle situations?
I like quite a few 6th level cleric spells, harm is a nice damage dealing spell, and heal is the first spell that gives a significant amount of healing (more than what is likely to be lost the next time the target is hit), neither require concentration. Word of recall is a great way to get back to base, from the material plane it less flexible than teleportation circle (you can only go to one destination) but it can be used in combat if things are going badly, it can also be used as a form of trans-planer travel, which depending on your campaign can be situational or a godsend (My cleric was once in a ocket plane and once the enemy was defeated the plane began to collapse I am not sure what other options there would be).
Concentration spells are there to make to choose which one ot have up, if you could have multiple concentration spells active you would just be too powerful. You have to choose what to use concentration on but there are several options at higher levels that will frequently bu just as good or better than upcastig spirit guardians for example
There are a number of spells that take longer than an action to cast but again if they took an action they would be far too powerful. Having said that with a bit of thought some of them can be used in combat. Say you know the bad guys are on the other side of a door. Cast symbol on te floor next to it (with the party exempt from triggering it). Everyone except the rogue steps back at least 60 ft and takes cover (if the rogue only has 30 foot of movement and the DM decides openeing the door is an action not an object interaction he may need to be hasted.. The rogue opens the door says an expletive as if he wasn't expecting them and runs away (more than 60 ft). If the enemies give chase the spell triggers. Hopelessness, Insanity, Pain, and Stunning are all options to completely take out of the battle anything that fails the save for 1 minute so just choose what you think they are least good at)
Heroes feast is another awesome spell for dungeon / battle situations. It lasts for 24 hours so have a magnificent meal the night before you go into the dungeon / face the battle. Advantage on all wisdom saves along with immunity to fear and poison is huge and the inrease to maximum HP is nice (it stacks with aid and any source of temporary hit points). It turns an encounter with an ancient green dragon a cakewalk and helps a lot against anything. The cost means you might be limited to using this for major encountersw.
I have also found truesight very useful in a dungeon it depends on what you expect to be facing, if the bad guy can transform theire appearance truesight would enable you to easily differential the good guys from the bad.
Holy Weapon cast on a multi-attacking, two-handed weapon wielding Fighter/Barbarian/Paladin, etc would be an excellent use of your Conc.... an extra 2d8 radiant per hit. If this front-liner is also buffed with Haste, even better. Hang back, let them do the work, focus on keeping concentration up.
Blade Barrier, Conc, (6th), if well placed, can control the battlespace quite well, and deliver some useful damage.
Second the Holy Aura (C) if you pre-coordinate the component with your DM.
Spirit Guardians doesn't go out of style if there are lots of enemies you can effect. Single target? The Holy Weapon is going to produce more damage.
Spiritual Weapon is still one of the best spells to occupy your bonus action, even if cast at level 2. Something vs nothing; something always wins.
Putting Holy weapon on a dwarven thrower, as a dwarf twilight cleric fighting giants with spirit guardians and spiritual weapon up is truly fabtastic fun.
Not sure how you would maintain Conc on Spirit Guardians and Holy Weapon at the same time.