Kinda hard to say without knowing more about your character, play style, or goals for the build, but here's my take in order of utility:
War Caster - Always a good feat for full casters who have a lot of concentration spells. Plus, the ability to cast a spell when someone triggers an attack of opportunity is really nice. You basically can't go wrong with this.
Magic Initiate (Druid) - Great for a little versatility and flavor with cantrips. Being able to cast that 1st level spell only once a day can be limiting, but Faerie Fire is a c l u t c h spell when it works. I'd definitely go for that over Absorb Elements for usefulness and staying power throughout a combat encounter.
Observant - This feat is better if your Wisdom score isn't maxed. Sure, the +5 to passive perception is nice if your DM uses that stat a lot, and reading lips can be useful sometimes and fun in RP, but if you have a 20 "where it counts", then it's kind of a waste. I'd go with Alert instead.
Shield Master - I mean, it's okay I guess? It's a pretty weak feat for your build unless you're planning to tank an awful lot for your party. And if you are, you might be better served taking Sentinel (to keep enemies fighting you), Tough (to boost your HP), or even Martial Adept (to give yourself tactical options while engaging the enemy). Grave clerics in general are much more of a support subclass than a frontline fighter based on their domain spells and abilities. That's not to say you can't turn yourself into one, but the features you're working with don't naturally lend themselves to that. I recommend Forge domain instead, if you want to try a melee cleric other than War.
Polearm Master - This feat is practically useless for you. First off, the only way you could have Shillelagh is if you take the Magic Initiate (Druid) feat - it's not a cleric cantrip. So the way you described wanting to use it is impossible unless you replace another ASI with Magic Initiate. On top of that, Shillelagh is a bonus action, and Polearm Master's second attack requires, you guessed it, a bonus action. So the only way you would get use out of this combo at all is if you decide to spend two turns hitting an enemy with your quarterstaff/spear (which are the only two weapons on the Polearm Master list a cleric could possibly use). And as a 16th-level Grave cleric with access to spells like Divine Word, Holy Weapon, Spiritual Weapon, and Mass Healing Word, that just seems like a complete waste of resources.
If you can, take FAERIE FIRE. Single best 1st level spell in the game.
Absorb Elements looks good, but you rarely need it. My mage kept it memorized for several levels but never cast it because Shield or Counterspell was always a better choice.
Faerie Fire requires concentration, it's not a good choice for a high level Cleric that has so many other good choices for concentration. Absorb Elements is better because it isn't concentration.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Im trying out a grave cleric for one other than life or war
I got moderate stats nothing (below 10) with 20 on where it counts
Max Hp < 100
so I got couple that Im considering when it comes feats that Im considering some might be considered sub optimal but I like them as my go to feat
Looking suggestion for which three to choose among these ,but Im open to other suggestions
Magic initiate (shillelag,primal savagery/Druid craft ,Fearie fire/Absorb elements)
Shield master
War caster
Observant
Pole arm master {for shillelag :) }
Kinda hard to say without knowing more about your character, play style, or goals for the build, but here's my take in order of utility:
War Caster - Always a good feat for full casters who have a lot of concentration spells. Plus, the ability to cast a spell when someone triggers an attack of opportunity is really nice. You basically can't go wrong with this.
Magic Initiate (Druid) - Great for a little versatility and flavor with cantrips. Being able to cast that 1st level spell only once a day can be limiting, but Faerie Fire is a c l u t c h spell when it works. I'd definitely go for that over Absorb Elements for usefulness and staying power throughout a combat encounter.
Observant - This feat is better if your Wisdom score isn't maxed. Sure, the +5 to passive perception is nice if your DM uses that stat a lot, and reading lips can be useful sometimes and fun in RP, but if you have a 20 "where it counts", then it's kind of a waste. I'd go with Alert instead.
Shield Master - I mean, it's okay I guess? It's a pretty weak feat for your build unless you're planning to tank an awful lot for your party. And if you are, you might be better served taking Sentinel (to keep enemies fighting you), Tough (to boost your HP), or even Martial Adept (to give yourself tactical options while engaging the enemy). Grave clerics in general are much more of a support subclass than a frontline fighter based on their domain spells and abilities. That's not to say you can't turn yourself into one, but the features you're working with don't naturally lend themselves to that. I recommend Forge domain instead, if you want to try a melee cleric other than War.
Polearm Master - This feat is practically useless for you. First off, the only way you could have Shillelagh is if you take the Magic Initiate (Druid) feat - it's not a cleric cantrip. So the way you described wanting to use it is impossible unless you replace another ASI with Magic Initiate. On top of that, Shillelagh is a bonus action, and Polearm Master's second attack requires, you guessed it, a bonus action. So the only way you would get use out of this combo at all is if you decide to spend two turns hitting an enemy with your quarterstaff/spear (which are the only two weapons on the Polearm Master list a cleric could possibly use). And as a 16th-level Grave cleric with access to spells like Divine Word, Holy Weapon, Spiritual Weapon, and Mass Healing Word, that just seems like a complete waste of resources.
Hope that helps! :-)
If you can, take FAERIE FIRE. Single best 1st level spell in the game.
Absorb Elements looks good, but you rarely need it. My mage kept it memorized for several levels but never cast it because Shield or Counterspell was always a better choice.
Faerie Fire requires concentration, it's not a good choice for a high level Cleric that has so many other good choices for concentration. Absorb Elements is better because it isn't concentration.