Ring of Spellstoring: keep it loaded wth Stonewall spell when traveling and make sure yu have the Mold Earth cantrip, some weaver's tools, and a navigator's kit + mason's kit, and 4 10' poles and 2 120' ladders. And memorize a second Wall of Stone as well. The structure you are about to make should be just wide enough to contain a Leomund's Tiny Hut spell centered at ground level. Get to adventure/dungeon main location... find unowned suitable land near town/city (or buy cheap) preferably near water. Plant the poles in a 5' square using nav tools to center/square them toward the sunrise. Use weavers tools (bright yarn or twine) to run a string around each pole to connect them and level the yarn off horizontally (again nav tools, or mason kit plumb-line) near the bottom and again about halfway up. All that should have taken about 5 minutes. Use mold Earth to completely level out a flat plane to build on (use the twine you ran to assure its all mostly level. Cast first Wall of Stone to create and lay a thin Stone floor around the erected poles, with 10' high walls supporting it, and another thin stone layer roof while a companion removes the poles and twine. The roof should have the same 5' opening in the center above where the poles were and slope slightly down toward that center opening. Use the remainder of the spell to add more walls and support the center, leaving 4 openings for access to that center square. Use Mold Earth to excavate below the center to create a down shaft leading to what will be a sub basement area with a central pool 10' deep. Go outside to create four 10 degree down-sloping shafts in each cardinal direction that can be easily concealed, then level out the last 20' of each tunnel where they connecting to the sub-basement. Use the Second Wall of Stone spell to reiforce the tunnels and their openings. Make sure to leave an open space to create at least one cooking/stone oven /fire-spit area that vents to the outside (preferably down in the basement). That should all have taken a few hours at most. The second day add finishing touches and reinfoircements as well as hiding/sealing the outer tunnel entrances using boulders, branches, etc. The ladders are for moving up/down the central shaft as necesary... the inward slope of the upper floor collects rainwater to fill the sub-basement's pool. (be sure to create runoff tunnels out to the sides to prevent overspill, possibly with another set on the underside of the roof of the main floor as well should you decide you've collected enough rain. The second day you cast the Wall of Stone spells to add in any unfinished touches, battlements, etc. or to expand. For just a few hours over each of 2 days you've created a permanent base of operations/dwelling with adequate room for many, 4 escape tunnels, and that refills its own water supply whenever it rains (the 5' deep pool in the sub-basement. If attacked cast Leomund's Tiny Hut on the interior to block off the main floor's exits/entrances. And use the space you've created for as long as needed. Then sell or rent it off to a local. For PURE PROFIT, since you literally built a defendable homestead/structure fit for any family (or even a small posting of guards/patrols) for others to live in. My character makes bank on rents, the people moving in provide their own furnishings, and repairs are practically unnecessary (if you built it wisely). Set one up near a cavern system you wish to explore, a city you'll be adventuring in, etc.... and you can make entirely underground/hidden bases with room for your carts and mounts as well. My character usually spends a few days expanding or finishing the structures she makes before leaving an area... and will sometimes create a few more.... like a communal storage cellar/warehouse, a slaughterhouse/butchering area for prepping and storing wild game, a communal library, a few more basic or upper middle class dwellings, shop/stall areas, etc. In a week to a month of downtime you can easily creat a small (easily defended) farming community... a patrol/command center for the nearby town/city... etc. and make MAD PROFIT... no labor expenses... scant material costs (a few ladders and such), etc. You can even build an underground Wall of Stone reinforced network of tunnels laden with traps, pits, ambush areas, etc. near a particularly nasty community of baddies. Then you just lure them in and pick them all off with serous tactical advantage (arrow slits, false floors, oubliets, flooding tunnels, etc. And don't forget... using a block and tacke (or a few) combined with rope, and bags filled with dirt for deadweight, and the proper excavations allows you to crerate weighted Tilt flooring, suspension nets, extremely heavy stone doors/seals to block people in (you simply cut ot knot off the rope on the other side, leaving them trapped) etc. My halfling singlehandedly took out a contingent of orc raiders (about 120) using such a system, leading small groups of them to their doom using her own guerilla tactics and the network of tunnels she'd built just the day before. They follow her in, she triggers the extremely heavy opening to close them in the dark as she dips through a closing side passeage... they continue in past the door, she triggers the deadfall/pushblock that forces them to the end of the tunnel where they get pushed into a 20' by 20' pit. Then she kills em with ranged shots from above... collects their gear and stores it in her side tunnel, rinse and repeat. After all the orcs had been trapped/killed or fled she simply collapsed the roof over the pit to bury the entire lot. Easy Peasy... orc incursion fails. She also used it to set up a series of bunker tunnels for a community that was subject to frequent raids due to a war between bordering nations. The villagers started to leave their valuables and extra farm tield/stock in the tunnels (as well as their livestock as she'd made pens for them all). Raiders would come.. the citizens retreated and sealed the bunkers surviving off hard rations until the raiders left. And the bunker/tunnels were 60' deep with hidden as well as blocked off entrances. And the villagers would quickly dirty up their houses before retreating down. So the community looked long abandoned. She also taught a few how to lay simple ambushes... to spook off (or detain/capture) any raiders that MISTAKENLY tried to "settle down" there. Mold Earth and Wall of Stone ROCK !!! HuGGz
Almost forgot, Bringing a few extra sacks and a mobile 5' square pile of dirt to provide cover, block doors, fill pits, leave 1' deep areas of rough ground over stone or wood flooring etc. in unknown dungeons and the like is AWSOME!!! The sack are for filling and pushing ahead of you, to trigger presure plates... or to cast ahead and draw back with your rope. Mert a bunch of Undead or other badies?? Block off a hallway or tunnel to create a chokepoint so you can pick em off easier without being swarmed. Cheers.
Robe of Eyes: gives 120' darkvision, see invisible, and see ethereal but no True Sight. The cleric's high wisdom allows high save verses mind effects on seeing horrible things with it. It allows long-range spells (e.g., Guiding Bolt 120') that would be limited by 60' darkvision.
Use the Ring of Spell Storing or a Gem of Spell Storing to get Find Familiar. Your familiar can deliver touch spells like Cure Wounds, Lesser Restoration, Greater Restoration, or Heal to a creature beyond your reach. I suggest an owl as a familiar which has darkvision 120' and flyby attack. As others mentioned, Find Steed or Find Greater Steed are also good options.
While not as generally good as things like flametongue, Mace of Disruption is a good in theme weapon for clerics. As it is a mace every cleric can use it.
One of the reasons why I consider RoSS to be a generally good item and it's just worth attuning with any character. Something as simple as 5 charges of Shield is just bonkers for a melee class even at high tier play. And this is on top of transferable permanent spells like Find Familiar and Find Greater Steed.
@@typoko RoSS is worth it on any character as long as you have a decent caster in your group. A cleric can give Spiritual Guardian to any melee fighter and then have two charges for shield if there is a mage in the party. A Range + Rogue combo can use it to store 5 zephyr strike spells and gain +1d8 force dmg and advantage 5 times without using any spell slots. I got a Rogue/Ranger with elven accuracy. I can gain advantage even if I can't hide or there is any enemy close to the target 5 times no problem, and that means roll 3d20 and pick the highest. So crit fishing is a thing.
I play in AL and our DM both loved and Hated that he ran a Module that has a harmonious Ring of Spell Storing (1 minute Attunement) our party: Rogue, Sheppard Druid, life Cleric, Vengeance Paladin, Champion Fighter, and my Shadow/Hex Sorlock. So with AL they let you work with the others at the table for spells and since we are a consistent table the DM stated we were together for the several days between modules. So. Our Cleric was passing out 1d4+7 healing words like candy to the Rogue, Druid, and Paladin. I took one myself and also got two Spiritual Weapons. I passed out Hellish Rebukes and Shields. You know the DM is having a good day when the low AC frontliner is 19/24 with everyone throwing Hellish Rebuke when hit, the Paladin and Sorlock Smiting and the Cleric and Sorlock sending out Spiritual Weapons. The DM gave out 30 levels of Spell storage to a caster heavy party. I'm thinking another fun one could be to find a fully Invocationed up Warlock to throw some d10+CHA Eldritch Blasts that slows the target my 10 ft and pushes the Target 10ft maybe even give them a hex to add to it.
8:43 "You use your Ring of Spell Storing for five level 1 Cure Wounds. I use my Ring of Spell Storing for one level 5 Inflict Wounds. We are not the same." 🤣
That candles pretty good. Give it to a War Cleric and they could cast Inflict Wounds every turn. Pair that with Spirt Blade or Spirit Guardians and you've got yourself an excellent attacker.
I have a feral variant (winged) tiefling cleric w/lvl1 fighter multiclass. So I can just wack enemies from the air with my glaive and out of their reach 😂
i'd argue that a permanent source of adventages on saving throws is extremly useful at high level. Also belts of giant strengh or similar items are really best used by clerics as it alllows them to focuse on feats and their casting abilities
@@NerdImmersion belts of giant strengh or similar items are really best used by clerics or paladins as it alllows them to focus on feats and their casting abilities
Adding images of what you are talking about in later videos was a great decision, you seem to mumble alot so I occasionally miss the item you're trying to praise
Just got a Staff of Healing as a 9th level Cleric in a campaign. I could have gotten a necklace of prayer beads as well, but I wasnt sure I wanted to spend my entire fortune on it. lol Loved this video btw.
what book can i find this item in? I've been searching and can't seem to find it anywhere. Pricing is all over the place as well, any info would be appreciated!
Going to update for Tasha's new magic items? I love me some Amulet of the Devout as a Cleric. Honorable mentions, Cloak of Displacement is good for everyone, even a Cleric, Rod of Resurrection as well. Also, because you're not guaranteed all spells in Necklace of Prayer Beads (depends on the rolls) I'm not sure if i'd take it over another item I could attune to. First, 1d4 + 2 could mean only 3 beads. And what if you got Branding Smite, and 2x Cure Wounds/Lesser Restoration as your 3 beads. Now compare that with Staff of Healing, also Rare and Attuned, you could cast Cure Wounds lvl 2 or Lesser Restoration 5x per day vs the beads 2x and one Branding Smite which I personally would never use. Yes you can use them as a bonus action, but spell rules still apply, so you can only cast a cantrip or make a melee attack for your Action anyways. In the other case, most Clerics have Spiritual Weapon up so if using an Action to use your Staff of Healing you still have a bonus action for your Spiritual Weapon attack so not a big difference typically. Just not a fan of the rolling magic items cause bad rolls could make it really underpowered (vice versa good roll could be great). Just my thoughts.
I'd say most of this list is pretty generically good for any class, with the exception of the "divine attunement required" items. It's not surprising though, since domain selection offers wildly different playstyles in a way almost no other class has the option of. I'd say the only glaring omission (already pointed out but oh well) is belts of strength - too many clerics are simply too MAD without it.
@@The_Yukki well taking both makes the boots obsolete as the cloak does it all and more. Despite the added befits I'd still recommend the displacement cloak and the boots if both are an option.
Has anyone developed something like the Glaive from Krull as a weapon a cleric can use? Currently thinking of a variant shaped like a Moonbow as a spiritual weapon imagine an actual physical weapon shaped like the arc of a moonbow not a bow weapon that when thrown resembles the glaive or throwing star slightly. Can the Glaive from Krull or Chakram I think its called be used by a cleric?