[RPG] Cleric build to maximize melee damage and spell healing

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I am making a Dwarf Warpriest Cleric of Shelyn wielding a Glaive. I expect to use Medium armor. I am planning this character out through level 20.

I'm looking for a build of feats, skills (if applicable) and spells that maximize my damage in melee and healing with spells. Other character choices are locked in.

If it matters, my allies in this group are: rogue, sorcerer, barbarian, monk, and fighter(longbow).

My original plan includes:

What Feats, Skills, and Spells (through level 20) will allow this character to do its highest DPR with a glaive and heal the most with its spell slots?

Best Answer

Vitals @ L20

Name: Droshgar the Beautiful (or pick your own, probably)
Ancestry and Heritage: Dwarf (any; recommended Ancient-Blooded or Anvil)
Background: Flexible; anything that allows Strength or Wisdom (recommended Scholar)
Class: Warpriest doctrine Cleric 20 (DC 42)
STR 24 (22+Apex); DEX 12; CON 20; INT 12; WIS 22; CHA 18
HP 210; AC 42; Fort +34m*; Ref +28e; Will +35m*
*Rolling a success on a Fort or Will Save results in a Critical Success

Class Feats

\begin{array}{l|l|l} \text{Level} & \text{Feat} & \text{Benefit} \\ \hline 1 & \text{Domain Initiate} & \text{mandatory} \\ 2 & \text{Healing Hands} & \text{~+1 healed per die} \\ 4 & \text{Communal Healing} & \text{Heal self = spell level} \\ 6 & \text{Divine Weapon} & \text{situational +1d4 or 1d6 damage} \\ 8 & \text{Emblazon Armament} & \text{+1 damage} \\ 10 & \text{Replenishment of War} & \text{temp hp for using your glaive} \\ 12 & \text{Shared Replenishment} & \text{allies get temp hp for you using your glaive} \\ 14 & \text{Emblazon Energy} & \text{+1d4 energy damage} \\ 16 & \text{Align Armament} & \text{+1d6 alignment damage for 1 turn} \\ 16 alt & \text{Channel Smite} & \text{add Harm to weapon attack} \\ 18 & \text{Extend Armament} & \text{Alignment lasts 1 minute} \\ 18 alt & \text{Echoing Channel} & \text{can Heal or Harm 2 adjacent targets for more} \\ 20 & \text{Maker of Miracles} & \text{extra 10th level spell slot*} \\ 20 alt & \text{Metamagic Channel} & \text{Echoing Channel (or Heroic Recovery) does not cost an action} \\ \end{array}

*This is probably a 2nd casting of Avatar

Note: Alternative 20 should only be taken if you take alt 18. Otherwise they are not necessarily linked.

Class Feats (Honorable Mentions)

  • Improved Communal Healing (choose another to heal with the ability)
  • Advanced Domain
  • Heroic Recovery (bonuses to single-target Heal)
  • Fast Channel (reduce actions for AoE heal to 2)

Ancestry Feats (relevant only)

  • (1) Vengeful Hatred (+weapon dice damage, situational)

General/Skill Feats

There are no General or Skill feats that affect your weapon damage or healing. You could specialize in Medicine to reduce the need for spells between battles, and/or Athletics to enable you to shove, trip, and disarm better. You will probably want Incredible Initiative and Fleet, as they present ancillary benefits to you.


Your melee with a basic +3 m.s. glaive will look like:

    • Melee speed glaive +34 (deadly 3d8, forceful, reach), Damage 4d8+10 slashing plus 1d6 good, 1d4 (cold or electricity) and 1d4 force or 1d6 good if you've cast a spell this round

Desirable Equipment

  • +3 Major Striking Glaive (Speed, Greater Corrosive, Greater Flaming)
    • Speed makes it far easier to to activate your Divine Weapon ability because you have one less action "spent" on attacking
  • +3 Major Striking Glaive (Dancing, Greater Corrosive, Greater Flaming)
    • This is obviously optional but I figured I'd include it for completeness.
  • +3 Major Resilient Breastplate
  • Belt of Giant Strength
  • Greater Healer's Gloves (not really spells but worth noting)
  • Greater Boots of Bounding (again not directly relevant, but useful for melee)

Using this equipment, your attack would look something like this.

  • Melee speed glaive +34 (deadly 3d8, forceful, reach, critical 2d10 persistent fire, critical 6d6 shield/armor damage), Damage 4d8+10 slashing plus 1d6 good, 1d6 fire (ignored Resist), 1d6 acid (ignored resist), 1d4 (cold or electricity) and 1d4 force or 1d6 good if you've cast a spell this round
  • Melee dancing glaive +25 (deadly 3d8, forceful, reach, critical 2d10 persistent fire, critical 6d6 shield/armor damage), Damage 4d8+3 slashing plus 1d6 good, 1d6 fire (ignored Resist), 1d6 acid (ignored resist)
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