Best Feats for Knowledge Cleric 5e
by Prince Phantom
This domain might very well be the least combat focused cleric subclass, but that by no means makes it a bad choice. Knowledge functions as the skill monkey of the clerics, gaining expertise in two intelligence skills and a channel divinity that give proficiency in any skill or tool of our choice. My favorite ability has to be Read Thoughts, an ability that functions similarly to the Detect Thoughts spell, but with a free Suggestion spell tacked on.
This will often feel like mind control, which is a really cool twist on a big brain themed subclass. That being said, there are better cleric options for a dungeon crawl, but this would serve very well in a more roleplay heavy, political intrigue or mystery centric campaign. I’ll try to give a mix of feats that will both benefit you in combat and also help outside of combat.
Best Feats for Knowledge Cleric 5e
War Caster (Lv 4): Even in a roleplay heavy campaign I still think this should be your first choice. The benefits provided here are just too much to pass up. The concentration protection is required to be an effective caster, and while we probably aren’t planning on holding any weapons, we may end up finding a magical item that we would like to hold alongside our trusty shield.
Telepathic (Lv 8): This is definitely doubling down on our 6th level ability, giving us access to the actual Detect Thoughts spell, along with rudimentary telepathy and a bump to our wisdom. Some may see this as overkill, I see it as emphasizing what we are good at. Also I just love the roleplay moments that come from mind reading, and if your DM is anything like me, they love it too.
Telekinetic (Lv 8): This is the more combat centric of the two mind master feats, and pairs really well with clerics thanks to it allowing us to deal the damage from Spirit Guardians to a creature twice in one round by pulling them into the area on our turn. Mage Hand is also a wonderful utility cantrip, and of course we love the bump to Wisdom. Between the two, I’d just take which one suits your campaign better. Alternatively, por qué no los dos?
Magic Initiate (Lv 8): The owl familiar really ties the whole “cleric librarian” look together, don’t you think? We also get access to the wonderful assortment of utility wizard cantrips like Minor Illusion, or Message if you’d like your telepathy more closely tied to magic. Familiars also aren’t just for combat. They have incredible out of combat utility, including but not limited to: spying on the noble meeting as a tiny spider in the corner, flying up high to scout around as an owl, benefiting from blindsight as a bat or crab, or being a very good way to deescalate a tense social situation as an adorable kitten. Every party should have a familiar, change my mind.
Resilient Constitution (Lv 12): Oh you think that just because you’re playing a political intrigue campaign, you don’t need this feat? We’ll see if you retain that opinion after your whole party goes unconscious because that obviously-not-a-traitor-to-the-kingdom noble poisoned your drinks at the dinner party. Constitution saves are for more than just concentration people, they come up quite a lot even outside of that context.
Fey Touched (Lv 12): Silvery Barbs works really well with Read Thoughts, allowing us to force a reroll if our target makes their save, but while you can argue as to if you could use your channel divinity subtlety and not have your target notice, Barbs is a spell with components, and therefore has no such subtlety, meaning it can’t be used for it as often as you might like. Still a completely busted spell for all the reasons it’s normally busted though, and Misty Step fills the hole of short range teleportation on the Cleric list.
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