Best Feats for Peace Cleric 5e
by Prince Phantom
There’s no point dancing around it, this and Twilight Cleric are heavily in contention for the honor of best subclass in 5e. Not best cleric subclass, though they win that award easily, but best subclass period. The big points of power here are the emboldening bond, a feature that works like an improved Bless that also stacks with the actual Bless spell, a channel divinity that grants healing that makes the Life Cleric jealous, and the ability to grant a party-wide reaction to spread damage out evenly between players and keep enemies from using focus fire, forcing our opponents to play suboptimally.
Even a single level dip of this domain will probably majorly improve most any character you put it on. That being said, our feat selection is pretty similar to most other clerics, as none of these amazing features actually need any feats to improve them, nor are their any who actually accomplish that goal.
Best Feats for Peace Cleric 5e
War Caster (Lv 4): All the best Cleric spells have concentration, and we even get another great concentration spell in Resilient Sphere at level 7. The Peace Cleric definitely isn’t interested in holding a weapon, but there are plenty of great magic items that might occupy our free hand, so casting a lot of spells then become impossible without this feat.
Fey Touched (Lv 8): Technically we do have a means of short range teleportation inherent to the subclass, it’s just very silly. First one person needs to be where you want to go (could be a familiar), then, have someone attack that person with as little damage as possible (a blowgun is optimal for this), then teleport to the person and take the hit for them. Repeat until your whole party is where you need to be. Or just cast Misty Step. That works too. Silvery Barbs is neat as well I guess.
Tough (Lv 8): Okay so this is way earlier than I would normally recommend Tough, but there is good reason. In fact, your entire party is incentivized to pick up Tough with greater priority when you play this domain. Let’s talk about effective HP. Yes, it’s great that your Bear Totem Barbarian has 200hp when accounting for resistance, but what good is that doing them if the enemy ignores them and attacks the other party members? Protective Bond allows us to use each party member’s HP to the fullest, enabling us to spread damage around and let tanks like Barbarians soak up the biggest hits. This keeps one individual character from being focused down and killed by a group of enemies. The Tough feat gives us more total HP for our party, and we can actually expect to use that extra HP consistently thanks to our ability to share the hits. I would encourage all my party members to pick this up either here or at level 12, as it gives a ton more survivability to the whole group.
Telekinetic (Lv 8): The traditional combo of pulling an enemy into our Spirit Guardians to deal extra damage still works just fine with this build if you ironically want to take a more offensive approach.
Mobile (Lv 12): The only reason to take this is to increase our movement speed for our channel divinity, and even then you may find that you don’t need this, especially if your party tends to fight mostly in confined spaces.
Resilient Constitution (Lv 12): Always a good pickup for any caster at this level who doesn’t already have proficiency in Constitution saves, especially if you set your score to an odd number so this feat rounds you up to a new modifier.
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