Best Feats for Twilight Cleric 5e
by Prince Phantom
Why are you here? Of all the subclasses in this game, the Twilight domain is easily the one that needs feats to empower it the least. The channel divinity provided here basically makes your party unkillable for all but the hardest hitting encounters and makes encounter design incredibly difficult for your party.
If they throw really strong monsters at you but you don’t use your channel divinity, you’ll die, but if they throw normal difficulty monsters at you, you’ll hardly take any damage. This is the only subclass I sometimes ban from my tables, and I hate banning player options. If you’re still not satisfied with the immense power provided already, here are a few feats to make you even more busted.
Best Feats for Twilight Cleric 5e
War Caster (Lv 4): We actually need this less than other clerics because we get flight at 6th level, which will put us out of the range of most attacks. Still, it’s a good feat that empowers just about everything we do, and protecting our concentration is paramount on any full caster.
Fey Touched (Lv 4): Let’s talk about other ways this cleric is busted. It has easily the second best expanded spell list of all domains, just behind Trickery. Faerie Fire, Tiny Hut, Greater Invisibility, and Circle of Power are all fantastic for their level and not on the Cleric list. Circle of Power in particular is a spell I bet you’ve never seen cast, as it has spent most of its life being a Paladin exclusive spell of 5th level, and they don’t get 5th level slots until almost the end of the game. Adding Misty Step and Silvery Barbs to that list gives us spellcasting versatility to rival the Wizard, all while boosting our Wisdom.
Magic Initiate (Lv 8): Notice how our Twilight Sanctuary doesn’t limit the number of creatures we can buff with it? That means familiars, pets, animal companions, summons, and undead minions are all fair game, turning this cleric into an amazing candidate for a necromancer build. A familiar with 10+ HP is pretty cool too. You can also grab Booming Blade and go into melee if you want, as you do have both heavy armor and martial weapon proficiency.
Telekinetic (Lv 8): The old standby of “pull enemies into Spirit Guardians to deal the damage twice in one round” still works with all the other overpowered stuff we’re doing, and we can even pull this combo off on flying enemies since we can fly in dim light or darkness. Also notice that our channel divinity produces dim light and says nothing about it being negated by bright light, meaning that by rules as written, we can fly in the area of our Twilight Sanctuary no matter the environment.
Resilient Constitution (Lv 12): Take this to ensure you make your concentration checks even into the higher levels. Make sure your constitution is an odd number so this rounds you up to a new modifier.
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