A while back, I wrote some guides for some of the less popular or widely panned subclass options in D&D 5e. These are often considered "trap" options, but in my experience, it's not that the option itself is bad, it's that people either don't consider the whole package or don't really understand how to use it. Usually, people imagine something from the class name that isn't quite the same as its design.
These guides are to explain how to play the class right, not to serve as a charop guide or prove this option is better than that one. If a subclass fits what you want to do, by all means, choose it. So without further ado, here is my guide for the War Domain Cleric.
It's a trap! The War Domain Cleric gets a lot of grief because
between 2 and 5 extra melee attacks per day isn't all that great
compared to a Fighter. At higher levels, these extra attacks really
aren't that cool, not compared to true melee classes like Barbarian,
Fighter, and Paladin. Clearly, this is a
trap option, as you can't just go around swinging your warhammer at
every monster you see.
Why people get it wrong: The key thing to understand about this or any other subclass is that it does not replace the base class. The War Domain Cleric is still a full divine caster, with all the tremendous
versatility and power that implies. If what you want is battle-hardened
front-line warrior who also heals his pals, the class you're actually
looking for is Paladin. A War Domain cleric is not a replacement for a
Fighter, Barbarian, Ranger, or Paladin. If he was, he would be broken. The War Domain Cleric's primary job is still casting spells, not smacking things with a warhammer.
That said, a melee weapon attack is much more than its damage die. This is largely due to the fact that is coupled with heavy armor
proficiency, benefits from magic weapons, can land critical hits, and is
generally easier to get Advantage with. If, for example, the Fighter knocks a bugbear prone, there's not much benefit a Light Domain Cleric gets from that. The War Domain Cleric, by contrast, can go attack the creature twice with advantage.
What it's for:
War Domain clerics are for supporting the front line, not being
the front line. All of the domain's specialties work together for that
end. In particular, your role changes as you level up. Early on,
somewhat like the Moon Druid, you add a fairly high level of impact to
the party that helps them survive those lethal first few levels. But
later on, melee should take a back seat to casting, just as with any other cleric.
Levels 1-4: At low levels, having 2 or 3 extra attacks per day is
a little behind the Fighter's Action Surge in offensive power. You've
also got a full caster's worth of magic in the tank, and you start life with up to 18 AC. Low levels are
pretty lethal, so full healing + extra offense increases the likelihood
that everyone will make it to Level 5 with their character alive. The
meaner your DM is, the more attractive War Domain becomes.
Levels 5-7: At this point, you become more of a support character
and take a step back from the front lines. You should largely reserve
your War Priest attacks for when you have Advantage. At this point, a
War Domain is a fantastic option if you have two companions that
multi-attack, thanks to the Crusader's Mantle domain spell. The fact
that you get War God's Blessing, which lets you use your Channel Divinity to grant an ally +10 to hit, at 6th level should drive this
home---your next tier of power is more support, not more offense. You're
much more useful making sure the Rogue hits his sneak attack, not trying to act like a Fighter. Crusader's Mantle alone is
one of my favorite War Domain features, and makes this subclass a perfect option for high-offense parties.
Levels 8-20: You know what's an exciting thing about high levels?
More ways to paralyze enemies. At high levels, your War Priest attack is a card
you keep in your back pocket until it's time to lay down a critical
hit, or you have at least guaranteed advantage. The rest of the time, just be your normal badass cleric self. If
you've got Crusader's Mantle up when the wizard lands Hold Monster,
you've got a shot at an easy 6d8+4d4+2STR damage. For a cleric, that
isn't shabby. Even if it's your own Hold Monster (very nice domain
spell), it's 6d8+2STR damage without burning a slot.
This option shines: When the party has a couple martials for you
to support and characters with stunning/paralyzing powers. Valor Bards
and Monks are your best friends.
This option thuds: When the party desperately needs a warrior or goes heavy with the blaster casters.
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