The cleric Domain of Light is a fiery defender in Dungeons and Dragons 5e, complete with burning spells and projections of light. Sure, this is a classic fantasy character, but I’m thinking a warforged zombie terminator could really spice this build up. Not only can we make a fierce, fiery tank, we could explore the fun contrast between a machine and spiritual wisdom in role play. He’s obnoxiously polite and super effective at smiting the undead.
Build a warforged cleric Domain of Light in DnD 5e as a zombie terminator:
As added flavor to the character, I’ll give him glowing white eyes and a sunny disposition. However, in the face of the undead, his eyes turn red. It’s time to terminate.
Warforged are essentially fantasy robots—automatons or golems of metal, wood and magic. I’ll gain +2 Constitution, plus an additional +1 to another ability of my choice. Naturally, the cleric class demands I choose a +1 Wisdom modifier for my cleric spells.
Constructed Resilience grants this character several benefits:
Sentry’s Rest is my version of a long rest, where I essentially “turn off” for 6 hours and remain in a motionless state. I’ll appear inert, but still won’t be asleep. In other words, I’m still conscious, just resting my parts.
Integrated Protection gives my character +1 AC. Plus, I integrate my armor into my body—as in upgrades to my exoskeleton. I must spend an hour integrating the armor layer, but it can’t be taken off me after I do so. I like how my core “tank” options work in conjunction with this race—so my class spells can offer offensive firepower. Spoilers, it will.
Finally, Specialized Design grants me bonus proficiencies in 1 skill of my choice and 1 tool set. I’ll choose something useful, like History, Religion or Arcana for my bonus skill proficiency. However, Thieves’ tools could be an off-the-wall proficiency that still fits thematically—he wants to disarm traps and has the build to tank trap effects like poison or explosions.
Clerics work best with high Wisdom and Constitution, so those 2 skills should be the highest—even with the bonuses offered by the warforged race. I’m much more of a fan of hyper specializing than making a well-rounded character.
As a defender of my allies, I’ll be sure to integrate medium armor (14 or 15 AC) and a shield (+2 AC). Along with my +1 bonus from Integrated Protection, I’m looking at an AC of 17 or 18. I’ll keep my shield armed most of the time, switching between magic and a mace (1d6 bludgeoning) in the other hand. However, I’ll lean into my high-damage spells more often than not.
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For my 2 proficient skills, I’ll choose History and Medicine. Sure, this cleric is a zombie-clearing weapon, but he’s still a cleric. Medicine will give this character the soft side he needs as a servant of the Light. History will give me investigative help. Maybe it can come in handy in zombie research.
By level 2, I’ll learn Channel Divinity, which allows me to channel divine energy into a relic. This divine energy has several effects, depending on my Domain. However, all clerics can Turn Undead with this energy. Undead enemies within 30 feet of the channeled energy must make a Wisdom saving throw. On a fail, they flee. This ability changes to Destroy Undead at level 5, with the ability to destroy stronger undead creatures at higher levels.
Finally, all clerics gain Divine Intervention at level 10. As an action, I can roll percentile dice to attempt this intervention. If I roll a number equal to or lower than my cleric level, my deity intervenes in some way. This intervention is at the discretion of the DM.
Clerics of the Light Domain begin with the bonus cantrip light, covering ordinary objects in a cloak of radiant light.
Light Domain clerics also gain the Warding Flare ability at level 1, blinding enemies with a flash of light to give them disadvantage on attack rolls against me. I’ll be able to use this ability an amount of times per day equal to my Wisdom modifier. Along with my enhanced armor class, this light flare adds even more defensive capability to my unstoppable zombie-killing machine.
My special Channel Divinity effect is called Radiance of the Dawn, blasting enemies with fire and eliminating darkness. The range for this light burst is 30 feet, forcing any enemy in range to make a Constitution saving throw. On a failed save, the enemy takes 2d10 + Cleric level fire damage. On a successful save, the enemy takes half as much damage.
Improved Flare (level 6) gives me the ability to use Warding Flare when an ally is attacked. Therefore, I can potentially save friends from enemy attacks by blasting light around the field like a disco ball.
Potent Spellcasting (level 8) gives extra damage to my cleric cantrips equal to my Wisdom modifier.
Finally, Corona of Light (level 17) gives me an ultimate halo of light, giving disadvantage to saving throws against my fire and light spells. The range for this spell is 60 feet, casting 30 feet of dim light beyond that.
My special list of Light Domain spells is reminiscent of the sun—full of fire and light. This list gives me options to light the way for my allies and go nuclear on my enemies.
As a cleric, I’ll have my basic set of spells and cantrips to choose from. Obviously, my class offers some dangerous spell options. Therefore, I’ll consider utility spells in these slots to do my cleric thing. I’ll still want to heal and protect my allies as a good cleric would. Also, I should remember to choose Sacred Flame for my Potent Spellcasting ability.
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Cantrips
1st-level spells
2nd-level spells
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