The world of D&D lets adventurers pick and choose between various ranged and melee weapons.
However, some weapons stand out above the rest, fitting an adventurer’s background, build, roleplay, and simply giving more useful stats for that character.
In the case of Clerics, their backstories mainly include one-handed weapons accompanied by a shield, good early-game ranged weapons, or two-handed weapons that show the true extent of the wrath they wish to unleash on their enemies!
Contents
Cleric Weapon Proficiency (Including Subclasses)
- Simple weapons
- Martial weapons (Death Domain, Tempest Domain, Twilight Domain, and War Domain)
Best Weapons for the Cleric in 5e
15. Sickle
Cost: 1 GP
Damage: 1d4 Slashing
Weight: 2 lbs
Properties: Light
Explanation
Sickles can make for an interesting two-weapon fighting option, as they are light and relatively cheap.
The main downside to the Sickle is that if you don’t choose the two-weapon fighting route and instead opt for a Shield, it’ll be better to just go for a Rapier or a Mace.
That makes the Sickle useless to most Clerics but good in circumstances where you want to roleplay as a deranged countryside zealot or some sort of Cleric obsessed with Sickles.
14. Whip
Cost: 2 GP
Damage: 1d4 Slashing
Weight: 3 lbs
Properties: Finesse, Reach
Explanation
Many players like to or would like to build Dexterity-based Clerics, which are totally viable and don’t have many downsides, if any, for the most part.
That makes the Whip a viable option for you since it has Finesse, and your Dexterity modifier can be used for its attack and damage rolls.
It even has Reach, which lets you target enemies further away from you.
The only problem is that your spells will do much more damage than the Whip, and other Finesse weapons, like the Rapier, are objectively better.
13. Crossbow (Hand)
Cost: 75 GP
Damage: 1d6 Piercing
Weight: 3 lbs
Properties: Ammunition, Range (30/120), Light, Loading
Explanation
Crossbows (Hand) are another option for a Cleric who has high Dexterity. It can also be good for a Cleric who is building a damage/support hybrid, where most of their spells are for utility or support, and their equipment is for dealing damage.
While low level, you’re Cantrips won’t deal a lot of damage, so you can use a Crossbow (Hand) instead, which will add your ability bonus to the damage.
Just watch out because the Crossbow (Light) is better than the Crossbow (Hand), but I’ll recommend you take the Crossbow (Hand) if you also want to rock a shield for that increased AC.
12. Morningstar
Cost: 15 GP
Damage: 1d8 Piercing
Weight: 4 lbs
Properties: –
Explanation
The Morningstar is a very average one-handed weapon that doesn’t have any particular outstanding quality besides working really well with the Cleric’s theme.
Its damage isn’t bad, and it’s relatively cheap. In all honesty, if it weren’t a Martial weapon, it would be one of the best Cleric weapons out there.
However, since it’s a Martial weapon, you’ll only be able to take it by taking a Feat or choosing a subclass that lets you gain proficiency with Martial weapons.
11. Flail
Cost: 10 GP
Damage: 1d8 Bludgeoning
Weight: 2 lbs
Properties: –
Explanation
The Flail is in the same boat as the Morningstar, as it’s quite an average one-handed weapon that fits well with the Cleric’s theme.
However, the Flail doesn’t have an edge on the Morningstar when it comes to damage type, so it’ll be more optimal to take the Flail.
You’ll also look pretty cool with a Flail and a shield as a Cleric, but it’s a shame that it also falls under Martial weapons.
10. Spear
Cost: 1 GP
Damage: 1d6 Piercing
Weight: 3 lbs
Properties: Thrown (20/60), Versatile (1d8)
Explanation
Spears are a pretty decent Cleric weapon, to say the least, as they deal quite a bit of damage and can be combined with a shield to get a pleasant AC bonus.
Spears can also be thrown, which would be most useful on a Cleric who doesn’t use their spells to deal damage. It’s also good to be able to two-hand the Spear if you want to deal some extra damage.
Just watch out for throwing your Spear away since it can pose an issue if you throw away your only weapon without having a spare hiding in your pocket (so carry around a Dagger)!
9. Handaxe
Cost: 5 GP
Damage: 1d6 Slashing
Weight: 2 lbs
Properties: Light, Thrown (20/60)
Explanation
Handaxes are a lot like the Sickle, only better, as they work wonderfully when picked up by a Cleric building Dexterity or in the mood for some two-weapon fighting.
They can even be thrown just like a spear, but because of their weight and size, it’ll probably be easy enough to carry up to 4 on your person.
Not to mention that it’ll look wicked if your Cleric suddenly channels their inner Barbarian and starts chopping up goblins like a maniac!
8. Battleaxe
Cost: 10 GP
Damage: 1d8 Slashing
Weight: 4 lbs
Properties: Versatile (1d10)
Explanation
The Battleaxe is a much less thematic Longsword with 1 lb of extra weight.
When combined with a shield, you can get a nifty AC bonus while dealing a decent 1d8 Slashing damage. The fact that you can two-hand it makes it even easier to deal some extra damage.
Unfortunately, it’s a Martial weapon, so many Clerics won’t be able to use it, but those who do will benefit from using it.
7. Longsword
Cost: 15 GP
Damage: 1d8 Slashing
Weight: 3 lbs
Properties: Versatile (1d10)
Explanation
The Longsword fits the Cleric’s theme perfectly, and when a shield comes into the equation, the AC, as well as the roleplay, becomes even better.
Being able to two-hand the Longsword does raise its damage, but it’s also a Martial weapon, which makes it unavailable to most Clerics.
Luckily, the Clerics who mainly use weapons are the subclasses who also unlock Martial weapons, so it shouldn’t be too difficult for Clerics trying to gain access to more weapons to get their hands on the Longsword.
6. Warhammer
Cost: 15 GP
Damage: 1d8 Bludgeoning
Weight: 2 lbs
Properties: Versatile (1d10)
Explanation
The Warhammer fits the Cleric just as well, if better, not better than the Longsword, especially with a shield in the equation.
The Versatile property adds some more damage, which is necessary if you want to take on a creature using a weapon instead of your spells.
As previously explained with the Longsword, most Clerics won’t get access to the Warhammer, but those who want it will most likely be able to get it!
5. Dagger
Cost: 2 GP
Damage: 1d4 Piercing
Weight: 1 lb
Properties: Finesse, Light, Thrown (20/60)
Explanation
Daggers are versatile weapons that can be used as primary or secondary weapons. They can even be used as a weapon you hold in your off-hand if you want to opt for a more spellcasting-focused Cleric.
Not only that, but it also fits with a Dexterity-based Cleric because it has Finesse, as well as those who want to start two-weapon fighting.
Daggers can even be thrown, and even though they don’t deal as much damage as your Cantrips or spells, they can still be an excellent way to execute enemies you can’t reach.
4. Rapier
Cost: 25 GP
Damage: 1d8 Piercing
Weight: 2 lbs
Properties: Finesse
Explanation
If you have access to Martial weapons and want to become a damage-dealing tank with high Dexterity and magical capabilities, then you need the Rapier.
The Rapier has Finesse, allowing you to add your Dexterity modifier to attacks and damage. You can also hold a shield, which will increase your AC, and by picking up the War Caster Feat, you’ll never need to drop your guard.
3. Javeline
Cost: 5 SP
Damage: 1d6 Piercing
Weight: 2 lbs
Properties: Thrown (30/120)
Explanation
Javelins are fantastic early-game options that you can carry with you throughout the game.
They do more damage than your Cantrips at low levels and are expendable, unlike Spears and Daggers. You can even carry a few with you as they are pretty light.
However, if you’re not going for a Strength Cleric or you don’t plan on using other ranged options after Javelins become less effective, they might not be for you.
2. Crossbow (Light)
Cost: 25 GP
Damage: 1d8 Piercing
Weight: 5 lbs
Properties: Ammunition, Range (80/320), Loading, Two-handed
Explanation
Crossbows (Light) are in the same boat as Javelins, as they deal more damage than your Cantrips in the early game but can start to fall off if you’re not building Dexterity.
If you’re going full damage or want some extra damage while supporting your party members, then the Crossbow (Light) is your weapon!
1. Mace
Cost: 5 GP
Damage: 1d6 Bludgeoning
Weight: 4 lbs
Properties: –
Explanation
The Mace is the most iconic Cleric weapon out there.
Its starts aren’t the best, but when you consider the fact that most of the other weapons are locked behind the Martial weapons window, the Mace starts to look attractive.
However, it doesn’t have bad damage, and it does deal with Bludgeoning damage, which makes it much better than many other weapons that also deal 1d6 damage.
Overall, it might not be the best weapon out there for a Cleric, but it isn’t bad, allowing a Cleric to focus on optimal Cleric shenanigans!
Final Thoughts
For the most part, each class in D&D has its most used or beloved weapon that is both iconic and functional.
Though some of these weapons might not be the best D&D weapon overall, they remain the best option for that character at the moment.
A good example would be the Mace, Crossbow (Light), or Rapier decision Clerics need to make if they want the most reliable weapon for a Cleric.
In the end, whether you decide to take a conventional or unconventional weapon, as long as you like it and it fits your playstyle, you should roll with it!