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Later in the game you can get "Chain Lightning" scrolls and they are incredible coupled with tempest cleric max damage thing.
1) Bless give N targets 5-25% extra chance to hit and make savning throws.
2) Spirit guardians is the best scaling spell in the game with a damage type that is one of the least resisted. BG3 made it even better by it doing damage on both your turn and their turn, it effectively weaponized movement. Pop that and spend the next up to 10 rounds dashing past the enemies for more combined damage than a sorcerers wet dreams
Both requires concentration sadly so you need a new bless bot past level 5.
oh yeah they also have other spells like sanctuary, healing and so on but those eat valuable spirits guardian spell slots. ;)
Lvl 1 - Guiding bolt (or Inflict wounds), Bless (or Bane), Healing word, Sanctuary, Command, Shield of Faith
Lvl 2 - Hold person, Aid, Spiritual weapon, Lesser restoration, Enhance ability, Silence
Lvl 3 - Spirit guardians. I don't even remember what other spells Clerics get at lvl 3, that's how good Spirit guardians is.
If you want damage from your Clerics, use Spirit guardians, Guiding bolt and Spiritual weapon.
If you want CC, use Hold person (later Hold monster) and Command.
Out of combat, Enhance ability is great. Silence can be useful and be used in creative ways.
Command is really underrated I feel, it takes no concentration, so you can always use it, regardless what other spell you are concentrating on, be it Bless for buffing, Hold person for CC or Spirit guardians for damage. Seriously, always take Command. It also upcasts to target +1 target per spell level. It's amazing.
and some of their best spells are gotten fairly early.
almost have a tool for everything.
Radiant damage in general is very strong here, and nobody does it better than cleric.
Lvl 3, basically like short range fireball, 5d8 damage of almost any type you want.
So that's 40 AoE damage when maximized at lvl 5 instead of the 30 of call lightning with a much bigger radius.
I'd add that core cleric can look a bit less inspired, they have a relatively large amount of power tied up in domains - the extra spells can really help out, as can the channel divinity abilities. Plus the proficiency and extra attacks even.
Glyph of Warding is on demand damage with a decent radius that doesn't use concentration. That's something in short supply for the cleric class which lacks burst.
Particularly if you're using concentration for spirit guardians, Glyph of Warding is your AOE while guiding bolt is your single target.
If you're tempest cleric all bets are off, they can play very differently from other subclasses.
Glyph of wardings only problem is the low range. Why do you think is the worst?
Have you tried some of the spells that have been suggested in this thread? Big one being Spirit guardians.