Aasimar Cleric Build Guide

Aasimar Cleric Build Guide

By combining Celestial Revelation with Spirit Guardians, the Aasimar Cleric dominates the battlefield as an untouchable, radiant blender of divine wrath.

8/10 Synergy Support Role Medium Difficulty
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Top Subclass Picks for Aasimar Cleric

The subclass you pick at level 3 defines the rest of your character. Here are the top picks for this build:

Why Aasimar Cleric?

The Aasimar Cleric is an 8/10 synergy powerhouse that leans heavily into the fantasy of a literal divine agent. What makes this build truly exceptional is the intersection of the Aasimar's Celestial Revelation (specifically the Radiant Soul option for flight and bonus damage) and the Cleric's premier area-of-effect spell, Spirit Guardians. By taking to the skies, you can position your 15-foot aura perfectly, shredding ground-bound enemies while remaining out of melee reach.

However, this specific build comes with a glaring weakness: an 8 Dexterity score. This means your Initiative is going to be abysmal, and your Dexterity saving throws will fail constantly. Because of this, you absolutely must select a Divine Domain that grants Heavy Armor proficiency at level 1—think Forge, Twilight, Life, or Tempest. With 14 Strength, you won't meet the 15 Strength requirement for Plate Armor right away, so you'll be wearing Chain Mail (16 AC) until you can secure Mithral Plate or bump your Strength.

Beyond flight, the Aasimar species offers Healing Hands, giving you a resource-free pool of d4s to pick up unconscious allies, saving your precious spell slots for Spiritual Weapon and Banishment. Add in Celestial Resistance to shrug off Necrotic and Radiant damage, and you have a Cleric uniquely equipped to duel enemy cultists and undead without breaking a sweat.

Recommended Ability Scores

Strength
14(+2)
Dexterity
8(-1)
Constitution
13(+1)
Intelligence
10(+0)
Wisdom
15(+2)
Charisma
12(+1)
HP (Lv1)
9
AC
9
Initiative
-1
Passive Per.
12
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Aasimar Traits That Benefit Cleric

Healing Hands

Additional healing ability supplements the Cleric's support capabilities.

Celestial Revelation

Flight provides incredible mobility, letting the Cleric reach otherwise inaccessible positions.

Celestial Resistance

Built-in damage resistance reduces incoming damage, keeping your Cleric alive longer in combat.

Darkvision

Aasimar Darkvision helps Clerics scout ahead and fight in darkness without needing a torch.

Combat Effectiveness

Level HP Melee DPR Spell DPR
Level 5 33 3.9 7.8
Level 11 69 3.58 10.18
Level 17 105 3.58 13.2

DPR = Damage Per Round (average, assuming standard combat conditions).

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Build Path (Levels 1-20)

Levels 1-4

At level 1, select the Forge Domain. This gives you heavy armor proficiency to survive your 8 Dexterity, and the Blessing of the Forge feature lets you immediately turn your Chain Mail into +1 armor, hitting an AC of 19 with a shield. At level 3, you unlock your Aasimar Celestial Revelation. Choose the Radiant Soul option for a flying speed and bonus radiant damage equal to your proficiency bonus. At level 4, take the Fey Touched feat. Use it to bump your 15 Wisdom to 16, and grab Misty Step and Silvery Barbs. With your terrible Initiative, Misty Step is crucial for getting into position before you pop your wings.

Levels 5-10

Level 5 is the massive power spike. You gain 3rd-level spells, which means Spirit Guardians. Your bread-and-butter tactic is now: cast Spirit Guardians, activate Radiant Soul on turn two, fly 10 feet above the enemy frontline, and Dodge. At level 8, take the Ability Score Improvement to bump your Wisdom from 16 to 18, raising your spell save DC to 15. The Forge Domain's Divine Strike at level 8 adds 1d8 fire damage to weapon attacks, but frankly, you should be casting Toll the Dead from the air to trigger your Aasimar bonus damage.

Levels 11-16

At level 11, you get 6th-level spells, unlocking the mighty Heal spell. Your DPR shifts here; your melee attacks drop off entirely (3.58 DPR is irrelevant), and your spellcasting carries you (10.18 DPR base, plus Radiant Soul). At level 12, take War Caster. You are flying while concentrating on Spirit Guardians. If you lose concentration, you don't just lose the spell; you fall and take bludgeoning damage. Advantage on Constitution saves is mandatory here. At level 16, cap your Wisdom at 20.

Levels 17-20

Level 17 unlocks 9th-level spells, giving you access to Mass Heal, the ultimate support button. Your Forge Domain capstone, Saint of Forge and Fire, gives you immunity to Fire damage. Combined with your Aasimar Celestial Resistance to Radiant and Necrotic, you casually ignore three of the most common high-level spell damage types. For your final ASI at level 19, take Resilient (Constitution) to bump your 13 Constitution to 14 and gain proficiency in Constitution saving throws, making your concentration effectively unbreakable.

Recommended Spells

Cantrips

Toll the Dead: Your primary damage cantrip. Since it forces a Wisdom save instead of requiring an attack roll, you don't suffer disadvantage when enemies are prone, and it perfectly triggers your Radiant Soul bonus damage. Guidance: Mandatory on every Cleric for out-of-combat ability checks. Sacred Flame: Good backup for enemies with high Wisdom but low Dexterity, ignoring cover entirely.

Level 1-2 Spells

Healing Word: Use this as a bonus action to revive downed allies. Save your Aasimar Healing Hands for when you need to cast a leveled spell with your action. Spiritual Weapon: Weaponizes your bonus action without requiring concentration. Sanctuary: Cast this on yourself if you are concentrating on a crucial buff and need to avoid attacks entirely.

Level 3-5 Spells

Spirit Guardians: The absolute core of this build. The 15-foot radius aura moves with you when you fly via Celestial Revelation. Revivify: The standard resurrection tax. Banishment: A Charisma-save save-or-suck spell that removes major threats from the board entirely.

High-Level Spells

Heal: A flat 70 HP heal that cures blindness, deafness, and diseases. Incredibly reliable. Holy Aura: Advantage on all saving throws and disadvantage on attacks against your party. Mass Heal: 700 hit points distributed as you choose. It resets the entire battlefield in your favor.

Recommended Feats

Fey Touched

Take this at level 4. Since you start with a 15 Wisdom, this rounds you up to 16 (+3 modifier). More importantly, it gives you Misty Step. With an 8 Dexterity, you will act last in almost every combat. Misty Step lets you teleport out of being grappled or surrounded so you can safely cast Spirit Guardians and take flight.

War Caster

Take this at level 12. Maintaining concentration on Spirit Guardians is the entire point of this build. Furthermore, since you'll be flying via Radiant Soul, losing concentration might mean dropping out of the sky if you're targeted by a spell that knocks you prone or reduces your speed. Advantage on those Constitution saves is non-negotiable.

Resilient (Constitution)

Take this at level 19. You started with a 13 Constitution. This feat bumps it to 14, granting you an extra 19 hit points retroactively, and adds your +6 proficiency bonus to your Constitution saving throws. Combined with War Caster, you will automatically succeed on concentration checks for any damage under 22.

Gear Progression

Tier 1 (Levels 1-4)

Your 8 Dexterity means you cannot rely on Medium Armor. Start with Chain Mail and a Shield for 18 AC. Purchase a Mace for early melee attacks, though you'll quickly abandon it. Grab a Holy Symbol Amulet so you don't have to juggle items to cast spells with material components.

Tier 2 (Levels 5-10)

Upgrade to Splint Armor or Plate Armor as soon as you have the gold. Because your Initiative is terrible, actively seek out a Sentinel Shield. It grants advantage on Initiative rolls, helping offset your -1 Dexterity modifier so you can get your Spirit Guardians up before the enemy scatters.

Tier 3 (Levels 11-16)

Acquire an Amulet of the Devout +2 to boost your spell save DC—crucial for making enemies fail their Spirit Guardians and Toll the Dead saves. Also, look for Winged Boots. While you have Celestial Revelation, it only lasts for one minute per long rest. Winged Boots give you permanent flight, allowing you to use your Aasimar transformation purely for the bonus radiant damage.

Tier 4 (Levels 17-20)

Aim for +3 Plate Armor to push your resting AC to 23 (with a standard shield). An Amulet of the Devout +3 will maximize your spell save DC. Finally, a Tome of Understanding will permanently bump your Wisdom to 22, making your spells nearly irresistible.

Party Composition

As a Support and area-denial specialist, the Aasimar Cleric excels when paired with allies who can capitalize on the slow effect of Spirit Guardians and protect the Cleric from ranged attackers while they fly.

Paladin: The absolute best partner. A Paladin's Aura of Protection is desperately needed to shore up your abysmal -1 Dexterity saving throws. In return, your Spirit Guardians halves enemy movement, making it impossible for them to escape the Paladin's melee smites.

Cavalier Fighter or Ancestral Guardian Barbarian: You need a sticky frontline tank to lock down archers and spellcasters. Since you'll be hovering 10 feet in the air, smart enemies will try to shoot you down. A tank that imposes disadvantage on attacks against anyone but themselves ensures your concentration remains unbroken.

Multiclass Options

Fighter 2

Starting with Fighter 1 gives you Constitution saving throw proficiency natively (saving you a feat later) and the Defense Fighting Style for +1 AC. Taking Fighter 2 gives you Action Surge. This allows you to cast Spirit Guardians and take the Dodge action in the exact same turn, turning you into an untouchable flying fortress instantly.

Sorcerer 1 (Divine Soul)

A one-level dip into Divine Soul Sorcerer gives you access to the Shield and Absorb Elements spells, completely fixing your vulnerability to Dexterity save bursts like Fireball. You also gain Favored by the Gods, letting you add 2d4 to a failed saving throw once per short rest—a massive boon for protecting concentration.

Common Pitfalls

  • Ignoring Heavy Armor Requirements: With an 8 DEX, taking a domain like Light or Trickery leaves you with an AC of 13. You will die. Pick Forge, Life, Twilight, or Tempest to get Heavy Armor.
  • Flying Too High: Spirit Guardians is a 15-foot sphere. If you fly 20 feet in the air, the sphere won't hit enemies on the ground. Hover exactly 10 feet up to stay out of melee range while still clipping the frontline.
  • Wasting Healing Hands in Combat: Healing Hands takes an action. Don't use it in combat unless you are completely out of spell slots. Cast Healing Word as a bonus action instead so you can still use your action to cast a cantrip.
  • Double-Dipping Radiant Soul: The Aasimar bonus damage from Radiant Soul only applies to one target per turn. Do not try to add it to every single enemy taking damage from Spirit Guardians.

More Questions

Does Radiant Soul damage apply to every tick of Spirit Guardians?
No. The Radiant Soul feature explicitly states you can add the extra radiant damage to one target when you deal damage to it with an attack or a spell. You choose one enemy per turn to take the extra hit.
Which Aasimar subrace is best for this build?
If using Monsters of the Multiverse, you simply choose the 'Radiant Soul' celestial revelation. If using Volo's Guide to Monsters legacy rules, the Protector Aasimar is strictly the best choice because it grants the flight speed necessary for this build's core tactics.
How do I survive Initiative with 8 Dexterity?
You will usually act last. Embrace it. Let the enemies group up around your tank, then use Misty Step (from Fey Touched) to reposition safely before casting your area-of-effect spells. A Sentinel Shield is also a priority purchase.
Can I use Healing Hands on myself?
Yes. Healing Hands reads 'you can touch a creature', and in 5e, you count as a creature. You can use it to top yourself off between combats without expending spell slots.

Strengths & Weaknesses

Strengths

  • Strong species-class synergy enhances core abilities
  • Darkvision for dungeon exploration
  • Versatile spellcasting options
  • Built-in damage resistance improves survivability

Weaknesses

  • Low Dexterity means poor initiative and AC
  • May require careful feat selection to optimize

Pro Tips

1

Cast Spirit Guardians before activating Celestial Revelation, as the transformation requires a bonus action.

2

Use Toll the Dead against prone enemies; it forces a Wisdom save, bypassing the disadvantage on ranged attacks.

3

Buy a Sentinel Shield as soon as possible to mitigate your abysmal -1 Dexterity Initiative penalty.

4

Hover exactly 10 feet in the air to hit ground troops with Spirit Guardians while dodging melee attacks.

5

Save Healing Hands for out-of-combat triage; use Healing Word during combat to preserve your action.

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Frequently Asked Questions

Is Aasimar a good race for Cleric?
Yes, Aasimar is a fantastic race for a Cleric, earning an 8/10 synergy rating. The combination of Celestial Revelation's flight with the Cleric's aura spells is incredibly potent, and built-in resistances to Necrotic and Radiant damage make you a premier undead hunter.
What stats should a Aasimar Cleric prioritize?
Prioritize Wisdom first, aiming for 15 (which you'll bump to 16 with a half-feat). Because this build dumps Dexterity to 8, you must invest 14 into Strength to wear heavy chain mail without movement penalties. Keep Constitution at 13 to round out later with Resilient.
What party role does this build fill?
The Aasimar Cleric fills the Support role. With access to spellcasting, this build offers both combat effectiveness and utility.

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