loader from loading.io

2024 DnD 5e CLERIC Levels 11-20 (Remastered): A Build Guide for Balancing Faith and Fighting

The RPGBOT.Podcast

Release Date: 01/31/2026

HOW TO PLAY STAR WARS: EDGE OF THE EMPIRE 4: 10 out of 10, Would Play Again show art HOW TO PLAY STAR WARS: EDGE OF THE EMPIRE 4: 10 out of 10, Would Play Again

The RPGBOT.Podcast

Show Notes In this final installment of the RPGBOT.Podcast How to Play Fantasy Flight Star Wars: Edge of the Empire series, the crew wraps things up with a deep dive into questions, answers, and overall system impressions after completing their multi-part Star Wars RPG actual play. After surviving pirate stations, clone cults, and barely escaping Imperial pursuit, the hosts analyze what worked, what didn’t, and what makes the Fantasy Flight Games Star Wars RPG system stand out compared to other tabletop RPGs. The discussion opens with discusson of the system’s signature narrative dice...

info_outline
HOW TO PLAY STAR WARS: EDGE OF THE EMPIRE 3: Pt 3 - HOW TO PLAY STAR WARS: EDGE OF THE EMPIRE 3: Pt 3 - "In a galaxy where everything is broken..."

The RPGBOT.Podcast

Show Notes In Part 3 of this Star Wars Edge of the Empire actual play, the RPGBOT crew finally delivers on the promise teased since Episode 1: full-on Star Wars space combat! And it is every bit as chaotic, cinematic, and barely-survivable as you’d hope. Picking up immediately after their explosive escape from the pirate station, the crew aboard the Malarkey finds themselves pursued by TIE fighters. What follows is a crash course in Fantasy Flight Games Star Wars starship combat mechanics, including initiative slots, range bands, shield management, and the ever-chaotic narrative dice system....

info_outline
UNDERWATER COMBAT (Remastered); Randall Sinks to the Bottom; Hilarity Ensues! show art UNDERWATER COMBAT (Remastered); Randall Sinks to the Bottom; Hilarity Ensues!

The RPGBOT.Podcast

The party stands heroically on the docks. The bard composes a sea shanty. The fighter sharpens his sword. The wizard prepares a speech about buoyancy physics he read on a forum at 3:00 AM. The rogue realizes sneak attack requires not drowning. The cleric discovers healing word does not cure lack of oxygen (or does it?). The DM Googles drowing rules mid-initiative because everyone forgot how breathing works. Welcome to underwater combat, where your character sheet becomes a flotation device and the real boss monster is physics. Show Notes In this episode the RPGBOT crew dives into underwater...

info_outline
HOW TO PLAY STAR WARS: EDGE OF THE EMPIRE 3: Pt 2 - We accidentally started a Robot Cult. show art HOW TO PLAY STAR WARS: EDGE OF THE EMPIRE 3: Pt 2 - We accidentally started a Robot Cult.

The RPGBOT.Podcast

Last time on RPGBOT.Podcast: we attempted a stealth infiltration of a pirate space station and immediately turned it into a full-blown crisis involving the Empire. This time? It gets worse. Show Notes In Part 2 of this Star Wars Edge of the Empire actual play, the RPGBOT crew continues their mission to infiltrate a hidden pirate station and hack its central maintenance terminal, but things escalate in the most RPGBOT way possible. After escaping the chaos of an iconic Star Wars-style cantina and evading Imperial forces, the crew descends into the station’s maintenance tunnels. What should...

info_outline
HOW TO PLAY STAR WARS: EDGE OF THE EMPIRE 3: Pt 1 - Hack the Terminal, They Said. It’ll Be Easy, They Said. show art HOW TO PLAY STAR WARS: EDGE OF THE EMPIRE 3: Pt 1 - Hack the Terminal, They Said. It’ll Be Easy, They Said.

The RPGBOT.Podcast

Welcome back to the RPGBOT.Podcast, where we’re teaching you how to play the Star Wars tabletop RPG the best possible way: by immediately committing crimes in space. In this episode, Randall introduces a Wookie slicer with Force powers on the run from the law, while Ash debuts a former Imperial smuggler who solves problems the traditional way: shooting first and then leaving without askin questions. Tyler GMs a Star Wars RPG actual play session which quickly becomes a chaotic adventure featuring pirate stations, suspicious hookahs, questionable dice math, and a cantina band legally...

info_outline
THE ETHEREAL PLANE (Remastered): Exploring the Enigmatic Realm and What Lies Beyond show art THE ETHEREAL PLANE (Remastered): Exploring the Enigmatic Realm and What Lies Beyond

The RPGBOT.Podcast

Randall, Tyler, and Ash explore the Ethereal Plane: the ghostly plane of existence where your barbarian can’t punch anything, your wizard can’t read the signage, and your rogue is absolutely certain there’s loot “just on the other side” of a wall they can’t quite touch. Welcome to the Ethereal Plane, where (almost) everything is fog and spooky vibes. Show notes In this episode of the RPGBOT.Podcast, the hosts dive into The Ethereal Plane, the enigmatic realm that sits alongside the Material like a paranormal overlay, perfect for interplanar travel, spooky...

info_outline
THE PLANE OF FIRE - The Worst Vacation in the Multiverse show art THE PLANE OF FIRE - The Worst Vacation in the Multiverse

The RPGBOT.Podcast

Welcome back to the RPGBOT.Podcast, where today’s travel brochure reads: “The Elemental Plane of Fire: Come for the lava rivers, stay because you physically cannot leave.” Congratulations. You’re about to plan a vacation to a place where the weather forecast is “burning with a chance of more burning.” Let’s talk about the Elemental Plane of Fire. Show Notes In this episode of the RPGBOT.Podcast, hosts Randall James, Tyler Kamstra, and Ash Ely explore the Elemental Plane of Fire in Dungeons & Dragons and Pathfinder, diving into the lore, cosmology, monsters, and adventure...

info_outline
HOW TO PLAY STAR WARS: EDGE OF THE EMPIRE 2: The Galaxy Needs Heroes… We Built These Instead show art HOW TO PLAY STAR WARS: EDGE OF THE EMPIRE 2: The Galaxy Needs Heroes… We Built These Instead

The RPGBOT.Podcast

Every RPG player knows the real game doesn’t start when the dice hit the table. No, the real adventure begins when some nerds open a rulebook, stare at a character sheet, and argue about whether a Wookiee hacker with a moral crusade for droid rights is mechanically viable. In this episode of the RPGBOT.Quickstart series, the crew tackles FFG Star Wars RPG character creation in Fantasy Flight’s Edge of the Empire. Randall decides the galaxy clearly needs a Force-sensitive Wookie slicer, Ash plans to become the smooth-talking Twi’lek pilot with questionable ethics, and Tyler guides them...

info_outline
2024 DnD 5e SORCERER Levels 5 - 20 (Remastered): Mastering Magic, Essential Spells for Characters show art 2024 DnD 5e SORCERER Levels 5 - 20 (Remastered): Mastering Magic, Essential Spells for Characters

The RPGBOT.Podcast

The party had a plan. The Fighter would kick in the door. The Rogue would sneak behind the enemy. The Cleric would prepare a healing spell. And the Sorcerer? The Sorcerer would spend six minutes explaining why Fireball is technically the safest solution to every problem, including diplomacy, stealth, and emotional growth. Because Wizards study magic… Warlocks borrow magic… But a D&D 5e Sorcerer is what happens when magic studies you and decides you’re the group’s primary tactical error. Today on RPGBOT: Sorcerer Levels 5 - 20 optimization, where your spell list gets bigger,...

info_outline
HOW TO PLAY STAR WARS: EDGE OF THE EMPIRE 1: Every Roll Tells a Story show art HOW TO PLAY STAR WARS: EDGE OF THE EMPIRE 1: Every Roll Tells a Story

The RPGBOT.Podcast

Randall: “So this is a Star Wars RPG where we’re not Jedi, not heroes, and not important… we’re basically the guy who owes Jabba rent.” Tyler: “Correct. You’re the reason bounty hunters have a 401k.” Ash: “Finally! A system that understands my characters are emotionally complicated, morally questionable, and one hyperdrive failure away from eating space ramen.” -The RPGBOT.Podcast cast, probably Show Notes In this Star Wars: Edge of the Empire RPG How to Play, the RPGBOT crew dives into the core concepts and themes of Fantasy Flight’s narrative dice system, a tabletop RPG...

info_outline
 
More Episodes

At level 11, the Cleric stops being “the healer” and starts being “the department of cosmic corrections.” Need a miracle? You’ve got it. Need a battlefield reorganized? Also you. Need the DM to quietly reconsider every encounter they prepped? Congratulations: you just prepared Heroes’ Feast and learned that your god’s job description includes “professional problem solver, part-time artillery, full-time vibe check.” Welcome to Cleric 11–20, where your faith is strong, your spell list is irresponsible, and your party suddenly thinks every plan can be solved by “ask the Cleric.”

Show Notes

Episode Overview

In this episode of RPGBOT.Podcast, we break down how to build and play a D&D 5e Cleric from levels 11–20, where your character graduates from “durable support” to “divine Swiss Army catastrophe.” We cover late-tier class features, high-level spell priorities, feat and gear considerations, and how to stay impactful when the game gets weird (and the monsters start having resumes).

What Changes at Levels 11–20

  • Your spell slots get absurd: 6th–9th level spells aren’t just stronger—they change what “a problem” even means.
  • Channel Divinity becomes a resource-management minigame: It’s no longer “use it when you remember.” It’s “use it to control the pace of encounters.”
  • Your role expands: You’re still support… but also control, emergency reset button, and occasionally the party’s primary win condition.

Late-Tier Cleric Priorities (The “Don’t Waste Your Turn” Checklist)

  • Action economy matters more than ever: high-level combats punish “I guess I cast Cure Wounds.”
  • Concentration discipline: pick the concentration spell that wins the fight, then protect it like it owes you money.
  • Defenses scale or you get deleted: AC, saves, and positioning keep your miracles online.

High-Level Spell Picks That Define Your Cleric

Rather than listing everything, we focus on categories of “spells that win sessions,” and how to choose within them:

  • Battlefield control & tempo (deny actions, reshape positioning, force bad choices)
  • Pre-fight power (buffs that make the party feel like they’re cheating)
  • Hard counters & problem solvers (condition removal, anti-magic, planar nonsense)
  • Clutch buttons (resets, revives, “nope” spells for when the DM smiles too confidently)

Feats, Ability Scores, and “High-Level Practicality”

  • When to cap Wisdom, when to take resilience/defensive feats, and when a utility feat is secretly the MVP.
  • War Caster vs. Resilient (Con) (and why your table’s encounter style decides this).
  • The “I’m level 15 and still miss” problem: improving reliability via positioning, spell choice, and save targeting.

Gear and Magic Items (What You Want and Why)

We talk about item functions instead of shopping lists:

  • Concentration protection
  • Mobility and positioning
  • Defensive layers (AC, saves, resistances)
  • Spellcasting flexibility (extra casts, broadened options, panic buttons)

Playing Cleric at Tier 4 Without Becoming a Solo Game

High-level Clerics can accidentally steal the spotlight. We discuss:

  • How to enable party hero moments while still being decisive
  • When to solve the plot and when to support the plot
  • How to coordinate with the DM so divine power feels epic, not adversarial

Key Takeaways

  • Tier 4 Clerics are not “healers,” they’re strategists. Healing keeps the party alive; control and prevention win fights.
  • Your best turns usually aren’t reactive. Preempt threats with positioning, concentration, and proactive tempo spells.
  • Protect concentration like it’s your hit points. You can lose the fight without losing HP if you drop the spell that mattered.
  • Pick one job per encounter and do it violently well. Control, buff, counter, rescue—trying to do all of it in one round leads to “meh” turns.
  • Your spell list is a toolbox—prep is gameplay. The difference between “good Cleric” and “legendary Cleric” is often made at dawn.
  • Don’t build only for peak moments. Tier 4 is swingy; build for reliability so you’re useful even when the boss is immune to your favorite trick.
  • You can be the party’s win condition without being the party’s main character. Enable your allies’ big turns, then drop the miracle when it counts.