Skip to Content

The Complete Cleric Arbiter DPS Build – Neverwinter Mod 24 Northdark Reaches

Welcome to our Cleric Arbiter Guide, updated for Mod 24: Northdark Reaches.

For the latest Neverwinter news, go to the MMORPG.GG Neverwinter Hub.

If you’re looking to play a Cleric but want to do damage instead of just healing in Neverwinter, the Arbiter class might be the perfect fit for you. This guide will tell you everything you need to know about playing an Arbiter, including abilities, feats, and more!

Neverwinter’s Arbiter class is a versatile and powerful option for players who want to play as a Cleric. It is recommended that you run a loadout for a Devout Healing build as well, so keep this in mind when building your character, choosing gear that will compliment both builds so that you don’t have to switch out everything.

e of our class guides is not just to show you a build that you can copy and use on your character, but to show you a base build and teach you the mechanics and stats of the game, so you can understand and play your class to its fullest capabilities.

Try different gear, feats, and powers, and learn to tailor your own build for your playstyle. See our guide to making your own build for more info.

  1. Basic Arbiter Info
    1. Best Arbiter Races
    2. Ability Score Priority
    3. Stat / Rating Priority
  2. Paragon Path Feats, Powers & Rotation
    1. Combat Powers
    2. Feats
    3. Rotation
  3. Boons
  4. Weapons & Gear
  5. Artifacts
  6. Enchantments
  7. Consumables & Buffs
  8. Companions
  9. Mounts

Basic Cleric Arbiter Info

Below is all the basic information for the Arbiter from race choices to stats.

Other Cleric Builds

Best Arbiter Races

What race you play doesn’t play a huge role, but will give you a small boost. Generally, I would advise you to play a race that you enjoy.

Neverwinter Race
  1. Metallic Ancestry Dragonborn Recieve 5% more healing – +2 to Any two Ability Score – 3% Critical Strike – 3% Power
  2. Dragonborn Recieve 5% more healing – +2 to Any Ability Score – 3% Critical Strike – 3% Power
  3. Human1% Bonus to all stats – +3 To any Ability Score
  4. Tiefling5% + Damage to targets below 50% health – +2 Cha and +2 Con or Int – 10% to reduce damage of target for 5 sec by 2.5%
  5. Sun Elf – 2% Action Point Gain – +2 Int and Dex or Cha – 10% Control Resistance
  6. Gith5% Combat Advantage – +2 Dex and +2 Str or Int – 5% Stamina Regen
  7. Half-Orc5% Crit Severity – +2 Dex and +2 Con or Str – 10% Movement Speed for 3 sec when entering combat

Arbiter Ability Score Priority

Put all your available Ability Scores into Intelligence and Dexterity

Arbiter Stat / Rating Priority

The Combat Rework introduced major changes to how stats and item level work, for more info see the official post.

Your cap for each stat is based on your item level. To cap a stat, the numbers of the stat need to be equal to or higher than your item level.

If your stat number is higher than your item level, you are wasting stats and should try to allocate stats differently.

For every 1000 points, a stat is lower than your item level you lose 1% in that stat.

You won’t be able to easily cap all stats, but capping your power is quite easy.

Offensive Stats

  1. Power (90%)
  2. Combat Advantage (90%)
  3. Critical Strike (90%)
  4. Critical Severity (90%)
  5. Accuracy (90%)

Defensive Stats

  1. Defense (90%)
  2. Deflection (90%)
  3. Critical Avoidance (90%)
  4. Awareness (90%)
  5. Health (90%)

Cleric Arbiter Paragon Path Feats, Powers & Rotation

This part is all about optimizing the Arbiter with the best feats, powers, and boons.

Cleric Arbiter Build

Cleric Arbiter Combat Powers

At-Will Powers:

  • Lance of Faith (Single-Target)
  • Conflagrate (AoE)

Encounter Powers:

  • Forgemaster’s Flame
  • Daunting Light (Single-target) – Searing Javeling (AoE)
  • Prophecy of Doom (Single Target) – Break the Spirit (AoE)

Daily Powers:

  • Guardian of Faith
  • Celestial Prominence

Class Features:

  • Pilgrim’s Light (Solo) or Doomsayer
  • Divine Equilibrium

Cleric Arbiter Feats

  • Lightspeed
  • Focused Light
  • Sudden Verdict
  • Critical Sun
  • Perfect Balance

Cleric Arbiter Rotation

Cleric Arbiter Boons

You should always choose boons based on what stats you currently need. Therefore a selection of several viable boons is available to you for each tier.

Tier 1 Boons

  • Recruit’s Training – 0.2% Power Per Rank
  • Critical Strike – 0.2% Critical Strike Per Rank
  • Critical Avoidance – 0.2% Critical Avoidance Per Rank
  • Cultist Bulwark – 0.2% HP Per Rank
  • Cultist Power – 1% Increased damage and damage resistance vs. Cultists.

Tier 2 Boons

  • Squire’s Training – 0.2% Power Per Rank
  • Armor Penetration – 0.2% Critical Severity Per Rank
  • Defense – 0.2% Defense Per Rank
  • Demonic Bulwark – 0.2% HP Per Rank
  • Demonic Mastery – 1% Increased damage and damage resistance vs. demons.

Tier 3 Boons

  • Knight’s Training – 0.2% Power Per Rank
  • Combat Advantage – 0.2% Combat Advantage Per Rank
  • Awareness – 0.2% Awareness Per Rank
  • Dino Bulwark – 0.2 HP Per Rank
  • Dino Power – 1% Increased damage and damage resistance vs. dinos.

Tier 4 Boons

  • Captain’s Training – 0.2% Power Per Rank
  • Accuracy – 0.2% Accuracy Per Rank
  • Deflect – 0.2% Deflect Per Rank
  • Necrotic Bulwark – 0.2% HP Per Rank
  • Necrotic Mastery – 1% Increased damage and damage resistance vs. undead.

Tier 5 Boons (Choose 2)

  • Masterclass – 1% Forte per rank
  • Call of Power – 1% Action Point gain per rank

Master Boons

  • Blood Lust 3/3

Guild Boons

  • Offense – Power or Critical Strike Bonus
  • Defense – Defence or Hit Point Bonus

Cleric Arbiter Weapons & Gear

If you are new to Neverwinter and need to know how to get better gear and increase your item level, check out our Gearing Up Guide.

Note that the best in slot for your build might vary depending on what stats you have.

The best way to gear up in Neverwinter is by making a lot of Astral Diamonds, check out our Astral Diamond Guide to learn all the secrets of AD farming.

  • The Dark Maiden Assault Shround
  • Serene Hood of the Dragon Hunter
  • Goristro’s Horns (Avernus Hunts)
  • Blessed Whisper’s Hood of Quiet (Avernus Hunts)

Armor

  • Tactful Leathers of the Dragon Hunter
  • Mighty Cuirass of the Dragon Hunter
  • Blessed Bone Devil’s Ribcage (Avernus Hunts)

Arms

  • Tactful Gloves of the Dragon Hunter
  • Wristguards of Precipitation
  • Spiked Defenders Vambrace

Feet

  • The Dark Maiden Resolution Greaves (Temple of the Spider)
  • Wasteland Wanderers
  • Rusted Iron Leggings (Avernus Rare Monsters)

Weapons

  • Stormforged Set (AOE)
  • Masterwork Set
  • Lionheart Set
  • Scalebreaker’s Wrath

Main Hand Modification:

  • Lance of Faith

Offhand Modifications:

  • Action Point Gain
  • Any stat you might need

Rings

  • Eilistraee’s Harmony + Elistraee’s Beauty (AOE)
  • Soothsayer’s Ring of Absolution
  • Waywatchers Ring of Precision
  • Waywatchers Ring of Punishment
  • Mightbreaker’s Ring of Elegance
  • The Red Eye’s Glare
  • Band of Air

Neck & Waist

  • Apprentice’s Spoils (Music Box Set) – Jhesiyria’s Tattered Mantle & Trobriand’s Conductor Cable

Shirt

  • Mighty Dwarven Body Pattern
  • Shirt of the Dragon Cult

Pants

  • Mighty Dwarven Limb Pattern
  • War-Worn Pants

Cleric Arbiter Artifacts

Primary Artifact

  • Demogorgon’s Reach
  • Lantern of Revelation
  • Frozen Storyteller’s Journal
  • Staff of Flowers
  • Wyvern-Venom Coated Knives

Secondary Artifacts

Choose secondary artifacts based on the stats you are lacking.

  • Mythallar Fragment
  • Neverwinter’s Standard
  • Jewel of the North
  • Demogorgon’s Reach
  • Arcturia’s Music Box (For Set)

Or choose 2 Storyteller’s Journals for the bonus

  • Envenomed Storyteller’s Journal
  • Flayed Storyteller’s Journal
  • Darkened Storyteller’s Journal

Other Artifact Choices

  • Arcturia’s Music Box
  • Trobriands Ring
  • Staff of Flowers
  • Halaster’s Blast Scepter
  • Shard of Orcus’ Wand
  • Lantern of Revelation

Cleric Arbiter Enchantments

When getting enchantments, always get the ones with the stats you are lacking in with your gear, boons, etc in mind.

For example, if you’ve capped Crit with your gear and boons, don’t get azure enchantments for your offense slots.

If you still need to refine your enchantments, see our Refinement Guide for tips on how to farm refinement.

Offense Enchantments

  • Cobalt Enchantment
  • Garnet Enchantment
  • Citrine Enchantment
  • Amethyst Enchantment
  • Jade Enchantment

Defense Enchantments

  • Garnet Enchantment

Utility Enchantments

  • Garnet Enchantment

Bonus Enchantments

  • Recharge Bonus

Combat Enchantments

  • Poisoned Thorn
  • Cursed Burn

Overload Enchantments

  • Rage of Flames or Devil’s Precision
  • Various Marks from Stronghold Vendor
  • Corrupt Black Ice / Lethal / Piercing
  • Black / Red Dragon Glyph

Armor Reinforcement Kits

  • Power / Critical Strike or Severity / Accuracy Kit

Jewelry Reinforcement Kits

  • Combat Advantage Jewel

Cleric Arbiter Consumables & Buffs

Consider getting VIP for the Power of VIP HP buff if you aren’t already. Also always stand in campfires to get the +1 ability campfire buff.

Pick one from each of the categories below depending on the stats you are lacking.

Invocation Blessing: Grace of Battle / Gift of Awareness / Righteous Boon / Gamber’s Fortune

Stronghold Food: Seared Tuna / Prime Rib / Ratatouille

Event Food: Watermelon Sorbet / Hotwings / Squash Soup / Mochi

Elixir: Wild Storm Elixir

Potion: Superior Flask of Potency +1

Reusable Item: Awakened Forger’s Box > Empowered Chain of Scales > Adorable Pocket Pet > Tymora’s Lucky Coin

Cleric Arbiter Companions

Summoned Companion

For your summoned companion you have the choice between using Augmented companions which will make it easier to cap stats or an active combat companion which will do damage.

Augment Companion Choices

Pick any Augment Companion that compliments the stats you need.

  • Bulette Pup
  • Deepcrow Hatchling
  • Owlbear Cub
  • Ioun Stones
  • Quasit

Active Companion Choices

  • Pseudodragon
  • Honey Badger
  • Tomb Spider
  • Spined Devil
  • Kuo-Toa
  • Wayward Wizard (AoE)
  • Regis (AoE)

Enchantment Power

  • Acute Senses
  • Potent Precision
  • Precision

Companion Powers

Below is a selection of viable companion powers.

Offense Powers

  • Wild Hunt Rider (Wild Hunt Discipline) – 2/3/5% chance to increase damage by 10% for 5 seconds.
  • Siege Master (Siege Master’s Discipline) – Combined Rating – Increases the power of your At-Will powers by 11% (Doubled on Stronghold Map)
  • Black Dragon Ioun Stone (Black Dragon’s Insight) – 7.5% Critical Chance
  • Staldorf (Staldorf’s Presence) – 7.5% Combat Advantage
  • Razorwood (Twigblight’s Insight) – 3.8% Critical Severity & Accuracy
  • Hawk (Hawk’s Insight’s) – 3.8% Critical Severity & Critical Chance
  • Armored Orc Wolf (Orc Wolf’s Instincts) – 3.8% Critical Chance & Accuracy
  • Batiri (Batiri’s Wisdom) – 11% Damage Versus Bosses
  • Misc (The Bigger They Are) – More damage against big mobs (bosses)
  • Dancing Blade (Dancing Blade’s Insight) – 3.8% Critical Severity & Combat Advantage
  • Flame Sprite (Flamesprite’s Insight) – 3.8% Critical Chance & Accuracy

Defense Powers

  • Phasespider (Phasespider’s Presence) – 3.8% Critical Chance & Combat Advantage
  • Fire Archon (Fire Archon’s Insight) – 10% on At-Will use to increase Combat Advantage for 10 seconds

Utility Powers

  • Alchemist Experimenter (Alchemist’s Discipline) – 3.8% Critical Chance & Combat Advantage
  • Golden Cat (Golden Cat’s Insight) – 7.5% Combat Advantage

Companion Equipment

Double offense slotted “Of the Companion” gear

Companion Enchantment

  • Companion Enchantment

Cleric Arbiter Mounts

Bolster

When it comes to mounts, you should focus on getting them all to Mythic quality to increase Bolster.

Bolster Contribution depends on the quality of the mount, with Mythic mounts contributing 10% Bolster, this again increases the values of your Equip Power and Combat Power.

Mount Insignia Bonuses

All classes and specs should consider using Wanderer’s Fortune and or Traveler’s Treasures before you have refined all your gear and enchantments, for extra refinement every day.

Insignia bonuses are mostly down to preference. Some boost damage a bit, and some boost survivability, while others add utility.

DPS

  • Artificers Persuasion
  • Assassin’s Covenant
  • Warlord’s Inspiration
  • Calvary’s Warning
  • Gladiator’s Guile

Self Healing

  • Barbarian’s Revelry
  • Survivor’s Blessing
  • Survivor’s Gift
  • Knight’s Rebuke
  • Oppressor’s Reprieve

Utility

  • Wanderer’s Fortune
  • Traveler’s Treasures

Insignia Type

  • Insignia of Aggression
  • Insignia of Skill
  • Insignia of Brutality or Dominance if you still need power

Mount Collars

  • Sturdy Crescent Collar
  • Wayfaring Barbed Collar
  • Unified Regal Collar

Cleric Arbiter Mount Powers

Mount Equip Power:

  • Armor Breaker (Critical Severity)
  • Rapid Accuracy (Accuracy)
  • Precision (Critical Strike & Severity)
  • Ruthless Efficiency (Critical Strike
  • Dominant Force (Power)
  • Opportunistic (Combat Advantage)

Mount Combat Power:

  • Bat Swarm (Swarm)
  • Magnificent Inspiration (Noble Pegasus)
  • Tunnel Vision
  • Cauldron Gasses
  • Giant Toad Tongue Lash

If you have any questions or suggestions about our Neverwinter Cleric Arbiter guide, please leave a comment below!

Karen

Monday 8th of November 2021

any chance your guides could be updated for mod 21, it would be really appreciated

Tymek

Thursday 1st of October 2020

Can someone share rotation for this build? The skills are known, but how to use them in the best way? :)

Common sense

Wednesday 22nd of April 2020

It's not s complete guide if you don't have a rotation

Fridrik Skulason

Monday 20th of April 2020

I mostly agree (speaking as a 28K IL cleric who has been playing since day 1 of open beta), but I see one issue. You say "Searing Javelin or Daunting Light" - which I agree with, but which one you pick affects a number of other things....for example, it makes no sense to pick Lightspeed and Focused Light if you are not using Daunting light.

Here is how I see it: There are two viable approaches, and the primary decision is whether to use Perfect Balance or not.

If you pick Perfect Balance, you pick Lance and Conflagrate, Forgemaster and Daunting Light, and the feats you listed, and alternate between burning and radiant for Perfect Balance.

The other approach is to use Lance and Scattering Light, Forgemaster and Searing Javelin, and Piercing Javelin/Tipping Scales/Angel of Death. In this setup you just use the orange pips for your attacks, and always burn yellow pips for Divinity.

Ken

Monday 25th of May 2020

Which of these do you find better for ease of use and dps?

Shelly

Saturday 12th of October 2019

Why do you use polar bear cub for dps when it is outgoing healing bonus?