Does The Flame Blade In 5e Dmg Have Bonuses To Hit And Damage

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Jun 17, 2015  So observe the spell flame blade. It's a concentration spell, bonus action, which allows one to spend one's action to make a melee spell attack. Okay, so far so good. 10 minute duration, not bad. This thing better be good. 2nd level is 3d6 fire damage for your action, comparable to a rogue's attack + sneak attack at that level. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). Finesse says: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Mar 01, 2017  i hit about 12 k per rmb hm earth on cc'd target, 35% pierce and some ele accs for earth dmg help a lot, recommend 3 pieces with pierce combined onto them, 5 pieces crit def, 3 set challenger is nice also, also try to get 3 set whirlwind, which is really cheap and gives 20% dmg on aircombo. Bow Strength allows Strength for damage bonus with bows. Brutal Throw allows Strength for attack bonus with thrown weapons (but NOT ranged weapons). Past Life: Harbinger of Nature's Wrath allows Wisdom to attack and damage for the summoned Flame Blade. Weapon Finesse allows Dexterity for attack bonus with light melee weapon, rapiers, and unarmed attacks.

  • Oct 26, 2015  D&D 5e Character Optimization – Barbarian Michael Long. October 26, 2015. And if they get a hit on you, the damage is halved when you are Raging. Might be a good reason to multi-class with Rogue to get automatic Sneak Attacks with finesse weapons. You don't get to add sneak attack, extra attack, green flame blade etc. I have had this.
  • @JeremyECrawford If I make 1 attack with a longsword as a part of casting Green Flame Blade, while having the Hex spell affecting the target, and then I use Divine Smite once the attack hits, how many damage rolls are there?

Contents

  • 1 Magic Weapons & Ammunition

Adamantine Armor

Armor (medium or heavy, but not hide), uncommon

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit.

Animated Shield

Armor (shield), very rare (requires attunement)

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

Armor, +1, +2, or +3

Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)

You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.

Armor of Invulnerability

Armor (plate), legendary (requires attunement)

You have resistance to nonmagical damage while you wear this armor.

Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can’t be used again until the next dawn.

Armor of Resistance

Armor (light, medium, or heavy), rare (requires attunement)

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder

Armor of Vulnerability

Armor (plate), rare (requires attunement)

While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.

Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

Arrow-Catching Shield

Armor (shield), rare (requires attunement)

You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

Demon Armor

Armor (plate), very rare (requires attunement)

While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.

Curse: Once you don this cursed armor, you can’t doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.

Dragon Scale Mail

Armor (scale mail), very rare (requires attunement)

Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn.

DragonResistance
BlackAcid
GoldFire
BlueLightning
GreenPoison
BrassFire
RedFire
BronzeLightning
SilverCold
CopperAcid
WhiteCold

Elven Chain

Armor (chain shirt), rare

You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.

Glamoured Studded Leather

Armor (studded leather), rare

While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

Mithral Armor

Armor (medium or heavy, but not hide), uncommon

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.

Plate Armor of Etherealness

Armor (plate), legendary (requires attunement)

While you’re wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can’t be used again until the next dawn.

Dwarven Plate

Armor (plate), very rare

While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

Shield, +1, +2, or +3

Armor (shield), uncommon (+1), rare (+2), or very rare (+3)

While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.

Shield of Missile Attraction

Armor (shield), rare (requires attunement)

While holding this shield, you have resistance to damage from ranged weapon attacks.

Curse: This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.

Magic Weapons & Ammunition

Dragon Slayer

Weapon (any sword), rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns.

Ammunition, +1, +2, or +3

Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)

You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.

Arrow of Slaying

Weapon (arrow), very rare

An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.

Berserker Axe

Weapon (any axe), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Dagger of Venom

Weapon (dagger), rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn.

Dancing Sword

Weapon (any sword), very rare (requires attunement)

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

Defender

Weapon (any sword), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

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The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Dwarven Thrower

Weapon (warhammer), very rare (requires attunement by a dwarf)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

Flame Tongue

Weapon (any sword), rare (requires attunement)

You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Frost Brand

Weapon (any sword), very rare (requires attunement)

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

Giant Slayer

Weapon (any axe or sword), rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.

Hammer of Thunderbolts

Weapon (maul), legendary

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Giant’s Bane (Requires Attunement): You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.

The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.

Holy Avenger

Weapon (any sword), legendary (requires attunement by a paladin)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

Javelin of Lightning

Weapon (javelin), uncommon

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Luck Blade

Weapon (any sword), legendary (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn.

Wish: The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can’t be used again until the next dawn. The sword loses this property if it has no charges.

Mace of Disruption

Weapon (mace), rare (requires attunement)

When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.

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While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Mace of Smiting

Weapon (mace), rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it’s a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

Mace of Terror

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Weapon (mace), rare (requires attunement)

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This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a

30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The mace regains 1d3 expended charges daily at dawn.

Nine Lives Stealer

Weapon (any sword), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

Oathbow

Weapon (longbow), very rare (requires attunement)

When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say, “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.

When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.

While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.

Scimitar of Speed

Weapon (scimitar), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.

Spellguard Shield

Armor (shield), very rare (requires attunement)

While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

Sun Blade

Weapon (longsword), rare (requires attunement)

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

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The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet.

The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Sword of Life Stealing

Weapon (any sword), rare (requires attunement)

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn’t a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

Sword of Sharpness

Weapon (any sword that deals slashing damage), very rare (requires attunement)

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

In addition, you can speak the sword’s command word to cause the blade to shed bright light in a 10- foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

Sword of Wounding

Weapon (any sword), rare (requires attunement)

Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Trident of Fish Command

Weapon (trident), uncommon (requires attunement)

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This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.

Vicious Weapon

Weapon (any), rare

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon’s type.

Vorpal Sword

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Weapon (any sword that deals slashing damage), legendary (requires attunement)

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You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

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When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Weapon, +1, +2, or +3

Weapon (any), uncommon (+1), rare (+2), or very rare (+3)

You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity.

Generally Clerics in 5E suck at dealing damage being a full caster 'support' class people generally associate with healing and buffing. A quick look at the class reveals no extra attacks, and middling weapons for the most part. They get an extra 1d8 at level 8 or wisdom modifiers to cantrips.
Due to the concentration mechanic in 5E they can't stack buff spells like they could in 3E and most of the 3E offenders have either gone or changed- example divine favor, divine power doesn't exist. Bless has been signifigantly buffed from previous editions however. However there are 4 things that have been changed that enable a cleric to in theory deal fighter level damage.
1. Spiritual weapon now has a casting time of a bonus action
2. A new spell Spiritual Guardians exists (this spell was in 4E?)
3. Cleric domains are different.
4. Non core options such as Sword Coast Adventurers Guide and 3pp material.
For the most part I will ignore 3pp, I have found some interesting domains in them but nothing that beats the options WoTC has turned up so far for cleric beat down.
The main contender to enable Clerical 5E beatdown is the spell Spiritual Guardians. It deals 3d8 damage in a 15' radius and lasts for 10 minutes a level and can be up cast into higher level spell slots (4d8 lvl 4, 5d8 lvl 5 etc). With a 10 minute duration you could potentially have it last multiple encounters or even the 6-8 encounters 5E expects in an adventuring day.
A level 5 Cleric for example could deal 1d6+ strength/dex + 3d8 damage (save for half) every round vs a Fighters 2 attacks at 1d8+ strength (likely higher than a clerics ability score). Fighters also have the option however of using a 2d6 or 1d12 weapon which only some clerics get.
At level 8 however the cleric an extra 1d8 damage (the spellcaster types like light get wisdom modifier to cantrips). Clerics can also spike dmage with spiritual weapon however for an additional 1d8+ wisdom modifier damage, while fighters get to spike damage with action surge.
At a minimum a level 8 cleric gets 1d6+1d8+3d8+ ability score damage vs a fighters 2 attacks which will generally be 1d8+ ability score minimum but probably more like 1d8+2+ability score assuming sword and board+ duellist style.
Cleric average damage 21.5+ ability score vs 21 damage (assuming 18 strength). The cleric probably has around +2 strength the fighter likely an 18 but possibly a 20. A 20 strength will get this up to 23 damage vs a likely 23.5 for a cleric, the fighter however will have a +3 bonus over the cleric. The fighter could also have a 2 handed martial weapon however which can be a 2d6 or 1d12 which is around an extra 4 damage per round.
On paper a cleric is dealing slightly more damage than a fighter if both are using sword and board, the fighter has a narrow lead with 2 handed weapon although that evaporates if the cleric has martial weapon proficiency. The fighter has an accuracy bonus of probably +2 at least (less MAD) and can spike damage higher than a cleric via action surge, a cleric using spiritual weapon and/or an upcast spiritual guardians can nova an extra 2d8+ wisdom modifier of damage however but can't do it every encounter and if you are using upcast spiritual guardians you won't have the spell slots for up cast spiritual weapon.
However it can get even better for our cleric. The above scenarios are the 'best' options for any cleric. Not all clerics are created equal when it comes to melee combat. Some do get martial weapons which eliminates one of the fighters options but 2 domains can cheats damage in other ways. Those domains are Nature and Arcana Clerics. The Nature domain gets to steal a Druid cantrip so the cleric can pick up shillelagh while the arcana cleric can take two wizard cantrips which are usually green flame blade and booming blade.
Greenflame blade can add another 1d8 damage+ wisdom modifier to the Arcana clerics damage, the nature cleric can key their attacks off wisdom and upgrade their 1d6 staff or club to a 1d8. They can also take Polearm master and use a staff.
Level 8 Arcana cleric 18 wisdom+ greenflame blade is now potentially dealing 1d6+ 4d8 spiritual guardians +1d8+4 fire damage, +2 strength, +4 wisdom modifier + another 1d8+4 damage via spiritual hammer. Put together that is 1d6+6d8+10 damage or 40.5 average damage per round using a level 4 spell slot and a level 2 spell slot. A cleric can even have 20 wisdom which brings the damage up to 43.5 damage. Mr fighter using a 2 handed weapon is dealing (at best) 2d6 +5 damage with 2 attacks a round with the option to action surge (average damage 24 er round slightly higher with rerolls on 1's combat style) Mr Cleric is out damaging Mr fighter almost 2-1.
A variant human cleric (Vuman) can also take magic initiate (Druid) and pick up shillelagh upgrading the 1d6 to a 1d8 and keying the attacks off wisdom and having a 20 wisdom. (44.5 damage).
Around about now you can start screaming broken right?
However this is a best case scenario using non core material theory crafting. Reality is about to kick Mr Cleric in the nuts. With the default array the cleric by level 8 can have 20 wisdom, and the magic initiate feat. Clerics however are a bit more MAD than fighters who are generally fine with str or dex+ con as their best two stats. The cleric assumption is also assuming that spiritual guardians has been pre cast, you can keep it up and you have the spell slot available for spiritual weapon. A cleric is going to want to have medium armor, 14 dex, 14 con and 20 wisdom. Clerics are not proficient in con saves an in a real game keeping spiritual guardians up is actually difficult with out the warcaster and/or resilient con feat. If a cleric wants to reliably keep spiritual guardians up they need both of those feats and the only way to get that is not buff wisdom to 20. Without those feats any hit on the cleric has a 35% chance of disrupting spiritual guardians. A war cleric for example can have both of those feats, heavy armor and 18 wisdom. Mr Cleric now has 16 wisdom, and 3 feats. This brings the average damage down from 44.5 to 38.5 (spiritual weapon loses 2 damage, green flame blade 2 damage, shillelagh lose 2 damage). Alternatively you could take warcaster or resilient and have 18 wisdom. With resilient you only have a 20% chance of losing the spell, resilient+ warcaster roughly cuts that in half to around 10%.
So at this point a cleric has an excellent chance of keeping up spiritual guardians via feat so why would you play a fighter? Well this build (its a good one BTW) assume the cleric is level 8 and has picked up the extra wisdom to cantrip damage, and has picked up another feat, and has the spell slots for spiritual guardians. From level 1-4 you do not have spiritual guardians available and spell slots are in very short supply for spiritual weapon. At level 5-7 you won't have all of those feats available or an 18 wisdom. Rolled stats might give you higher stats but the fighter could also roll high as well although the cleric benefits more than the fighter from better stats if rolled.
The Fighter Strikes back.
So far a single domain (arcana)with 2 or 3 feats is making Mr Fighter look like a pumpkin. A slightly less optimised cleric such as War, Nature or Tempest domain can still put up some impressive numbers however the arcana cleric gets to pick up green flame blade and key it off wisdom. These builds however are highly optimised vs a pumpkin fighter, in a featless game the cleric is going to struggle. Since feats are being used the fighter gets to use them as well along with being a Vuman. Fighters also pick up an extra ASI/feat at level 6. The cleric build also uses a specific domain or 2 to pull this off so lets pick the best fighter- Battlemaster. A Vuman fighter also gets a potential 4 feats or 1 feat/3 ASI or feat.
The fighter can have a 20 ability score and 2 feats. Since we are running an optimised cleric let have an optimised fighter and this means the -5/+10 feats AKA Great Weapon Master and sharpshooter. This leaves 1 feat left over for a feat combo so we can add crossbow expert and polearm master into the mix and see what happens. Other viable options would be dual wielding + 2 feats or sword and board + 2 feats probably shield master and sentinel but we are looking at the 2 best feat combos.
Polearm master+ Great Weapon
At the most basic level PAM+ GWM enables 3 attacks a round and since the fighter has 20 strength these attacks are 1d10+5, 1d10+5, 1d4+5 and with great weapon you might get to cleave and have 3 attacks at 1d10+5/1d10+5/1d10+5. The 1st damage is 28.5 the 2nd option is 31.5. Additionally you can take a -5 penalty to hit (the fighter has at least a +1 or +2 bonus to hit over the cleric) and gain +10 damage. This brings the damage up to +58.5 and 61.5 assuming they all hit.
However this is also boosted by an action surge which allows 2 more attacks. This can bring the damage up to +99.5 and 102.5 damage.
With a -5 penalty not all of those attacks will hit but the average AC in the 5E MM apparently is 14.5. Odds are enough of those atacks will hit to enable the fighter to deal a lot of damage. And this is not even the most optimal use of Mr Fighter. That would be the ranged option.
Mr Fighter Pt 2.
This fighter is a ranged fighter that can function fine in melee AKA have your cake and eat it. This fighter has 20 dexterity and uses a hand crossbow+ sharpshooter. Much like polearm master this enables a 3rd attack or 5 attacks wirth an acion surge, it also enables the -5/+10 feats and the archery style grants a +2 bonus to hit. IN effect you suck up a -3 penalty to hit for +10 damage per attack.
Average damage 1d6+5 X3 is 25.5, action surge is 42.5.
With sharpshooter damage jumps up to 55.5 and action 92.5.
The other consideration is also level 8 is the peak of the clerics effectiveness vs te fighter at a point in time. At level 11 the fighter gets a 3rd attack and can action surge for 7 attacks, the cleric is still dealing the same damage they were at level 8 except they can deal an extra 1d8 damage using a 5th level slot for spiritual guardians. This also assumes the cleric is in melee, at range that cleric is going to be reduced to sacred flame or a wizard cantrip (arcana cleric).
Conclusion
A well optimised Cleric under ideal conditions at certain levels can match or defeat an unoptimised fighter in damage at melee. This assumes several things however.
1. The cleric can precast spiritual guardians.
2. The cleric can keep spiritual guardians up.
3. The cleric is an Arcana cleric.
4. The cleric has the spell slots spare for spiritual guardians+spiritual weapon.
5. The cleric is in melee.
The cleric has to spend a lot of resources to do this both in feats/ASI's and spell slots and is banking everything on 1 attack to connect. Those sell slots also can not be used on other things (such as healing or whatever) and it is somewhat situational. The fighter doesn't reallyhave to try and in a real game the cleric might just be better off keeping it simple (War/life domain + resilient/warcaster+ spiritual guardians) or focus on buffing and healing and throwing the odd fireball (healer feat+warcaster/resilient+ light domain or healer feat +20 wisdom). The combo also does not switch on until level 5-8 and its situational if the cleric will have enough spell slots to enable them to keep the damage up so it is almost a nova example. This also excludes the other class features a fighter gets as well, Battlemasters can buff their own damage, champions get critical hits etc.
Rangers, Paladins and Barbarians before level 10 can often keep up or exceed a fighters damage using the same feats.