How It Works Primer Guides Tools Pricing About FAQ Blog Contact Sign in Sign Up

D&D 5e (2014) Class GuideCleric Guide: Build, Spells and Ratings

The best races, feats and spells for a 2014 rules cleric, two ready-made builds, and what to pick at every level from 1 to 20.

2024 RULES 2014 RULES

Overview

At a glance
Hit die
d8
Saving throws
Wis, Cha
Primary ability
Wisdom
Armor
Heavy (Life Domain)
Difficulty
Easy
SRD subclass
Life Domain
HealerSupportFrontliner
Role ratings
Damage Control Survival Utility Party support

The cleric is a full caster that can wear armor and stand at the front. You prepare spells each day from the whole cleric list, so you can change your plan after every Long Rest. The Life Domain adds heavy armor and makes every healing spell stronger. From level 5, Spirit GuardiansSpirit Guardians3rd-level ConjurationConcentrationCastingActionRangeSelfDuration10 minutesSaveWisdomDamage3d8 RadiantYou call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. also makes you one of the party's best damage dealers.

Thrain's take

A Life cleric in plate is the hardest thing in the party to kill and the reason nobody else dies. Do not spend every turn healing, though. Cast BlessBless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteYou bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw., hit things, and save the healing for when someone actually drops.

Strengths
  • Heavy armor and a shield from level 1
  • Prepares from the full cleric list after every Long Rest
  • Disciple of LifeDisciple of LifeLevel 1 featureAlso starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. adds hit points to every healing spell
  • Spirit GuardiansSpirit Guardians3rd-level ConjurationConcentrationCastingActionRangeSelfDuration10 minutesSaveWisdomDamage3d8 RadiantYou call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. and Spiritual WeaponSpiritual Weapon2nd-level EvocationCastingBonus ActionRange60 feetDuration1 minuteYou create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. deal steady damage from level 5
Weaknesses
  • Few good damage cantrips in the free rules
  • Plate armor needs 15 Strength, or your speed drops
  • Concentration spells end when you take a hard hit, and you get hit a lot
  • Players expect you to heal, which can eat every turn if you let it

Ability Scores

Wisdom, then Constitution, then Strength. Wisdom powers your spells. Constitution keeps your concentration up. Life clerics in heavy armor do not need Dexterity, but need Strength for plate. In the 2014 rules your race gives the ability score increases. With the standard array and a Hill Dwarf (+2 Constitution, +1 Wisdom), you start with:

13STR
10DEX
16CON
8INT
16WIS
12CHA

Chain mail and a shield give you 18 AC at level 1. Put your level 4 Ability Score Improvement into Wisdom (to 18), or take a feat. Reach 20 Wisdom by level 8.

Best Races for a Cleric

Legendary: build around it Epic: excellent Rare: good Uncommon: works Common: weak fit
Dwarf (Hill Dwarf)
+2 Constitution and +1 Wisdom, an extra hit point per level, and heavy armor never slows you down. The classic cleric.
Legendary
Human
+1 to every score, including the Strength plate armor wants. If your table allows the variant human from the Player's Handbook, it becomes Legendary: War Caster at level 1.
Rare
Half-Elf
The two floating +1s go to Wisdom and Constitution, and Skill Versatility covers the social skills. The +2 Charisma is wasted.
Rare
Half-Orc
+2 Strength and +1 Constitution suit a front-line cleric in plate. Relentless Endurance keeps the healer standing. Nothing for Wisdom.
Uncommon
Gnome (Rock Gnome)
+1 Constitution and Gnome Cunning against magic. The Intelligence and 25 foot speed do little.
Uncommon
Dragonborn
+2 Strength for plate and a breath weapon for area damage. Charisma is wasted.
Uncommon
Halfling (Lightfoot)
Lucky is great on concentration saves, but Dexterity and Charisma are the wrong scores and Small creatures struggle with heavy weapons.
Common
Elf (High Elf)
Dexterity and Intelligence. A heavy armor cleric uses neither.
Common
Tiefling
Charisma and Intelligence, both wasted. Fire resistance is the only part a cleric uses.
Common

Best Feats

Feats are optional in the 2014 rules and only one is in the free SRD, so these come from the Player's Handbook. Ask your DM before you plan around one.

War Caster
Advantage on concentration saves, and you can cast with a weapon and shield in hand. Keeps Spirit Guardians up while enemies hit you.
Legendary
Resilient (Constitution)
+1 Constitution and proficiency in Constitution saves. Better than War Caster from about level 9.
Epic
Lucky
Three rerolls a day on attacks, checks or saves. Good on any class.
Rare
Alert
+5 to initiative and you cannot be surprised. Bless before the enemy moves.
Rare
Heavy Armor Master
+1 Strength and less damage from nonmagical weapons. Fine on a Life cleric, but your Wisdom wants the slot more.
Uncommon
Grappler
The one feat in the SRD. Not worth a cleric's feat.
Common

Subclass: Life Domain

The Life Domain is the cleric domain in the free 2014 rules. You choose it at level 1, so it shapes your character from the start.

Bonus ProficiencyLEVEL 1

Heavy armor proficiency. Start in chain mail, buy plate when you can.

Disciple of LifeLEVEL 1

Healing spells of 1st level or higher restore an extra 2 + the spell's level. A 1st-level Healing WordHealing Word1st-level EvocationCastingBonus ActionRange60 feetDurationInstantaneousA creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. heals 1d4 + your Wisdom modifier + 3.

Channel Divinity: Preserve LifeLEVEL 2

Restore hit points equal to five times your cleric level, split among creatures within 30 feet. It cannot heal anyone above half their hit point maximum.

Blessed HealerLEVEL 6

When you heal someone else with a spell of 1st level or higher, you also regain 2 + the spell's level.

Divine StrikeLEVEL 8

Once per turn, a weapon hit deals an extra 1d8 radiant damage. It becomes 2d8 at level 14.

Supreme HealingLEVEL 17

Healing dice from your spells always roll their maximum.

Domain spells are always prepared and do not count against your daily list: BlessBless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteYou bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. and Cure WoundsCure Wounds1st-level EvocationCastingActionRangeTouchDurationInstantaneousA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. at 1, Lesser RestorationLesser Restoration2nd-level AbjurationCastingActionRangeTouchDurationInstantaneousYou touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. and Spiritual WeaponSpiritual Weapon2nd-level EvocationCastingBonus ActionRange60 feetDuration1 minuteYou create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. at 3, Beacon of HopeBeacon of Hope3rd-level AbjurationConcentrationCastingActionRange30 feetDuration1 minuteSaveWisdomThis spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. and RevivifyRevivify3rd-level ConjurationCastingActionRangeTouchDurationInstantaneousYou touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. at 5, Death WardDeath Ward4th-level AbjurationCastingActionRangeTouchDuration8 hoursYou touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. and Guardian of FaithGuardian of Faith4th-level ConjurationCastingActionRange30 feetDuration8 hoursSaveDexterityDamage20 RadiantA Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. at 7, Mass Cure WoundsMass Cure Wounds5th-level ConjurationCastingActionRange60 feetDurationInstantaneousA wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. and Raise DeadRaise Dead5th-level NecromancyCasting1hourRangeTouchDurationInstantaneousYou return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. at 9. The Player's Handbook adds six more domains, including War and Light. They are not in the free rules, so this guide does not cover them.

Best Cleric Spells

Each day you prepare a number of cleric spells equal to your Wisdom modifier plus your cleric level, on top of your domain spells. Ratings assume a Life cleric in a party of three to five.

Cantrips

Pick 3 at level 1
GuidanceGuidanceDivination cantripConcentrationCastingActionRangeTouchDuration1 minuteYou touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. +1d4 to the party's checks
Sacred FlameSacred FlameEvocation cantripCastingActionRange60 feetDurationInstantaneousSaveDexterityFlame-like radiance descends on a creature that you can see within range. The target must succeed on a dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. Your only ranged damage, ignores cover
Spare the DyingSpare the DyingNecromancy cantripCastingActionRangeTouchDurationInstantaneousYou touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. Stabilize without a slot
LightLightEvocation cantripCastingActionRangeTouchDuration1 hourSaveDexterityYou touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. For parties without darkvision

1st Level

From level 1
BlessBless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteYou bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. Always prepared. +1d4 to three allies' attacks and saves
Healing WordHealing Word1st-level EvocationCastingBonus ActionRange60 feetDurationInstantaneousA creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Bonus action, 60 feet, gets allies up from 0
Guiding BoltGuiding Bolt1st-level EvocationCastingActionRange120 feetDuration1 roundDamage4d6 RadiantA flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. Big damage, and Advantage on the next attack
Shield of FaithShield of Faith1st-level AbjurationConcentrationCastingBonus ActionRange60 feetDuration10 minutesA shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. +2 AC on your tank
CommandCommand1st-level EnchantmentCastingActionRange60 feetDuration1 roundSaveWisdomYou speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its next turn. One word: grovel, drop, flee
Cure WoundsCure Wounds1st-level EvocationCastingActionRangeTouchDurationInstantaneousA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Always prepared. Bigger heal, but touch and an action

2nd Level

From level 3
Spiritual WeaponSpiritual Weapon2nd-level EvocationCastingBonus ActionRange60 feetDuration1 minuteYou create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. Always prepared. Bonus action damage, no concentration
AidAid2nd-level AbjurationCastingActionRange30 feetDuration8 hoursYour spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. +5 maximum hit points for three allies, 8 hours
Hold PersonHold Person2nd-level EnchantmentConcentrationCastingActionRange60 feetDuration1 minuteSaveWisdomChoose a humanoid that you can see within range. The target must succeed on a wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another wisdom saving throw. On a success, the spell ends on the target. Paralyzed humanoid, hits from within 5 feet crit
Lesser RestorationLesser Restoration2nd-level AbjurationCastingActionRangeTouchDurationInstantaneousYou touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Always prepared. Ends poison, blindness, paralysis

3rd Level

From level 5
Spirit GuardiansSpirit Guardians3rd-level ConjurationConcentrationCastingActionRangeSelfDuration10 minutesSaveWisdomDamage3d8 RadiantYou call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. Damage every turn, slows everything near you
RevivifyRevivify3rd-level ConjurationCastingActionRangeTouchDurationInstantaneousYou touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. Always prepared. Undo a death within a minute
Mass Healing WordMass Healing Word3rd-level EvocationCastingBonus ActionRange60 feetDurationInstantaneousAs you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Six allies up from 0 with one bonus action
Dispel MagicDispel Magic3rd-level AbjurationCastingActionRange120 feetDurationInstantaneousChoose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. Ends a curse or an enemy's buff

Cleric Builds

Dwarf cleric
Beginner friendlyThe Dwarven Bulwark
Race
Hill Dwarf
Subclass
Life Domain
Background
Acolyte
First spells
BlessBless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteYou bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw., Healing WordHealing Word1st-level EvocationCastingBonus ActionRange60 feetDurationInstantaneousA creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
13STR
10DEX
16CON
8INT
16WIS
12CHA

18 AC at level 1 and more hit points than the fighter. Blesses the party, stands in the doorway, and picks people up with Healing Word.

Build this cleric
Free to start. No card needed.
Human cleric
FrontlineThe Human Warpriest
Race
Human
Subclass
Life Domain
First spells
Guiding BoltGuiding Bolt1st-level EvocationCastingActionRange120 feetDuration1 roundDamage4d6 RadiantA flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target., Shield of FaithShield of Faith1st-level AbjurationConcentrationCastingBonus ActionRange60 feetDuration10 minutesA shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
15STR
11DEX
14CON
9INT
16WIS
13CHA

Ready for plate armor the day you can afford it. From level 5, walks into the middle of the fight with Spirit GuardiansSpirit Guardians3rd-level ConjurationConcentrationCastingActionRangeSelfDuration10 minutesSaveWisdomDamage3d8 RadiantYou call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. and Spiritual WeaponSpiritual Weapon2nd-level EvocationCastingBonus ActionRange60 feetDuration1 minuteYou create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon..

Build this cleric
Free to start. No card needed.

Cleric Features by Level

LvlPBFeatures Cantrips Known 123456789
1 +2 Divine DomainDivine DomainLevel 1 featureChoose one domain related to your deity, such as Life. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. SpellcastingSpellcastingLevel 1 featureAs a conduit for divine power, you can cast cleric spells. Cantrips At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. Bonus ProficiencyBonus ProficiencyLevel 1 featureWhen you choose this domain at 1st level, you gain proficiency with heavy armor. Disciple of LifeDisciple of LifeLevel 1 featureAlso starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. Life Domain Spells (table)Life Domain Spells (table)Level 1 featureCleric Level 3 2 – – – – – – – –
2 +2 Channel DivinityChannel DivinityLevel 2 featureAt 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Channel Divinity: Preserve LifeChannel Divinity: Preserve LifeLevel 2 featureStarting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. 3 3 – – – – – – – –
3 +2 3 4 2 – – – – – – –
4 +2 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 4 4 3 – – – – – – –
5 +3 Destroy UndeadDestroy UndeadLevel 5 featureStarting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. Destroy Undead (table) 4 4 3 2 – – – – – –
6 +3 Channel DivinityChannel DivinityLevel 2 featureAt 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Blessed HealerBlessed HealerLevel 6 featureBeginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level. 4 4 3 3 – – – – – –
7 +3 4 4 3 3 1 – – – – –
8 +3 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Destroy UndeadDestroy UndeadLevel 5 featureStarting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. Destroy Undead (table) Divine StrikeDivine StrikeLevel 8 featureAt 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. 4 4 3 3 2 – – – – –
9 +4 4 4 3 3 3 1 – – – –
10 +4 Divine InterventionDivine InterventionLevel 10 featureBeginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. 5 4 3 3 3 2 – – – –
11 +4 Destroy UndeadDestroy UndeadLevel 5 featureStarting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. Destroy Undead (table) 5 4 3 3 3 2 1 – – –
12 +4 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 5 4 3 3 3 2 1 – – –
13 +5 5 4 3 3 3 2 1 1 – –
14 +5 Destroy UndeadDestroy UndeadLevel 5 featureStarting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. Destroy Undead (table) 5 4 3 3 3 2 1 1 – –
15 +5 5 4 3 3 3 2 1 1 1 –
16 +5 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 5 4 3 3 3 2 1 1 1 –
17 +6 Destroy UndeadDestroy UndeadLevel 5 featureStarting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. Destroy Undead (table) Supreme HealingSupreme HealingLevel 17 featureStarting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. 5 4 3 3 3 2 1 1 1 1
18 +6 Channel DivinityChannel DivinityLevel 2 featureAt 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. 5 4 3 3 3 3 1 1 1 1
19 +6 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 5 4 3 3 3 3 2 1 1 1
20 +6 Divine InterventionDivine InterventionLevel 10 featureBeginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. 5 4 3 3 3 3 2 2 1 1

Leveling Your Cleric, 1 to 20

LVL1
Choose the Life Domain: heavy armor and Disciple of Life. Cantrips: Guidance, Sacred Flame, Spare the Dying. Bless and Cure Wounds are always prepared; prepare Healing Word, Guiding Bolt, Shield of Faith and Command.
LVL2
Channel Divinity once per rest: Turn Undead or Preserve Life.
LVL3
2nd-level slots. Spiritual Weapon and Lesser Restoration are always prepared; add Aid and Hold Person.
LVL4
Ability Score Improvement: Wisdom to 18, or War Caster if your table uses feats. Fourth cantrip.
LVL5
Spirit Guardians. Revivify and Beacon of Hope are always prepared. Destroy Undead for weak undead.
LVL6
Blessed Healer. Channel Divinity twice per rest.
LVL7
4th-level slots. Death Ward and Guardian of Faith are always prepared; add Banishment.
LVL8
Ability Score Improvement: Wisdom to 20. Divine Strike adds 1d8 radiant to a weapon hit each turn.
LVL9
5th-level slots. Mass Cure Wounds and Raise Dead are always prepared; add Greater Restoration.
LVL10
Divine Intervention: ask your god for help. It works if you roll your cleric level or lower on percentile dice. Fifth cantrip.
LVL11-14
6th and 7th-level slots: Heal, Heroes' Feast, Regenerate, Resurrection. Divine Strike becomes 2d8 at 14.
LVL15-20
8th and 9th-level slots. Supreme Healing at 17: your healing dice always roll their maximum. Channel Divinity three times per rest at 18. At 20, Divine Intervention always works. Mass Heal is your 9th-level spell.

Cleric FAQ

What is the best race for a cleric in 5e?

Under the 2014 rules, Hill Dwarf is the strongest free option: +2 Constitution, +1 Wisdom, extra hit points and no speed penalty in heavy armor. Human and Half-Elf are solid too. If your table allows the Player's Handbook variant human, a level 1 feat makes it a top pick.

Is the Life Domain good in 5e?

Yes. Heavy armor at level 1 makes it one of the toughest characters in the party, and Disciple of Life makes Healing Word and Mass Healing Word heal far more. Its weakness is low damage before level 5.

Do clerics have to heal all the time?

No. Healing in combat works best when it gets someone up from 0. The rest of the time, Bless, Spiritual Weapon and Spirit Guardians do more for the party than topping up hit points.

Should I play the 2014 or 2024 cleric?

Play whichever rules your table uses. The 2024 cleric gets ability increases from its background, a Divine Order at level 1 and picks its subclass at level 3. See the 2024 cleric guide for those rules.

Keep reading

Take your cleric into a campaign

Build a cleric in a couple of minutes and start an adventure in your browser. Play solo, or send your friends a link and play together.

This guide includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License. TableForge is not affiliated with Wizards of the Coast. Full licenses.