Overview
At a glance
- Hit die
- d8
- Saving throws
- Wis, Cha
- Primary ability
- Wisdom
- Armor
- Light, Medium, Shields (Heavy with Protector)
- Difficulty
- Easy
- SRD subclass
- Life Domain
HealerSupportFrontliner
Role ratings
Damage
Control
Survival
Utility
Party support
The cleric is a full spellcaster who can also stand in the front line. You prepare spells from the whole cleric list every day, so you can change your plan after each Long Rest. The class keeps a party alive with healing, but its best turns come from
Bless
Bless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteDamage1d4You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. and
Spirit Guardians
Spirit Guardians3rd-level ConjurationConcentrationCastingActionRangeSelfDuration10 minutesSaveWisdomDamage3d8 RadiantProtective spirits flit around you in a 15-foot Emanation 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. When you cast this spell, you can designate creatures to be unaffected by it., which win fights instead of patching up after them.
The 2024 rules give every cleric a choice at level 1. Protector adds Martial weapons and Heavy armor. Thaumaturge adds a cantrip and a bonus to Arcana and Religion checks. Pick Protector if you want to stand next to the fighter.
Weaknesses
- Best spells need Concentration, and Spiritual Weapon now competes with Spirit Guardians
- Few strong damage cantrips in the free rules
- Easy to fall into healing every turn instead of fighting
- Short on spell slots at levels 1 to 4
Ability Scores
Wisdom, then Constitution, then Strength or Dexterity. Wisdom powers your spell save DC, spell attacks, Divine Spark and the number of spells you prepare. Constitution keeps Concentration up while you stand in melee. A Protector in Heavy armor wants 13 Strength or more for Chain Mail; a Thaumaturge in Medium armor wants 14 Dexterity instead.
In the 2024 rules your ability score increases come from your background, not your species. With the standard array and the Sage background (+2 Wis, +1 Con), assign 15 Wis, 14 Str, 13 Con, 12 Cha, 10 Int and 8 Dex, and you start with:
14STR
8DEX
14CON
10INT
17WIS
12CHA
Take the Ability Score Improvement feat at level 4 for Wisdom 19, and again at level 8 for 20. If you keep losing Concentration, take War Caster from the Player's Handbook at 8 instead.
Best Species for a Cleric
Legendary: build around it
Epic: excellent
Rare: good
Uncommon: works
Common: weak fit
Dwarf
Dwarven Toughness adds a hit point every level and Dwarven Resilience resists Poison. Both keep a front-line cleric standing and holding Concentration. Stonecunning adds Tremorsense for scouting.
Legendary
Human
Versatile adds a second Origin feat.
AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll. lets you cast
Bless
Bless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteDamage1d4You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. before the enemy moves, and Heroic Inspiration every day rescues a failed Concentration save.
Epic
Goliath
Stone Giant ancestry reduces incoming damage with a Reaction, which is exactly what a Spirit Guardians cleric in melee needs. Speed 35 gets you into position.
Epic
Halfling
Luck rerolls a 1 on any d20 Test, including Concentration saves. Brave protects you from fear.
Rare
Orc
Relentless Endurance keeps you up once per Long Rest, and Adrenaline Rush gets you to a downed ally fast.
Rare
Elf (Wood Elf)
Wood Elf adds speed and a free
Pass without Trace
Pass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourYou radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks. at level 5, a spell clerics do not have. Fey Ancestry protects against charm.
Rare
Gnome
Advantage on Intelligence, Wisdom and Charisma saves. Strong defense, but nothing for Concentration or hit points.
Rare
Tiefling
Fiendish Legacy adds free spells cast with Wisdom and a damage resistance. Nice, not essential.
Uncommon
Dragonborn
A breath weapon and one resistance. Flight at level 5 is useful for reaching an ally in a hurry.
Uncommon
Best Backgrounds
S
Sage
Wisdom and Constitution increases and
Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. (Wizard). Take
Shield
Shield1st-level AbjurationCastingReactionRangeSelfDuration1 roundAn imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile. as the free 1st-level spell for an emergency +5 AC once a day.
Legendary
A
Acolyte
Wisdom and Charisma increases, Insight and Religion, and Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. (Cleric) for two extra cleric cantrips and one more free spell.
Epic
S
Soldier
Strength and Constitution for a Protector, but no Wisdom. Only worth it if you build a melee cleric and accept a slower start.
Rare
C
Criminal
Constitution and the AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll. feat, but no Wisdom increase. Alert is the reason to consider it.
Uncommon
From the full Player's Handbook, Hermit (Con, Wis, Cha, with the Healer feat) and Guide (Dex, Con, Wis, with Magic Initiate from the druid list) are both excellent cleric backgrounds.
Best Feats
Origin feats (level 1)
A
Alert
Add your Proficiency Bonus to initiative. Acting first means Bless lands before anyone rolls an attack.
Epic
M
Magic Initiate
Two cantrips and a free 1st-level spell from another list. Shield from the wizard list is the strongest pick for a front-line cleric.
Epic
S
Skilled
Three proficiencies. Fine if you want to cover Medicine, Insight and Persuasion as the party face.
Uncommon
Later feats
A
Ability Score Improvement
Wisdom to 20 by level 8. Raises your save DC, your Divine Spark and your prepared spells.
Legendary
W
War Caster (Player's Handbook)
Advantage on Concentration saves. The best defensive feat for a cleric who stands in melee.
Epic
Epic boons (level 19)
B
Boon of Fate
Add or subtract 2d4 from a d20 Test within 60 feet. Saves an ally or breaks an enemy's save.
Epic
B
Boon of Spell Recall
A chance to keep the slot whenever you cast with a level 1 to 4 slot. More healing and more Bless every day.
Epic
Subclass: Life Domain
The Life Domain is the cleric subclass in the free 2024 rules. It makes every healing spell stronger and adds healing to your Channel Divinity.
Disciple of LifeLEVEL 3
Healing spells cast with a slot restore an extra 2 plus the slot's level. Healing Word and Mass Healing Word get the most out of it.
Life Domain SpellsLEVEL 3
Always prepared:
Aid
Aid2nd-level AbjurationCastingActionRange30 feetDuration8 hoursChoose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,
Bless
Bless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteDamage1d4You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,
Cure Wounds
Cure Wounds1st-level AbjurationCastingActionRangeTouchDurationInstantaneousDamage2d8A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. and
Lesser Restoration
Lesser Restoration2nd-level AbjurationCastingBonus ActionRangeTouchDurationInstantaneousYou touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned. at 3,
Mass Healing Word
Mass Healing Word3rd-level AbjurationCastingBonus ActionRange60 feetDurationInstantaneousDamage2d4Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. and
Revivify
Revivify3rd-level NecromancyCastingActionRangeTouchDurationInstantaneousYou touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts. at 5,
Aura of Life
Aura of Life4th-level AbjurationConcentrationCastingActionRangeSelfDuration10 minutesDamageNecroticAn aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point. and
Death Ward
Death 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 before the spell ends, the target instead drops to 1 Hit Point, and the spell ends. at 7,
Greater Restoration
Greater Restoration5th-level AbjurationCastingActionRangeTouchDurationInstantaneousYou touch a creature and magically remove one of the following effects from it: - 1 Exhaustion level - The Charmed or Petrified condition - A curse, including the target's Attunement to a cursed magic item - Any reduction to one of the target's ability scores - Any reduction... and
Mass Cure Wounds
Mass Cure Wounds5th-level AbjurationCastingActionRange60 feetDurationInstantaneousDamage5d8A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier. at 9.
Preserve LifeLEVEL 3
Spend a Channel Divinity to split five times your cleric level in healing among Bloodied creatures near you. It cannot heal anyone above half their hit points.
Blessed HealerLEVEL 6
When you heal someone else with a slot, you heal yourself a little too. Frees you from healing yourself.
Supreme HealingLEVEL 17
Healing dice from your spells and Channel Divinity always roll their maximum.
The 2024 Player's Handbook also has the Light, Trickery and War Domains. They are not in the free rules, so this guide does not cover them.
Best Cleric Spells
Ratings assume a Life cleric in a party of three to five. Spells your domain always prepares are left out of the counts. Toll the Dead and Word of Radiance from the Player's Handbook are strong damage cantrips if your table uses them.
Cantrips
Pick 3 at level 1 (4 with Thaumaturge)

GuidanceDivination cantripConcentrationCastingActionRangeTouchDuration1 minuteDamage1d4You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
Guidance
GuidanceDivination cantripConcentrationCastingActionRangeTouchDuration1 minuteDamage1d4You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
Add 1d4 to any skill check

Sacred FlameEvocation cantripCastingActionRange60 feetDurationInstantaneousSaveDexterityDamage1d8 RadiantFlame-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 Half Cover or Three-Quarters Cover for this save.
Sacred Flame
Sacred FlameEvocation cantripCastingActionRange60 feetDurationInstantaneousSaveDexterityDamage1d8 RadiantFlame-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 Half Cover or Three-Quarters Cover for this save.
Your main ranged attack

Spare the DyingNecromancy cantripCastingActionRange15 feetDurationInstantaneousChoose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.
Spare the Dying
Spare the DyingNecromancy cantripCastingActionRange15 feetDurationInstantaneousChoose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.
Stabilize without a slot

LightEvocation cantripCastingActionRangeTouchDuration1 hourYou touch one Large or smaller object that isn't being worn or carried by someone else. 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.
Light
LightEvocation cantripCastingActionRangeTouchDuration1 hourYou touch one Large or smaller object that isn't being worn or carried by someone else. 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.
Only if nobody has Darkvision
1st Level
From level 1

Bless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteDamage1d4You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Bless
Bless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteDamage1d4You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Always prepared; cast it first

Healing Word1st-level AbjurationCastingBonus ActionRange60 feetDurationInstantaneousDamage2d4A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
Healing Word
Healing Word1st-level AbjurationCastingBonus ActionRange60 feetDurationInstantaneousDamage2d4A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
Bonus Action, picks up a downed ally

Guiding Bolt1st-level EvocationCastingActionRange120 feetDuration1 roundDamage4d6 RadiantYou hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
Guiding Bolt
Guiding Bolt1st-level EvocationCastingActionRange120 feetDuration1 roundDamage4d6 RadiantYou hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
Big hit plus Advantage for the next attack

Command1st-level EnchantmentCastingActionRange60 feetDurationInstantaneousSaveWisdomYou 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. Choose the command from these options: - Drop. The target drops whatever it is holding and then ends its turn. - Flee.
Command
Command1st-level EnchantmentCastingActionRange60 feetDurationInstantaneousSaveWisdomYou 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. Choose the command from these options: - Drop. The target drops whatever it is holding and then ends its turn. - Flee.
Drop, Flee or Grovel ends a threat

Sanctuary1st-level AbjurationCastingBonus ActionRange30 feetDuration1 minuteSaveWisdomYou ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell.
Sanctuary
Sanctuary1st-level AbjurationCastingBonus ActionRange30 feetDuration1 minuteSaveWisdomYou ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell.
Protects a downed ally

Shield of Faith1st-level AbjurationConcentrationCastingBonus ActionRange60 feetDuration10 minutesA shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Shield of Faith
Shield of Faith1st-level AbjurationConcentrationCastingBonus ActionRange60 feetDuration10 minutesA shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
+2 AC, competes for Concentration
2nd Level
From level 3

Aid2nd-level AbjurationCastingActionRange30 feetDuration8 hoursChoose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.
Aid
Aid2nd-level AbjurationCastingActionRange30 feetDuration8 hoursChoose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.
Always prepared; more max HP for three allies

Hold Person2nd-level EnchantmentConcentrationCastingActionRange60 feetDuration1 minuteSaveWisdomChoose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Hold Person
Hold Person2nd-level EnchantmentConcentrationCastingActionRange60 feetDuration1 minuteSaveWisdomChoose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Melee hits on the Paralyzed target are crits

Spiritual Weapon2nd-level EvocationConcentrationCastingBonus ActionRange60 feetDuration1 minuteDamage1d8 ForceYou create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force.
Spiritual Weapon
Spiritual Weapon2nd-level EvocationConcentrationCastingBonus ActionRange60 feetDuration1 minuteDamage1d8 ForceYou create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force.
Now needs Concentration

Silence2nd-level IllusionConcentrationRitualCastingActionRange120 feetDuration10 minutesDamageThunderFor the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range.
Silence
Silence2nd-level IllusionConcentrationRitualCastingActionRange120 feetDuration10 minutesDamageThunderFor the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range.
Shuts down enemy casters
3rd Level
From level 5

Spirit Guardians3rd-level ConjurationConcentrationCastingActionRangeSelfDuration10 minutesSaveWisdomDamage3d8 RadiantProtective spirits flit around you in a 15-foot Emanation 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. When you cast this spell, you can designate creatures to be unaffected by it.
Spirit Guardians
Spirit Guardians3rd-level ConjurationConcentrationCastingActionRangeSelfDuration10 minutesSaveWisdomDamage3d8 RadiantProtective spirits flit around you in a 15-foot Emanation 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. When you cast this spell, you can designate creatures to be unaffected by it.
The cleric's signature spell

Revivify3rd-level NecromancyCastingActionRangeTouchDurationInstantaneousYou touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.
Revivify
Revivify3rd-level NecromancyCastingActionRangeTouchDurationInstantaneousYou touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.
Always prepared; carry diamonds

Mass Healing Word3rd-level AbjurationCastingBonus ActionRange60 feetDurationInstantaneousDamage2d4Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.
Mass Healing Word
Mass Healing Word3rd-level AbjurationCastingBonus ActionRange60 feetDurationInstantaneousDamage2d4Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.
Always prepared; picks up the party

Dispel Magic3rd-level AbjurationCastingActionRange120 feetDurationInstantaneousChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level).
Dispel Magic
Dispel Magic3rd-level AbjurationCastingActionRange120 feetDurationInstantaneousChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level).
Ends curses and enemy spells

Beacon of Hope3rd-level AbjurationConcentrationCastingActionRange30 feetDuration1 minuteSaveWisdomChoose 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.
Beacon of Hope
Beacon of Hope3rd-level AbjurationConcentrationCastingActionRange30 feetDuration1 minuteSaveWisdomChoose 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.
Maximum healing for everyone
Cleric Builds
Beginner friendlyThe Battle Priest
- Species
- Dwarf
- Background
- Sage (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.: Shield)
- Divine Order
- Protector
- Subclass
- Life Domain
14STR
8DEX
14CON
10INT
17WIS
12CHA
Heavy armor, a shield and extra hit points. Stands next to the fighter, holds
Spirit Guardians
Spirit Guardians3rd-level ConjurationConcentrationCastingActionRangeSelfDuration10 minutesSaveWisdomDamage3d8 RadiantProtective spirits flit around you in a 15-foot Emanation 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. When you cast this spell, you can designate creatures to be unaffected by it. from level 5 and heals from the front.
Build this cleric
Free to start. No card needed.
SupportThe Back-Line Healer
- Species
- Human (Versatile: AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll.)
- Background
- Acolyte (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
- Divine Order
- Thaumaturge
- Subclass
- Life Domain
8STR
13DEX
14CON
10INT
17WIS
13CHA
Acts first, opens with
Bless
Bless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteDamage1d4You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. and keeps
Healing Word
Healing Word1st-level AbjurationCastingBonus ActionRange60 feetDurationInstantaneousDamage2d4A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. ready. Pick Potent Spellcasting at level 7 for stronger cantrips.
Build this cleric
Free to start. No card needed.
Cleric Features by Level
| Lvl | PB | Features |
Cantrips | Channel Divinity | Prepared Spells |
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
| 1 |
+2 |
Divine Order Divine OrderLevel 1 featureYou have dedicated yourself to one of the following sacred roles of your choice. Protector. Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor. Thaumaturge. You know one extra cantrip from the Cleric spell list.
Spellcasting SpellcastingLevel 1 featureYou have learned to cast spells through prayer and meditation. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class's description. Cantrips.
|
3 |
– |
4 |
2 |
– |
– |
– |
– |
– |
– |
– |
– |
| 2 |
+2 |
Channel Divinity Channel DivinityLevel 2 featureYou can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below.
|
3 |
2 |
5 |
3 |
– |
– |
– |
– |
– |
– |
– |
– |
| 3 |
+2 |
Cleric SubclassesCleric SubclassesLevel 3 featureYou gain a Cleric subclass of your choice. The Life Domain subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Cleric levels.
Disciple of Life Disciple of LifeLevel 3 featureWhen a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level.
Life Domain Spells Life Domain SpellsLevel 3 featureYour connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared. Table: Life Domain Spells
Preserve Life Preserve LifeLevel 3 featureAs a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level.
|
3 |
2 |
6 |
4 |
2 |
– |
– |
– |
– |
– |
– |
– |
| 4 |
+2 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.
|
4 |
2 |
7 |
4 |
3 |
– |
– |
– |
– |
– |
– |
– |
| 5 |
+3 |
Sear Undead Sear UndeadLevel 5 featureWhenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total.
|
4 |
2 |
9 |
4 |
3 |
2 |
– |
– |
– |
– |
– |
– |
| 6 |
+3 |
Blessed Healer Blessed HealerLevel 6 featureThe healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot's level.
|
4 |
3 |
10 |
4 |
3 |
3 |
– |
– |
– |
– |
– |
– |
| 7 |
+3 |
Blessed Strikes Blessed StrikesLevel 7 featureDivine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature). Divine Strike.
|
4 |
3 |
11 |
4 |
3 |
3 |
1 |
– |
– |
– |
– |
– |
| 8 |
+3 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.
|
4 |
3 |
12 |
4 |
3 |
3 |
2 |
– |
– |
– |
– |
– |
| 9 |
+4 |
|
4 |
3 |
14 |
4 |
3 |
3 |
3 |
1 |
– |
– |
– |
– |
| 10 |
+4 |
Divine Intervention Divine InterventionLevel 10 featureYou can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn't require a Reaction to cast.
|
5 |
3 |
15 |
4 |
3 |
3 |
3 |
2 |
– |
– |
– |
– |
| 11 |
+4 |
|
5 |
3 |
16 |
4 |
3 |
3 |
3 |
2 |
1 |
– |
– |
– |
| 12 |
+4 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.
|
5 |
3 |
16 |
4 |
3 |
3 |
3 |
2 |
1 |
– |
– |
– |
| 13 |
+5 |
|
5 |
3 |
17 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
– |
– |
| 14 |
+5 |
Improved Blessed Strikes Improved Blessed StrikesLevel 14 featureThe option you chose for Blessed Strikes grows more powerful. Divine Strike. The extra damage of your Divine Strike increases to 2d8. Potent Spellcasting.
|
5 |
3 |
17 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
– |
– |
| 15 |
+5 |
|
5 |
3 |
18 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
– |
| 16 |
+5 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.
|
5 |
3 |
18 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
– |
| 17 |
+6 |
Supreme Healing Supreme HealingLevel 17 featureWhen you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die.
|
5 |
3 |
19 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
| 18 |
+6 |
|
5 |
4 |
20 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
| 19 |
+6 |
Epic BoonEpic BoonLevel 19 featureYou gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Fate is recommended.
|
5 |
4 |
21 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
| 20 |
+6 |
Greater Divine Intervention Greater Divine InterventionLevel 20 featureYou can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you can't use Divine Intervention again until you finish 2d4 Long Rests.
|
5 |
4 |
22 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
Leveling Your Cleric, 1 to 20
Divine Order: Protector for the front line, Thaumaturge for an extra cantrip. Cantrips: Guidance, Sacred Flame, Spare the Dying. Prepare Bless, Healing Word, Guiding Bolt and Command.
Channel Divinity: Divine Spark heals an ally or damages an enemy at range. Turn Undead handles crowds of skeletons.
Choose Life Domain. Bless, Aid, Cure Wounds and Lesser Restoration are now always prepared, so swap Bless for Sanctuary and add Hold Person. Preserve Life is your emergency button.
Ability Score Improvement: +2 Wisdom to 19. Fourth cantrip.
The big one. Spirit Guardians, plus Revivify and Mass Healing Word always prepared. Sear Undead adds damage to Turn Undead.
Blessed Healer heals you whenever you heal an ally. A third use of Channel Divinity. Add Dispel Magic.
Blessed Strikes: Divine Strike if you swing a weapon, Potent Spellcasting if you cast Sacred Flame. Aura of Life and Death Ward always prepared. Add Banishment.
Ability Score Improvement: Wisdom to 20, or War Caster if Concentration keeps dropping.
5th-level slots. Greater Restoration and Mass Cure Wounds always prepared. Raise Dead for the fallen.
Divine Intervention: cast any cleric spell of level 5 or lower as a Magic action without a slot. It also skips Material components, so Raise Dead needs no diamond.
6th and 7th-level slots. Heal and Blade Barrier, then Regenerate or Resurrection. Improved Blessed Strikes at 14.
8th and 9th-level slots. Supreme Healing at 17 makes every healing die roll its maximum. Mass Heal at 17. Boon of Fate at 19, and Greater Divine Intervention at 20 lets Divine Intervention cast Wish.
Cleric FAQ
Is the cleric good in D&D 2024?
Yes. The cleric is one of the strongest classes in the 2024 rules. It prepares spells from the full list every day, wears armor, and Divine Spark gives it flexible healing or damage through Channel Divinity.
What is the best species for a cleric in D&D 2024?
Dwarf is the strongest pick for a front-line cleric, thanks to extra hit points and Poison resistance. Human is close behind for the extra Origin feat. Any species works, because your ability scores come from your background.
Should I pick Protector or Thaumaturge?
Protector if you plan to stand in melee with Spirit Guardians, because Heavy armor and Martial weapons keep you alive there. Thaumaturge if you stay back and want an extra cantrip and better Arcana and Religion checks.
Is the cleric good for beginners?
Yes. The cleric is hard to kill, always useful, and the Battle Priest build above only needs Bless, Healing Word, Guiding Bolt and Spirit Guardians to be effective in almost every fight.
Take your cleric into a campaign
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This guide includes material from the System Reference Document 5.2
by Wizards of the Coast LLC, licensed under the
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