
Cleric Class Details
Primary Ability | Wisdom |
---|---|
Hit Point Die | D8 per Cleric level |
Saving Throw Proficiencies | Wisdom and Charisma |
Skill Proficiencies | Choose 2: History, Insight, Medicine, Persuasion, or Religion |
Weapon Proficiencies | Simple weapons |
Armor Training | Light and Medium armor and Shields |
Starting Equipment | Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP |
Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.
Because their power is a divine gift, Clerics typically associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn prayers and rites that help them draw on power from the Outer Planes.
Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their devotion through prayer and rituals, not through magic. Many mortals claim to speak for the gods, but few can marshal the power of those gods the way a Cleric can.
Becoming a Cleric...
As a Level 1 Character
- Gain all the traits in the Core Cleric Traits table.
- Gain the Cleric’s level 1 features, which are listed in the Cleric Features table.
As a Multiclass Character
- Gain the following traits from the Core Cleric Traits table: Hit Point Die and training with Light and Medium armor and Shields.
- Gain the Cleric’s level 1 features, which are listed in the Cleric Features table. See the multiclassing rules to determine your available spell slots.
——Spell Slots per Spell Level—— | ||||||||||||||
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Level | Proficiency Bonus | Class Features | Channel Divinity | Cantrips | Prepared Spells | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1 | +2 | Spellcasting, Divine Order | — | 3 | 4 | 2 | — | — | — | — | — | — | — | — |
2 | +2 | Channel Divinity | 2 | 3 | 5 | 3 | — | — | — | — | — | — | — | — |
3 | +2 | Cleric Subclass | 2 | 3 | 6 | 4 | 2 | — | — | — | — | — | — | — |
4 | +2 | Ability Score Improvement | 2 | 4 | 7 | 4 | 3 | — | — | — | — | — | — | — |
5 | +3 | Sear Undead | 2 | 4 | 9 | 4 | 3 | 2 | — | — | — | — | — | — |
6 | +3 | Subclass feature | 3 | 4 | 10 | 4 | 3 | 3 | — | — | — | — | — | — |
7 | +3 | Blessed Strikes | 3 | 4 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8 | +3 | Ability Score Improvement | 3 | 4 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9 | +4 | — | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10 | +4 | Divine Intervention | 3 | 5 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11 | +4 | — | 3 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12 | +4 | Ability Score Improvement | 3 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13 | +5 | — | 3 | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14 | +5 | Improved Blessed Strikes | 3 | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15 | +5 | — | 3 | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16 | +5 | Ability Score Improvement | 3 | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17 | +6 | Subclass feature | 3 | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | — | 4 | 5 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | Epic Boon | 4 | 5 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | Greater Divine Intervention | 4 | 5 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Cleric Class Features
As a Cleric, you gain the following class features when you reach the specified Cleric levels. These features are listed in the Cleric Features table.
Level 1: Spellcasting
You have learned to cast spells through prayer and meditation. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list.
Cantrips. You know three cantrips of your choice from the Cleric spell list.
Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.
When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.
Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list.
The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Cleric feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.
Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.
Level 1: Divine Order
You have dedicated yourself to one of the following sacred roles of your choice.
Level 2: Channel Divinity
You 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. Each time you use this class’s Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.
You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.
Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).
You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).
Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.
Level 3: Cleric Subclass
You gain a Cleric subclass of your choice. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass’s features that are of your Cleric level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.
Level 5: Sear Undead
Whenever 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. This damage doesn’t end the turn effect.
Level 7: Blessed Strikes
Divine 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. Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).
Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Cleric cantrip.
Level 10: Divine Intervention
You 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. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can’t use this feature again until you finish a Long Rest.
Level 14: Improved Blessed Strikes
The option you chose for Blessed Strikes grows more powerful.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Level 20: Greater Divine Intervention
You 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.
Cleric Subclasses
A Cleric subclass is a specialization that grants you features at certain Cleric levels, as specified in the subclass. Each Cleric subclass is named after a domain of existence that is favored by a god, pantheon, or religious order.
Life Domain
Soothe the Hurts of the World
The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.
Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.
Level 3: Disciple of Life
When 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.
Level 3: Life Domain Spells
Your 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.
Cleric Level | Prepared Spells |
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3 | Aid, Bless, Cure Wounds, Lesser Restoration |
5 | Mass Healing Word, Revivify |
7 | Aura of Life, Death Ward |
9 | Greater Restoration, Mass Cure Wounds |
Level 3: Preserve Life
As 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. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.
Level 6: Blessed Healer
The 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.
Level 17: Supreme Healing
When 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. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.
Yes, the cleric in shining plate armor
Yeah, I really am having trouble coming up with a reason why I would ever want to use Divine Spark. The healing version seems like it's only worthwhile as an absolute last resort (e.g. someone is in critical need of healing but I'm out of spell slots). And I can't immediately think of a situation where I would want to use the damage version instead of just casting something like Sacred Flame, especially after Potent Spellcasting becomes available.
We need more subclassessss😔
Even as just a nifty little up-your-sleeve extra, Divine Spark is sad and toothless.
Since it uses an action it should scale at the same levels as cantrips do, other level 5, 6 ,11, and 12, make it as weak offensively as a cantrip.
And even then, it's still weak.
I think it should be 2d6 instead of 1d8, or something, to at least come close to a level 1 spell.
Alternatively, maybe make the offensive use add damage onto a spell, and if it's a cantrip, allow it to deal half damage on a save.
Or maybe even make it a bonus action.
There's a long-standing bug with the website where the text for these two options doesn't display if you don't own the Player's Handbook.
The gist of it is that the extra damage from Blessed Strikes increases from 1d8 to 2d8, and Potent Spellcasting now grants you or an ally temporary HP equal to twice your Wisdom modifier whenever you damage someone with a Cleric cantrip.
Level 14: Improved Blessed Strikes
The option you chose for Blessed Strikes grows more powerful.
...OK, but HOW?
This weakens the cleric from the 2014 rules by taking away the bonus spells due to their domain from first level. It also makes NO sense whatsoever that a cleric would wait until years of experience have passed before essentially choosing their religion. They should have benefits from their religious tradition from the start.
Felix_Niels_Reinier_Lisa_Heere
I agree with the multiclassing bit, but if you want something like that, try a level 2 fighter, multiclassing as a level five ranger, level one paladin, fire Goliath and the hunter subclass with a musket, divine favor and hunter's mark colossus slayer then thats 1D12 piercing, 1D10 fire, 1D8 piercing, 1D6 force 1D4 radiant damage and crossbow expert which is an average of 27.5 damage twice and action surge is a wopping 110 damage.
At higher levels that spell isn't that great on a war cleric because they don't get extra attack. Sure they start of with bonus action attack but it takes a turn before they get to use that, because divine favor is also a bonus action.
So I don't think they removed it because it's strong, but because it isn't always a great option for a cleric. They changed it to guiding bolt because it deals damage and helps you allies hit the enemy. Which also fits the war cleric.
But for multiclassing it's a shame I liked the idea of a level 1 cleric dip on ranger with the 2014 edition. Holy arrows are cool
What’s the point of removing divine favor from the war cleric’s spell list? Sure the new version removed concentration, but is it so crazy for a cleric to get to learn that spell? I don’t think so. And replacing it with just another already cleric spell of all things is added insult to injury.
Estou Apaixonada por essa Classe❣️
Agora eu só jogo com Clérigo! 🎲
What is everyone's favorite cleric subclass? mine is life domain
Nature Domain wasn't one of the subclasses included in the 2024 Player's Handbook. It's possible it'll get an update in a later book; they've said that some of the old subclasses that weren't in the new PHB will be getting this treatment.
Until then, you can still use old subclasses that haven't been updated, with a few adjustments. For Cleric subclasses there are three main adjustments you need to make:
were there any changes to the nature cleric?
I see it when I log in DND Beyond but I don't see it as a visitor.
Why is there no divine order -_-
Uhh, why can't I see the Divine Order?
Umm, Tempest Domain was in the 2014 Players Handbook
Tempest Domain is from Xanathar's Guide to Everything. To use it in the character builder, you need to own that book on D&D Beyond and have "Expanded Rules" turned on in the Home tab.
🥰🥰 Thank