The Cleric is one of the most versatile and formidable spellcasting classes in Dungeons & Dragons. Frequently underrated as meek sideline healers, Clerics can hold their own next to Fighters and other martial classes. A Cleric knows that the best way to keep your allies on their feet is often to chop your enemies off at theirs. The 2024 Player’s Handbook recognizes the raw divine power that Clerics bring to the table and offers you a smorgasbord of customizable options like Divine Strikes or Potent Spellcasting to build out heroes worthy of the gods they champion.
Below, we’ll highlight key changes to the 2024 Cleric that you’ll find in the new Player’s Handbook. If there’s a feature we don’t cover, such as basic spellcasting, that means it remains unchanged or only saw minor changes.
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2024 Cleric Class Features Overview

Divine Order — Level 1
As you’ve likely noticed, the biggest change to the 2024 Cleric is that you no longer receive a subclass at level 1. This might take a little getting used to, but there is a pretty beneficial new feature in the exchange. In the 2014 Cleric, some subclasses carried the features of Heavy armor training and Martial weapon proficiency. But some didn’t.
Now when you build a 2024 Cleric, you get to decide for yourself if you want:
- Protector: Proficiency with Martial weapons and training with Heavy armor.
- Thaumaturge: An extra cantrip from the Cleric spell list. You also gain a bonus to your Intelligence (Arcana or Religion) checks equal to your Wisdom modifier (minimum of +1).
Moving this feature out of the subclass column into the base Cleric perks gives you a lot more customizability for your role in the world from the jump. This is a repeated theme with the 2024 Cleric, as we hinted at above and will get into below.
Channel Divinity — Level 2
An upgrade from the 2014 Cleric, you gain two uses of Channel Divinity at level 2 and get an extra usage at level 6. You also get more options on how to use it as a base Cleric:
- Divine Spark: This is actually a two-fer! As a Magic action, you can focus divine energy towards a creature you can see within 30 feet of yourself. Then you can choose to heal or harm them. You roll a 1d8 and add your Wisdom modifier, and if you’re choosing to heal, they’ll recover that number in Hit Points. This ability scales up as you gain levels, with 2d8 at level 7, 3d8 at level 13, and 4d8 at level 18. But you can also force the creature to make a Constitution saving throw and deal that number in your choice of Radiant or Necrotic damage if they fail the save, or half that if they succeed.
- Turn Undead: Turn Undead at level 2 remains mostly the same. The 2024 Player’s Handbook specifies that the Undead creatures who fail their save against your Channel Divinity (equal to your spell save DC) have the Frightened and Incapacitated conditions for 1 minute. It still uses its movement to get as far away as possible but no longer uses its action to Dash, thanks to the Incapacitated condition.
Building off the major change from level 1, the 2024 Cleric’s level 2 looks different in that you aren’t getting a Channel Divinity feature from your subclass yet. Don’t fret, those will be coming along at level 3, and your patience is rewarded by getting a whole new use of Channel Divinity that isn’t tied to your subclass.
Turn Undead is certainly one of those quintessential Cleric abilities, but sometimes there just aren’t any Zombies around. Having a default ability that lets you heal up some allies or deal some damage to an enemy is a nice little perk and a welcome addition to the Channel Divinity feature. Heck, you might even be able to get away with not preparing any healing spells and just holding onto those Divine Sparks for when your party runs head-first into the enemy’s blades.
Cleric Subclass — Level 3

At level 3, the 2024 Cleric gains their subclass. This brings the Cleric in line with the other class options in the 2024 Player’s Handbook.
It’s important to note that while mechanically, you don’t get the benefit of subclass features till level 3, that doesn’t mean you can’t roleplay your Cleric’s connection with their deity at prior levels. It also gives you the opportunity to play your character for a couple of levels before feeling like you need to decide on a subclass. This can be helpful if you follow a deity who straddles different domains. A Cleric of Selune, for example, could easily be of the Light or Trickster Domain.
The 2024 Player’s Handbook presents four familiar domains for Clerics, and with one exception, the features are nearly identical to their 2014 Cleric version. Each of these subclasses has also had some adjustments to their always-prepared Domain Spells, including new spells for each.
- Life Domain: Disciple of Life and Preserve Life have moved to level 3, and Blessed Strike has become a base Cleric ability. But your Domain Spells of Bless, Cure Wounds, and Lesser Restoration have been joined by Aid, which replaces Spiritual Weapon as a Life Domain spell. Disciple of Life is now restricted to only the turn that you cast the spell, and you can now use Preserve Life on Undead and Constructs.
- Light Domain: These holy light bulbs’ Warding Flare and Radiance of the Dawn abilities are available at level 3. See Invisibility replaces Flaming Sphere as a Light Domain spell. Warding Flare works on other creatures from the start, instead of just yourself, as in the 2014 version. Improved Warding Flare lets you grant Temporary Hit Points to the target of the triggering attack, and it lets you regain your expended uses of Warding Flare when you finish a Short Rest. Finally, Corona of Light imposes Disadvantage against Radiance of the Dawn as well as spells dealing Fire or Radiant damage.
- Trickery Domain: These mischievous Clerics now gain Blessing of the Trickster and Invoke Duplicity at level 3. Blessing of the Trickster can now be used on yourself, and it lasts until you finish a Long Rest (instead of 1 hour) or until you use this feature again. Invoke Duplicity now takes a Bonus Action instead of an action and no longer requires Concentration. For Domain Spells, Invisibility replaces Mirror Image, Hypnotic Pattern and Nondetection replace Blink and Dispel Magic, and Confusion replaces Polymorph. At level 17, your illusion grants Advantage to you and your allies when they attack a creature within 5 feet of it, and when the illusion ends, you can grant a number of Hit Points equal to your Cleric level to a creature within 5 feet of it.
- War Domain: You can now make an Unarmed Strike with the Bonus Action conferred by the War Priest feature, and you regain all uses of War Priest after either a Short or Long Rest. Also, Guiding Bolt, Fire Shield, and Steel Wind Strike replace Divine Favor, Stoneskin, and Flame Strike, respectively, as War Domain spells. Finally, the level 6 feature War God’s Blessing has been changed from a bonus to an attack roll and now allows you to cast Shield of Faith or Spiritual Weapon without a spell slot, and without requiring Concentration, for up to 1 minute.
Sear Undead — Level 5
Taking the spirit of the 2014 Destroy Undead ability and reimagining it in a way that gives it more utility in battle, Sear Undead is a big upgrade for your 2024 Cleric. With Sear Undead, whenever you use your Channel Divinity to Turn Undead, you can roll a number of d8s equal to your Wisdom modifier. Each Undead, regardless of CR level, that failed their save against your Turn Undead suffers Radiant damage equal to your roll, and the Turn Undead effect also remains in place.
This exciting change really ups the effectiveness of this Channel Divinity for all 2024 Clerics. The CR threshold in previous versions often meant that Destroy Undead had very limited use. It was rare that a party of level 5 adventurers was still facing off against CR ½ monsters, so it was always kind of an all-or-nothing effect. With Sear Undead, you can potentially deal damage to every Undead within 30 feet. With even a +2 or +3 Wisdom modifier, you still have a chance of destroying Undead, but if not, they’ll still take a hefty amount of damage.
Blessed Strikes — Level 7
A variation on Blessed Strikes was introduced as an optional level 8 rule in Tasha’s Cauldron of Everything and has now become a standard feature of the class in the 2024 Player’s Handbook at level 7.
When you first level up to level 7, you choose one of the following two options:
- Divine Strike: Once per turn, when you hit a creature with a weapon attack roll, you can add an extra 1d8 of your choice of Radiant or Necrotic damage.
- Potent Spellcasting: Add your Wisdom modifier to the damage dealt with any Cleric cantrip.
Neither of these choices is wholly new to the Cleric class, but previously they were tied to your domain. Some subclasses had empowered strikes and others had a boost to their spellcasting. Moving them to the base class and letting players choose which option you get ups the customizability of the Cleric by choosing the mechanics that best fit your playstyle regardless of the flavor of your domain.
Because the 2024 Player’s Handbook is designed to work with previously published D&D fifth edition sourcebooks, if you’re using a subclass found in an older book that has either feature as an ability, you only select one option for your 2024 Cleric.
Divine Intervention — Level 10
Few features in D&D live at the perfect intersection of flavorfully cool but functionally frustrating as the 2014 Divine Intervention. Because it required the use of percentile dice, the odds of it actually working were usually fairly slim, and when it did, the feature was written in a way that was a bit too vague. This led to a lot of discussion of how it would work in the moment. The feature often boiled down to the effect of a Cleric spell, so the difficulty of using it and the 7-day delay in even attempting it again added up to a pretty steep barrier of entry for an ultimately middling impact.
The 2024 Divine Intervention takes a big step up in clarity and functionality. The feature now allows a player to choose any Cleric spell of level 5 or lower that doesn’t require a Reaction to cast, and you can cast it without expending a spell slot or Material components. The 7-day delay in using it again is gone now as well, meaning you can invoke Divine Intervention again after completing a Long Rest.
The changes to Divine Intervention really emphasize the 2024 Cleric’s role as a conduit to their chosen god. Giving them ostensibly a once-per-day ability to pack a powerful punch, or pull out a spell like Revivify in a clutch moment, plays into the spirit of the feature while also providing a mechanic that feels like it can be actively used.
Improved Blessed Strikes — Level 14
The Blessed Strike feature at level 7 lets you customize if your Cleric emphasizes cantrip casting or weapon attacks as their main form of combat. At level 14, you see a boost to the option you previously chose.
- Divine Strike: If you chose Divine Strike at level 7, you now get a 2d8 of extra Radiant or Necrotic damage when you hit a creature with a weapon attack.
- Potent Spellcasting: When you deal damage with a Cleric cantrip, you can grant Temporary Hit Points equal to twice your Wisdom modifier to yourself or another creature within 60 feet of you.
Both options can be pretty useful for a Cleric, whether you’re trying to take an enemy down faster or trying to help you or an ally stay on their feet just a little longer.
Epic Boon — Level 19
Epic Boons are a new type of feat introduced in the revised core ruleset, that all carry a prerequisite of level 19+ to access. A level 19 Cleric has access to one Epic Boon of their choice or another feat they qualify for. There are twelve Epic Boons found in the 2024 Player’s Handbook.
The following is the recommended Epic Boon for the Cleric:
- Boon of Fate: Increase one ability score by 1, to a maximum of 30. When you or another creature within 60 feet of you succeeds or fails on a D20 Test, you can roll 2d4 and add or subtract the result from the d20 roll. Once you use this feat you can’t use it again until you complete a Short Rest, a Long Rest, or roll for Initiative.
Greater Divine Intervention — 20
The level 20 version of Divine Intervention for the 2024 Cleric truly leans into the idea of your Cleric being your god’s most special princess. Now your Cleric can use their Divine Intervention to cast the Wish spell.
The features of the Wish spell are largely similar in the 2024 Player’s Handbook, so the complications that can result from using it and the toll that it takes on the caster’s body and health really fit the mold of the impact on a mortal Cleric who is fully opening themselves up to the full might of their god’s power. After using Divine Intervention to cast Wish, you'll need to wait 2d4 Long Rests before using the feature again.
Pray for the Cleric’s Enemies
The 2024 Player's Handbook is now available on the D&D Beyond marketplace, which means it's time to set out on new adventures with fresh or familiar characters!
The 2024 Cleric continues the tradition of pure divine fury with new combat options and clarity-of-use updates that will help you move into the fray. Now regardless of your Domain, your Cleric can bring the radiant smackdown on a foe or kick up the impact of a Toll the Dead by adding more damage. And if being a back-line support healer is more your Cleric vibe, you’ve got a bevy of new healing options like Divine Spark and Divine Intervention that can boost you and your allies when the chips are down.
We’re delighted to share with you the changes to fifth edition D&D that appear in the 2024 Player’s Handbook. Make sure to keep an eye out on D&D Beyond for more useful guides on using the wealth of new options, rules, and mechanics found in the 2024 Player's Handbook!

Riley Silverman (@rileyjsilverman) is a contributing writer to D&D Beyond, Nerdist, and SYFY Wire. She DMs the Theros-set Dice Ex Machina for the Saving Throw Show, and has been a player on the Wizards of the Coast-sponsored The Broken Pact. Riley also played as Braga in the official tabletop adaptation of the Rat Queens comic for HyperRPG, and currently plays as The Doctor on the Doctor Who RPG podcast The Game of Rassilon. She currently lives in Los Angeles.
This article was updated on August 13, 2024, to issue corrections or expand coverage for the following features and subclasses:
- Channel Divinity: Clarified that you now get one more use of Channel Divinity at all levels, compared to the 2014 Cleric.
- Cleric Subclass (Life Domain): Expanded coverage to outline the full breadth of changes.
- Cleric Subclass (Light Domain): Expanded coverage to outline the full breadth of changes.
- Cleric Subclass (Trickery Domain): Expanded coverage to outline the full breadth of changes.
- Cleric Subclass (War Domain): Expanded coverage to outline the full breadth of changes.
- Divine Intervention: Clarified that this ability allows you to ignore Material components.
I'm sorry if weak, lazy game design in my imagination game annoys me.
10th level feature: you get one free spell slot a day.
14th level feature: we slightly improved that 7th level feature you're probably not using
20th level feature, the epic moment, the extreme example of power of this class: you get access to a spell that other classes have.
Regardless of the power of the classes, regardless of the use, these feel lazy to me. And that does not excite me at all.
Sear Undead is not an improvement. Just narrowly focusing on when you get the original Destroy Undead feature and ignoring the fact that the Undead you can destroy improves with leveling and then claiming this is an improvement. It is merely a misdirection.
Yes you will destroy low CR undead but as stated you rarely run into them after a certain point. This Searing Damage may deal a third to half damage against the CR 3 or 4 Undead rather than destroy them. Yes, you can damage higher CR 5+ if they fail the save but at that point it is a pittance of damage for a limited resource. At least you knew if they failed their save, they were dealt with. Now you have to use more resources to obtain the same effect.
Sear Undead keeps the same issues they claim Destroy Undead has and makes it weaker for what it did. One can claim that it expands past CR4 which it does but when you consider the mechanics of that, it isn't worth the use of a CD. I normally could care less about min-maxing but if you are going to present something as an improvement, it should be one, not a flashy sleight of hand.
There are other issues with some of the so-called "improvements" but the Sear Undead is the one that sticks out the worst and others have addressed them.
"Lesser" Divine Intervention is pretty powerful though. No spell components so it's free to cast.
So, you can cast very expensive Raise Dead and Hallow for Free. Pretty busted, ngl. But I'm here for it!!
EDIT: Didn't mention the time to cast; assuming it doesn't change how long it takes to cast? Will need more details on that
My brother in dice scream this in the rooftops!!
They mentioned raise dead on the video and I don't think that or revivify is an issue:
Hallow is a different matter, not bordering on broken, is broken I hope this is errated.
Two of the most epic, memorable moments in my long-standing campaign happened when the cleric successfully cast Divine Intervention at a critical moment. The low probability of success, but with a huge payout (that was appropriately controlled by myself as a DM) made for two of the greatest narrative moments --- where the party felt the power of a god reach down and change the course of events. A level 5th spell does not pack the same punch at all -- especially at higher levels of play. A 9th level Mass Heal while fighting a pit fiend after wave after wave of devils had drained all their resources.... that was a moment to always remember.
The new cleric comes with a divine intervention which will require immediate house rulings and a greater version of same giving access to wish, a spell that is commonly banned.
What were the designers thinking? DC20 is looking better and better.
A. Who is everyone else that's getting the Wish spell at all? It certainly aren't any martial characters, its not the half casters, nor is it Druids, Sorcerers or Warlocks.
B. Many people/tables have multiple encounters either in one session or spread out over additional sessions without a long rest, so resources matter.
C. Old Divine Intervention: 19th Cleric -"Oh no, please god (insert name) my companion is dead but I have no spell slots left, roll, oh on got a 20 on the ol d100 = Nothing happens.
New Divine Intervention: 19th level Cleric - "Oh no, please god (insert name) my companion is dead but I have no spell slots left, uses new feature to cast revivify or raise dead = Companion wakes up, alive. Gee thanks god (insert name). "No problem my disciple, by the way if you all are still having trouble I'll see you in about 8 hours versus I don't know 7 days. Seems like a god stepping in to me. If you don't like it, that's cool, but this new version is objectively better.
I am surprised to see little hate towards Divine Spark. I am fine with basically everything else as it is generally a buff or similar which is fine, but Divine Spark is terrible. It is basically on par healing as the updated healing word at 1st level (2d4 vs 1d8), but it scales much slower. Healing word would be at max 8d4 using a 4th level spell slot while Divine Spark is only 2d8. Additionally it uses an action instead of a bonus action. Same issue with the damage which is just too low and needing the worse save in the game for players (constitution saving throws) because it is one of the highest average saves for monsters. If this was a bonus action you could maybe justify it but it is just so situational when there are so many other actions you could take instead.
I'm a cleric fan and I actually DESPISE the changes to Divine Intervention. Cleric was always strong, so I never felt like I was behind my companions when I got it, and the thing is, the ability was a lot of fun when you got to use it! Divine Intervention being so vague meant that the DM and the player could cook any effect that would fit, from a simple revive, to a buff to the party. Now it's a broken ability that is also boring.
It's actually so dissapointing how the staple of the cleric, Divine Intervention was turned into a boring broken extra spell with no components. I loved the vagueness of the feature because it meant that the player and DM had a lot of freedom.
I have never seen a table ban wish... and old divine intervention would be super banned then no ? Couse it was basicaly a better wish.... but yeah this is a downgrade of a previously epic captone
Thank you
The people talking about that one time in 20 years of play their class feature actually worked for one person as something to defend is weird.
I think ill stick to the old version on this one.
I'm sticking to the old version too. Your god reaching their divine hand down to change things substantially SHOULD be something that rarely happens, but when it does, it should be a spectacular moment in the story. The old Divine Invtervention accomplished that very well. An extra 5th level spell is mundane at higher levels of play, and doesn't capture the awe that I believe Divine Intervention deserves.
I have way less issue with DI being able to cast Raise Dead because at the end of the day, the soul has a choice on whether they want to come back. They can refuse. That's without getting into the fact that it is still Divine Intervention and the God involved may decide that soul should not be brought back especially if that person is not a follower of them or an allied faith.
Yes, mechanically the spell should work each and every time but given it's name and intention, there is still a fluff and RP portion involved when interacting with the world. Not to mention that the Religious Order and its deity will usually have better things for those 10+ level clerics to be doing.
It's one of the reasons I never cared for the Forgotten Realms, everywhere you go there are powerful NPCs who are too busy to actually get involved each and every time. Greyhawk and Mystara had far fewer such characters so you felt you had to step up. Where as immersion tended to break for my groups that these super-luminaries of the Realms were always "around" but never involved.
Wish Spell is on the Sorceror, Wizard and Bard spell lists. Meaning your capstone is you get something that every single other full caster except druid has access to, three levels after they got it.
New Divine intervention capstone: If I use this creatively at all I might never be able to use my capstone feature ever again. Since, as we all know, wish has it written into the spell that unless you use it in the ways that it lists you have a dice roll against the chance of ever being able to use it again. So.. you know, your capstone feature A) limits your creativity, and B) could literally go away after one use and then you have no capstone. It is boring, it is lazy. I do not like Spells as Features. And I am seeing it all over these announcements. Bard's capstone, two always prepared spell. Clerics capstone, access to the wish spell. Oh... fun.
I am aware that people have more than one combat a day, I am not saying it isn't potentially powerful levels 10-19 I am saying it BORING and LAZY. my tenth level feature is a once a day extra spell slot. Oh... cool.
While it may not be the most innovative, it is effectively a 2nd 9th level slot exclusively for the strongest spell in the game. Quit whining you could have gotten something like your blessed strikes now do d12s instead of d8
Actually that’s why it’s a buff. In 2014 the “add your wisdom mod to cantrips vs add damage to mele attacks” was a part of your domain and you couldn’t choose which one you got. That feature simply lets you choose which one you get so you don’t get stuck with the terrible cantrip ability.
well 'rarely' for me means never. As it never happened at my table. Not once. So if it never happens that means it didn't exist. So nothing lost here. Just some weird hills people want to put flags on, but the problem is, your hill doesn't exist because that feature didn't work.