Clerics in Dungeons & Dragons are the lifeblood of most adventuring parties. They heal everyone when they're low on hit points and they can bring them back to life if they perish. And, depending on your Dungeon Master (DM), they may be doing those things a lot. But how should you build your cleric?
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Posts 1Well, that depends on the type of cleric you want to play. The 2024 Player's Handbook has updated a lot of things at the heart of creating a cleric. This guide will not only go over the changes to clerics, but also how best to build one with the 2024 ruleset.
Cleric Highlights
Raise Dead by Polar EngineMost players are drawn to clerics because of their healing abilities. Although there is a lot a cleric can do, and not all of their abilities are about healing, it is what they are most known for and, usually, most needed for. While other classes have access to healing spells, none do it better than a cleric.
However, that's not all there is to this class. They can bolster their own defenses with access to some of the best armor. This makes them able to handle their own in a fight. Not to mention their ability to deal damage.
They have power over the undead, who will flee from a cleric's Turn Undead ability. And they can deal extra damage to any enemy thanks to Divine Spark and Blessed Strikes. So, on the surface level, most people only think of them as healers, which is fine. But you'll know that they have a lot more they can do than just cast Cure Wounds.
Differences In The 2024 Player's Handbook
Nalys Ildareth by Lauren WalshEverything changed in one way or another for clerics. Of the changes, one of the biggest and best of the 2024 Player's Handbook rules is that clerics' Channel Divinity can be used more often thanks to an increase in how many they can use per long rest. It also changes in that all clerics get two options for Channel Divinity immediately.
Feat Name
New To 2024 PHB
Feat Description
Divine Order
Yes
- Choose one of two sacred roles.
- Protector gives you more weapons and armor proficiencies.
- Thaumaturge gives you a cleric cantrip and a bonus to Arcana and Religion checks.
Channel Divinity
Yes
- Not new to clerics, but was increased from one to two uses at second level.
- This increases again at sixth and 18th levels.
- Choose between Divine Spark and Turn Undead when you use it.
Sear Undead
Yes
- Increases damage dealt by Turn Undead.
Blessed Strikes
Yes
- Choose between two features, Divine Strike or Potent Spellcasting.
- Divine Strike increases weapon damage rolls.
- Potent Spellcasting increases your Cantrip damage rolls.
Divine Intervention
Yes
- Not new to clerics, but changes how it works.
- Instead of asking any favor of your god, you choose a fifth level spell or lower and cast it without using a spell slot.
Improved Blessed Strikes
Yes
- This increases the damage of Divine Strike, or
- Allows you to give yourself or an ally within 60 feet temporary hit points with Potent Spellcasting.
Epic Boon
Yes
- Select an Epic Boon or another feat of your choice.
Greater Divine Intervention
Yes
- Allows you to cast Wish without expending a spell slot.
These are all mostly positive changes. One change to the class that might fall on a player's list of cons is to Divine Intervention. Before, it allowed you to ask your god for aid in any way that was needed. However, you'd have to roll to see if your god would deliver.
However, with the change, Divine Intervention can't fail at tenth level. It can, however, have unexpected results at 20th level, as this aid now arrives through the Wish spell, which can be tricky if you aren't asking for a certain list of things.
Spellcasting was not included in the table above of feats as this will be explored in greater depth further down.
Subclass Highlights
Priest by Michael Broussard.Another big change is that in the 2014 Player's Handbook, players chose their subclass at first level. Now, clerics will wait until they hit their third level to make their choice, like many other D&D classes.
There are four options, Life Domain, Light Domain, Trickery Domain, and War Domain. This sees a reduction from seven Domains in the 2014 rules, leaving off Knowledge Domain, Nature Domain, and Tempest Domain clerics.
Life Domain
Artwork by Tomas DuchekWhen people think of clerics as healers, this is it. This is the subclass most focused on healing. The different feats allow you to restore even more hit points by different means.
Disciple Of Life gives you a set number that you can add to healing done, which increases as you level up. Preserve Life gives you a pool of hit points equal to five times your cleric level. So it goes. People who want to ensure they are healing allies for as much as possible will want to pick the Life Domain.
Light Domain
Artwork by Jodie Muir via Wizards of the CoastThis subclass focuses on protecting allies and burning everything around you with fire or radiant damage. When it comes to protecting, you have an ability called Warding Flare that can give disadvantage to an enemy who is attacking a target within 30 feet.
But when it comes to damage, you also always have certain spells prepared, like Fireball. You know, the one damaging spell everyone makes jokes about? In fact, Corona Of Light benefits from you using attacks that deal fire or radiant damage. This is for the player who wants to both support friends as well mess bad guys up.
Trickery Domain
Artwork by Polar EngineThe Trickery Domain cleric for the players who want to sow chaos across the battlefield. The highlight of this class is its Invoke Duplicity, which allows you to conjure an illusion of yourself to aid in combat. You can move them independently of yourself and use them to do several things.
Casting spells, swapping places with you, even healing you or nearby allies. These are fun clerics to play as, because, although you can still use them to be great healers, they let you get away with mischief too.
War Domain
Artwork by Polar Engine via Wizards of the CoastThis is for the cleric who wants to be fighting alongside their party. While it's wise for some clerics to stay out of the fray, or at least on the outer edges of it until needing to rush in and help get someone back up, War Domain clerics thrive in the throes of combat.
You gain access to spells that either damage or help you embolden your strikes. In addition to that, you can help yourself and others land attacks that would have otherwise missed, and you gain an extra attack as a bonus action. Who said it was smart to go for the healer first?
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PostsBest Species Options
Artwork by Mike Pape via Wizards of the CoastAny species, of course, can be a cleric, but some options synergize better. Of the 2024 Player's Handbook species, those include orcs and aasimar.
Orcs are a tanky option that also benefits from Relentless Endurance, which allows you to stay at one hit point when you have dropped to zero. Aasimar have their own healing ability called Healing Hands, giving you one more source to pull from in terms of helping your allies regain hit points.
Outside of the 2024 Player's Handbook species are goblins and fairies. Goblins have a better chance of escaping situations they shouldn't be in, which is helpful for clerics trying to get to fallen friends without being knocked out themselves. Fairies can fly, which alone makes them fast and able to navigate difficult terrain or situations to do the same thing.
Best Stat Placements
Artwork by Irina Nordsol via Wizards of the CoastYou should always put your highest stat in Wisdom when you build a cleric. This is what your spellcasting ability is based on, as well as a number of different feats. After that, your second and third choice will differ based on your cleric Domain.
Subclass
Stat Priorities
Why?
Life Domain
- Wisdom
- Constitution
- Charisma
Constitution will give you a higher maximum hit point pool. Charisma will help increase your saving throw modifier.
Light Domain
- Wisdom
Your main priority is your Wisdom modifier, as it's the base of all your abilities. After that, let your backstory choices and playstyle inform your stat placement.
Trickery Domain
- Wisdom
- Charisma
- Constitution
Charisma might bail you out if you plan on being deceptive, which comes with the territory of this Domain. Constitution will keep your health high when that deception fails.
War Domain
- Wisdom
- Constitution
- Strength or Dexterity
As stated above, Consitution will aid your hit points. The choice between Strength and Dexterity comes down to which types of weapons you'd like to use and what type of combatant you'd like to be.
Best Spell Options
Artwork by Justine Cruz.Clerics have a large number and variety of spells, and choosing which spells to prepare each day is always half the battle. After all, you might think about leaving Lesser Restoration behind so you can bring a damaging spell only to get into combat and realize the monster has an ability that is paralyzing everyone.
That's to say, you'll probably run into instances where you can't have everything you want or cover every base, but this guide will help you with providing some key options for damaging spells, aid and healing spells, as well as spells more typically aimed at roleplay.
Spell Type
Spell Name
Spell Level
Description
Roleplay
Detect Evil And Good
Level One
While some of these are situational, they are important parts of a cleric's spell rotation. Even if you don't keep these on you all the time, you'll want to add them to your prepared list plenty of times.
Detect Magic
Level One
Calm Emotions
Level Two
Zone Of Truth
Level Two
Speak With Dead
Level Three
Sending
Level Three
Dispel Magic
Level Three
Damaging
Sacred Flame
Cantrip
These are some of the best damaging spells available to clerics at early levels but continue to make a difference in battle even at higher levels.
Toll The Dead
Cantrip
Guiding Bolt
Level One
Spiritual Weapon
Level Two
Spirit Guardians
Level Three
Aid and Healing
Spare The Dying
Cantrip
Even at higher levels, these healing spells are key to your healing and helping your team. Some come in handy while your team is up but injured, while others will bring them back to life or protect their bodies until they can be brought back.
Bless
Level One
Cure Wounds
Level One
Healing Word
Level One
Gentle Repose
Level Two
Lesser Restoration
Level Two
Mass Healing Word
Level Three
Revivify
Level Three
Greater Restoration
Level Five
Spells like Cure Wounds and Healing Wordget better versions that become available to you. In this case, those are Mass Cure Wounds and Mass Healing Word.
Don't leave the first level spells behind! These are still vital as you can cast them with any of your available spell slots. Mass Cure Wounds and Mass Healing Word can't be cast at anything below their spell level.
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PostsBest Starting Equipment
Gnomes by Eric Belisle via Wizards of the CoastAll classes only have two options when it comes to starting equipment. You either get cold hard gold or you get a mix of items that will help you set out on your first adventure. For clerics, that's a set of armor, a weapon, a shield, your holy symbol representing your god, and a Priest's Pack.
This is fine of course, especially the shield, which you should always keep, even if you don't intend to use it in every battle. For weapon, a mace or handaxe will be some of your best options that won't clash with your shield. For armor, a breastplate won't have the as high an Armor Class (AC) as half plate, but it won't give you disadvantage on Stealth checks, which often gets parties in trouble.
When it comes to things like kits and packs, the Herbalism Kit should be at the top of your shopping list as this not only has a Healer's Kit as part of it but also allows you to make Potions of Healing and antitoxin. Brewer's Supplies is also a backup choice as it will allow you to detect poisoned drinks and brew antitoxin as well.
Best Feats And Backgrounds
Artwork by Raluca Marinescu via Wizards of the CoastMany feats can help you on your journey, and your campaign setting can even influence which ones you pick up. But here are some of the best overall feats for a cleric.
Feat Name
Why This Feat?
Athlete
This will not only get you out of dangerous situations but help you get to allies that need you.
Durable
This will give you advantage on death saving throws which, as the cleric, yeah, you shouldn't die. Plus you can heal yourself without burning spell slots.
Fey-Touched
Not only can you increase your Wisdom, if needed, but you also gain a new level one spell and Misty Step, which can help you escape if your health is low or quickly get to an ally about to die.
Inspiring Leader
You can give your party temporary hit points before heading into combat.
Skill Expert
This will give you an ability score increase, a new skill proficiency, and expertise, helping you be a bit more well-rounded in terms of ability checks.
War Caster
You will be able to maintain concentration more often than not, plus you can lash out with spells when you take an opportunity attack against a foe.
Weapon Master
You get to use the mastery trait of any weapon you use.
Then there is which background you want or will work best for you. Some backgrounds work better for certain domains than others. Sailor is a great option for War Domain clerics, while Wayfarer benefits Trickery Domain clerics much better.
Background Name
Why This Background?
Acolyte
This frees up your skill choices by giving you Insight and Religion.
Farmer
This will give you skills outside of your allowed choices as a cleric, plus a Healer's Kit.
Guard
This gives you two important skills plus different weapon choices and manacles for taking foes prisoner instead of killing them. The gaming set is great for Trickery Domain clerics too.
Guide
This will give you Stealth as a skill, which is always a weak point for clerics. It will also let you choose druid spells thanks to the Magic Initiate feat.
Hermit
This gives you the Healer feat and frees up your class skill choices by giving you proficiency with Medicine and Religion checks.
Best Multiclassing Options
Credit: Martin Mottet.Just like with feats and backgrounds, some multiclassing options work well for some cleric Domains and not others. Below are some combinations to consider.
Multiclass Options
Who Should Pick These?
Why These Classes?
Barbarian
War Domain clerics and other clerics looking to be martial fighters.
- Rage is perfect for War Domain clerics, but only take this if you don't reach cleric level 17.
- The damage reduction benefits all clerics. A healthy cleric makes for a healthy party.
Bard
Clerics looking to buff party members.
- Bardic Inspiration is one way to help allies when they're facing other issues besides low health.
- This starts to give you access to a great number of support spells as well as ones that debuff enemies.
Rogue
Trickery Domain clerics.
- This can help you deceive people both in and out of combat.
- If your DM allows it, you can set up flanking with your duplicate, always ensuring you'll gain sneak attack.
Druid
Clerics looking for more spell power.
- Druids also use Wisdom as their spellcasting modifier, plus you'll have access to a large range of spells that differ from clerics.
- You can Wild Shape to either rush to injured allies or get you out of trouble.
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