Cleric 5e class
Clerics are divine casters who draw magic from a god or ideal. They prepare spells with Wisdom, heal and protect their party, and turn undead with Channel Divinity. Their domain, chosen at 1st level (3rd in the 2024 rules), shapes whether they lean toward healing, war, trickery or knowledge.
Jump to: Playing a cleric · Cleric table · Class features · Divine Domain options · What changed in 2024 · Common questions
Cleric at a glance
- Hit die
- d8
- Hit points at 1st level
- 8 + Constitution modifier
- Hit points per level after 1st
- 1d8 (or 5) + Constitution modifier
- Saving throws
- Wisdom, Charisma
- Armor
- Light armor, medium armor, shields
- Weapons
- All simple weapons
- Tools
- None
- Skills
- Choose 2 from History, Insight, Medicine, Persuasion, Religion
- Spellcasting ability
- Wisdom
- Subclass
- Divine Domain at 1st level
See the full cleric spell list
Planning ability scores? Try the point buy calculator or the 4d6 ability score roller. Multiclassing with another spellcaster? The multiclass spell slot calculator works out your combined slots.
What the cleric is good at
The cleric is the game’s best healer and one of its best support casters, and it wears armor while doing it. Every day you prepare spells from the entire cleric list (your Wisdom modifier plus your cleric level, in the 2014 rules), so you can change your whole approach after a long rest: Healing Word and Cure Wounds for healing, Bless and Shield of Faith for support, Spirit Guardians for damage.
Channel Divinity arrives at 2nd level with Turn Undead, which sends undead that fail a Wisdom save fleeing for a minute, and from 5th level Destroy Undead destroys weak ones outright. At 10th level you can call on your deity for Divine Intervention.
Choosing ability scores
Wisdom first: spell save DC, spell attacks and the number of spells you prepare. Constitution second, since you’ll often concentrate in the middle of the fight. Then Dexterity for medium armor (which only uses up to +2), or Strength if your domain gives you heavy armor.
With the standard array: Wisdom 15, Constitution 14, and 13 in Dexterity or Strength. Heavy armor has Strength requirements: chain mail wants 13, and without it your speed drops by 10 feet. The point buy calculator helps plan it.
Picking a divine domain
In the 2014 rules your domain is chosen at 1st level, so it shapes the character from the start (the 2024 cleric chooses at level 3). Every domain adds domain spells you always have prepared.
The SRD’s Life Domain is the healer’s domain: heavy armor proficiency, extra healing from every healing spell (2 + the spell’s level) and Preserve Life, a Channel Divinity that splits five times your cleric level in hit points among nearby creatures. The Player’s Handbook adds Knowledge, Light, Nature, Tempest, Trickery and War; later books add more, such as Forge, Grave and Twilight.
Common beginner mistakes
- Healing every scratch in combat. Healing during a fight rarely outpaces damage. Use Healing Word to get a fallen ally back up and spend the rest of your turn stopping the damage.
- Never changing prepared spells. You can swap your whole list after each long rest; prepare for what’s coming.
- Two concentration spells at once. Bless and Spirit Guardians both need concentration; casting the second ends the first.
- Skipping cantrips. Sacred Flame and Guidance cost nothing and get used every session.
Cleric level progression
| Level | Proficiency bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Divine Domain | 3 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Channel Divinity (x1), Divine Domain feature, Harness Divine Power† | 3 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | — | 3 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement, Cantrip Versatility† | 4 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Destroy Undead (CR 1/2) | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Channel Divinity (x2), Divine Domain feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature, Cantrip Versatility† | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | — | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | Destroy Undead (CR 2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement, Cantrip Versatility† | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Destroy Undead (CR 3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Improvement, Cantrip Versatility† | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | Destroy Undead (CR 4), Divine Domain feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Channel Divinity (x3) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement, Cantrip Versatility† | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Divine Intervention improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
The numbered columns are spell slots per spell level.
† Optional class features from Tasha’s Cauldron of Everything, which the builder offers if your table uses them: Harness Divine Power and Cantrip Versatility. They aren’t in the SRD, so their text isn’t on this page.
Cleric class features (2014 rules, SRD 5.1)
As a cleric, you gain the following class features. Each one shows the cleric level you gain it at; features chosen at a later level (like your divine domain) add more as you go.
Spellcasting
1st level
As 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.
Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol (see "Equipment") as a spellcasting focus for your cleric spells.
Divine Domain
1st level
Choose 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. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Domain Spells
1st, 3rd, 5th, 7th and 9th level
Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Channel Divinity
2nd level (1/rest), 6th level (2/rest) and 18th level (3/rest)
At 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. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn Undead
2nd level
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Ability Score Improvement
4th, 8th, 12th, 16th and 19th level
When 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 Undead
5th level (CR 1/2 or below), 8th level (CR 1 or below), 11th level (CR 2 or below), 14th level (CR 3 or below) and 17th level (CR 4 or below)
Starting 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.
| Cleric Level | Destroys Undead of CR ... |
|---|---|
| 5th | 1/2 or lower |
| 8th | 1 or lower |
| 11th | 2 or lower |
| 14th | 3 or lower |
| 17th | 4 or lower |
Divine Intervention
10th level
Beginning 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. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
Divine Domain options
The builder offers 21 subclasses for the cleric, and only shows the ones your build can take.
Official
- Ambition Domain (Amonkhet) Plane Shift - Amonkhet
- Arcana Domain Sword Coast Adventurer's Guide
- Aspiration Domain Chronicles of Ebberon
- Beauty Domain
- Death Domain Dungeon Master's Guide
- Forge Domain Xanathar's Guide to Everything
- Grave Domain Xanathar's Guide to Everything
- Knowledge Domain Player's Handbook
- Life Domain SRD Player's Handbook
- Light Domain Player's Handbook
- Nature Domain Player's Handbook
- Order Domain Guildmaster's Guide to Ravnica, Tasha's Cauldron of Everything
- Peace Domain Tasha's Cauldron of Everything
- Solidarity Domain (Amonkhet) Plane Shift - Amonkhet
- Strength Domain (Amonkhet) Plane Shift - Amonkhet
- Tempest Domain Player's Handbook
- Trickery Domain Player's Handbook
- Twilight Domain Tasha's Cauldron of Everything
- War Domain Player's Handbook
- Zeal Domain (Amonkhet) Plane Shift - Amonkhet
Homebrew
- Mind Domain Exploring Eberron
The SRD includes one divine domain in each edition, marked SRD above. The others are in the Player’s Handbook and later books, so this page gives their names only. The Life Domain page has its full text in both editions, a guide and what changed in 2024.
| Rules | SRD subclass | Features by level |
|---|---|---|
| 2014 (SRD 5.1) | Life Domain | Life Domain Spells (1st, 3rd, 5th, 7th and 9th), Bonus Proficiency (1st), Disciple of Life (1st), Channel Divinity: Preserve Life (2nd), Blessed Healer (6th), Divine Strike (8th), Supreme Healing (17th) |
| 2024 (SRD 5.2) | Life Domain | Disciple of Life (3), Life Domain Spells (3), Preserve Life (3), Blessed Healer (6), Supreme Healing (17) |
What changed in 2024
The 2024 Player’s Handbook revised the cleric, and the System Reference Document 5.2 has the new version. Here is the cleric side by side in both editions, and what changed, worked out from the two SRDs.
| 2014 rules (SRD 5.1) | 2024 rules (SRD 5.2) | |
|---|---|---|
| Primary ability | — | Wisdom |
| Hit die | d8 | d8 |
| Saving throws | Wisdom and Charisma | Wisdom and Charisma |
| Skills | Choose 2 from History, Insight, Medicine, Persuasion, Religion | Choose 2: History, Insight, Medicine, Persuasion, or Religion |
| Armor | Light armor, medium armor, shields | Light and Medium armor and Shields |
| Weapons | All simple weapons | Simple weapons |
| Tools | None | None |
| Subclass | Divine Domain at 1st level | Cleric subclass at level 3 |
| Spells | Prepares spells each day; how many depends on Wisdom and cleric level | Prepares spells: 4 at level 1, 22 at level 20 |
| Cantrips at level 1 | 3 | 3 |
- You choose your subclass at level 3 instead of 1st level, like every class in the 2024 rules.
- Ability Score Improvements become feats: at levels 4, 8, 12 and 16 you take the Ability Score Improvement feat or another feat you qualify for, and level 19 brings an Epic Boon feat instead of the last improvement.
- New features: Divine Order (level 1), Sear Undead (level 5), Blessed Strikes (level 7), Improved Blessed Strikes (level 14), Greater Divine Intervention (level 20).
- 2014 features with no 2024 feature of the same name (some were renamed or folded into others): Domain Spells, Channel Divinity: Turn Undead and Destroy Undead.
- The level 20 capstone is Greater Divine Intervention (2014: Divine Intervention improvement).
Features by level, 2014 and 2024
| Level | 2014 features | 2024 features |
|---|---|---|
| 1 | Spellcasting, Divine Domain | Divine Order, Spellcasting |
| 2 | Channel Divinity (x1), Divine Domain feature | Channel Divinity |
| 3 | — | Cleric Subclass |
| 4 | Ability Score Improvement | Ability Score Improvement |
| 5 | Destroy Undead (CR 1/2) | Sear Undead |
| 6 | Channel Divinity (x2), Divine Domain feature | Subclass feature |
| 7 | — | Blessed Strikes |
| 8 | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature | Ability Score Improvement |
| 9 | — | — |
| 10 | Divine Intervention | Divine Intervention |
| 11 | Destroy Undead (CR 2) | — |
| 12 | Ability Score Improvement | Ability Score Improvement |
| 13 | — | — |
| 14 | Destroy Undead (CR 3) | Improved Blessed Strikes |
| 15 | — | — |
| 16 | Ability Score Improvement | Ability Score Improvement |
| 17 | Destroy Undead (CR 4), Divine Domain feature | Subclass feature |
| 18 | Channel Divinity (x3) | — |
| 19 | Ability Score Improvement | Epic Boon |
| 20 | Divine Intervention improvement | Greater Divine Intervention |
Cleric class features in the 2024 rules (SRD 5.2)
As a cleric, you gain these class features when you reach the listed Cleric levels. They are listed in level order.
Level 1: Spellcasting
You 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. You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended.
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. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended.
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.
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. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).
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 (see "Feats") 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.
Divine Strike. The extra damage of your Divine Strike increases to 2d8.
Potent Spellcasting. When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.
Level 19: Epic Boon
You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Fate is recommended.
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.
Common questions
How many spells can a cleric prepare?
In the 2014 rules, your Wisdom modifier plus your cleric level (minimum one), chosen from the whole cleric list after each long rest. Your domain spells are always prepared on top of that. The 2024 cleric prepares a set number from its table: 4 at level 1 and 22 at level 20.
Can a cleric wear heavy armor?
Clerics get light and medium armor and shields. Some domains add heavy armor, the SRD’s Life Domain among them. In 2024, the Protector option of Divine Order gives heavy armor and martial weapons to any cleric.
How does Turn Undead work?
As an action, you present your holy symbol and each undead within 30 feet that can see or hear you makes a Wisdom saving throw. On a failure it’s turned for 1 minute or until it takes damage: it must move away from you and can’t take reactions.
When does a cleric choose a domain?
At 1st level in the 2014 rules, and at level 3 in the 2024 rules.
What changed for the cleric in 2024?
Divine Order at level 1 (Protector or Thaumaturge), Divine Spark as a Channel Divinity option, Sear Undead in place of Destroy Undead, Blessed Strikes at level 7, the subclass at level 3, and Greater Divine Intervention, which can cast Wish, at level 20.
The cleric compared with similar classes
| Class | How it compares |
|---|---|
| Druid | The other Wisdom full caster: nature magic and Wild Shape, lighter armor. |
| Paladin | A divine half caster: heavier hitting and tougher, with far fewer spells. |
| Bard | A Charisma support caster with more skills and less healing. |
| Wizard | Also prepares spells daily, from a spellbook, with a bigger list and no armor. |
How to build a cleric
Open the builder, choose the 2014 or 2024 rules on the first step, then pick Cleric as your class. It fills in your hit points, saving throws and proficiencies, then walks you through race, divine domain, ability scores, background, skills, equipment and spells. Everything the rules can work out is computed for you: Armor Class from your armor, attack bonuses, spell save DC and every skill modifier.
Other classes: Artificer · Barbarian · Bard · Druid · Fighter · Monk · Paladin · Ranger · Rogue · Sorcerer · Warlock · Wizard