Cleric 5e: Class Guide for the 2024 Rules

The cleric is a Wisdom-based full spellcaster that wears medium armor and a shield, with a d8 hit die and divine spells up to 9th level. Clerics heal, buff allies with spells like Bless, and deal radiant damage, and Channel Divinity (2 uses, rising to 4) powers Divine Spark and Turn Undead. Subclasses, called domains, start at level 3.

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What does a cleric do in D&D 5e?

The cleric keeps the party alive and makes everyone else better at their job. You cast divine spells with Wisdom up to 9th level, wear medium armor and a shield, and can still swing a mace when the slots run dry. Your d8 hit die matches the bard and druid and beats the sorcerer and wizard. At the table, a good cleric is rarely the one healing every turn. You are the one whose Bless and Spirit Guardians mean nobody needs healing in the first place.

Hit points are 8 + Constitution modifier at level 1 (10 with Constitution 14) and 38 at level 5 using the fixed 5 per level; check your build on the HP calculator. Your saving throws are Wisdom and Charisma, the two that resist most charm, fear and banishment effects.

What is Divine Order and which should you pick?

At level 1 the 2024 cleric picks a role:

  • Protector: heavy armor training and martial weapons. Chain mail and a shield put you at AC 18 on day one without needing any Dexterity. Pick this if you'll be in melee range of enemies, which a Spirit Guardians cleric always is.
  • Thaumaturge: one extra cantrip and your Wisdom modifier (minimum +1) added to Arcana and Religion checks. Better for a back-line cleric with good Dexterity.

Most front-line clerics should take Protector. At level 1 the AC is the same as scale mail and a shield with Dexterity 14 (18 either way), but heavy armor lets you drop Dexterity to 10 and spend those points elsewhere, and plate later takes you to AC 20.

How does Channel Divinity work for clerics?

From level 2 you have 2 uses of Channel Divinity (3 at level 6, 4 at level 18). You get one back on a short rest and all of them on a long rest. Every cleric has two options, plus any your domain adds:

  • Divine Spark: point your holy symbol at a creature within 30 feet. Roll 1d8 + Wisdom modifier and either heal it or deal that much necrotic or radiant damage (Constitution save for half). With Wisdom 16 that is 7.5 on average, growing to 2d8 at level 7, 3d8 at 13 and 4d8 at 18.
  • Turn Undead: undead within 30 feet make a Wisdom save or become frightened and incapacitated for 1 minute. From level 5, Sear Undead also hits each one that fails with radiant damage: a number of d8s equal to your Wisdom modifier.

The save DC for both is your spell save DC: 8 + proficiency bonus + Wisdom modifier, so 13 at level 1 with Wisdom 16.

What are the cleric's features by level?

LevelPBFeatures (2024)Channel DivinityCantripsPrepared spellsHighest slot
1+2Divine Order, Spellcasting–341st
2+2Channel Divinity2351st
3+2Cleric subclass (domain)2362nd
4+2Ability Score Improvement2472nd
5+3Sear Undead2493rd
6+3Subclass feature34103rd
7+3Blessed Strikes34114th
8+3Ability Score Improvement34124th
9+4–34145th
10+4Divine Intervention35155th
11+4–35166th
12+4Ability Score Improvement35166th
13+5–35177th
14+5Improved Blessed Strikes35177th
15+5–35188th
16+5Ability Score Improvement35188th
17+6Subclass feature35199th
18+6–45209th
19+6Epic Boon45219th
20+6Greater Divine Intervention45229th

Blessed Strikes (level 7) gives you either Divine Strike, +1d8 radiant or necrotic once per turn on a weapon hit, or Potent Spellcasting, your Wisdom modifier added to cleric cantrip damage. Divine Intervention (level 10) lets you cast any cleric spell of 5th level or lower once per long rest without a slot. At 20 it can cast Wish.

What are the best cleric spells?

Clerics prepare spells from the whole cleric spell list and can change them after every long rest, so you can tailor your loadout to tomorrow's dungeon. The core picks:

  • Cantrips: Sacred Flame (1d8 radiant, ignores cover) and Guidance for skill checks.
  • 1st level: Bless (+1d4 to attacks and saves for three allies), Healing Word and Guiding Bolt (4d6 radiant, 14 average, plus advantage on the next attack).
  • 2nd level: Spiritual Weapon. It needs concentration in the 2024 rules, so it now competes with Bless.
  • 3rd level: Spirit Guardians, 3d8 (13.5 average) to every enemy that enters or ends its turn in your 15-foot aura. Against 2024 goblin warriors (10 HP, Wisdom 8) a failed save kills on 84% of damage rolls, and you only roll once for the whole group.

Concentration is the cleric's real resource. Bless, Spiritual Weapon and Spirit Guardians all need it, and you can only hold one. Read how concentration works before your first big fight.

What changed for the cleric in 2024?

Feature2014 rules2024 rules
SubclassDomain at level 1Domain at level 3; Divine Order at 1
Channel Divinity1 use (2 at 6, 3 at 18), short rest restores all2 uses (3 at 6, 4 at 18), short rest restores 1
Divine Spark–Heal or damage 1d8 + Wis
Destroy/Sear UndeadDestroys low-CR undead outrightRadiant damage to turned undead
Divine Strike / Potent SpellcastingFrom some domains at level 8Every cleric at level 7
Divine InterventionRoll d100, works if you roll your cleric level or lowerCast a 5th-level or lower cleric spell, guaranteed

What are the cleric domains?

  • Life Domain: in the free SRD. Healing spells restore extra HP, and Preserve Life spreads big healing across the party. The best pure healer in the game.
  • Light Domain: Fireball and other fire spells on your list, plus Warding Flare to impose disadvantage on attacks. The most damage of the four.
  • Trickery Domain: stealth blessings, an illusory duplicate and invisibility. Fun for a sneaky party.
  • War Domain: bonus attacks and accuracy boosts. Pairs well with the Protector Divine Order.

How do you build a cleric? (Quick build)

  1. Abilities: Wisdom 15, Constitution 14, Strength 13 from the standard array, then +2 Wisdom from your background for 17. Strength 13 meets chain mail's requirement; you need 15 to wear splint or plate without losing 10 feet of speed.
  2. Divine Order: Protector. Chain mail and a shield for AC 18.
  3. Skills: Insight and Medicine, or Persuasion if you're the party face.
  4. Feats: War Caster or Resilient (Constitution) at level 4 to protect concentration.
  5. Level 5 turn: cast Spirit Guardians, then walk into the enemy line and swing a weapon or cast Sacred Flame.

Generate a quick starting cleric with the D&D character generator, and keep track of prepared spells and Channel Divinity uses on a D&D character sheet. For a divine warrior who smites instead of casting, compare the paladin.

FAQ

Is the cleric a good class for beginners?

Yes. The cleric is the easiest spellcaster to start with: it wears armor, has plenty of hit points for a caster, and its best spells (Bless, Healing Word, Spirit Guardians) are simple to use. You also prepare spells each day, so a bad pick is never permanent.

Does a cleric have to heal?

No. Healing is one option, not a duty. Many clerics spend most turns on Spirit Guardians, Bless or Guiding Bolt and only use Healing Word to pick up a fallen ally. Preventing damage usually beats healing it afterward.

Can clerics wear heavy armor in 2024?

Only if they take the Protector option of Divine Order at level 1, which grants heavy armor training and martial weapons. Otherwise clerics are trained in light and medium armor and shields. In 2014, heavy armor came from certain domains such as Life and War.

What is the best cleric domain?

Life Domain (free in the SRD) is the strongest healer. Light Domain adds Fireball and the Warding Flare reaction for damage and control. War Domain suits a weapon-focused cleric, and Trickery adds stealth and illusions.

When do clerics get Spirit Guardians?

At cleric level 5, when you gain 3rd-level spell slots. It deals 3d8 radiant or necrotic damage (13.5 average) to enemies in a 15-foot aura and is one of the best spells in the game.

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