Verdict
A top-tier class and a safe first caster. You wear real armor, prepare from the whole cleric list each day, and get spells like Bless and Spirit Guardians that carry a party. The new Divine Order choice at level 1 decides early on whether you fight in heavy armor or lean on spells.
Class basics
| Hit die | d8 |
|---|---|
| Primary ability | Wisdom |
| Saving throws | Wisdom and Charisma |
| Armor | Light and medium armor; shields (heavy armor with Protector) |
| Weapons | Simple (martial with Protector) |
| Spellcasting | Full caster, Wisdom-based, prepared spells |
Features by level
| Level | Features |
|---|---|
| 1 | Spellcasting, Divine Order |
| 2 | Channel Divinity |
| 3 | Cleric subclass |
| 4 | Ability Score Improvement |
| 5 | Sear Undead |
| 6 | Subclass feature |
| 7 | Blessed Strikes |
| 8 | Ability Score Improvement |
| 9 | — |
| 10 | Divine Intervention |
| 11 | — |
| 12 | Ability Score Improvement |
| 13 | — |
| 14 | Improved Blessed Strikes |
| 15 | — |
| 16 | Ability Score Improvement |
| 17 | Subclass feature |
| 18 | — |
| 19 | Epic Boon |
| 20 | Greater Divine Intervention |
Divine Order: Protector or Thaumaturge
At level 1 you choose one of two orders. It's the biggest build decision the class asks of you, and it pairs naturally with the Blessed Strikes choice you make at level 7.
| Protector | Thaumaturge | |
|---|---|---|
| What you get | Martial weapons and heavy armor training | One extra cleric cantrip, plus your Wisdom modifier added to Arcana and Religion checks |
| Role | Front-line fighter who heals | Caster who stays back and knows things |
| Best ability spread | Wisdom, then Strength and Constitution | Wisdom, then Constitution and Dexterity |
| Natural level 7 pick | Divine Strike (extra weapon damage) | Potent Spellcasting (Wisdom added to cantrip damage) |
| Good with | Spirit Guardians, Shield of Faith | Guiding Bolt, Sacred Flame, Toll the Dead |
| Our take | Best for new players and small parties | Better when someone else is already tanking |
Heavy armor is a big deal early. Once you own chain mail, it and a shield give AC 18 without needing any Dexterity, which frees up points for Constitution. Chain mail asks for Strength 13, so plan for that score.
The features that matter
Spellcasting (level 1)
You prepare spells from the full cleric list after each long rest, and you can swap them as needs change. Bless, Healing Word and Guiding Bolt cover the first few levels. At character level 5, Spirit Guardians becomes the spell you cast in almost every hard fight.
Channel Divinity (level 2)
Two uses at first, three at level 6 and four at level 18. You get one back on a short rest and all on a long rest. Every cleric gets two options. Divine Spark heals an ally or deals radiant or necrotic damage to an enemy, starting at 1d8 plus your Wisdom modifier and growing to 4d8 by level 18. Turn Undead leaves undead that fail a Wisdom save frightened and unable to act for a minute. Your domain adds more options.
Sear Undead (level 5)
When you Turn Undead, the ones that fail also take radiant damage, a number of d8s equal to your Wisdom modifier. In an undead-heavy campaign this clears whole rooms.
Blessed Strikes (level 7)
Choose Divine Strike, an extra 1d8 radiant or necrotic damage once per turn on a weapon hit, or Potent Spellcasting, which adds your Wisdom modifier to cleric cantrip damage. At level 14 Divine Strike rises to 2d8, and Potent Spellcasting also grants temporary hit points when your cantrip deals damage.
Divine Intervention (level 10)
Once per long rest you can cast any cleric spell of level 5 or lower without a slot or material components, as long as it doesn't use a reaction. At level 20 you can choose Wish instead, though then you have to wait 2d4 long rests to use it again.
What changed from 2014
- Your domain arrives at level 3, not level 1. Divine Order fills the gap at level 1 and decides your armor.
- Divine Spark is new. Every cleric now has a Channel Divinity option that heals or hurts, not just domains that happened to have one.
- Blessed Strikes is a class feature. The weapon damage and cantrip boosts that used to depend on your domain are now a choice every cleric makes.
- Sear Undead replaces Destroy Undead. Turned undead take damage instead of being destroyed outright below a challenge rating.
- Divine Intervention always works. The old version was a percentage roll. Now it's a guaranteed free spell once per long rest.
For players coming from 2014, the domain timing is the change to plan around. Your first two levels play the same no matter which domain you'll take.
Subclasses
You pick a Domain at level 3. Only the Life Domain is in the free SRD; the others are in the 2024 Player's Handbook.
| Domain | Plays like | Pick it if |
|---|---|---|
| Life | The healer: every healing spell restores more, with healing spells always prepared | You want to be the party's safety net |
| Light | A blaster with fire and radiant spells and a flash that spoils enemy attacks | You want a caster that deals real damage |
| Trickery | A sneaky priest with illusions, stealth help for allies and an illusory double | You want a cleric who plays like a rogue |
| War | A battle priest who gets extra weapon attacks and can steer attacks to hit | You took Protector and want to fight first, cast second |
Life is the easy recommendation for a first cleric. Light is the one to pick if your party is short on area damage.
Building one
- Ability scores: Wisdom first, Constitution second. Protectors want Strength third for weapons; Thaumaturges want Dexterity for AC.
- Divine Order: Protector unless you're sure someone else will hold the front line.
- Spells: keep Healing Word prepared for picking people up, and save your slots for Bless and later Spirit Guardians rather than healing every scratch.
- Feats: raise Wisdom first. War Caster helps hold concentration while you take hits in melee.
The biggest habit to break is healing in combat before anyone drops. A turn spent on Bless or damage usually saves more hit points than a turn spent topping someone up.
Corin Ashdown is the pen name of the editor who writes and checks every guide on Vorbelutrioperbir. How we write and check guides.