The Ultimate Guide to the Cleric DnD 5E Class

Dungeons and Dragons Dwarf Cleric

There isn’t a class quite like the Cleric. They are certainly one of the most diverse and interesting classes that you will get a chance to play, and no two Clerics are ever truly the same. They fit a variety of playstyles, which can make them a great introductory class as well as one that is nicely suited to the Dungeons and Dragons veterans that might grace your table.

They are the best healers in the game, making them a popular choice for those who want an active role in keeping the party alive. They also have some of the best support, utility, and divination options you’ll find but that doesn’t mean they’re only healers. They’re pretty limitless and can be just as effective in defensive or offensive roles as they are in healing and support.

Are you ready to journey forth and see if you have what it takes to master the Cleric?

Table of Contents

What to Expect from This Guide

This guide is here to condense all of the things you need to know about playing a Cleric into one space that’s easy to manage and navigate. The best races, the best spells, everything we include here only gives you the top options for the class you want to play so that you spend less time scrolling through the things that are, essentially, useless.

However, we can’t avoid all the bad aspects of the Cleric, so you’ll want to take a quick peek at the key we have below.

BLUE is essential for your class.

GREEN is excellent for your class.

ORANGE is alright but often quite specific to a situation.

RED should be avoided at all costs.

What Makes a 5E Cleric?

Clerics are one of the most interesting classes because while they are known for their capability as healers, they are also exceptionally versatile in other roles. This makes them a good option for new 5e players who want to learn the ropes and become a good support role as well as veterans who are seeking to add some spice and build a more complex class.

Hit Points (HP)

d8 (usually a good number but can make Clerics a little squishy as they are frontline fighters much of the time)

Saves

You have a Wisdom and Constitution Save, which is great because this covers some of the biggest hits in the game.

Proficiencies

Weapon and Armor Proficiencies

As a Cleric, you can wear medium armour and shields which will ensure a decent AC. This is especially true if you are building a Cleric that will not primarily be used for melee combat. You only need simple weapons, and this is because your spells will come to eclipse your weapons in terms of damage output.

Skill Proficiencies

You get a small list of skills to choose from, most of which are Wisdom based, and you can pick two. We will go into further detail on which skills are best to choose in the Best Skills section later in the guide.

Spellcasting

You’re a full-caster when you play as a Cleric, with a spell list that is even broader than that of a Wizard. Your choice of Divine Domain will also give you access to between two and ten free prepared spells, allowing you to play to the theme of your domain without cutting into your regular prepared spells. You also have the best healing options, buffs, and debuffs.

Dungeons and Dragon Cleric Spellcaster

Tools

None.

Class Features

Channel Divinity: An excellent tactical option before you decide to use spells and far less situational than Turn Undead. Your chosen Domain will also give you additional uses of this, which is great for use during short rests. As you level, you will gain extra uses for long and short rests. It’s well worth it.

Turn / Destroy Undead: It’s easier to use other AoE spells and more effective. If enemies can be killed easily with this, their HP is low enough for standard spells.

Divine Intervention: It’s not reliable until 20th level, but when it works it really shines. It’s exceptionally powerful, and while you’ll need to work out the effects with your DM this only leaves you open to so many possibilities,

Optional Cleric Features

When we refer to optional features, we’re talking about class aspects that were introduced in later texts. For Clerics, Tasha’s Cauldron of Everything offers some fantastic options. However, not every table will allow them so you’ll need to talk to your DM first.

Additional Spells: All of the spells on this list make sense for the Cleric class, which might seem obvious but it’s not always the case. However, the nice thing here is that most of the new spells are situational which means the game will remain balanced if they are allowed to be used – hence we recommend that DMs allow the additional spells at their table.

Harness Divine Power: This is a fantastic option for Divine Domains that offer poor options for Channel Divinity. It allows your Cleric to make use of a resource that would otherwise be ignored for session after session.

Cantrip Versatility: This allows you to retrain one Cantrip every few levels. While it doesn’t make your character more powerful, it does improve the play quality and ensures that you can go back on any mistakes you’ve made with learning Cantrips later.

Blessed Strikes: This makes Cantrips a better and more appealing option for Clerics who have a poorly rated Divine Strike thanks to their Divine Domain. It offers good balance, with a damage increase that might just encourage caster Clerics to pick up a mace from time to time.

Cleric Domains

Dungeons and Dragons Cleric Subclass

Cleric Domains: This is also known as your subclass, and it is a vital aspect of your build. There are 14 Domains for you to choose from, and each of them has defining features that can make them a good choice for your build. We’ll go into more detail on this later.

The Role of the Cleric

As a Cleric, you will often be expected to take the role of the healer or possibly as a frontline fighter if you want a more action-based part to play. They are the definition of a team player, and their purpose lies in supporting their allies and party both in and out of combat.

Their primary role as healers comes in handy not just because of their ability to restore health and keep their allies alive during those nail-biting battles, but also because they can remove curses and cure diseases. They also offer a nice selection of buffs and debuffs that will help the party to better function and overcome obstacles.

Interestingly, your weapon and armour proficiency will depend on the Domain that you choose – something we will look at in further detail later on. This will also influence your choice to remain at the rear as a healer or take up arms as a frontline fighter. While the Cleric is not usually considered to be the face of the party either, this is another role they are capable of taking.

There are plenty of benefits to choosing the Cleric as your class. The basic package gives you access to plenty of medium armour and shields as well as a nice arsenal of weaponry to experiment with. You also have one of the most expansive spell lists in the game, rivalling that of the Wizard class and providing you with way more options for custom builds.

The versatility that comes with Divine Domains is also one of the most appealing class features. This is made clear by the fact that you are granted additional spell slots (the number depends on the Domain) and the spells are always prepared for even less hassle.

Honestly, there are very few downsides to this class. They aren’t the most resilient as frontline fighters because of their Hit Dice, and they also have a skill list that is short and lacking outside of Medicine. Additionally, they can only gain one good Saving Throw Proficiency. However, compared to all the massive perks of playing this class these are very minor setbacks.

Ability Scores

For a Cleric, Wisdom is absolutely everything and it will be your primary stat. It makes spellcasting smoother, helps you get out of tricky situations, and is also one of the most valuable saving throws in the game. Here’s a quick look at the ability scores for Cleric in 5e so that you can see what you should be focusing on.

Strength (STR): There are situations when this can be handy but you’re unlikely to come across them.
Dexterity (DEX): Only good for a little AC boost, but you have decent armour for that.
Constitution (CON): Additional Hit Points are ALWAYS good.
Intelligence (INT): Dump stat for Clerics.
Wisdom (WIS): This is the most important Cleric stat as it powers your spells and rolls.
Charisma (CHA): Not really required for Clerics.

The Best Races for Cleric 5E

Dungeons and Dragon Leonin Cleric Race

When you are picking a race for your Cleric, a Wisdom bonus tends to be a crucial aspect to look for. There are countless races and variations available in Dungeons and Dragons 5e, so we are bringing you the best options so that you can optimize your class. While you don’t need much aside from Wisdom, we’ve also looked at races with Dexterity and Constitution bonuses.

Aarakocra

Default Rules: For a Cleric that is lightly-armoured, this offers some fantastic ability increases. The Dexterity boost also makes things easier of you are limited to light armour. You also get the benefit of flying and some decent innate spellcasting options.

Asaimar

Fallen: This is great for offensive Clerics that prefer the use of weapons.

Protector: You get a good Wisdom bonus and a temporary transformation into a flying machine of death.

Scourge: If you are wearing heavy armour then this is a decent choice. It does make it hard to rely on spells offensively, but you have a great set of healing spells to offset it.

Air Genasi

Default Rules: You get a fantastic Wisdom increase as well as two damage resistances. There is nothing new with the innate spellcasting, but it does have the potential to save you spell slots.

Deep Gnome

Default Rules: You get Disguise Self as well as Nondetection, and choosing Trickery as your Domain is the best way to really capitalise on what the Deep Gnome has to offer.

Dwarf

Hill: A Wisdom boost and additional Hit Points make this a very tempting choice.

Earth Genasi

Default Rules: Every trait that comes with this race is beneficial to the Cleric as a class. You get to abilities that give the same advantages as Blade Ward or Pass Without Trace, and it can help you to feel less frail as a class.

Eladrin

Default Rules: You get the bonuses of Darkvision, Perception Proficiency, and short-range teleportation without it having any conflict with your existing spells.

Elf

Pallid Elf: Incisive Sense offers some useful options outside of combat, and the innate spellcasting provides tools which are not normally available to the Cleric.

Fairy

Default Rules: You receive flight as well as access to two great buffs that will help you out. Just keep in mind that you can only fly while wearing light armour.

Firbolg

Default Rules: You get Strength, Wisdom, some nice innate spellcasting, and some active abilities to spice things up. It complements the other Cleric traits nicely.

Gith

Githzerai: Mental Discipline is a nice addition as well as the Wisdom increase. There is also innate spellcasting borrowed from the Wizard class to give you a nice boost.

Half-Elf

High: Booming Blade is exceptional if you want to use weapons, and you don’t have to worry about Intelligence. The Arcana Domain can also give you access to Wizard Cantrips.

Standard: For those who want to be the Face of the party, you get two Skills as well as a Charisma increase that will help you out massively.

Halfling

Lotusden: There is a Wisdom increase as well as access to Druid spells for a little boost.

Ghostwise: This is only really viable for Trickery builds, but it’s worth it if that’s the route you take.

Harengon

Default Rules: Hare Trigger allows you to set up AOE and AOC spells early while Rabbit Hope gives you the opportunity to escape melee attacks safely without using an Action.

Human

Variant: You will get that crucial bonus to your Wisdom and whatever else you choose (probably Constitution) with the addition of an excellent feat at 1st level.

Kalashtar

Default Rules: A Wisdom increase and resistances make this a very tempting choice. Other than the brilliant mental resistance, there isn’t much else going for them.

Kenku

Default Rules: You get a Wisdom and Dexterity boost, but Dex can be a little tricky for Clerics to use. If you’re going for a Trickery build this could be a good option.

Lizardfolk

Default Rules: The durability of this race makes it tempting alongside the extra skills and traits that will be sure to help you out on your adventures. The natural armour is also able to match full plate, so it makes an excellent Cleric choice.

Loxodon

Default Rules: The ability score increases are well-suited to a Cleric. Serenity is the only trait that is of any interest, but it’s useful against common effects such as Charm and Fear.

Owlin

Default Rules: Flight, Darkvision, and a bonus Skill make this a very appealing choice. Just keep in mind that you can only fly while wearing light armour.

Shifter

Beasthide: It lacks the Wisdom increase you need but works for a melee Cleric.

Wildhunt: While a Dex and Wisdom increase works, it’s not the ideal combination.

Simic Hybrid

Default Rules: This is an incredibly versatile race, giving you plenty of room for customisation so that your traits suit your role in the party.

Tiefling

Fierna: If you want to be the Face of the party, this could be a very good choice.

Tortle

Default Rules: Natural Armour means you won’t need to put any points into Dexterity, meaning that you get a decent AC boost to medium armour levels. The flexibility of your new points means you can put them where they are needed to suit your desired party role.

Warforged

Default Rules: If you put the flexible increase into Wisdom you end up with an exceptionally durable Cleric. A Domain that provides heavy armour proficiency will also leave you an unstoppable beast without the need to resort to spells. Don’t forget all those handy resistances and immunities.

Best Cleric Domains

Your subclass is important because it dictates the kind of Cleric you are going to be. For Clerics in Dungeons and Dragons, the subclass is known as a Divine Domain and each of them has a range of benefits that might appeal to you.

We’ve had to keep the breakdown brief because going into massive detail is something we’ll have to save for another guide. However, we’re sure you’re going to find the basics you need right here. Some Domains were introduced in later 5e texts, but we’ll make a note of that for you.

Arcana Domain

With this Divine Domain, you get some very nice options that are similar to the Wizard class. This includes excellent utility spells and proficiency in solving some of the more useful mysteries such as magical traps and enchantments.

Domain Spells: You get a nice selection of utility and damage spells that Clerics would normally lack.

  • 1st-Level: Magic missile and detect magic are very valuable at low levels.
  • 3rd-Level: Both of these spells are outclassed by other Cleric spells at the same level.
  • 5th-Level: Dispel magic is a Wizard spell you’ll find yourself using most days.
  • 7th-Level: Arcane eye is a better scrying spell than anything on the Cleric list.
  • 9th-Level: Plane shift and teleportation circle give you great transportation options.

Channel Divinity – Arcane Abjuration: The ability to turn and other creature types aside from undead.

Arcane Initiate: Two cantrips and Arcana proficiency for some very handy backup.

Spell Breaker: Gives a nice boost to spells such as Healing Word or Cure Wounds.

Potent Spellcasting: Additional damage to the Cantrips you gained with Arcane Initiate.

Arcane Mastery: A versatile ability that helps transform you into a powerful Wizard.

Dungeons and Dragons Grave Cleric Subclass

Death Domain

An offensive Domain, Death grants you martial weapon proficiency and brilliant options for dealing necrotic damage. There are no support or utility options, so your party will need to find another caster if they are looking for buffs.

Domain Spells: This domain grants a handy few spells that aren’t on the Cleric list.

  • 1st Level: False Life grants temporary hit points that are very useful at low levels.
  • 3rd Level: Both of these spells have a short duration, require concentration, and allow constant saves which limits their usefulness.
  • 5th Level: Animate Dead is a cool spell for summoning fodder, and Vampiric Touch is a nice life gain and damage dealing spell that Clerics don’t tend to have access to.
  • 7th Level: Death Ward is already on your list, but you won’t have to use a spell slot.
  • 9th Level: Antilife Shell is a nice deterrent. Cloudkill is a delightful AoE that does good damage.

Channel Divinity – Touch of Death: A necrotic damage smite that scales with level makes this fantastic for the melee Cleric.

Bonus Proficiency: Your damage output increases massively with the ability to wield two-handed weapons or wield two blades at the same time (badass).

Reaper: Chill Touch and Toll the Dead are your only viable options here, but they can be very potent options when used correctly.

Inescapable Destruction: At this point, your Cantrip damage will already be boosted with Toll the Dead and Chill Touch. This makes sure you always hit your target.

Divine Strike: Additional damage that ensures your attacks keep up with your Cantrips.

Improved Reaper: Dual targeted Inflict Wounds among others for that big bad damage.

Forge Domain

The Forge Domain is for the Clerics who battle on the front lines. It provides incredible damage options, a diverse spell list, and a sprinkle of spice. It’s the best Cleric option for those who actually want to get down and dirty instead of being stuck as the party medic.

Domain Spells: Most of the options are not from the Cleric list, allowing you to expand your magical knowledge. Each level grants a more potent weapon.

  • 1st Level: Identify is situationally useful. Searing Smite is a massive plus and a frequently useful spell for extra damage.
  • 3rd Level: Heat Metal will have the enemy dropping weapons fast. Magic Weapon ensures you’ll eliminate damage resistances before you acquire your own.
  • 5th Level: Elemental offence and defence in one tidy package.
  • 7th Level: Wall of Fire is a great control spell but requires Concentration.
  • 9th Level: Animate Objects makes you dangerous. Creation is fun to use and brings a little spice to the table.

Channel Divinity – Artisan’s Blessing: Situational, but potentially useful.

Bonus Proficiencies: Heavy armour. For a Cleric in the heat of battle, that’s all you need.

Blessing of the Forge: A free +1 weapon or +1 armour – who can say no? You can give it to an ally as well which makes it even more versatile.

Divine Strike: Stacks with Smite and gives your melee a damage boost.

Saint of Forge and Fire: One of the only ways to get damage type immunity, and a bunch of resistances.

Grave Domain

The Grave Domain is centred on the spells, ideal for a Cleric who wants a selection of healing, damaging, and debuff spells. It might not be the most powerful Domain, but it’s absolutely one of the most versatile.

Domain Spells: You’re going to get a lot of use out of these spells. There are very few downsides to this Domain spell list.

  • 1st Level: False Life is the big one here. The extra hit points are needed at low levels.
  • 3rd Level: Completely underwhelming and, honestly, pointless.
  • 5th Level: Revivify is forever useful. Vampiric Touch is great and not usually for Clerics.
  • 7th Level: Blight is a solid damage-dealing spell that’s effective against plants, and Death Ward is a great buff that works as an insurance policy.
  • 9th Level: A defensive buff and a way to summon minions to your aid (noice).

Channel Divinity – Path to the Grave: Combined with a Rogue’s Sneak Attack, or a spellcaster with a single-target spell that deals lots of damage, you are going to be a beast.

Circle of Mortality: This turns your Cure spells into unstoppable resurrection spells. You just have to make sure you get there in time.

Eyes of the Grave: Great if you know you’re going to be around a lot of undead. Pointless otherwise.

Sentinel at Death’s Door: Turn those Crits into regular hits.

Potent Spellcasting: Great for drawn-out encounters if you have a good damage Cantrip.

Keeper of Souls: A nice little healing boost.

Knowledge Domain

The Knowledge Domain is good for information gathering. If you are playing in an urban or investigative setting, it’s gonna come in handy, but it’s not the best choice if you are playing the standard Dungeons and Dragons adventure.

Domain Spells: The spells here are primarily divination spells, which means they can be fairly situational. Since the spells here are ones that you would only prepare when you need to, having constant access to them isn’t very useful either.

  • 1st Level: Command can be useful in some situations. Identify is situational.
  • 3rd Level: Suggestion outclasses Command. Augury requires good communication and coordination if you want to make the most of it.
  • 5th Level: Neither spell is very good and, honestly, can just be ignored.
  • 7th Level: Arcane Eye is the best scrying spell. Confusion is an unreliable debuff.
  • 9th Level: Neither spell is particularly useful because they are situational and subjective.

Channel Divinity – Knowledge of the Ages: Skill Proficiency on-demand, which is great.

Channel Divinity – Read Thoughts: Situational, but better when combined with Command and Suggestion once you understand your target.

Blessings of Knowledge: Two languages and two Skills are always useful to have.

Potent Spellcasting: Boost the damage for your Cleric cantrips. It’s exactly what you need in this Divine Domain.

Visions of the Past: An extremely subjective ability (but adds some flavour) that comes so late it’s unlikely to make a real impact on a campaign.

Dungeons and Dragons Cleric Subclass

Life Domain

The Life Domain is the classic healer and defensive tank Cleric build. It provides solid defensive structure for your party, and all the healing and support you could ask for. No other build can come close to the magnitude of healing this build can deliver.

Domain Spells: The lower level Domain spells are Cleric necessities, and will come in handy in any situation you find yourself in. The higher-level spells are on-theme but not as important to have prepared.

  • 1st Level: You’re going to have these spells prepared anyway, so this is a great savings on your spell list.
  • 3rd Level: Two more Cleric staples. Having access to lesser restoration at any time is perfect, and spiritual weapon is your constant companion and best use of a bonus action when you don’t need to spend it on healing word.
  • 5th Level: Beacon of Hope is a great pre-fight buff when you know you’re going to make a lot of saves and need a lot of healing.
  • 7th Level: Two spells with 8-hour duration that don’t require your concentration.
  • 9th Level: This is where the domain spells tail off. Mass cure wounds doesn’t compare with your channel divinity, and raise dead isn’t something you need to have prepared always.

Channel Divinity – Preserve Life: Massive healing pool that scales well as you level up. If you don’t need to turn undead, spending both your uses of channel divinity on this is a good move.

Bonus Proficiency: Heavy armour is everything you need to jump into battle. Just make sure you arm yourself with a shield and a one-handed melee weapon.

Disciple of Life: You get some extra Hit Points on top of each of your healing spells. You’ll become an unstoppable force of nature with the multi-target healing spells.

Blessed Healer: Every heal spell you cast hits you back for some health to keep you topped up. Combine this with Warding Bond and ranged healing is really boosted.

Divine Strike: There is no extra attack so the usefulness provided by this is limited, but it lets you throw out some decent damage when you aren’t healing.

Supreme Healing: Brilliant passive healing that, honestly, is worth choosing this Domain for alone.

Light Domain

The Light Cleric is all about disruption and damage, providing an excellent balance that allows you to really feel the way combat works.

Domain Spells: You get some awesome radiant and fire spells that have you squaring up to Warlocks and Sorcerers alike.

Nature Domain

The Nature Domain is kind of like being a Walmart Druid, and there are no major benefits like there are with other Domains that take traits from different classes. It’s not massively appealing as a Domain, and a lot of the spells are situational, but there are a couple of very hidden gems.

Domain Spells: Honestly, this spell list is tough to work with unless your campaign is almost entirely in the wilds and you have a heavy focus on tracking beasts.

  • 1st Level: Both of the spells here are highly situational
  • 3rd Level: Barkskin requires Concentration. Spike Growth is a good control spell but doesn’t work against climbing or flying enemies.
  • 5th Level: Wind Wall is situational. Plant Growth is a good control spell but requires preparation to be effective.
  • 7th Level: Dominate Beast is limited and so is Grasping Vine.
  • 9th Level: Insect Swarm is a great crowd-control spell. Tree Stride is nice for teleportation, but you’re limited to the forest as your destination.

Channel Divinity – Charm Animals and Plants: The target pool for this effect is limited.

Acolyte of Nature: Druid Cantrips are great, there is no doubt about that.

Bonus Proficiency: Heavy Armour means you can withstand heavy hits on the front lines.

Dampen Elements: Absorb Elements without using a spell slot. No restriction on the number of uses for the ability either which is handy.

Divine Strike: Your choice of elemental damage added on to your weapon attacks. It’s useful, and you can seek out elemental weaknesses.

Master of Nature: A highly situational ability.

Order Domain

When you choose the Order Domain Cleric, you can expect to become a powerful control and support. Since you will be relying heavily on spellcasting, maxing out your Wisdom is imperative for the success of your build.

Domain Spells: You get a good and versatile list of buffs and debuffs. A nice selection of spells that will come in handy on your adventures.

  • 1st Level: A nice buff and control spell that scales well.
  • 3rd Level: Hold Person is a strong option, but will quickly be outclassed by your other spells. Zone of Truth is situational.
  • 5th Level: Fantastic healing options for a Cleric and a nice lower-level debuff.
  • 7th Level: Compulsion is better than Command, but will be outclassed quickly.
  • 9th Level: Dominate Person is the best control spell and Commune is a fantastic divination-type spell.

Channel Divinity – Order’s Demand: A wide area of effect that can disarm a horde of enemies. Very useful against humanoids wielding weapons, but totally useless against monsters with natural attacks.

Bonus Proficiencies: Heavy Armour and a chunk of Charisma-based skills.

Voice of Authority: Buff an ally and grant them an immediate attack to turn the tide of battle.

Embodiment of Law: At 6th level, you’ll go from a good support character to a full controller casting enchantment spells as a bonus action.

Divine Strike: This build puts enhanced focus on spellcasting, but this ability helps you keep up with the melee attacks. There is bonus damage with every attack.

Order’s Wrath: You can stack your Bonus Action spells as well as your melee damage now. You’ll be dealing an extra 4d8 psychic damage if both you and an ally hit the same enemy in the round.

Peace Domain

This is one of the most powerful Domains. There are no damage abilities, but it is the creme de la creme for the healers. With a Cleric of Peace and perfect battlefield placement, there is absolutely no way any of you can lose a fight again.

Domain Spells: You get some strong healing and defence spells, all of which fit in nicely with the theme of this Domain to help you become the master healer.

  • 1st Level: Two of the best buffs in the game and only divine casters get them.
  • 3rd Level: Aid is great even at high levels. Warding Bond is nice to have to hand.
  • 5th Level: A very situational selection of spells.
  • 7th Level: Resilient Sphere is a pretty good option to have.
  • 9th Level: They are situational but good to have as they don’t need to be prepared.

Implement of Peace: A free skill proficiency of your choice.

Emboldening Bond: You get to use bless multiple times per day. There are restrictions, but they are fairly easy to work around.

Channel Divinity – Balm of Peace: There is good mobility and healing with this that you can use multiple times a day.

Protective Bond: Free mobility for the whole team.

Potent Spellcasting: This does give you an offensive boost, which comes in pretty handy when you need to help out the team in ways that aren’t just healing-based.

Expansive Bond: This doubles their effective distance so that you can operate over a much wider area with the same protections.

Dungeons and Dragons Cleric Warrior

Tempest Domain

The Tempest Domain gives you plenty of damage capabilities and allows you some versatility while you play. You’ll find your role in the middle of a front line fight and AoE master.

Domain Spells: Each level grants a fantastic variety of spells; one damage and one control.

  • 1st Level: Thunderwave is a staple spell. Fog Cloud is brilliant as a control spell.
  • 3rd Level: Shatter is an upgrade from Thunderwave. Gust of Wind is situational.
  • 5th Level: Call Lightning gives you repeatable damage. Sleet Storm works as AoE.
  • 7th Level: Control Water is situational. Ice Storm is a powerful AoE until Flame Strike.
  • 9th Level: Destructive Wave deals half thunder damage and benefits from your Destructive Wrath ability.

Channel Divinity – Destructive Wrath: This ability works well with Thunderwave or Call Lightning (but the latter is only at a higher level).

Bonus Proficiencies: Martial weapons and heavy armour proficiency for work on the front lines. Consider using a heavy weapon to maximize your damage.

Wrath of the Storm: This can kill lesser enemies at low levels, and at higher levels will add slow damage during your onslaught of attacks.

Thunderbolt Strike: Ideal for when you use Wrath of the Storm to escape melee attacks.

Divine Strike: You get additional thunder damage on your attacks. However, not many things are vulnerable to thunder either.

Stormborn: Flight is fantastic. The only downside is that you have to be outside to use it.

Trickery Domain

You gain loads of interesting spells that will transform you into a little magic rogue. Channel a little of your inner Loki here. The Domain abilities are tough to use effectively, but you’ll have a lot of fun if you manage to play this particular Domain smart.

Domain Spells: Most of the spells on this list aren’t usually available to Clerics and will give you access to an exceptionally versatile build.

  • 1st Level: Disguise Self and Charm Person are fantastic deception spells.
  • 3rd Level: Mirror Image gives you an edge in combat. Pass Without Trace means that you can allow the party to sneak around.
  • 5th Level: Blink is brilliant for avoiding damage, and Dispel Magic is constantly available – which you will be grateful for.
  • 7th Level: Dimension Door allows teleportation but takes up a high-level spell slot. Polymorph has a lot of versatile options.
  • 9th Level: Dominate Person and Modify Memory is the ultimate combo and really captures the core of the Domain.

Channel Divinity – Invoke Duplicity: Great for increasing the accuracy of your Cantrips at a low level, but not particularly effective as most of your spells are self-targeting.

Channel Divinity – Cloak of Shadows: One round of invisibility is better than nothing, but still not as effective as the actual spell.

Blessing of the Trickster: Sadly, you can’t use this on yourself but there are spells that make up for it. It will keep your position secret if you have another heavy armour user in the party.

Divine Strike: Extra poison damage on all your attacks certainly gives you the edge in combat. Just remember that poison resistance is fairly common.

Improved Duplicity: Invoke Duplicity transforms into a powerful combat option. It helps to keep your real self hidden and out of the line of fire.

Twilight Domain

This is another exceptionally strong Cleric Domain. It has the tools to help you fill every possible role in the party, making you very versatile. Since they toe the line between light and darkness, it also makes the best option for those who want to try out an evil alignment.

Domain Spells: Every spell from this Domain is an excellent addition to your list.

  • 1st Level: Faerie Fire is never not useful. Sleep is a good AoE control spell at low levels but as you gain levels it does become less effective.
  • 3rd Level: Moonbeam means you have a great way to reveal shapeshifters and it is always good to have to hand.
  • 5th Level: Tiny Hut will always be a good friend to you. There is no need to fear an ambush when there is a secure space for you and your party to stay in.
  • 7th Level: Greater Invisibility is one of the best buffs in 5e, but not for a Cleric. You need to have a Rogue or an Arcane Caster in the party to put this on for it to be useful.
  • 9th Level: Both of the spells are cool, but your spell list gives you access to better ones.

Bonus Proficiencies: Heavy Armour and martial weapons give you the power to stand on the front lines and take those heavy hits.

Eyes of Night: The best form of Darkvision and the ability to share it with the whole party.

Vigilant Blessing: Who doesn’t want to be the one who goes first in combat every time?

Channel Divinity – Twilight Sanctuary: An incredible defensive buff, granting temporary hit points or removing fear/charmed once per round. No Concentration is required.

Steps of Night: All you need to be able to fly with this ability is dim light. It’s as simple as throwing your cape over yourself in the middle of the day to cast it – no joke.

Divine Strike: Your martial weapon proficiency transforms into an array of attacks with the added damage this ability gives you. You only get one attack per round though.

Twilight Shroud: Your whole party essentially gets +2 AC at all times.

War Domain

This particular Divine Domain is perfectly suited to front line fighting as well as support for other front liners. The spell selection gives some major Paladin vibes, granting helpful bonuses to allies in combat.

Domain Spells: There are so many buffs because all of your Domain spells are designed for increasing combat abilities for you and your allies.

  • 1st Level: They are both great at low levels only, and you can only use one at a time.
  • 3rd Level: Spiritual Weapon is a great way to use your Bonus Action. Magic Weapon is great until you get an actual magical weapon.
  • 5th Level: Crusader’s Mantle is a fantastic buff for the whole party. Spirit Guardians is a strong damage source once you have it prepared.
  • 7th Level: Stoneskin gives you some resistance, but it’s a Concentration spell and so can be unreliable. Freedom of Movement is a situational spell, but always having it prepared is a wise choice to make.
  • 9th Level: Flame Strike is the best AoE for a Cleric. Hold Monster is only good against single opponents, you aren’t going to want to use this on a whole mob.

Channel Divinity – Guided Strike: It’s handy when you have all of your buffs.

Channel Divinity – War God’s Blessing: This is the better option and a great way to ensure that your allies have a guaranteed hit.

Bonus Proficiencies: Martial weapons and heavy armour give you the ability to stand on the front lines alongside your allies.

War Priest: You’re limited to up to 5 attacks per day with this ability if you max out your Wisdom. There are definitely better options.

Divine Strike: Given that you can carry multiple different weapons, and are proficient with all weapons, you can change up your damage type based on the weapon you use.

Avatar of Battle: This ability comes too little too late. The damage reduction is still useful, however, as it will save you from mob damage.

Cleric Multiclassing

Dungeons and Dragons Cleric Weapon

Multiclassing is a lot of fun, and it can really add some flavour to your game. However, the thing that you need to remember is that not every class is compatible with Clerics. While homebrewing can create some really exciting combinations, there are some standard combinations that help you build the foundations.

Druid: Both Clerics and Druids share Wisdom-based spellcasting, which makes them naturally good options to combine. The prohibition on metal armour can be a little bit of an issue, but it can be worth taking a few levels just to get access to spells like Shillelagh and Faerie Fire.

Fighter: A level or two of this class can be a welcome choice depending on your chosen build. Fighting Style and Second Wind are good offensive and healing abilities respectively, and Action Surge gives you the potential to cast two spells in the same turn.

Monk: Unarmoured Defence works really well for Clerics because they need so much Wisdom. Just remember that it doesn’t work with shields, so you will need to prepare your weapons and armour accordingly if you want to make use of this ability.

Wizard: Clerics and Wizards have the best spells in the game, there is no doubt about that. However, deciding to multiclass them means that you will be delayed in getting access to the higher level spells as you advance.

Best Cleric Skills

Clerics only really need to think about Wisdom-based skills for their builds. Things like Perception come in handy, and Medicine is good if you are playing as a healer for the party. Plus, there are some that are just downright good to have regardless. Let’s have a look at the dump Skills as well as the beneficial ones to give you a clearer idea.

Acrobatics (DEX): Not useful for Clerics.

Animal Handling (WIS): You only need to consider this if you are part of the Nature Domain.

Arcana (INT): It gives you knowledge of magic as well as magical beasts.

Athletics (STR): This helps you scale the battlefield to get to allies who need healing.

Deception (CHA): You only need to use this if you are joining the Trickery Domain.

History (INT): Situational, if incidental.

Insight (CHA): It’s important to be able to try and determine who to trust.

Intimidation (CHA): Not useful for Clerics.

Investigation (INT): Not useful for Clerics.

Medicine (WIS): Your spells do the work, but medical knowledge and Proficiency help massively.

Nature (INT): You only need to consider this if you are part of the Nature Domain.

Perception (WIS): This is important for any class and high Wisdom helps a lot.

Performance (CHA): Not your responsibility.

Persuasion (CHA): Situational, but also not your job.

Religion (INT): Healing and gods are your job description.

Sleight of Hand (DEX): This isn’t for Clerics.

Stealth (DEX): Heavy armor and stealth don’t mix.

Survival (WIS): You’ve got magic for this – Rangers and Druids do the rest.

Best Cleric Backgrounds

There are too many Backgrounds to cover all of them so here are just some of the best considerations for a Cleric in 5e.

Acolyte: You get insight, two languages, and Religion – everything a Cleric needs.

Faction Agent: You get versatile skill selection as well as two languages. 

Far Traveller: You get two skills, one language, and a game set or instrument (useless).

Hermit: Two great class skills as well as a language of your choice.

Investigator: Insight is good for Clerics, and this gives you the tools for some class diversity.

Sailor: Nice Perception and really handy if you are in a seafaring campaign.

Best Feats for Cleric

Great Weapon Master: A Tempest or War Domain Cleric will really like this one.

Healer: This is like Cash Converters, but you’re turning the cash into healing spells.

Heavily Armoured: For the Clerics that don’t have Heavy Armour Proficiency.

Heavy Armour Master: Life Domain Clerics at low levels are practically invincible.

Lucky: Good for everyone. Magical Irish cereal is not included.

Mage Slayer: You’re basically like a Mage that can survive melee blows.

Observant: A nice way to top off your Wisdom.

Polearm Master: Another one for Tempest and War Domain Clerics.

Resilient: More resilience and a Constitution Save.

Sentinel: A great way to spend your Reaction.

Shield Master: Boost your Dexterity Saves without being Proficient. It’s worth it for Clerics.

Tough: More Hit Points for the healer – you can’t go wrong there.

War Caster: The best feat for a melee Cleric.

Equipment

With Clerics, the equipment can be a little bit complicated. After all, it depends on the role you plan to fill within the party as well as your own preferences for your build. Furthermore, your chosen Divine Domain can also have an impact on the equipment choices you make. Things like Heavy Armour Proficiency mean you’re going to want full plate the second you can get it.

Healers and front line fighters are going to have different needs and preferences, which is what makes things more complicated for Clerics when compared to other classes. Without further ado, let’s take a look at what makes Clerics tick.

Cleric Armor Choices

We already mentioned the Heavy Armour Proficiency and how Clerics with this are going to want to equip full plate as soon as possible. The +2 AC that is gained from shields also means that you are going to want to equip one – it’s basically a mandatory addition for Clerics at this point and well worth the investment.

Standard Clerics have a Medium Armour Proficiency, and in this case, half-plate combined with a shield tends to be the best choice. You will have a disadvantage on Stealth checks when compared to Breastplate Armour, but most Clerics don’t actually care about that.

While a Dexterity build is very rare for a Cleric, they do exist. For this build, you will want to wear Breastplate Armour until you have maxed out your Dexterity. Once you’ve done this, Studded Leather is what you will want to wear as it will give you the best AC bonus while also ensuring there is no Disadvantage on your Stealth checks. Combine it with a shield and you’re laughing.

D&D 5E Cleric Armor

Cleric Weapons

The Cleric’s go-to weapon is the Quarterstaff. You can wield it with one hand while also holding a shield. However, the versatility means that you can drop the shield while you attack in order for you to hit for more damage. However, things change if you are proficient in martial weapons.

If this is the case, the best option is a one-handed Warhammer or longsword for the most versatile damage. That way, you can still have the shield. However, if you decide to ditch the shield you can then choose a great weapon, such as a greatsword, for consistent damage. Just be warned that you will lose the handy AC bonus that comes with the shield.

The Best 5E Cleric Magic Items

There are too magic items available in D&D 5e to cover them all, so here are just some of the best magic items for Clerics specifically:

Uncommon Magic Items

Amulet of the Devout: There is a +1 to spell attacks and DC Saves. You get an extra use of Channel Divinity per day as well. It becomes even more effective if you are using the optional class feature Harness Divine Power.

Eyes of the Eagle: It works in a similar manner to Sentinel Shield, and while it is excellent you will find that Sentinel Shield is the better option of the two.

Sentinel Shield: Nothing is rolled more than Perception, and you are likely the best at it. The advantage provides a great deal of protection against ambushes and other surprises. You also get a nice little advantage on initiative rolls.

Rare Magic Items

Amulet of Health: It can boost your Constitution to 19, massively boosting your durability. This leaves you with more room for Feats, which is always useful.

Amulet of the Devout: There is a +2 to spell attacks and DC Saves. You get an extra use of Channel Divinity per day as well. It becomes even more effective if you are using the optional class feature Harness Divine Power.

Belt of Giant Strength (Hill): An excellent boost to your strength that’s well worth it.

Cloak of Displacement: It is one of the best defensive items you will find, taking damage from any source and temporarily suppressing the damage.

Ring of Spell Storing: Another great potential defensive asset, you can fill it with useful spells that can be recharged whenever possible.

Very Rare Magic Items

Amulet of the Devout: There is a +3 to spell attacks and DC Saves. You get an extra use of Channel Divinity per day as well. It becomes even more effective if you are using the optional class feature Harness Divine Power.

Manual of Bodily Health: Gives you a permanent Constitution bonus and a +2 cap.

Tome of Understanding: Gives you a permanent Wisdom bonus and a +2 cap.

Legendary Magic Items

Cloak of Invisibility: One of the most powerful abilities in the game, you can still attack while invisible as well as your usual spells.

Ring of Three Wishes: Everyone wants to be able to get a wish, and if you lose the ability to receive one you can pass it to an ally.

The Best 5E Cleric Magic Items

We’ve arrived at the very core of the guide. Is it the longest section? Yes, but also one of the most useful. As always, I will be dedicating this section to the best Cleric spells in 5e so that you don’t have to worry about sifting through the ones that don’t do much for your class. I’ll try to keep it as essential as possible but I don’t want you to miss anything really spicy.

The Best Cleric Cantrips

Guidance. You can cast this on your allies constantly, and you should. It boosts their skill checks and keeps everyone at the top of their game.

Light. You’ll be just fine with regular torches if you don’t have the room for it, or another spellcaster can pick up something similar. If you do have the space, it can be really useful for quick light in those dark spaces.

Sacred Flame. This is one of the best sources of radiant damage that you will find in Dungeons and Dragons 5e. Not only is it a great way to kill zombies, but it also requires a Saving Throw instead of an attack to hit adjacent enemies. The damage scales with your weapon as well.

Toll the Dead. The necrotic damage is excellent and effective – practically nothing can resist this type of damage either. It has a 60ft range and the damage is measured in d12s.

Word of Radiance. This is a fantastic way to handle crowds with multiple enemies. It’s definitely a good one in this regard, you just have to make sure you watch the math.

1st Level Spells

Bless. This can determine if you win or lose a fight when you are at a lower level. However, even at high levels adding 1d4 to attack rolls can dramatically improve your party’s damage output. If you’re not concentrating on anything else, this is a fantastic choice.

Create or Destroy Water. Being able to create water is ideal for adventurers that need to survive in harsh conditions. Combine this with Goodberry and you’re an unstoppable beast.

Cure Wounds. A simple does what it says on the tin spell, it detects magic in the area and every party needs one person who has it.

Detect Magic. A simple does what it says on the tin spell, it detects magic in the area and every party needs one person who has it.

Guiding Bolt. It offers fantastic single-target damage for a 1st level spell, and while the Advantage only works for one attack you can have an ally follow the bolt with another spell or something more powerful like Sneak Attack.

Healing Word. This spell is more important than Cure Wounds, especially at low levels. It’s a bonus action, which means you can heal an unconscious ally and then still use a cantrip after.

Protection from Evil and Good. It’s a situational spell, but a brilliant defensive option and so worth having on hand.

Inflict Wounds. One of the few options you have for pushing your enemies away. It offers some good damage output while you’re in combat, and you can always push them into an area of control effect.

Sanctuary. This has the potential to force enemies to give up an attack, and it doesn’t prevent the target from contributing in the form of a support role. It also has a Bonus Action casting time and doesn’t require Concentration, which is even better.

Shield of Faith. +2 AC is nice and a pretty major boost and there is Bonus Action casting time. It lasts 10 minutes, but it does require Concentration to maintain.

2nd Level Spells

Aid. It lasts for 8 hours and is the kind of buff you will want to cast every single day. You can also add some Temporary Hit Points which is massively helpful.

Augury. What makes this divination spell great is that you can ask the DM for hints. Since it is castable as a ritual with reusable components, you can do it constantly if you have the time and question a whole host of decisions.

Borrowed Knowledge. This compensates for your limited Proficiencies. It lasts for an hour and doesn’t require you to use Concentration, which means combining it with Enhance Ability allows you to become instantly excellent at any Skill you choose.

Calm Emotions. Both of the effects are situational, but they remain useful. You can use it to temporarily suppress charm or fear effects. You can also use it to make your enemies friendly towards you for a minute.

Continual Flame. It offers a source of constant and reliable light, and you can cast it on anything.

Enhance Ability. This is such a versatile spell, boosting abilities for a nice bonus in a range of situations. Enhance Eagle’s Splendor for improved social interactions or Bull’s Strength to improve grappling etc.

Lesser Restoration. A good healing spell. One that won’t be needed all the time, but that you’ll be thankful for once it’s there.

Protection from Poison. While this is quite a situational spell, poison is common across all CR ranges. Since it lasts for an hour, you can get quite a lot out of it.

Silence. Most spellcasters will run into serious trouble if they are silenced since so many spells have a verbal component to them. Use it to close the mouths of your enemies and then smash them with a mace. Too violent?

Spiritual Weapon. This is a go-to combat option for clerics. Because the damage can be applied every round, it’s a great option for casting at a higher level, and the scaling keeps the damage relevant at any level. It also doesn’t require Concentration, which is a plus.

3rd Level Spells

Aura of Vitality. Not a spell for use in combat, but certainly a good and efficient spell to have. It offers 20d6 of healing, and not even Healing Spirit can match it at this level.

Bestow Curse. Versatile effects that ensure this spell can be brought into a range of situations. It also scales nicely with your level, keeping it viable even as your character grows. It has the ability to practically knock an enemy out of the fight.

Clairvoyance/Clairaudience. The focus is expensive if you want to see and hear, but the price is definitely worth it. You can use it to scout locations completely undetected, and when you combine it with Darkvision it becomes truly unstoppable.

Dispel Magic. Simple as removing magical effects. An absolutely crucial spell that every party needs.

Fast Friends. It’s a non-lethal way to handle targets, but it does come with limitations. The target does need to be able to understand you and it requires Concentration (among others), but once you get around them it’s a pretty useful spell to have on you.

Motivational Speech. This is better than Inspiring Leader because it doesn’t require a Feat and also takes way less time to actually perform.

Protection from Energy. This is a great defensive spell, but you do need to remember that it requires Concentration and is also single-target.

Revivify. Anyone who can have this spell needs it. You touch someone that has died in the last minute and they are returned to life.

Sending. Fancy? No. But the thing is, you do get to send messages across vast distances is handy – especially since the creature you give the message to doesn’t have to understand you.

Spirit Guardians. In an enclosed space, this is an exceptionally dangerous attack. It reduces enemy speed, makes the terrain difficult, and makes your job defeating them a whole lot easier.

Tongues. Any language or social Proficiencies become pointless when this is cast. It lasts for an hour, but that’s all you really need to work your way out of a stick situation.

4th Level Spells

Aura of Purity. It’s situational, but there is a broad range of defences that cover a whole range of situations. You can cover a whole range of status conditions, and it works pretty nicely.

Banishment. It’s a Charisma Saving Throw, and very few creatures are actually good at those. You can also remove extraplanar enemies with a single spell as well as target additional creatures once you reach a higher level.

Death Ward. It lasts for 8 hours and works as an excellent insurance policy. Putting it on roles such as the Defender for the party is a smart move to make, but it can also go nicely with the squishy members such as the spellcasters.

Divination. This spell offers more precision than Augury and sees further into the future. It does cost 25 gold pieces for the components.

Stone Shape. Everything you do has to be within a five-foot cube, but it really allows you to finely detail the stone you are working with. The possibilities are limitless.

5th Level Spells

Commune. Ask questions correctly, and all you need is a yes/no answer. You only have a minute to do it. Since it doesn’t cost any materials, casting it every evening to learn more about your current situation is a wise choice.

Contagion. Hit the target with a melee spell and they are poisoned for three turns. You also get to choose a disease to infect your target with.

Greater Restoration. A crucial healing spell that every Cleric should have on them.

Holy Weapon. It lasts for an hour and can be cast as a Bonus Action. You are supposed to cast and attack in the same turn, but Clerics can’t do this so cast the spell on an ally that can if you want it to actually be effective.

Scrying. It’s not as powerful as it was in previous editions. However, once you do you can spy on major characters and learn more about their plans. Use it at every opportunity.

Summon Celestial. You get a pet melee Fighter that can also grant Temporary Hit Points (Defender). However, there is also an option for a ranged warrior that shoots lasers instead of arrows (Avenger). They both deal radiant damage and can fly.

6th Level Spells

Blade Barrier. It has good AoE damage and provides decent coverage. There is no level-scaling, which is a shame, and there is nothing to stop enemies from just running through the wall.

Heal. It’s a great healing spell that is one of the best in the game. Ideal for giving your allies (or yourself) a boost during combat.

Hero’s Feast. The duration is instantaneous, but the effects of eating the feast last 24 hours. It helps protect you from poison and fear while also giving you an advantage on all Wisdom saving throws. 2d10 extra Hit Points (even though they are temporary) is a small but still helpful boost to your party’s durability.

True Seeing. It lasts an hour and is extremely powerful. While it does cost 25 gold in materials, that’s small change once you reach this level.

Word of Recall. This is a great way to escape an encounter and get somewhere safe if things are going south for you and your party.

7th Level Spells

Conjure Celestial. A CR 4 creature will likely feel underwhelming in combat, so try to find other ways for the summon to be useful.

Divine Word. It works in a similar way to Banishment, but it was designed for creatures that are already fairly weak. They are also stuck for 24 hours, so they can’t Plane Shift back to the battlefield – giving you peace of mind.

Etherealness. This is a fantastic scouting/escape option. It lasts for 8 hours, and unless you’re fighting ethereal enemies, you’re untouchable. You can see and hear into the material plane, allowing you to spy on other creatures in person without their knowledge.

Plane Shift. A great long-distance travel spell as well as a good single-target. You can just get rid of your enemies with the click of your fingers… and a tuning fork. You’re going to need one for the specific Planes that you wish to access.

Regenerate. It lasts for an hour, and the Hit Point regeneration is incredible. The thing is, losing limbs is pretty rare so that does make it a fairly situational spell to have prepared.

8th Level Spells

Antimagic Field. It is situational, but also very powerful. Even with a small radius, removing magic from the battlefield is a serious move. As a spellcaster, you have to remember you are turning off your own tools when you use this. Get the mace out.

Holy Aura. The ultimate defensive buff. For one minute your party is incredibly difficult to harm. Undead can be blinded, but that’s such a minor part of the effect that it doesn’t matter much.

Sunburst. This works a lot like Fireball, but it blinds the targets and has three times the radius. The targets can use a Constitution save every turn to remove the blindness, but they will have to spend at least one turn completely blind.

9th Level Spells

Mass Heal. 700 hit points is enough to fully heal most parties of 20th-level characters. Dropping this mid-combat is a great way to turn a fight around.

Power Word Heal. Full healing and removing a bunch of status conditions in one spell is really tempting, but preventing all of that damage and all of those conditions with Foresight will work much better. Mass Heal does provide more and gives a more even split.

To Conclude

Clerics really are one of the most powerful and versatile classes in the game. You can go from front line fighter to healer in the blink of an eye, and you will always be one of the most valuable members of the team as a result. There are also so many Domains to choose from, which means you have the option to create countless builds with different focal points.

If you’ve chosen a Cleric for your next campaign, we’d love to hear more about the character that you created. What kind of build did you go for? Are you enjoying playing it? Make sure you leave us a comment below so that we can hear more about the fun you’re having at the table.

Other Class Guides

Join our Patreon

Join The Regulars and receive exclusive perks by supporting our inn!

Join our Discord

Join our adventuring family!

Share this post:

Leave a Comment

Your email address will not be published. Required fields are marked *