D&D Cleric 5e Guide

Published on February 2, 2022, Last modified on December 6th, 2024

In this post, we will be examining the cleric’s class features and how you can optimize your cleric through choosing your race, background, ability scores, subclass, feats, and spells.

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Cleric 5e Guide Rating Scheme

This guide is meant as a deep dive into the DnD 5e cleric. For a quick overview of other 5e classes, check out our Guide to DnD 5e Classes.

The color code below has been implemented to help you identify, at a glance, how good that option will be for your cleric. This color coding isn’t a hard and fast rule; there are plenty of sub-optimized options out there that will be viable to your party and will be fun to play.

  • Red : Isn’t going to contribute to the effectiveness of your character build at all
  • Orange : Situationally good, but a below-average option otherwise
  • Green : A good option
  • Blue : A great option, you should strongly consider this option for your character
  • Sky Blue: An amazing option. If you do not take this option your character would not be optimized

D&D 5e Cleric Overview

Level Prof. Bonus Features Cantrips Known Spell Slots per Spell Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2
2nd +2 Channel Divinity (1/rest), Divine Domain feature 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Destroy Undead (CR 1/2) 4 4 3 2
6th +3 Channel Divinity (2/rest), 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 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 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 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 (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 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

Playstyle

When most people think about the ceric class, they think of the quiet party member who heals those in need and throws some ranged spells around when no one’s hurt. While 5e’s cleric can be like that, they can also be heavy armor wearing, mace wielding, summoning-lighting-bolts-with-one-hand-while-mass-party-healing-with-the-other…ers. Like druids and bards, clerics are spellcasters that have a ton of versatility and a long list of roles they can fill.

Strengths

The cleric’s spell list has a definitive focus on healing and buffing your party members. Keeping everyone in the fight by healing or making them harder to kill is extremely valuable to any party.

After spellcasting, Domains are the cleric’s biggest class feature. A cleric’s Domain is a defining aspect of your character as they represent what your cleric worships. Each Domain gives you bonus Domain Spells, unique abilities, and a bonus to damage with either spells or weapons. Like warlocks, clerics get their domains at 1st-level which can inject some potent class features in the early game.

Weaknesses

Having a solid healer/buffer in your party is indispensable, although some might call it the “boring” job. While 5e cleric builds can be varied and don’t have to necessarily focus on healing, your party may rely on you for support when situations get rough. Announcing you are playing a cleric is kind of like announcing you will be the designated driver, your friends are likely to get themselves into a bit more trouble knowing they have someone to bail them out.

Apart from that, the biggest issue clerics are likely to run into is that their spell list contains a lot of concentration spells. Concentration forces spellcasters to remain focused on a spell for the duration of its effect and will cause them to drop the spell if they take enough damage or cast another spell that requires concentration. If you’re not careful, you can end up wasting a spell slot or dropping a spell at an inopportune moment because of poor concentration management.

Best Races for Your D&D Cleric

Choosing a race that complements the cleric’s divine connection and versatile abilities is key to creating a character that truly shines. If you need help navigating the myriad options, our Guide to Cleric Races has you covered.

For a quick pick from the Basic Rules or Player’s Handbook, Hill Dwarves are a standout choice. With a +2 bonus to Constitution and +1 to Wisdom, they align perfectly with a cleric’s primary ability scores. Their Dwarven Toughness trait adds extra hit points, enhancing durability—something every frontline healer or spellcaster can appreciate.

Best Backgrounds for Clerics

Acolyte: This background makes sense for most clerics lorewise, and also offers Insight and some bonus languages. Shelter of the Faithful can have valuable contributions to your role-play.

City Watch: Again, Insight is a good pickup, bonus languages, and Athletics is nice if going for a STR build.
Courtier: Insight, languages, and Persuasion can be helpful if you haven’t dumped CHA.
Faction Agent: Languages, Insight, and another skill of your choice means you can get Perception.
Far Traveler: Free language, Insight, and Perception. Instruments can be fun, but not very useful.

Guild Artisan: Insight, Persuasion is good if you haven’t dumped CHA, and a language.

Hermit: Medicine skill and the herbalism kit can be handy to make potions, especially since everyone will probably be expecting you to be the healer anyway.

Ability Scores

Ability Score Increases (ASI) at 4th, 8th, 12th, 16th, and 19th level.

Prioritize WIS over everything else. Make sure you have a solid amount of CON, then decide between STR and DEX depending on your armor and weapon choices.

STR: Bad for light armor clerics, good for heavy armor clerics. Heavy armor clerics will need to get this to 15 in order to make use of plate armor unless they are a dwarf.

DEX: Good for light armor clerics, bad for heavy armor clerics. This will be beneficial for AC, DEX saves, and stealth checks which light armor clerics have a better chance of making use of.

CON: You need to be alive to heal your party members, and CON helps you achieve that goal.

INT: Don’t bother with INT.

WIS: Clerics cast spells with their WIS, so pump this as high as you can.

CHA: Clerics shouldn’t try to focus on social skills outside of WIS-based ones. If you must, the overall effectiveness of the character will suffer.

Cleric Class Progression

1st Level

Hit Points: Clerics have a middle-of-the-road d8 hit dice. Better than the Sorcerer and Wizard, but the problem is that clerics tend to be in the middle of the fray instead of in a ranged position. A decent AC paired with their powerful healing spells should mitigate some of this risk.

Saves: WIS and CHA saves tend to be pretty useful, especially at higher levels.

Weapon/Armour Proficiencies: Light armor, medium armor, shields, and simple weapons is enough to survive early on. Specializing in a specific armor and weapon type will be necessary to get the full mileage out of this class.

Skills: Clerics aren’t known for their diverse skillset. They can only choose two of the following five skills.

  • History (INT): Good for learning about your campaign setting, but your INT will be pretty low.
  • Insight (WIS): Insight is the best of the bunch here. It gets used a lot and is WIS-based so you will have a solid bonus.
  • Medicine (WIS): A bit redundant for stabilizing unconscious creatures since you are the best healing class in the game. That being said, it’s a pretty flavorful skill to have on a cleric and can be used for other purposes (identifying poisons, determining cause of death, etc.)
  • Persuasion (CHA): Most clerics won’t have good CHA, but Persuasion is good to have if nobody else does.
  • Religion (INT): Good for flavor, but your INT will be pretty low.

Spellcasting: Clerics cast their spells with WIS. Despite their ability to tank, they are considered a full caster class. 5e clerics know, and can therefore prepare, any cleric spell that they are of a high enough level to cast. If that wasn’t good enough, the spells in their Divine Domain of choice are always prepared for free. On top of their ability to prepare a great list of spells depending on what they are expecting that day, clerics get access to ritual casting which is an awesome way to conserve spell slots. Another awesome aspect of the cleric’s spellcasting is they are able to wear their spellcasting focus on their shield or clothes, allowing them to cast spells with material components without the need of a free hand.

With access to so many spells, and powerful ones at that, clerics can give the Wizard’s diverse spell list a run for their money.

Divine Domain: At 1st level, clerics get to choose their Divine Domain. A cleric’s Divine Domain completely defines how the build plays, some offer Heavy armor proficiency and an increase to melee weapon attacks, while others offer a boost to spellcasting or healing.

For a detailed breakdown of the strengths and features of each Domain, explore our Guide to Cleric 5e Subclasses.

  • Arcana Domain: Arcana Domain Clerics get access to useful spells as well as cantrips from the Wizard spell list, granting new options to support the party. This subclass fares best against celestials, elementals, fey, fiends, and undead.
  • Death Domain: The Death Domain focuses on dealing damage to your enemies with necrotic damage instead of buffing and healing allies. There are interesting roleplay opportunities here, because unlike most clerics, this subclass is intended to worship evil gods or deities.
  • Forge Domain: The Forge Domain has one of the most well-rounded spell lists of the Cleric subclasses, along with some pretty stellar subclass features.
  • Grave Domain: The Grave Domain commits to a balance between life and death, offering a mixture of damage and healing abilities.
  • Knowledge Domain: Knowledge Domain Clerics excel in campaigns where information is king. If you won’t be doing a lot of investigating, many of the spells and abilities may feel wasted.
  • Life Domain: Life Domain Clerics are perfect for players who need a healer in the party. This subclass is considered the best healer character in the game.
  • Light Domain: Light Domain Clerics play more of a damage dealing role than a support one. This subclass has excellent spells and powerful higher level subclass features.
  • Nature Domain: The Nature Domain spells are pretty weak and uninteresting, though several of the subclass features are very powerful. This is the pick if you want to be closer to a Druid in playstyle.
  • Peace Domain: Peace Domain Clerics have good protective spells, but their features are where they really shine, edging this subclass into the near-broken territory.
  • Tempest Domain: The Tempest Domain Cleric has a nice theme to it while offering some good Area of Effect damage and control, though nothing here explicitly buffs your allies in battle
  • Trickery Domain: Trickery Domain Clerics have an excellent spell list that feels like a combination of a Rogue and a Wizard, though this also makes them more vulnerable in battle as they aren’t necessarily meant to tank.
  • Twilight Domain: Twilight Domain clerics have a strong set of protective and buff spells and some of the best class features out of all clerics. Twilight clerics like their allies to be close to them to get the full benefits of their powerful aura.
  • War Domain: War Domain Clerics care more about melee fighting than spellcasting, but without permanent extra attacks it falls a bit short.

2nd Level

Channel Divinity: Turn Undead provides a solid debuff against a popular creature type and can even destroy lower CR undead as they level up. Channel Divinity also comes with some great additional uses depending on which Divine Domain you choose. It also resets on a short rest, which allows you to use it plenty of times in an adventuring day, even at lower levels.

Harness Divine Power: Depending on your subclass this may or may not be worth it. The most you can get out of a usage of your Channel Divinity is a 3rd level slot at 17th level and some Channel Divinity options are stronger than 3rd level spells.

4th Level

Cantrip Versatility: Being able to trade out a cantrip is always useful if you find that one isn’t working well for you.

5th Level

Destroy Undead: More undead hate, but a weaker one due to CR limiting. There are ~20 undead creatures that can be forced to save or die right at 5th level and it just gets better from there. By 17th level,  there are close to 80 monsters that can be affected by destroy undead. One round of insta-killing a couple of undead baddies your DM has thrown at your party will make them think twice about which undead creatures they throw at you in the future.

8th Level

Blessed Strikes: If you plan on running a ranged/melee versatile build, this can be worth it. Otherwise, the Divine Strike or Potent Spellcasting features are better.

10th Level

Divine Intervention: An interesting class feature. If your creativity knows no bounds, Divine Intervention can be extremely cool. The effect is deliberately vague in the Player’s Handbook, so its true potential will be at your DM’s discretion. Once you reach level 20 this becomes the cleric’s capstone ability. You won’t even need to make a roll, so expect your DM to reign in your craziest ideas. Still, it’s extremely flavorful and lets you flex your roleplaying.

Best Feats for Clerics

Check out our Guide to Cleric Feats.

Best Spells for Clerics

Check out our Guide to Cleric Spells.

Best Multiclass Options for Clerics

Multiclassing is always an opportunity cost; you have to determine if taking a level of another class is worth what you will lose from the original class. Many factors come into this decision, with the main factor being how long your campaign will run and, ultimately, what level you will be playing until.

Clerics aren’t the best class for multiclassing due to their reliance on multiple ability scores. Additionally, they can already cast spells and fight in melee range, so there isn’t too much to be gained from other classes. However, clerics are one of the more interesting classes to multiclass with. Clerics choose their domain at 1st-level, so builds can get a fair amount of value for just a one-level dip.

Druid: Druids also cast spells with WIS, so you won’t need to worry about INT or CHA. There are some good spells on the druid’s spell list that clerics usually can’t get, as well as Wild Shape. Although, clerics will have to forgo metal armor to multiclass into a druid.

Fighter: A few fighter levels can be great if you want to focus more on fighting than spellcasting. Access to all weapons and armor leaves you open to many build options. With Action Surge you could cast two spells in a single turn, laying down destruction or bringing your party up from the brink of defeat.

Monk: Monks also rely on WIS, ensuring that you won’t be wasting any stat points. This creates the possibility for a DEX-based cleric that dips into the Monk. Unarmored Defense could get you quite far with a high DEX score.

Wizard/Sorcerer: Combining the cleric and the wizard’s or sorcerer’s spell list will give you an absurd amount of spells to choose from, but will also delay getting access to the more powerful spells at higher levels. Low-level spells like absorb elements, shield, and feather fall will have a lot of utility on a cleric. The most common option is for wizards or sorcerers to take a one-level dip into cleric to pick up heavy armor proficiencies, the guidance cantrip, and healing spells.

Sources Used in This Guide

  • 2024 PHB: 2024 Player's Handbook
  • BR: Basic Rules
  • GotG: Bigby Presents: Glory of the Giants
  • SotDQ: Dragonlance: Shadow of the Dragon Queen
  • ERLW: Eberron: Rising from the Last War
  • EEPC: Elemental Evil Player’s Companion
  • EGtW: Explorer’s Guide to Wildemount
  • FToD: Fizban's Treasury of Dragon
  • GGtR: Guildmasters' Guide to Ravnica
  • MotM: Monsters of the Multiverse
  • MToF: Mordenkainen’s Tome of Foes
  • MOoT: Mythic Odyessys of Theros
  • PAitM: Planescape: Adventures in the Multiverse
  • PHB: Player's Handbook
  • SAiS: Spelljammer: Adventures in Space
  • SCoC: Strixhaven: A Curriculum of Chaos
  • SCAG: Sword Coast Adventurer’s Guide
  • TCoE: Tasha’s Cauldron of Everything
  • TTP: The Tortle Package
  • WBtW: The Wild Beyond The Witchlight
  • VRGtR: Van Richten's Guide to Ravenloft
  • VGtM: Volo's Guide to Monsters
  • XGtE: Xanathar’s Guide to Everything

Other Cleric Guides

Roland Drews

Roland Drews is a content creator and editor at Arcane Eye. When he isn't watching basketball or noodling on his guitar, you can find Roland reading, writing, or playing D&D. He currently lives in Bonn, Germany with his girlfriend Jess.

7 thoughts on “Cleric

  1. Hey, one thing. Great guide, but the Blessings of Knowledge 1st-level feature of the Knowledge Domain doesn’t just give proficiency in two good skills, it gives expertise in the skills chosen as well. This makes it almost certainly the best domain to choose for the classic and most likely optimal Cleric 1 -> Wizard 19 build, as both proficiency and expertise in two of your best skills, not to mention two more skills being proficient, much less expertise, is just huge in general in 5e (and a big part of the Half-Elf’s overall strength)… and languages can’t possibly hurt, even if Comprehend Languages is a ritual spell.

    Thanks for all your time and effort! <3

    1. Funny you mention that, we just updated the guide to include this! I find the best combo to be cleric 1 / wizard x. Wizards can then get access to heavy armor proficiency, the guideance spell, and healing spells.

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