- [NEW 21 MAY] Hit Dice: d8
- Cleric: has an interesting mix of healing and other options. Cleric getting back to the cleric of 1E that fights with a mace and shield and gets his party back up.
- Core is Vancian (like Wizard).
- "I don't think 'requiring someone to be a healer' is a sacred cow, but having healers in the game is. I wouldn't want to see D&D do away with healing, but I don't think there's anything keeping us from exploring a version of D&D where players can simply play anything they want, ignoring concepts like role and function when putting together their party. To do so, we would need to take a serious look at the way player resources are allocated in D&D, and make some adjustments to the assumptions behind the design of everything from adventures to encounters to monsters." - Rodney Thompson.
- "...the cleric was very, VERY adept at stabilizing people, like, move-attack-YOUARENOTDYING good at it." [source]
- "Seemed like standard low-level 2e/3e fair, cure wounds, bless, etc. Nothing huge, fancy, or off-the-wall." [source]
- [NEW 21 MAY] "Our new take on domains moves a little closer to spheres in intent." - Mike Mearls.
- [NEW 19 JUNE] "Cleric domains represent a baseline choice that clerics make that flavor many of the abilities they gain. First of all, much like spheres in 2nd Edition, the cleric's choice of domain opens up new options for the spells that cleric can prepare each day. Second, the cleric's choice of domain grants some baseline class features that alter how the character plays; for example, the cleric who chooses the War domain gains proficiency in heavy armor and shields, while the cleric who chooses the Sun domain gains resistance to radiant damage. At higher levels, the cleric's domain choice helps provide more powerful class features that form an integral part of the cleric's play style; again, as an example, the War domain cleric might gain the ability to cast a spell and make a melee attack as a single action, while the Sun domain cleric could get a free radiant lance spell once per round." - Rodney Thompson.
[NEW 23 APRIL]
Mike Mearls summarizes the cleric's design goals in this article
- The cleric is a healer
- The cleric is a divine spellcaster
- Divine magic is subtle and indirect
- The cleric is an armored warrior
- Clerics reflect the gods
"You can imagine having a set of healing spells that allow you to aid your allies while still attacking, while also having different spells that take your entire turn. As a player, you can decide to focus on serving as a healer, choose to straddle the middle ground between fighting monsters and helping your allies, or even opt to pick spells such as bless or lance of faith and then emphasize the warrior aspect of your character."
- Mike Mearls discusses turning undead in this column: "When a cleric attempts to turn the undead, he or she makes a Charisma check (presumably with a bonus based on cleric levelómaybe +1 per 2 levels?). All the undead within a 30-foot cone in front of the cleric are subject to the turn attempt. Each undead creature has a turn DC embedded in its description. If the cleric succeeds against a creature, the creature suffers the effects described alongside its turn DC. If the check fails, the cleric's attempts to turn that specific creature automatically fail for the next 24 hours. This approach places the effects related to a turn attempt within the individual creature's description, which allows DMs and designers to determine what happens when you turn a specific type of undead monster."
- "I like the literal idea of turning, as in turning away the undead from the cleric rather than blasting them with holy energy." - Mike Mearls.