The D&D 5th Edition Cleric is a versatile class, acting as a divine intermediary who channels the power of a deity or cosmic force. They are known for their healing and support capabilities but can also be potent damage dealers and protectors. Here's a breakdown of key information:
Core Concepts:
Divine Magic: Clerics are conduits for divine power, using it to create miraculous effects. This power comes from their devotion and an intuitive understanding of their deity's will, not necessarily from rigorous study.
Class Features:
Hit Points: They have a d8 hit die per level, making them more resilient than some other full casters.
Proficiencies:
Armor: Light armor, medium armor, shields. Some subclasses grant proficiency with heavy armor.
Spellcasting:
Clerics are full spellcasters, meaning their spell progression is on par with Wizards and other primary spellcasting classes.
Wisdom is their primary spellcasting ability.
They can prepare a number of cleric spells each day equal to their Wisdom modifier + their cleric level (minimum of one spell).
They know three cantrips at 1st level, with more gained at higher levels.
They have a number of spell slots to cast spells of 1st level and higher, as shown in the Cleric table. These slots are regained after a long rest.
Clerics can cast cleric spells as rituals if the spell has the ritual tag and is prepared.
They use a holy symbol as a spellcasting focus.
Divine Order (Level 1): At 1st level, you choose a Divine Domain, which acts as your subclass and provides unique features at various levels.
Channel Divinity (Level 2): This feature allows you to channel divine energy for various effects. You start with two options:
Turn Undead: As an action, you present your holy symbol and can cause undead creatures to be frightened or even destroyed.
An additional effect determined by your chosen Divine Domain. You gain more Channel Divinity options as you level up. You start with two uses of Channel Divinity, regaining expended uses after a short or long rest.
Ability Score Improvement (Level 4, 8, 12, 16, 19): You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
Blessed Strikes (Level 8): Once on each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d8 radiant damage to the target. Alternatively, some domains grant Potent Spellcasting at this level, adding your Wisdom modifier to the damage you deal with cleric cantrips.
Divine Intervention (Level 10): You can beseech your deity for aid. The DM determines the nature of the intervention, with higher-level clerics having a greater chance of success.
Improved Blessed Strikes (Level 14): The extra damage from Blessed Strikes increases to 2d8.
Greater Divine Intervention (Level 20): Your success with Divine Intervention becomes automatic.
Divine Domains (Subclasses):
Your choice of Divine Domain significantly impacts your cleric's abilities and role. Here are some examples of the available domains:
Life Domain: Focuses on healing and protecting allies. Grants proficiency with heavy armor and powerful healing bonuses.
Light Domain: Centers on radiant damage and protection from darkness. Grants access to damaging spells like fireball and the Warding Flare reaction.
Trickery Domain: Emphasizes illusion, deception, and stealth. Grants the Blessing of the Trickster for advantage on Dexterity (Stealth) checks and the Invoke Duplicity ability to create an illusory duplicate.
War Domain: Dedicated to battle and martial prowess. Grants proficiency with martial weapons and heavy armor, as well as combat-oriented Channel Divinity options like War God's Blessing.
Tempest Domain: Commands the power of storms and the sea. Grants proficiency with martial weapons and heavy armor, along with abilities related to lightning and thunder damage.
Knowledge Domain: Values learning, lore, and memory. Grants proficiency in two Intelligence-based skills and the ability to become proficient in a skill or tool temporarily.
Nature Domain: Draws power from the natural world. Grants proficiency with heavy armor and one Druid cantrip, as well as domain spells with a natural theme.
Death Domain: (Dungeon Master's Guide) Focuses on necromantic magic and dealing with the undead.
Forge Domain: (Xanathar's Guide to Everything) Patron of creation, smithing, and protection. Grants proficiency with heavy armor and the ability to enhance armor and weapons.
Grave Domain: (Xanathar's Guide to Everything) Acts as a guardian against the undead and a shepherd of souls.
Order Domain: (Guildmasters' Guide to Ravnica/Tasha's Cauldron of Everything) Emphasizes law, obedience, and discipline.
Peace Domain: (Tasha's Cauldron of Everything) Promotes harmony and unity, offering powerful support and defensive abilities.
Twilight Domain: (Tasha's Cauldron of Everything) Bridges the gap between light and darkness, offering both offensive and defensive capabilities, particularly in dim light or darkness.
Arcana Domain: (Sword Coast Adventurer's Guide) Blends divine and arcane magic, granting access to some wizard cantrips and spells.
Ability Scores:
Wisdom is the most crucial ability score for a cleric as it determines their spellcasting ability, spell save DC, and the number of spells they can prepare.
Constitution is also vital for hit points and maintaining concentration on spells.
Depending on your chosen domain and desired playstyle, Strength or Dexterity can be important if you plan on using weapon attacks. Strength is generally favored for heavy armor users, while Dexterity is better for those relying on finesse weapons or medium armor.
Charisma is useful for skills like Persuasion and can affect some domain features.
Intelligence is typically the least important ability score for most clerics, as they have few Intelligence-based skills.