This Cleric 5e Guide
The Cleric Class in Dungeons & Dragons Fifth Edition will be discussed in this Cleric 5e guide to aid you in creating your first Cleric. This Cleric 5e Guide will go over some of the perks provided by this class, as well as what you need to know about Cleric Divine Domains, Cleric abilities, and multi-classing options you should consider.
The Cleric Class
The Cleric class in D&D 5e is the best healing based class in the game. Not only are Clerics one of the few classes with access to healing magic, they are often capable of withstanding a few blows in combat. Some Clerics even specialize in combat, although most are happier buffing or healing their allies.
As a Cleric, you gain the following class features.
Hit Dice: 1d8 per Cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cleric level after 1st
Armor: Light armor, Medium Armor, Shields
Weapons: Simple weapons
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
You start with the following equipment, in addition to the equipment granted by your background: * (a) a mace or (b) a Warhammer (if proficient) * (a) Scale Mail, (b) Leather Armor, or (c) Chain Mail (if proficient) * (a) a Light Crossbow and 20 bolts or (b) any simple weapon * (a) a Priest’s Pack or (b) an Explorer’s Pack * A Shield and a holy Symbol.
The Cleric is a class that can be combined well with several other classes. What the Cleric lacks most is a true purpose outside of healing their allies. These combinations will likely increase a Cleric’s overall utility, or make them more effective in combat.
Paladin + Cleric
The Paladin is tied with the Cleric for the class most associated with religion. This multi-class combines the overwhelming fighting power of the Paladin with the utility of the Cleric. You can deal massive damage with a timely smite, then retreat and heal a downed ally.
Warlock + Cleric
The Warlock is likely the most aggressive of the magically oriented classes, while the Cleric is relatively tame in terms of triggering combat. This multi-class creates a funny situation for you to deal with. Will you follow the peaceful path of the Cleric and remain on the sidelines of battle, or will you blast your enemies with an Eldritch Blast at first sight?
Fighter + Cleric
The Fighter class is by far the most combat specialized, and the Cleric has middling combat abilities. However, this multi-class combines the fighting prowess of the Fighter with the healing and magical abilities of the Cleric to produce a valuable member of any party. Your allies will value you for both your deadly strikes, and your healing touch.
Spells for Clerics
The Cleric spell list suits the this class quite well, as most of the spells they have access to are used to buff or heal allies. At Level One, Clerics unlock Cure Wounds and Healing word to heal their allies, as well as Bless, Sanctuary, and Shield of Faith to buff allies. Level Two unlocks utility combat spells such as Aid, Enhance Ability, Lesser Restoration, Prayer of Healing, and Warding Bond. Even more powerful spells are unlocked beyond Level Two, and spellcasting will become one of the Cleric’s primary means of influencing the game.
At Level One, the Cleric must select a Divine Domain to specialize in. This domain will connect the Cleric to their chosen Deity and provide them with an assortment of abilities and benefits. There are fourteen approved Divine Domains in D&D 5e. Those are: Arcana, Death, Forge, Grave, Knowledge, Life, Light, Nature, Order, Peace, Tempest, Trickery, Twilight, War. The Divine Domain chosen will shape the way a Cleric acts and behaves in combat, so this decision should be carefully considered.
Arcana – A Domain that teaches the importance of magic and the arcana.
Death – A Domain that teaches the glory associated with the undead.
Forge – A Domain that teaches the importance of metalwork and the forge.
Grave – A Domain that teaches that there is a fine line between life and death.
Knowledge – A Domain that teaches the value of learning.
Life – A Domain that teaches the importance of maintaining life.
Light – A Domain that teaches the sanctity of light and the sun.
Nature – A Domain that teaches significance of the natural world.
Order – A Domain that teaches the value behind obeying the law.
Peace – A Domain that teaches the importance of peace and kindness.
Tempest – A Domain that teaches the glory behind sacrifice.
Trickery – A Domain that teaches the fun of trickery.
Twilight – A Domain that teaches the beauty of darkness.
War – A Domain that teaches Clerics to succeed in battle.
Cleric Level Breakdown
At Level One, a Cleric’s devotion to their chosen Deity is so strong that they gain magical abilities. Cleric’s at Level One know three cantrips and have two first level spell slots. They also must select a Divine Domain to specialize in, granting them special abilities. At Level Two, the Cleric gains an additional first level spell slot, unlocks a new Divine Domain feature, and earns the Channel Divinity ability. At Level Three, the Cleric earns a fourth first level spell slot, as well as two second level spell slots. At Level Four, the Cleric gains a third second level spells slot, and earns either an Ability Score Improvement or a new feat. Carefully consider this choice; Clerics may benefit greatly from certain powerful feats.