Cleric 2024

Disclaimer: this is the Cleric according to the information WotC released so far, not yet the official 2024 version.

Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel that energy to bolster people and to battle foes.

Because their power is a divine gift, Clerics typically associate themselves with temples or shrines dedicated to whatever deity or other immortal force unlocked their magical ability. Harnessing divine magic doesn’t rely on specific training, yet a Cleric might learn formulaic prayers and ancient rites that help them focus their minds and spirits on drawing power from the Outer Planes. Even a Cleric who declines to worship their divine benefactor might perform their benefactor’s rites if doing so helps the Cleric feel connected to the immortal realms.

Cleric DnD 2024Not every acolyte or officiant at a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their devotion through prayer and rituals, not through magic. Some of the most influential high priests are incapable of harnessing divine magic, and a few of them feel threatened when a Cleric appears. Many can pray, and some mortals claim to speak for the gods. But few can marshal the power of those gods the way a Cleric can.

Core Cleric Traits
Primery Ability Wisdom
Hit Dice Die d8 per cleric level
Saving Throws Proficiencies Wisdom, Charisma
Skill Proficiencies Choose 2 skills from History, Insight, Medicine, Persuasion, and Religion
Weapons Proficiencies Simple Weapons
Armor Training Light Armor, Medium Armor, Shields
Starting Equipment You start with the following equipment, or you can forgo it and spend 110 gp on equipment of your choice.
Chain Shirt, Holy Symbol, Mace, Priest’s Pack, Shield, 7 gp

Cleric Class Features

 
  Prof.   Channel   Prepared - Spell Slots per Spell Level -
Level Bonus Class Features Divinity Cantrips Spells 1 2 3 4 5 6 7 8 9
1 +2 Divine Order, Spellcasting - 3 4 2 - - - - - - - -
2 +2 Channel Divinity 2 3 5 3 - - - - - - - -
3 +2 Cleric Subclass 2 3 6 4 2 - - - - - - -
4 +2 Ability Score Improvement 2 4 7 4 3 - - - - - - -
5 +3 Sear Undead 2 4 9 4 3 2 - - - - - -
6 +3 Subclass Feature 3 4 10 4 3 3 - - - - - -
7 +3 Blessed Strikes 3 4 11 4 3 3 1 - - - - -
8 +3 Ability Score Improvement 3 4 12 4 3 3 2 - - - - -
9 +4 Commune 3 4 14 4 3 3 3 1 - - - -
10 +4 Divine Intervention 3 5 15 4 3 3 3 2 - - - -
11 +4 - 3 5 16 4 3 3 3 2 1 - - -
12 +4 Ability Score Improvement 3 5 16 4 3 3 3 2 1 - - -
13 +5 - 3 5 17 4 3 3 3 2 1 1 - -
14 +5 Improved Blessed Strikes 3 5 17 4 3 3 3 2 1 1 - -
15 +5 - 3 5 18 4 3 3 3 2 1 1 1 -
16 +5 Ability Score Improvement 3 5 18 4 3 3 3 2 1 1 1 -
17 +6 Subclass Feature 3 5 19 4 3 3 3 2 1 1 1 1
18 +6 - 4 5 20 4 3 3 3 3 1 1 1 1
19 +6 Epic Boon* 4 5 21 4 3 3 3 3 2 1 1 1
20 +6 Greater Divine Intervention 4 5 22 4 3 3 3 3 2 2 1 1

As a Cleric, you gain the following class features when you reach the specified levels in this class. These features are listed on the Cleric table.

Level 1: Divine Order

You have dedicated yourself to one of the following sacred roles of your choice:

Protector. Trained for battle, you gain Martial Weapon proficiency and Heavy Armor training.

Thaumaturge. You know one extra cantrip from the Divine Cleric spell list (see your Spellcasting feature for information on preparing spells). In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Religion) and Intelligence (Arcana)* checks. The bonus equals your Wisdom modifier (minimum of +1).

Level 1: Spellcasting

You have learned to cast spells through prayer, meditation, and devotion. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Cleric.

Cantrips. You know three cantrips of your choice from the Divine Cleric spell list. Rather than choosing, you may start with Guidance, Sacred Flame, and Thaumaturgy.

Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Divine Cleric spell list. When you reach 4th and 10th level in this class, you learn another cantrip of your choice from the Divine Cleric spell list, as shown in the Cantrips column of the Cleric table.

Spell Slots. The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a Long Rest.

Prepared Spells of 1st+ Level. You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose four 1st-level spells from the Divine Cleric spell list. Rather than choosing, you may start with Bless, Cure Wounds, Guiding Bolt, and Shield of Faith.

The number of spells on your list also increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric table. Whenever that number increases, choose additional spells from the Divine Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level Cleric, your list of prepared spells can include six spells of 1st or 2nd level, in any combination.

If another Cleric feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing one or more of the spells there with other Divine Cleric spells for which you have spell slots. Preparing a new list requires time spent in prayer and meditation: at least 1 minute per spell level for each spell you add to the list.

Spellcasting Ability. Wisdom is your Spellcasting Ability for your Cleric spells.

Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for the spells you prepare for this class.

Level 2: Channel Divinity

You gain the ability to channel divine energy directly from the Outer Planes, using that energy to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use your Channel Divinity, you choose which effect to create, and you gain additional effect options at higher levels in this class.

You can use Channel Divinity twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric table.

If a Channel Divinity effect requires a saving throw, the DC equals the Spell Save DC from this class’s Spellcasting feature.

Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at them. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant (your choice) damage equal to that total. On a successful save, the creature takes half as much damage (round down).

You roll an additional d8 when you reach certain Cleric levels: 7th level (2d8), 13th level (3d8), and 18th level (4d8).

Turn Undead. As a Magic action, you present your Holy Symbol and speak a prayer censuring Undead creatures. Each Undead within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it has the Frightened and Incapacitated conditions for 1 minute. This effect ends early on the creature if it takes any damage, you have the Incapacitated condition, or you die.

Level 3: Cleric Subclass

You gain a Cleric subclass of your choice: Life Domain, Light Domain, Trickery Domain, or War Domain. Subclasses are detailed after this class’s description.

A subclass is a specialization that grants you special abilities at certain Cleric levels. For the rest of your career, you gain each of your subclass’s features that are of your Cleric level and lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

As shown on the Cleric table, you gain this feature again at levels 8, 12, and 16.

Level 5: SMITE UNDEAD Sear Undead

You can cause your Turn Undead feature to smite the undying; whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll’s total. This damage doesn’t end the turn effect.

Level 7: Blessed Strikes

Divine power infuses you in battle. You gain one of the following options of your choice:

Divine Strike. Once on each of your turns when you hit a creature with an attack with a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant (your choice) damage.

Potent Spellcasting. You add your Wisdom modifier to the damage you deal with any Divine cleric cantrip.

If you get either option from another source, you use only the option you chose for this feature.

Level 9: COMMUNE

In the past, you have reached the divine source of your power through prayer. Now you can also have brief conversations; you always have the Commune spell prepared.

Level 10: Divine Intervention

You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Divine Cleric spell of 5th level or lower that doesn’t require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing material components. You then can’t use this feature again until you finish a Long Rest.

Level 14: Improved Blessed Strikes

The option you chose for Blessed Strikes grows more powerful:

Divine Strike. The extra damage of your Divine Strike increases to 2d8.

Potent Spellcasting. When you cast a Divine cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.

Level 19: Epic Boon*

You gain an Epic Boon feat.

Level 20: Greater Divine Intervention

You are able to call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you can’t use Divine Intervention again until you finish 2d4 Long Rests.

When you cast Wish with this feature, you are immune to the stress caused by using Wish to do something other than casting a spell.

Cleric Subclasses

A Cleric subclass is a specialization that grants you special abilities at certain Cleric levels, as specified in the subclass. Each Cleric subclass is named after a domain of existence that is favored by a god, a pantheon, or a religious order. When you choose a subclass, you decide why your Cleric chose that domain. This section presents the following subclasses: Life Domain, Light Domain, Trickery Domain, and War Domain.

Life Domain

Cleric Domain of Life DnD 2024The Life Domain focuses on the vibrant positive energy—one of the fundamental forces of the multiverse—that sustains all life. Clerics who tap into this domain are masters of healing, using that force of life to cure many hurts.

Existence itself relies on the positive energy associated with this domain, so a Cleric of any religious tradition might choose it. This domain is associated with agricultural deities, sun gods, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the powers of this domain.

Level 3: Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.

Life Domain Spells
Cleric Level Prepared Spells
3rd Aid, Bless, Cure Wounds, Lesser Restoration
5th Mass Healing Word, Revivify
7th Aura of Life, Death Ward
9th Greater Restoration, Mass Cure Wounds

Level 3: Disciple of Life

Your healing spells are empowered by life itself. When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot’s level.

Level 3: Preserve Life

As part of casting a prepared Abjuration spell from the Divine Cleric spell list, you can expend uses of Channel Divinity to create a spell slot to use for the casting. You must expend a number of Channel Divinity uses equal to the spell’s level. For example, you can expend one use of Channel Divinity to create a 1st-level spell slot for a casting of Shield of Faith if you have that spell prepared.

Level 6: BLESSED HEALER

The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one creature other than you, you regain Hit Points equal to 2 plus the spell slot’s level.

Level 17: SUPREME HEALING

When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don’t roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.

Light Domain

The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and the power of their deities’ discerning vision, charged with chasing away lies and burning away darkness.

The Light Domain is associated with gods of truth, vigilance, beauty, insight, and renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky. Others are sentinels who pierce every shadow and deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Religious orders focused on combating the Undead also draw on the power of this domain.

Level 3: Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.

Light Domain Spells
Cleric Level Prepared Spells
3rd Burning Hands, Faerie Fire, Moonbeam, See Invisibility
5th Daylight, Fireball
7th Arcane Eye, Wall of Fire
9th Flame Strike, Scrying

Level 3: Warding Flare

When a creature that you can see within 30 feet of you makes an attack roll, you can use your Reaction to impose Disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

Level 3: Radiance of the Dawn

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit sunlight in a 30-foot-radius sphere centered on yourself. Any magical darkness—such as that created by the Darkness spell—in the sphere is dispelled. Additionally, each creature of your choice in the sphere must make a Constitution saving throw, taking Radiant damage equal to 2d10 + your Cleric level on a failed save, or half as much damage on a successful one.

Level 6: REVEALING LIGHT Improved Warding Flare

As a Bonus Action, you can present your Holy Symbol and cast See Invisibility without expending a spell slot. When you cast it in this way, your allies also gain the benefit of the spell while within 10 feet of you. Until the spell ends, you emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. You can end the spell early as a Bonus Action.

Once you use this feature, you can’t do so again until you finish a Long Rest.

When you use Warding Flare to protect somebody, you now also can give them temporary Hit Points.

Also, you regain all uses of Wardnig Flare whenever you finish a Short or a Long Rest.

Level 17: Corona of Light

As a Magic action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 60-foot radius and Dim Light for an additional 30 feet. Your enemies in the Bright Light have Disadvantage on saving throws against your Radiance of the Dawn and any spell that deals Fire or Radiant damage.

Trickery Domain

The Trickery Domain offers magic of deception, illusion, and stealth. Clerics who wield this magic are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, and theft rather than direct confrontation.

Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They embody the forces of change and social upheaval, and they’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Religious orders that operate in secret, especially those that seek to undermine oppressive governments or hierarchies, also draw on the power of the Trickery Domain.

Level 3: Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Trickery Domain Spells table, you thereafter always have the listed spells prepared.

Trickery Domain Spells
Cleric Level Prepared Spells
3rd Charm Person, Disguise Self, Invisibility, Pass without Trace
5th Hypnotic Pattern, Nondetection
7th Confusion, Dimension Door
9th Hold Monster, Mislead

Level 3: Blessing of the Trickster

As an action, you can choose yourself or a willing creature within 30 feet of yourself to gain Advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again until the end of your next Long Rest*.

Level 3: Invoke Duplicity

You can use your Channel Divinity to create an illusory duplicate of yourself.

As a Bonus Action, you can expend one use of your Channel Divinity to teleport up to 30 feet to an unoccupied space you can see, and you create a perfect visual illusion of yourself in the space you left. The illusion lasts for 1 minute, but it ends early if you have the Incapacitated condition or dismiss it as a Bonus Action.

While the illusion persists, you gain the following benefits:

Cast Spells. You can cast spells as though you were in the illusion’s space, but you must use your own senses.

Distract. When both you and your illusion are within 5 feet of a creature that can see the illusion, you have Advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Move. As a Bonus Action, you can move the illusion up to 30 feet to an unoccupied space you can see that is within 120 feet of yourself, and you can then teleport, swapping places with the illusion.

Level 6: TRICKSTER’S MAGIC

If you cast a spell of the Illusion school using a spell slot, you can change the spell’s casting time to a Bonus Action for this casting, provided the spell’s casting time is normally an action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a Long Rest.

Whenever you take your bonus action to create the illusion of Invoke Duplicity, you can teleport, swapping places with the illusion*.

Level 17: Improved Duplicity

The illusion of your Invoke Duplicity has grown more powerful. When you create it, you can teleport up to 120 feet rather than 30 feet, and when you move it, you can move it up to 60 feet rather than 30 feet. In addition, when you and your allies make attack rolls against a creature within 5 feet of the illusion, the attack rolls have Advantage. Finally, when the illusion ends, you or a creature of your choice within 5 feet of it regains a number of Hit Points equal to your Cleric level.

War Domain

Cleric Domain of War DnD 2024War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. Clerics who tap into the magic of the War Domain excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.

Gods of the War Domain watch over warriors and reward them for their great deeds. They include champions of honor and chivalry as well as gods of destruction and pillage. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

Level 3: Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the War Domain Spells table, you thereafter always have the listed spells prepared.

War Domain Spells
Cleric Level Prepared Spells
3rd Divine Favor, Magic Weapon, Shield of Faith, Spiritual Weapon
5th Crusader’s Mantle, Spirit Guardians
7th Freedom of Movement, Stoneskin
9th Destructive Wave, Hold Monster

Level 3: War Priest

Your training with weapons allows you to use the Mastery property of one kind of Simple or Martial weapon with which you have proficiency. Whenever you finish a Long Rest, you can change the kind of weapon you chose to another eligible kind.

In addition, you can make one weapon attack or unarmed strike* as a Bonus Action. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short Rest or Long Rest.

Level 3: Guided Strike

When you or a creature within 30 feet of you misses with an attack roll, you can use your Reaction to expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit.

Level 6: War God's Blessing

Whenever you cast Shield of Faith on another creature, the spell also affects you.

In addition, you can cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Short Rest or Long Rest.

You can expend uses of Channel Divinity to cast Shield of Faith or Spiritual Weapon without using a spell slot, and without requiring Concentration, for up to 1 minute*.

Level 17: Avatar of Battle

You gain resistance to Bludgeoning, Piercing, and Slashing damage.