Cleric DnD 5E Class

Actually, the cleric class dnd 5e arms and eyes are upraised towards the sun and also the prayer upon his lips,even an elf begins for glowing with an inner light which may spills out for healing his battle-worn companions.

This dnd 5e class able to be chanting a song of glory, and the dwarf can swings his his axe in a wide swaths for cutting via the ranks of orcs which are arrayed against to him, also shouting a praise for the gods with by each and every foe’s fall.

It can be calling down a curse upon to the forces of undeath and also the human which lifts holy symbol like the light pours from it for the drive back the zombies which has been crowding in on her companions.

Actually, the d&d cleric class are an intermediaries in between the mortal world and even the distant planes of the gods. As like varied  as the gods which they could be serve, always the clerics do strive for the embody of an handiwork of their deities. But none of the ordinary priest and even a cleric has been imbued by the divine magic.

Healers and Warriors

This cleric dnd 5e class has the divine magic, like the name suggests, it is the power of the gods, even flowing from them into the world. All of the clerics are conduits for such power, also manifesting it like the miraculous effects. The god’s do not grant this power for everyone those whoever seeks for it, but only for choosing those for fulfilling a high calling.

It can be Harnessing its divine magic which isn’t rely on the study or on training. The cleric might be learnt its formulaic players and also some of its ancient rites, but their ability to cast their cleric spells would be relies on the devotion and an intuitive sense of the deity’s wishes.

Also these clerics could be combine the helpful magic for the healing and even inspiring for their allies with their spells which are harmful and may hinder foes. They also can provoke awe and also the dread, they may lay curses of the plague or may be the poison, and it also even call down the flames from an heaven for being consuming their enemies. For those evildoers whoever would be benefited most from the mace to the head and also the clerics might depend on their combat training for the sake of let them wade into the melee by the power of a god from their side.

Divine Agents

Probably, not every acolyte or an officiant which are at the temple or shrine is a cleric. Some of the priests are being called for the simple life of the temple service, and also carrying out their gods those will be via the prayer and even sacrifice but not by the magic and also strength of their arms. In some of their living cities, the priesthood amounts to be a political office ,which has viewed like a stepping stone for the higher positions of an authority and also involving none of their communion with the good at all. Many of the true clerics are mainly seldom in most of the hierarchies.

Whenever this d&d best class for cleric do take up an adventuring life, which it is usually just because of his or her god demands for it. Simply Pursuing the goals of the gods would frequently be involve braving dangers beyond the walls of civilization, also smiting the evil or else seeking the holy relics in an ancient tombs. Many of the clerics which are also expected for protecting their deities worshipers and which could mean to be fighting the rampaging orcs, and also negotiating peace in between the warring nations, or even sealing the portal which be allowed the demon prince for entering the world.

Most of the adventuring clerics would maintain some of the connections to be established temples and also the orders of their faiths. A temple which might asks for the sake of a a cleric’s aid, or even a high  priest might be in a position to be demanding it.

Creating a Cleric

Like you make to create a cleric class in d&d, there is the most vital query for being considering is which deity for being serve and also what type of principles that you want to your character for the embody. Also the gods of the multiverse section which can include the list of many of gods of the multiverse. You have to check with your dungeon master for learning which deities are in your regular campaign.

Once simply you’ve been selected a deity, which is consider your cleric’s relationship to that particular god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?


You have a capability to make a cleric as quickly as you can by using these suggestions. From there first one is, the wisdom should be yours highest ability score and followed by the Strength or the Constitution. The second one is simply choosing the acolyte background.

The Cleric Table

LevelProficiency BonusFeaturesCantrips KnownSpell Slot Per 1st spell levelSpell Slot Per 2nd spell levelSpell Slot Per 3rd spell levelSpell Slot Per 4th spell levelSpell Slot Per 5th spell levelSpell Slot Per 6th spell levelSpell Slot Per 7th spell levelSpell Slot Per 8th spell levelSpell Slot Per 9th spell level
1st+2Spellcasting, Divine Domain32--------
2nd+2Channel Divinity (1/rest), Divine Domain Feature33--------
4th+2Ability Score Improvement443-------
5th+3Destroy Undead (CR 1/2)4432------
6th+3Channel Divinity (2/rest), Divine Domain Feature4433------
8th+3Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature44332-----
10th+4Divine Intervention543332----
11th+4Destroy Undead (CR 2)5433321---
12th+4Ability Score Improvement5433321---
14th+5Destroy Undead (CR 3)54333211--
16th+5Ability Score Improvement543332111-
17th+6Destroy Undead (CR 4), Divine Domain Feature5433321111
18th+6Channel Divinity (3/rest)5433331111
19th+6Ability Score Improvement5433332111
20th+6Divine Intervention Improvement5433332211

dnd 5e cleric class features

d&d cleric class has the below features, you can check them now.

Hit Points

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
Tools: None
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


As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.


At its 1st level, you do know three cantrips of your choice from the list of cleric spells. You can also learn an additional cleric cantrips of your choice at the higher level, so as shown in the cantrips known column of a cleric table.

Preparing and Casting Spells

Basically, the cleric table can show how many spell slots that you need to cast your cleric spells of the 1st level and higher.  Of course to cast one of these spells, you must be expended the slot of the spell’s level or else higher than it. You can also regain all kinds of expended spell slots whenever you finish the long rest.

You can also prepare the list of all the cleric spells which are available for the sake of you to cast, by simply selecting from the cleric spell list. Whenever you do so, select the number of cleric spells those are equal to your Wisdom modifier + your cleric level (it is minimum of one spell). Of course the spells must be of the level for which you have the spell slots.

Here for an instance, if you’re the 3rd-level cleric, you also have the four 1st-level and also two 2nd-level spell slots. By the wisdom of 16, your list of the prepared spells able to include six spells of 1st or else 2nd level, if any kind of combination. Suppose, if you prepare the 1st-level spell cure wounds, then you can easily cast it by using the 1st-level or else 2nd-level slot.  Actually, by casting the spell does not remove it from your list of prepared spells.

You can even change your list of prepared spells whenever you finish the long rest. Normally, by preparing the latest list of cleric spells requires time spent in the prayer and also the meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

As per this spellcasting ability the wisdom is your spellcasting ability for your cleric spells. Basically, the power of your spells could come from your devotion to your deity. You can also use your wisdom whenever the cleric spell could refer to your spellcasting ability. So in an addition, you can use your wisdom modifier whenever it is setting a saving throw DC for a cleric spell which you do cast and also when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You are able to cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can also use the holy symbol (you can see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

Divine Domain

You can select one domain which is related to your deity such as; Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Normally, the life domain has been detailed at an end of the class description and even it provides some examples of gods associated with it. You can observe the Player’s Handbook for more details on all of the domains.

Normally, your choice grants you domain spells and also some other features whenever you select it at the 1st level. It is also grants you some additional ways for using the channel divinity whenever you gain that feature at 2nd level, and also some additional benefits at 6th, 8th, and 17th levels.

Domain Spells

Each and every domain has a list of spells- its domain spells-which you could gain at at cleric levels which has been noted in the domain description. But whenever once you would gain the domain spell, you can always have it to be prepared, and of course it does not count against the number of spells that you are able to prepare each day.

But if you already have the domain spell which does not appear on a cleric spell list and the spell is nonetheless a cleric spell for the sake of you.

Channel Divinity

At the very beginning of 2nd level, you can gain the ability to the channel divine energy as directly as you do from your deity, by simply using that energy to the fuel magical effects. You do start with two such type of effects: you have to turn undead and also an effect determined by your domain.

Of course some of the domains could grant an additional effects as you are advance in the level, as noted in the domain description. Al though, whenever you use your channel divinity, and you select which effect to be created. You should be then finish the short or long rest for using your channel divinity once more.

Some of the channel divinity effects may requires saving throws. But whenever you do use such type of effect from this specific class, the DC could be equal to your cleric spell save DC.

At the beginning of 6th level, you can easily use your channel divinity twice between rests, and also beginning at an 18th level, you are able to use it three times in between the rests. Whenever you do finish the short or else the long rest, then you can regain your expended uses.

Channel Divinity: Turn Undead

So, being an action, you could present your holy symbol and also speak to the prayer censuring the undead. Of course each and every undead which can see or else hear you within the distance of 30 feet of you must be make a Wisdom saving throw. Suppose, the creature could fail its saving throw and it is turned for 1 minute or elseuntil it takes any damage.

Normally, a turned creature should spend all of its turns which are trying to move as far away from you as it could, of course it could not intentionally move to the particular space within 30 feet of you. It is also can not take the reactions. So for its action, it is able to use either only a dash action or try to escape from an effect which could prevents it from moving. If there’s nowhere to move, the creature have a chance to use the Dodge action.

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