![[clericClass.png|400]]
## What Is a Cleric?
The Cleric is a divine spellcaster who channels the power of gods and other immortal beings through faith, devotion, and a supernatural connection to the divine. While Wizards develop their abilities through arcane study and Druids draw upon the primal forces of nature, Clerics wield magic associated with the divine powers that influence the multiverse.
At first glance, a Cleric might appear to be a priest who provides healing and spiritual guidance to those in need. Although many Clerics fulfil these responsibilities, their abilities extend far beyond the restoration of injuries. They can become formidable warriors, protectors, exorcists, scholars, prophets, or champions who confront dangerous supernatural enemies in the name of their faith.
Some dedicate their lives to healing the sick and protecting vulnerable communities. Others pursue the destruction of undead, preserve sacred knowledge, or serve as warriors entrusted with defending important religious sites.
The nature of a Cleric's abilities is closely connected to the divine power they serve. A devotee of a war deity might receive abilities suited to direct combat, while a follower of a god of knowledge may develop extraordinary insight into forgotten secrets and hidden truths.
Although Clerics commonly serve individual deities, their connection to divine magic can also arise through devotion to a pantheon, religious tradition, or another immortal power capable of granting supernatural abilities.
Not every Cleric possesses the same understanding of faith. Some follow their deity's teachings without hesitation, while others struggle with questions of morality, religious responsibility, and the consequences of acting in the name of a higher power.
What unites them is their ability to channel divine energy into extraordinary magical effects.
A Cleric is not simply a priest who knows how to cast spells. They are a mortal vessel through which the power of the divine can influence the world.
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## Servants of the Divine
Most Clerics dedicate themselves to a deity, pantheon, or religious organisation whose teachings shape their understanding of the world.
Their faith often influences their responsibilities, beliefs, and the manner in which they use their supernatural abilities.
A Cleric devoted to a god of healing may spend their life tending to the injured and protecting communities from disease. One who follows a deity of justice might seek to confront criminals and defend the innocent, while a servant of a war god may become a military chaplain or warrior entrusted with leading soldiers into battle.
Not every Cleric belongs to an established temple.
Some receive their calling while travelling, surviving a dangerous event, or experiencing a supernatural revelation. Others are raised within religious communities and gradually develop their abilities through prayer, instruction, and dedication.
A Cleric might be a wandering missionary who carries their faith into distant lands, a scholar entrusted with preserving sacred manuscripts, or an exorcist who confronts undead and supernatural corruption.
Others serve as guardians of holy sites, investigators of religious mysteries, or advisers to rulers whose decisions may affect entire communities.
The relationship between Clerics and their deities can vary considerably.
Some receive clear guidance through visions, omens, or supernatural messengers. Others must interpret sacred teachings and make difficult decisions without direct intervention.
A Cleric may occasionally question the intentions of their deity or disagree with the actions of their religious organisation. Such conflicts can become important parts of their personal development.
Faith does not necessarily remove uncertainty.
For many Clerics, devotion means accepting responsibility for difficult decisions even when the correct course of action is unclear.
Although their religious traditions may differ, Clerics share a connection to divine forces powerful enough to grant mortals extraordinary magical abilities.
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## Divine Magic
Clerics are full spellcasters capable of wielding some of the most powerful restorative, protective, and supernatural magic available to adventurers.
Their spells originate from their connection to divine power, allowing them to produce effects that range from minor blessings to extraordinary manifestations of supernatural authority.
Unlike Wizards, whose magic commonly depends upon understanding arcane principles, Clerics channel divine energy through prayer, meditation, sacred rituals, and the practices associated with their faith.
Their spellcasting uses **Wisdom**, reflecting the spiritual insight, awareness, and understanding required to wield divine power.
At first level, a Cleric begins with three cantrips and four prepared first-level spells.
As they gain experience, their spellcasting develops, eventually granting access to spells of ninth level.
Clerics can change their prepared spells after completing a Long Rest, selecting different spells from the Cleric spell list.
This provides considerable flexibility.
A Cleric preparing to explore an ancient tomb might select spells that reveal supernatural dangers, protect against curses, or confront undead creatures.
During an expedition through hostile wilderness, they may instead prepare restorative magic and spells that protect companions from dangerous environmental conditions.
When preparing for battle, Clerics can select powerful offensive and defensive effects.
Their magic includes spells such as Cure Wounds, Bless, Healing Word, Spirit Guardians, Revivify, Greater Restoration, and Flame Strike.
At higher levels, Clerics gain access to extraordinary spells capable of restoring life, communicating with divine beings, and protecting entire groups against supernatural threats.
Their magic is not limited to healing.
Clerics can inflict Radiant or Necrotic damage, manipulate the movement of enemies, protect allies through magical barriers, and remove harmful supernatural conditions.
Their chosen Divine Domain also provides additional spells that remain prepared, sometimes granting access to magic normally associated with other spellcasting classes.
This allows two Clerics to possess very different collections of magical abilities.
A Cleric of Light may specialise in destructive Radiant and Fire magic, while a Cleric of Knowledge might focus upon investigation, divination, and the manipulation of information.
Their greatest magical strength is the ability to prepare useful spells while drawing upon additional powers granted through their divine connection.
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## Divine Order
At first level, Clerics choose a **Divine Order**, representing the particular role they undertake in service to their faith.
The two available options are Protector and Thaumaturge.
**Protector** represents Clerics who combine divine magic with martial training.
These Clerics gain proficiency with Martial weapons and training with Heavy armour, allowing them to participate more effectively in direct combat.
A Protector might serve as a temple guardian, military chaplain, sacred champion, or warrior entrusted with defending important religious sites.
Their additional martial abilities make them particularly suitable for characters who expect to fight alongside heavily armoured companions.
**Thaumaturge** represents Clerics who place greater emphasis upon magical knowledge and supernatural understanding.
These Clerics gain an additional cantrip from the Cleric spell list, expanding the magical abilities available to them.
They also gain a bonus to Intelligence checks involving Arcana or Religion, reflecting their understanding of supernatural phenomena and sacred traditions.
A Thaumaturge may be a scholar who studies ancient religious texts, a prophet who interprets divine signs, or a priest whose responsibilities involve investigating supernatural mysteries.
Divine Order does not determine which Divine Domain a Cleric must eventually choose.
A Cleric who selects Protector may later specialise in healing or knowledge, while a Thaumaturge might follow a god of war.
Instead, the feature allows players to decide whether their Cleric initially emphasises martial protection or magical understanding.
This makes the class more flexible, particularly when creating characters whose responsibilities extend beyond conventional religious roles.
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## Channel Divinity
One of the Cleric's defining abilities is **Channel Divinity**, which allows them to draw directly upon the supernatural power of the Outer Planes.
Beginning at second level, Clerics gain the ability to channel divine energy into specialised magical effects.
Unlike ordinary spells, Channel Divinity uses its own limited resource, allowing Clerics to perform powerful supernatural techniques without necessarily expending spell slots.
At second level, a Cleric gains two uses of Channel Divinity.
They recover one expended use after completing a Short Rest and regain all expended uses after a Long Rest.
As they become more experienced, the number of uses available increases, eventually reaching four at eighteenth level.
The revised Cleric begins with two ways to use Channel Divinity: Divine Spark and Turn Undead.
Their chosen Divine Domain provides additional options.
### Divine Spark
**Divine Spark** allows a Cleric to channel divine energy directly into another creature.
Through this ability, they can restore Hit Points to an injured target or inflict Radiant or Necrotic damage upon an enemy.
The Cleric chooses the effect when using the ability.
When healing, Divine Spark restores Hit Points equal to a roll of their divine energy dice plus their Wisdom modifier.
When used offensively, the target must make a Constitution saving throw, suffering full damage on a failed save or half damage on a successful one.
The ability becomes stronger as the Cleric gains experience.
At second level, Divine Spark uses one d8. This increases to two d8s at seventh level, three at thirteenth level, and four at eighteenth level.
Divine Spark provides an important alternative to ordinary spellcasting.
A Cleric who has exhausted their healing spells may still possess enough divine energy to restore an injured companion.
Similarly, the ability can provide a reliable source of supernatural damage when direct intervention becomes necessary.
### Turn Undead
**Turn Undead** is one of the most recognisable Cleric abilities.
Through this feature, a Cleric presents their Holy Symbol and channels divine power to repel undead creatures.
Each selected Undead within 30 feet must make a Wisdom saving throw.
Creatures that fail become Frightened and Incapacitated for up to one minute, attempting to move as far away from the Cleric as possible.
The effect can end early if an affected creature suffers damage, or if the Cleric becomes incapacitated or dies.
Turn Undead is particularly valuable when confronting groups of undead creatures.
Rather than attempting to destroy every enemy immediately, a Cleric can temporarily remove dangerous opponents from combat, creating opportunities for companions to escape, reposition, or concentrate their attacks upon other threats.
This ability reflects the supernatural authority possessed by Clerics, particularly those whose faith opposes undeath and the unnatural forces responsible for sustaining it.
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## Sear Undead
At fifth level, Clerics gain **Sear Undead**, strengthening the destructive power of Turn Undead.
Unlike the older ability that could automatically destroy certain weaker undead creatures, Sear Undead inflicts Radiant damage upon all undead that fail their saving throws against Turn Undead.
When a Cleric uses Turn Undead, they roll a number of d8s equal to their Wisdom modifier, with a minimum of one die.
Each undead creature that fails its saving throw suffers Radiant damage equal to the total rolled.
This damage does not immediately end the effects of Turn Undead.
As a result, affected undead may suffer significant injuries while also being forced to retreat from the Cleric's divine presence.
Sear Undead makes Channel Divinity more effective against undead creatures of different strengths.
A group of weaker undead may be seriously injured or destroyed by the initial burst of divine energy, while more powerful creatures can still suffer damage and become temporarily unable to threaten the party.
For Clerics who specialise in confronting necromancers, restless spirits, or other supernatural threats associated with undeath, Sear Undead provides an important offensive advantage.
It also reinforces their role as divine agents capable of opposing forces that violate the natural boundaries between life and death.
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## Blessed Strikes
At seventh level, Clerics gain **Blessed Strikes**, allowing them to specialise further in either weapon combat or damaging spellcasting.
The two available options are Divine Strike and Potent Spellcasting.
**Divine Strike** allows a Cleric to channel divine power through a successful weapon attack.
Once on each of their turns, when they hit a creature with a weapon, they can inflict an additional 1d8 Radiant or Necrotic damage.
This makes Divine Strike particularly useful for Clerics who combine martial combat with divine spellcasting.
A heavily armoured champion of a war deity might strengthen their weapon attacks through radiant energy, while a servant of a darker divine power could channel necrotic force through their strikes.
**Potent Spellcasting** focuses instead upon enhancing magical attacks.
Through this option, a Cleric adds their Wisdom modifier to the damage inflicted by their Cleric cantrips.
This improves the effectiveness of spells such as Sacred Flame and Toll the Dead, allowing them to remain useful against increasingly dangerous opponents.
At fourteenth level, Clerics gain **Improved Blessed Strikes**.
A Cleric who selected Divine Strike increases the additional damage from 1d8 to 2d8.
A Cleric who selected Potent Spellcasting instead gains the ability to grant Temporary Hit Points to themselves or another nearby creature when dealing damage with a Cleric cantrip.
These Temporary Hit Points equal twice the Cleric's Wisdom modifier.
Blessed Strikes provides additional freedom when developing a character.
A Cleric who favours physical combat can strengthen their weapon attacks, while one who prefers spellcasting can improve their offensive cantrips.
This choice is independent of their Divine Domain, allowing different characters belonging to the same religious tradition to develop different fighting styles.
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## Divine Intervention
At tenth level, Clerics gain **Divine Intervention**, an extraordinary ability that allows them to call upon divine power for immediate assistance.
This represents a significant development in the relationship between the Cleric and the supernatural force they serve.
Unlike ordinary spellcasting, Divine Intervention allows the Cleric to produce a powerful magical effect without expending a spell slot.
Through this feature, they can cast a Cleric spell of fifth level or lower that does not require a Reaction to cast.
The spell is cast without expending a spell slot or requiring material components.
This ability can be used once before requiring a Long Rest to recover.
Divine Intervention can produce many different effects depending upon the circumstances.
A Cleric might restore life to a fallen companion through Revivify, remove dangerous supernatural conditions, or invoke a powerful protective spell when the party faces overwhelming danger.
Because the feature does not require material components, it can also provide access to certain spells that would ordinarily require costly resources.
The ability reflects the extraordinary influence of divine power upon the mortal world.
At twentieth level, Clerics gain **Greater Divine Intervention**.
This allows them to use Divine Intervention to cast Wish, one of the most powerful spells available to mortal spellcasters.
However, using Wish through Greater Divine Intervention comes with a significant limitation.
After invoking this effect, the Cleric cannot use Divine Intervention again until completing 2d4 Long Rests.
This represents the extraordinary nature of the miracle being performed.
At the height of their abilities, Clerics become capable of invoking divine power sufficient to accomplish effects that ordinary magic may struggle to reproduce.
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## More Than a Healer
Although Clerics are widely associated with healing and restoration, their abilities extend far beyond those responsibilities.
A Cleric can become a powerful offensive spellcaster, a heavily armoured warrior, a skilled investigator, or a supernatural protector whose presence changes the course of a battle.
Their chosen Divine Order provides an early opportunity to develop different roles.
A Protector can combine martial training with divine magic, while a Thaumaturge can develop stronger magical knowledge and a broader selection of cantrips.
Their Divine Domain provides further specialisation.
Life Clerics focus upon restoring injuries and preserving life, while War Clerics strengthen their effectiveness in direct combat.
Light Clerics can unleash powerful radiant energy, while Trickery Clerics use magical deception and illusions to manipulate enemies.
Other Domains provide specialised abilities associated with death, knowledge, storms, magical craftsmanship, or protection.
Clerics also possess considerable flexibility through spell preparation.
A character who normally focuses upon healing can prepare offensive spells when necessary, while a martial Cleric can still provide valuable support through blessings and restorative magic.
Channel Divinity further strengthens this versatility, giving every Cleric access to abilities that operate independently of ordinary spellcasting.
As they become more powerful, Divine Intervention allows them to call upon miraculous effects that can dramatically influence an encounter.
The Cleric is therefore not defined by a single role.
Their abilities allow them to become almost any form of divine champion, depending upon the traditions they follow and the powers they choose to develop.
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## Divine Domains
As a Cleric grows in power, they develop a specialised connection to a particular aspect of divine authority known as a **Divine Domain**.
Each Domain represents an area of existence associated with the powers and responsibilities of the divine beings worshipped by Clerics.
A god may possess influence over several Domains, allowing different followers of the same deity to develop distinct abilities.
At third level, a Cleric chooses a Divine Domain, gaining specialised powers and additional spells that reflect the nature of their faith.
Some Domains focus upon healing and protection, while others emphasise destruction, knowledge, deception, warfare, or supernatural forces associated with the multiverse.
### Life Domain
The Life Domain is dedicated to preserving life, restoring injuries, and protecting creatures from unnecessary suffering.
Its powers are commonly associated with deities of healing, agriculture, endurance, fertility, and community.
Clerics of Life often serve as healers, protectors, and guardians who believe that preserving the lives of others is among their most important responsibilities.
Their defining ability is **Disciple of Life**, gained at third level.
This feature strengthens healing spells cast using spell slots, allowing the Cleric to restore additional Hit Points based upon the level of the spell being used.
Life Clerics also gain **Preserve Life**, a specialised use of Channel Divinity that allows them to distribute restorative energy among injured creatures.
The amount of healing available depends upon the Cleric's level, although the ability cannot restore a target above half its maximum Hit Points.
This makes Preserve Life particularly useful when several companions have suffered serious injuries.
At sixth level, **Blessed Healer** allows the Cleric to recover Hit Points when using appropriate healing spells upon other creatures.
This improves their ability to remain effective while concentrating upon supporting companions.
At seventeenth level, **Supreme Healing** allows their restorative magic to achieve extraordinary effectiveness.
Whenever they would normally roll dice to restore Hit Points through a spell or Channel Divinity, they instead use the maximum possible result.
Life Clerics are among the most effective healers available to an adventuring party, although their abilities do not prevent them from participating in ordinary combat.
For players who enjoy protecting companions, restoring injuries, and preserving life through divine magic, the Life Domain offers a particularly strong support-focused tradition.
### War Domain
The War Domain represents divine authority over battle, martial discipline, conquest, courage, and military conflict.
Its Clerics often serve deities associated with warfare, although their beliefs about the purpose of battle may differ considerably.
Some consider warfare a sacred duty undertaken to protect their communities. Others serve gods who encourage conquest, domination, or the pursuit of glory through military victory.
War Clerics combine divine spellcasting with specialised martial abilities.
At third level, they gain **War Priest**, allowing them to make a weapon attack or Unarmed Strike using a Bonus Action a limited number of times.
They also gain **Guided Strike**, a specialised use of Channel Divinity that allows them to improve an attack roll that would otherwise miss.
This can be used to influence an attack made by the Cleric or an ally, making it particularly valuable when an important strike must succeed.
At sixth level, **War God's Blessing** strengthens their ability to support themselves and their companions.
Through this feature, they can expend Channel Divinity to cast Shield of Faith or Spiritual Weapon without expending a spell slot or requiring Concentration for the special duration of the effect.
This allows War Clerics to provide magical assistance while maintaining other important spells.
At seventeenth level, **Avatar of Battle** grants resistance to Bludgeoning, Piercing, and Slashing damage.
This extraordinary protection allows experienced War Clerics to withstand physical punishment that might overwhelm less resilient combatants.
The War Domain is particularly suitable for players who enjoy combining divine magic with martial combat, supporting allies through powerful blessings, and representing the supernatural authority of a warrior deity.
### Light Domain
The Light Domain represents divine power associated with sunlight, illumination, revelation, and the destruction of darkness.
Its Clerics often serve deities connected to the sun, truth, beauty, fire, or other forces represented through light.
Although their magic can provide comfort and protection, Light Clerics are also capable of wielding tremendous destructive power.
Their defining early abilities include **Warding Flare** and **Radiance of the Dawn**.
Warding Flare allows a Cleric to use their Reaction to impose Disadvantage on an incoming attack, surrounding the attacker with a sudden burst of supernatural light.
Radiance of the Dawn uses Channel Divinity to unleash a powerful burst of Radiant energy around the Cleric.
This effect damages selected enemies and dispels magical darkness within its area.
Light Clerics also gain additional spells associated with illumination and destructive fire, including Fireball, Daylight, and Wall of Fire.
At sixth level, **Improved Warding Flare** strengthens their defensive capabilities.
The Cleric can recover uses of Warding Flare after a Short Rest, and using the ability can grant Temporary Hit Points to the creature being protected.
At seventeenth level, **Corona of Light** allows the Cleric to surround themselves with an extraordinary aura of supernatural brightness.
Enemies within the aura become more vulnerable to Radiance of the Dawn and spells that inflict Fire or Radiant damage.
This makes experienced Light Clerics particularly dangerous against groups of enemies.
For players who enjoy destructive divine magic, radiant power, and characters who oppose supernatural darkness, the Light Domain offers one of the strongest offensive Cleric specialisations.
### Death Domain
The Death Domain represents the divine forces associated with mortality, murder, necromancy, and the supernatural power of death.
Its Clerics commonly serve deities whose portfolios include death, destruction, disease, or the creation and command of undead creatures.
Unlike the Grave Domain, which emphasises preserving the natural boundary between life and death, the Death Domain focuses more directly upon wielding death as a supernatural force.
Its powers are often associated with sinister religious traditions, although the exact responsibilities of its followers depend upon the deity they serve.
The Death Domain provides access to powerful Necromancy spells and abilities that inflict Necrotic damage.
Through **Reaper**, Death Clerics learn an additional Necromancy cantrip and gain the ability to affect two nearby creatures with certain Necromancy cantrips that would ordinarily target only one.
They also gain **Touch of Death**, a specialised use of Channel Divinity that allows them to inflict additional Necrotic damage when they successfully strike an enemy with a melee attack.
At higher levels, **Inescapable Destruction** allows their Necrotic damage from Cleric spells and Channel Divinity to overcome resistance.
Their ability to channel the forces of death becomes increasingly dangerous as they develop.
Through **Improved Reaper**, experienced Death Clerics can extend certain Necromancy spells to affect two creatures instead of one.
These abilities make the Death Domain particularly effective at inflicting supernatural damage and manipulating necromantic energy.
The Death Domain originates from the earlier Dungeon Master's Guide as a villainous character option. Its use for player characters is therefore particularly dependent upon Dungeon Master approval and campaign compatibility.
For players who enjoy necromancy, sinister divine traditions, and wielding the powers of death directly, the Death Domain provides a darker alternative to more conventional Cleric specialisations.
### Tempest Domain
The Tempest Domain represents divine authority over storms, thunder, lightning, turbulent seas, and destructive natural forces.
Its Clerics commonly serve deities associated with storms, oceans, weather, and the overwhelming power of nature.
Some regard storms as sacred manifestations of divine strength, while others consider them reminders that mortals cannot entirely control the world around them.
Tempest Clerics combine divine spellcasting with abilities that inflict Thunder and Lightning damage.
Their defining early ability, **Wrath of the Storm**, allows them to retaliate when an enemy strikes them at close range.
By using their Reaction, they can inflict Lightning or Thunder damage against the attacker.
They also gain **Destructive Wrath**, a specialised use of Channel Divinity that allows them to maximise the damage inflicted by Lightning or Thunder effects rather than rolling the damage dice.
This makes their elemental attacks particularly dangerous when used at important moments.
At higher levels, **Thunderbolt Strike** allows them to push certain creatures away when dealing Lightning damage, providing additional battlefield control.
Their supernatural authority over storms eventually grants **Stormborn**, allowing them to fly while outdoors and not underground.
These abilities make Tempest Clerics capable of combining offensive spellcasting with martial combat and tactical positioning.
The Tempest Domain remains a published legacy subclass rather than a fully revised Domain in the 2024 Player's Handbook.
For players who enjoy lightning, thunder, storm deities, and divine warriors who command the destructive forces of nature, the Tempest Domain provides a powerful elemental tradition.
### Trickery Domain
The Trickery Domain represents divine influence over deception, mischief, illusion, secrecy, and the disruption of established authority.
Its Clerics commonly serve deities associated with trickery, thieves, deception, luck, or the unpredictable nature of supernatural beings.
Unlike religious traditions that emphasise direct confrontation, Trickery Clerics often prefer misdirection and manipulation.
Their abilities allow them to influence encounters through illusion, concealment, and supernatural movement.
At third level, they gain **Blessing of the Trickster**, allowing them to grant Advantage on Dexterity (Stealth) checks to themselves or another willing creature.
They also gain **Invoke Duplicity**, a specialised use of Channel Divinity that creates an illusory duplicate of the Cleric.
This duplicate can serve as a point from which the Cleric casts spells and can help create advantages during combat.
Unlike the older version, the revised Invoke Duplicity does not require Concentration and can be activated using a Bonus Action.
At sixth level, **Trickster's Transposition** allows the Cleric to exchange places with their illusory duplicate through teleportation.
This creates opportunities to escape dangerous positions or move unexpectedly around the battlefield.
At seventeenth level, **Improved Duplicity** enhances the duplicate's capabilities.
The illusion can help both the Cleric and nearby allies gain Advantage on attacks against enemies positioned close to it.
When the duplicate disappears, the Cleric can also restore Hit Points to an eligible nearby creature.
Trickery Clerics are particularly effective when using creativity, deception, and positioning to overcome dangerous enemies.
For players who enjoy illusion magic, stealth, supernatural mischief, and unconventional approaches to combat, the Trickery Domain offers considerable flexibility.
### Knowledge Domain
The Knowledge Domain represents divine authority over learning, discovery, memory, understanding, and the preservation of information.
Its Clerics commonly serve gods of knowledge, invention, language, scholarship, and hidden truths.
In the Forgotten Realms, deities such as Oghma, Deneir, and Gond are closely associated with these traditions.
Knowledge Clerics often regard learning as a sacred responsibility.
Some preserve ancient manuscripts, while others investigate forgotten civilisations, study magical phenomena, or travel in search of information that might otherwise be lost.
The revised Knowledge Domain from Forgotten Realms: Heroes of Faerûn places considerable emphasis upon scholarly expertise and mental abilities.
Through **Blessings of Knowledge**, Clerics gain proficiency with specialised tools and academic skills, developing Expertise in selected areas of learning.
This makes them particularly effective investigators and researchers.
They also gain **Mind Magic**, allowing them to expend Channel Divinity to cast certain Domain spells without expending a spell slot.
Their additional spells include magical abilities associated with investigation, supernatural perception, and the manipulation of information.
At higher levels, **Unfettered Mind** grants telepathic communication and improves the Cleric's mental resilience and reliability when using Intelligence-based abilities.
Their ultimate ability, **Divine Foreknowledge**, allows them to draw upon divine insight to gain Advantage on d20 tests for a limited period.
These abilities make Knowledge Clerics exceptionally effective when uncovering hidden information or anticipating important events.
Although they remain capable of ordinary divine combat and healing, their greatest strengths often emerge during investigation, exploration, and encounters where information is particularly valuable.
For players who enjoy scholars, investigators, religious philosophers, and characters who regard the pursuit of knowledge as a sacred duty, the Knowledge Domain offers a distinctive divine tradition.
### Grave Domain
The Grave Domain represents divine authority over the boundary between life and death.
Its Clerics understand that death is a natural and unavoidable part of existence, but they also recognise that unnatural undeath and the deliberate corruption of mortal souls can threaten the established order.
Unlike Death Clerics, who may wield necromantic power as a weapon of destruction, Grave Clerics often serve as guardians of the natural passage between mortality and the afterlife.
They may perform funeral rites, protect burial grounds, comfort the dying, or confront undead creatures that refuse to accept the ordinary limits of existence.
The revised Grave Domain provides abilities associated with manipulating the balance between survival and death.
Through **Pull of Death**, these Clerics can inflict additional Necrotic damage upon already injured creatures.
**Return to Life** strengthens their restorative magic when assisting creatures reduced to 0 Hit Points, allowing healing dice to produce their maximum possible results.
They also gain **Path to the Grave**, a specialised use of Channel Divinity that places a supernatural curse upon an enemy.
This curse weakens the target and creates opportunities to inflict additional damage.
At higher levels, **Sentinel at Death's Door** allows Grave Clerics to protect companions from particularly dangerous attacks.
They can use their Reaction to reduce incoming damage and prevent an attack from benefiting from a Critical Hit.
Their ultimate ability, **Divine Reaper**, strengthens their command of Necromancy magic and allows them to recover Hit Points through the deaths of nearby enemies.
The Grave Domain was revised in Ravenloft: The Horrors Within and provides a distinctive combination of healing, supernatural damage, and protection against death.
For players who enjoy death-related religious traditions, combating undead, and protecting the natural cycle of mortality, the Grave Domain offers a powerful alternative to the Death Domain.
### Arcana Domain
The Arcana Domain represents divine authority over magic, supernatural knowledge, and the fundamental principles governing spellcasting.
Its Clerics commonly serve deities whose influence extends over magical traditions, ancient arcane knowledge, and the forces responsible for maintaining supernatural order.
In the Forgotten Realms, Mystra is one of the most prominent deities associated with this Domain.
Unlike Wizards, who study magical principles through academic research, Arcana Clerics approach magic through religious devotion.
They believe that understanding supernatural power is inseparable from recognising the divine forces responsible for its existence.
The revised Arcana Domain from Arcana Unleashed combines Cleric spellcasting with abilities normally associated with arcane magic.
Through **Student of Arcana**, these Clerics gain proficiency in Arcana and learn two Wizard cantrips.
Their additional Domain spells improve their ability to recognise, counter, and dispel magical effects.
They also gain **Modify Magic**, a specialised use of Channel Divinity that allows them to strengthen a spell's effect.
This ability can grant Temporary Hit Points to a target or make a creature less likely to resist a spell.
As they become more experienced, **Dispelling Recovery** allows Arcana Clerics to combine certain restorative spells with Dispel Magic.
This makes them particularly effective when confronting harmful supernatural effects that ordinary healing may not remove.
At higher levels, their mastery of divine arcane power becomes extraordinary.
They gain access to four Wizard spells, one each of sixth, seventh, eighth, and ninth level, which remain prepared alongside their ordinary Cleric magic.
This allows them to combine high-level divine spellcasting with powerful arcane effects.
For players who enjoy magical knowledge, countering hostile spellcasters, and characters who study magic as an expression of divine power, the Arcana Domain offers a distinctive relationship between religion and wizardry.
### Forge Domain
The Forge Domain represents divine authority over craftsmanship, metalworking, invention, and the transformation of raw materials into useful creations.
Its Clerics commonly serve deities associated with smithing, skilled labour, fire, and the sacred traditions of craftsmanship.
These Clerics often regard the act of creation as a form of devotion.
A master smith forging a weapon, an artisan constructing an important monument, or a craftsperson repairing damaged equipment may all be expressing the principles associated with the Forge Domain.
Forge Clerics combine divine spellcasting with abilities that improve equipment and protect them from dangerous conditions.
Through **Blessing of the Forge**, they can temporarily enchant a nonmagical weapon or suit of armour, granting it a magical bonus.
This makes them valuable companions when suitable magical equipment is otherwise difficult to obtain.
They also gain **Artisan's Blessing**, a specialised use of Channel Divinity that allows them to create a nonmagical object containing metal.
The object must meet the feature's limitations, including the requirement for materials of suitable value.
As they become more experienced, **Soul of the Forge** grants resistance to Fire damage and improves their protection while wearing Heavy armour.
Their ultimate ability, **Saint of Forge and Fire**, provides extraordinary resistance to fire and physical damage under the appropriate conditions.
These abilities make Forge Clerics particularly durable divine spellcasters whose magic reinforces their connection to practical craftsmanship.
The Forge Domain remains a published legacy subclass from Xanathar's Guide to Everything.
For players who enjoy smithing, enchanted weapons, religious craftsmanship, and heavily protected divine warriors, the Forge Domain offers a distinctive combination of creation and protection.
### Nature Domain
The Nature Domain represents divine authority over animals, plants, wilderness, and the primal forces that sustain the natural world.
Its Clerics commonly serve deities associated with forests, agriculture, animals, fertility, and the protection of natural environments.
Although their responsibilities may resemble those of Druids, Nature Clerics approach the natural world through their connection to divine power.
A Nature Cleric might protect sacred forests, serve as a spiritual guardian of an agricultural community, or confront those who threaten the creatures and environments protected by their deity.
Their abilities combine conventional Cleric spellcasting with certain powers normally associated with Druids.
Through **Acolyte of Nature**, they gain an additional Druid cantrip and specialised knowledge of the natural world.
Their Channel Divinity ability, **Charm Animals and Plants**, allows them to influence certain creatures associated with nature.
This can provide opportunities to avoid unnecessary conflict or create advantages when dealing with dangerous animals and plant creatures.
At higher levels, **Dampen Elements** allows the Cleric to protect themselves or nearby companions from elemental damage.
By using their Reaction, they can grant resistance to an appropriate elemental attack, potentially reducing the harm suffered by the target.
Their ultimate ability, **Master of Nature**, strengthens their influence over animals and plant creatures affected by their divine power.
These abilities make Nature Clerics useful when exploring dangerous wilderness regions or confronting threats associated with the natural world.
The Nature Domain remains a legacy subclass rather than one of the revised 2024 Player's Handbook Domains.
For players who enjoy nature-themed divine magic, protecting wilderness communities, and combining Cleric abilities with elements of Druidic power, the Nature Domain provides a distinctive approach to religious spellcasting.
### Order Domain
The Order Domain represents divine authority over law, structure, discipline, obedience, and organised civilisation.
Its Clerics commonly serve deities associated with justice, hierarchy, civilisation, and the maintenance of established systems.
Some regard law as an essential protection against chaos and injustice. Others emphasise authority, obedience, and the importance of preserving social structures.
Order Clerics are particularly effective at supporting companions through leadership and magical commands.
Their defining ability is **Voice of Authority**, which allows an ally affected by one of their appropriate spells to use a Reaction to make a weapon attack.
This means that the Cleric can support companions while simultaneously creating opportunities for them to inflict additional damage.
Their Channel Divinity ability, **Order's Demand**, allows them to exert supernatural authority over nearby creatures.
Affected enemies can become Charmed and may be compelled to drop objects they are holding.
At higher levels, **Embodiment of the Law** allows Order Clerics to cast certain Enchantment spells using a Bonus Action rather than an action.
This improves their ability to influence enemies while continuing to perform other tasks during combat.
Their ultimate ability, **Order's Wrath**, allows them to mark enemies through divine damage, creating opportunities for companions to inflict additional Psychic damage.
These abilities make Order Clerics effective battlefield supporters whose powers reward coordination and disciplined action.
The Order Domain remains a published legacy subclass.
For players who enjoy religious authority, tactical leadership, and divine magic that strengthens coordinated combat, the Order Domain offers a powerful support-focused tradition.
### Peace Domain
The Peace Domain represents divine authority over cooperation, reconciliation, community, and the preservation of harmony.
Its Clerics commonly serve deities whose teachings encourage compassion, diplomacy, and the resolution of conflict.
Although Peace Clerics may prefer negotiation to violence, they are not incapable of fighting.
Their abilities reflect the belief that individuals become stronger when they cooperate and protect one another.
The defining feature of the Peace Domain is **Emboldening Bond**.
Through this ability, a Cleric creates a supernatural connection between willing creatures, allowing them to improve certain attack rolls, ability checks, and saving throws.
This makes the ability particularly valuable when several companions must cooperate during a dangerous encounter.
Peace Clerics also gain **Balm of Peace**, a specialised use of Channel Divinity that allows them to move among companions while restoring Hit Points.
As they become more experienced, **Protective Bond** strengthens the connection established through Emboldening Bond.
A bonded creature can teleport to another bonded companion who is about to suffer damage, taking that damage in their place.
This creates powerful opportunities for characters to protect vulnerable allies through coordinated action.
At higher levels, **Expansive Bond** increases the distance over which these abilities operate and provides additional protection to creatures that intervene through Protective Bond.
Peace Clerics are therefore especially effective at improving the survival and cooperation of an adventuring party.
The Peace Domain remains a published legacy subclass from Tasha's Cauldron of Everything.
For players who enjoy supporting companions, protecting others, and characters whose faith emphasises cooperation rather than domination, the Peace Domain offers an exceptionally strong defensive tradition.
### Twilight Domain
The Twilight Domain represents divine authority over dusk, night, rest, protection, and the transition between light and darkness.
Its Clerics commonly serve deities associated with the night, moon, stars, sleep, and guardianship.
Unlike religious traditions that regard darkness as inherently sinister, Twilight Clerics understand that night can provide comfort, safety, and necessary rest.
Their abilities are particularly effective at protecting companions from supernatural danger.
Through **Eyes of Night**, Twilight Clerics gain extraordinary Darkvision and can temporarily share that ability with nearby creatures.
**Vigilant Blessing** allows them to improve a creature's ability to react quickly when danger approaches, granting Advantage on its next Initiative roll.
Their defining ability is **Twilight Sanctuary**, a specialised use of Channel Divinity that creates a protective sphere of supernatural twilight around the Cleric.
While the effect remains active, the Cleric can grant Temporary Hit Points to eligible creatures within the area or remove certain effects causing them to become Charmed or Frightened.
This makes Twilight Sanctuary particularly valuable during prolonged battles where companions may suffer repeated attacks or dangerous supernatural conditions.
At higher levels, **Steps of Night** allows Twilight Clerics to gain a temporary flying speed while surrounded by dim light or darkness.
Their ultimate ability, **Twilight Shroud**, improves the protection granted by Twilight Sanctuary.
Creatures within the supernatural sphere benefit from Half Cover, making them more difficult to harm through attacks.
These abilities make Twilight Clerics powerful guardians who specialise in keeping companions safe during dangerous encounters.
The Twilight Domain remains a published legacy subclass from Tasha's Cauldron of Everything.
For players who enjoy protective magic, moonlight, supernatural darkness, and characters dedicated to guarding others through the dangers of night, the Twilight Domain offers an exceptionally resilient approach to divine spellcasting.
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## The Cleric's Role in an Adventuring Party
Clerics are among the most reliable and adaptable members of an adventuring party.
Their combination of divine spellcasting, protective abilities, and specialised Domain features allows them to contribute in several different roles.
Although Clerics are often expected to provide healing, they are capable of considerably more.
A Life Cleric can specialise in keeping companions alive, while a War Cleric may fight near the front line and strengthen allies through divine blessings.
A Light Cleric can unleash devastating magical attacks, while a Trickery Cleric may use illusions and concealment to manipulate dangerous encounters.
Other Domains provide specialised abilities associated with investigation, necromancy, supernatural protection, or controlling the battlefield.
Their prepared spells also allow them to adapt to different challenges.
A Cleric expecting to confront undead might prepare magic that protects against necrotic energy or restores creatures harmed by supernatural attacks.
During an expedition into dangerous territory, they may instead focus upon healing, protection, and spells that reveal hidden information.
Outside combat, Clerics can become valuable scholars, negotiators, spiritual advisers, or investigators of supernatural mysteries.
Their Wisdom makes them particularly effective at recognising danger, interpreting behaviour, and understanding the needs of others.
Their divine abilities can also provide solutions that conventional equipment and ordinary knowledge cannot reproduce.
A Cleric may remove a dangerous curse, restore a fallen companion to life, communicate with divine forces, or protect the party from an overwhelming supernatural threat.
Although they possess fewer Hit Points than heavily armoured martial classes, Clerics have a d8 Hit Die and begin with training in Light armour, Medium armour, and Shields.
Those who choose Protector gain further martial capabilities, allowing them to participate more effectively in close combat.
Their greatest contribution comes from combining reliable spellcasting with the ability to support companions under dangerous circumstances.
A Cleric does not need to be the most powerful warrior or destructive spellcaster in the party.
Their value often comes from ensuring that everyone else can continue fighting when the situation becomes desperate.
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## What It Feels Like to Play a Cleric
Playing a Cleric is about wielding divine power while balancing personal responsibility with the needs of an adventuring party.
You possess powerful restorative and protective magic, but your abilities extend far beyond healing.
During one encounter, you might strengthen your companions through Bless, protect them with Spirit Guardians, or use Channel Divinity to restore an injured ally.
During another, you may call upon Radiant magic to damage enemies, repel undead creatures, or invoke supernatural protection against dangerous attacks.
The class rewards players who enjoy preparation and making decisions that influence the survival of their companions.
Because Clerics can change their prepared spells after completing a Long Rest, you can adjust your magical capabilities to suit different challenges.
Channel Divinity provides additional options that do not depend upon ordinary spell slots.
This makes the class particularly effective during demanding adventures where careful resource management becomes important.
Your chosen Divine Domain also has a considerable influence on how your character feels to play.
A Life Cleric focuses upon healing and protection, while a War Cleric may become a heavily armoured champion fighting in the name of their deity.
A Knowledge Cleric can pursue ancient secrets and supernatural understanding, while a Trickery Cleric might rely upon illusion and deception to overcome difficult situations.
Other Domains allow you to specialise in elemental storms, necromancy, magical craftsmanship, or protecting companions through supernatural bonds.
These differences mean that two Clerics can possess very different abilities despite sharing the same fundamental connection to divine power.
The class also provides extensive opportunities for character development.
Your Cleric might be a devoted servant who follows their deity's teachings without hesitation, a wandering priest who seeks to help those in need, or a conflicted individual attempting to reconcile personal beliefs with religious obligations.
A Cleric's relationship with their faith does not need to remain unchanged throughout a campaign.
They may experience doubt, encounter unfamiliar religious traditions, or discover that the responsibilities associated with their powers are more complicated than they initially believed.
For many Clerics, their greatest challenges are not simply the enemies they face.
They are the decisions they must make when faith, morality, and personal responsibility come into conflict.
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## Should You Play a Cleric?
The Cleric is an excellent choice for players who enjoy divine spellcasting, supporting companions, and characters whose abilities are closely connected to faith or supernatural authority.
You may enjoy the class if you like:
- Divine magic and supernatural miracles
- Healing injured companions and restoring life
- Protecting allies through blessings and defensive spells
- Repelling undead and confronting supernatural evil
- Combining spellcasting with martial combat
- Preparing different spells for changing situations
- Specialising through Divine Domains
- Characters connected to deities, religious traditions, or immortal powers
- Exploring themes of faith, responsibility, belief, and morality
- Providing valuable support during both combat and exploration
You may prefer another class if you are looking for purely martial combat, extensive arcane spellcasting, or a character whose abilities are entirely disconnected from divine forces.
Clerics also require an understanding of spell preparation, Concentration, Channel Divinity, and the specialised features provided by their chosen Divine Domain.
Although many of their abilities are straightforward, deciding when to use healing, offensive magic, or protective spells can require careful judgement.
Their versatility allows them to participate effectively in many different situations, but their greatest strengths often emerge when working closely with their companions.
For players who want to serve a higher power, protect the vulnerable, confront supernatural threats, and wield extraordinary divine magic, the Cleric remains one of the most versatile and rewarding classes in Dungeons & Dragons.