Quick Answer
The cleric is a full Wisdom spellcaster with a d8 Hit Die, medium armor and shields. It can change its entire prepared spell list after every long rest, picking from the whole cleric list, so the same character can be a healer one day and a front-line damage dealer the next. Channel Divinity adds Turn Undead and other effects that recharge on a short rest.
Build it with Wisdom first and Constitution second. Take Spirit Guardians at level 5 and Healing Word from level 1, and stay close enough to your allies to reach them. The SRD's subclass is the Life Domain, the healing specialist. In 2024 the subclass moved from level 1 to level 3 and every cleric picks a Divine Order at level 1 instead.
Cleric Basics
| 2014 (SRD 5.1) | 2024 (SRD 5.2.1) | |
|---|---|---|
| Hit Die | d8 per cleric level | d8 per Cleric level |
| HP at level 1 | 8 + Constitution modifier | 8 + Constitution modifier |
| HP per level after 1st | 1d8 (or 5) + Con modifier | 1d8 (or 5) + Con modifier |
| Primary ability | Wisdom (spellcasting) | Wisdom |
| Saving throws | Wisdom, Charisma | Wisdom, Charisma |
| Armor | Light, medium, shields | Light and Medium armor, Shields |
| Weapons | Simple weapons | Simple weapons |
| Skills | Two from History, Insight, Medicine, Persuasion, Religion | Same list, choose two |
| Spellcasting focus | Holy symbol | Holy Symbol |
A cleric with Constitution 14 starts with 10 hit points and has 38 at level 5 taking the fixed 5 per level. The HP calculator works it out for any level.
Cleric Class Table (2014)
From SRD 5.1. The level columns are spell slots per spell level.
| Level | Prof. | Features | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | Spellcasting, Divine Domain | 3 | 2 | β | β | β | β | β | β | β | β |
| 2 | +2 | Channel Divinity (1/rest), Divine Domain feature | 3 | 3 | β | β | β | β | β | β | β | β |
| 3 | +2 | β | 3 | 4 | 2 | β | β | β | β | β | β | β |
| 4 | +2 | Ability Score Improvement | 4 | 4 | 3 | β | β | β | β | β | β | β |
| 5 | +3 | Destroy Undead (CR 1/2) | 4 | 4 | 3 | 2 | β | β | β | β | β | β |
| 6 | +3 | Channel Divinity (2/rest), Divine Domain feature | 4 | 4 | 3 | 3 | β | β | β | β | β | β |
| 7 | +3 | β | 4 | 4 | 3 | 3 | 1 | β | β | β | β | β |
| 8 | +3 | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature | 4 | 4 | 3 | 3 | 2 | β | β | β | β | β |
| 9 | +4 | β | 4 | 4 | 3 | 3 | 3 | 1 | β | β | β | β |
| 10 | +4 | Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | β | β | β | β |
| 11 | +4 | Destroy Undead (CR 2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | β | β | β |
| 12 | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | β | β | β |
| 13 | +5 | β | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | β | β |
| 14 | +5 | Destroy Undead (CR 3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | β | β |
| 15 | +5 | β | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | β |
| 16 | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | β |
| 17 | +6 | Destroy Undead (CR 4), Divine Domain feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Channel Divinity (3/rest) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Divine Intervention improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Cleric Class Table (2024)
From SRD 5.2.1. Channel Divinity uses and Prepared Spells have their own columns, and the subclass arrives at level 3.
| Level | Prof. | Features | Channel Divinity | Cantrips | Prepared | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | Spellcasting, Divine Order | β | 3 | 4 | 2 | β | β | β | β | β | β | β | β |
| 2 | +2 | Channel Divinity | 2 | 3 | 5 | 3 | β | β | β | β | β | β | β | β |
| 3 | +2 | Cleric Subclass | 2 | 3 | 6 | 4 | 2 | β | β | β | β | β | β | β |
| 4 | +2 | Ability Score Improvement | 2 | 4 | 7 | 4 | 3 | β | β | β | β | β | β | β |
| 5 | +3 | Sear Undead | 2 | 4 | 9 | 4 | 3 | 2 | β | β | β | β | β | β |
| 6 | +3 | Subclass feature | 3 | 4 | 10 | 4 | 3 | 3 | β | β | β | β | β | β |
| 7 | +3 | Blessed Strikes | 3 | 4 | 11 | 4 | 3 | 3 | 1 | β | β | β | β | β |
| 8 | +3 | Ability Score Improvement | 3 | 4 | 12 | 4 | 3 | 3 | 2 | β | β | β | β | β |
| 9 | +4 | β | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 | β | β | β | β |
| 10 | +4 | Divine Intervention | 3 | 5 | 15 | 4 | 3 | 3 | 3 | 2 | β | β | β | β |
| 11 | +4 | β | 3 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | β | β | β |
| 12 | +4 | Ability Score Improvement | 3 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | β | β | β |
| 13 | +5 | β | 3 | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | β | β |
| 14 | +5 | Improved Blessed Strikes | 3 | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | β | β |
| 15 | +5 | β | 3 | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | β |
| 16 | +5 | Ability Score Improvement | 3 | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | β |
| 17 | +6 | Subclass feature | 3 | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | β | 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 |
Key Features Explained
Spellcasting and prepared spells
The cleric knows its whole class list. Each day you choose which of those spells are prepared:
- β’2014: Wisdom modifier + cleric level (minimum one). A level 3 cleric with Wisdom 16 prepares six spells of 1st or 2nd level.
- β’2024: the Prepared Spells column sets the number: 4 at level 1, 9 at level 5, 15 at level 10, 22 at level 20.
In both editions you can change the list after a long rest, and domain spells are always prepared on top of that number. Casting a spell doesn't remove it from your list, and a prepared spell can be cast with any slot of its level or higher. You can also cast a prepared cleric spell as a ritual if it has the ritual tag, which saves slots on spells like Silence and Augury.
You get three cantrips at level 1, four at level 4 and five at level 10 in both editions. Wisdom sets your spell attack (proficiency bonus + Wisdom modifier) and save DC (8 + proficiency bonus + Wisdom modifier).
Channel Divinity
2014: one use per short or long rest at level 2, two at level 6, three at level 18. You start with Turn Undead and your domain's option.
2024: two uses at level 2, three at 6 and four at 18. A short rest restores one use and a long rest restores all of them. You start with Turn Undead and Divine Spark: point your holy symbol at another creature within 30 feet and roll 1d8 + Wisdom modifier to either heal it or deal Necrotic or Radiant damage (Constitution save for half). It grows to 2d8 at level 7, 3d8 at 13 and 4d8 at 18.
Turn Undead and Destroy Undead
Turn Undead makes each undead within 30 feet that can see or hear you (2014) or each undead of your choice within 30 feet (2024) make a Wisdom save against your spell DC. In 2014 a creature that fails is turned for 1 minute: it must use its turns to move away from you and can only Dash, try to escape, or Dodge. In 2024 a creature that fails has the Frightened and Incapacitated conditions for 1 minute and moves away from you. Damage ends the effect on that creature in both editions.
2014 Destroy Undead: from level 5, an undead that fails is destroyed outright if its challenge rating is at or below a threshold: CR 1/2 at level 5, CR 1 at 8, CR 2 at 11, CR 3 at 14 and CR 4 at 17.
2024 Sear Undead: from level 5, each undead that fails takes radiant damage equal to a number of d8s equal to your Wisdom modifier (minimum 1d8). It stays turned.
Worked example. A level 5 cleric with Wisdom 16 has a save DC of 8 + 3 + 3 = 14. A skeleton has Wisdom 8 (β1), so it fails on a d20 roll of 14 or lower: 70%. A zombie has a +0 Wisdom save and fails on 13 or lower: 65%. In 2014 both are CR 1/4, so every one that fails is destroyed. In 2024, each that fails takes 3d8 radiant (13.5 on average). A skeleton has 13 hit points, so about 59% of the ones that fail drop; a 2024 zombie has 15, so about 41% drop (Undead Fortitude doesn't work against radiant damage). The rest stay turned. A ghoul is CR 1, so a level 5 cleric in 2014 can only turn it, not destroy it.
Divine Intervention
2014: from level 10, use your action and roll percentile dice. If you roll your cleric level or lower, your deity intervenes and the GM chooses how; then you can't use it for 7 days. Otherwise you can try again after a long rest. At level 10 that is a 10% chance. At level 20 it succeeds automatically.
2024: from level 10, as a Magic action you cast any cleric spell of level 5 or lower that doesn't need a Reaction, without a slot or material components, once per long rest. That means a free Raise Dead, Greater Restoration or Mass Cure Wounds every day. At level 20, Greater Divine Intervention lets you choose Wish; if you do, you can't use Divine Intervention again for 2d4 long rests.
Divine Order and Blessed Strikes (2024)
At level 1, a 2024 cleric chooses a Divine Order:
- β’Protector: Martial weapons and Heavy armor training.
- β’Thaumaturge: one extra cleric cantrip, and your Wisdom modifier (minimum +1) added to Intelligence (Arcana or Religion) checks.
At level 7, Blessed Strikes gives a choice of Divine Strike (once per turn, +1d8 Necrotic or Radiant on a weapon hit, 2d8 from level 14) or Potent Spellcasting (add Wisdom modifier to cleric cantrip damage; from level 14, cantrip damage also grants temporary hit points equal to twice your Wisdom modifier to you or a creature within 60 feet). In 2014 these effects come from domains instead: the Life Domain gets Divine Strike at level 8.
Life Domain
The SRD includes one cleric subclass, the Life Domain. Other domains such as War, Light and Tempest are in the Player's Handbook, not the SRD.
| Feature | 2014 (SRD 5.1) | 2024 (SRD 5.2.1) |
|---|---|---|
| Gained at | Level 1 (features at 1, 2, 6, 8, 17) | Level 3 (features at 3, 6, 17) |
| Heavy armor | Bonus Proficiency at level 1 | Not part of the domain; take the Protector Divine Order |
| Domain spells | 1st: Bless, Cure Wounds; 3rd: Lesser Restoration, Spiritual Weapon; 5th: Beacon of Hope, Revivify; 7th: Death Ward, Guardian of Faith; 9th: Mass Cure Wounds, Raise Dead | 3: Aid, Bless, Cure Wounds, Lesser Restoration; 5: Mass Healing Word, Revivify; 7: Aura of Life, Death Ward; 9: Greater Restoration, Mass Cure Wounds |
| Disciple of Life | Healing spells of 1st level or higher restore an extra 2 + spell level | Spells cast with a slot restore an extra 2 + slot level |
| Preserve Life | Channel Divinity (level 2): divide 5 Γ cleric level HP among creatures within 30 ft, none above half their max | Channel Divinity (level 3): same pool, among Bloodied creatures within 30 ft (can include you), none above half their max |
| Blessed Healer (6) | When a 1st-level+ spell heals someone else, you regain 2 + spell level | When a slot spell heals others, you regain 2 + slot level |
| Divine Strike (8) | Once per turn, +1d8 radiant on a weapon hit (2d8 at 14) | Moved to the base class (Blessed Strikes, level 7) |
| Supreme Healing (17) | Healing spell dice always roll maximum | Same, and it also covers Channel Divinity healing |
What Disciple of Life adds. With Wisdom 16 (+3), a 1st-level Healing Word restores 1d4 + 3 + 3 (8.5 on average) in 2014 and 2d4 + 3 + 3 (11 on average) in 2024, because 2024 doubled the spell's dice. A 1st-level Cure Wounds restores 1d8 + 6 (10.5) in 2014 and 2d8 + 6 (15) in 2024. The +3 from the domain is a big share of a low-level heal and a small share of a high-level one, so the Life cleric's edge is largest early on and with spells that hit several creatures, like Prayer of Healing and Mass Healing Word.
Preserve Life at level 5 restores 25 hit points split however you like, using a Channel Divinity instead of a slot.
How to Build a Cleric
Ability scores
- β’Wisdom first. It sets your spell DC, spell attacks and the number of spells you prepare (2014).
- β’Constitution second, for hit points and concentration saves. Spirit Guardians and Spiritual Weapon (2024) both need concentration.
- β’Strength or Dexterity depending on armor. Heavy armor (2014 Life Domain or the 2024 Protector order) wants Strength; chain mail lists Strength 13. Medium armor adds up to +2 from Dexterity.
The 2024 SRD's Standard Array suggestion for a cleric is Str 14, Dex 8, Con 13, Int 10, Wis 15, Cha 12. With point buy, Wis 15, Con 14, Str 14, Cha 12, Dex 8, Int 8 costs 9 + 7 + 7 + 4 = 27. For a medium-armor cleric, swap the Strength and Dexterity numbers. Test spreads in the point buy and ability score calculator.
Then add bonuses. In 2024, the SRD's Acolyte background raises Intelligence, Wisdom or Charisma (take Wisdom 17) and gives Magic Initiate (Cleric) for two more cleric cantrips and a level 1 spell. In 2014, the SRD 5.1 hill dwarf (+2 Constitution, +1 Wisdom) suits a cleric, and the human's +1 to every score works too.
Armor in practice: chain mail and a shield is AC 18 for a 2014 Life cleric. A 2024 cleric starts with a chain shirt (13 + Dex, max 2) and a shield, which is AC 17 with Dexterity 14.
Spells
The SRD cleric list is long. These are the ones that come up most. In 2014 Spiritual Weapon doesn't use concentration, which makes Spiritual Weapon plus Spirit Guardians the classic level 5 pairing; in 2024 both need concentration, so you choose one.
| Level | SRD picks | Why |
|---|---|---|
| Cantrips | Guidance, Sacred Flame, Thaumaturgy, Mending | Sacred Flame ignores cover (2014) or Half and Three-Quarters Cover (2024); Guidance adds 1d4 to an ally's ability check |
| 1st | Healing Word, Bless, Guiding Bolt, Shield of Faith, Sanctuary, Command | Healing Word is a bonus action at 60 feet; Guiding Bolt deals 4d6 radiant and gives the next attack advantage |
| 2nd | Spiritual Weapon, Aid, Hold Person, Silence, Lesser Restoration | Silence stops spells with verbal components inside a 20-foot sphere |
| 3rd | Spirit Guardians, Revivify, Dispel Magic, Beacon of Hope, Speak with Dead | Spirit Guardians deals 3d8 (Wis save for half) to enemies around you and halves their speed |
| 4th | Banishment, Death Ward, Divination | Death Ward keeps one ally on their feet through the first drop to 0 |
| 5th | Greater Restoration, Raise Dead, Commune, Scrying | Answers to curses, petrification and death |
| 6thβ9th | Blade Barrier, Divine Word, Antimagic Field, Astral Projection | Heal, Mass Heal and True Resurrection are also on the list |
The 2024 list adds Aura of Life (4th), Sunbeam (6th), Sunburst (8th) and Power Word Heal (9th) to the cleric's SRD spells.
Feats
SRD 5.1 has one feat, Grappler. SRD 5.2.1 adds Origin feats such as Magic Initiate and Alert, Ability Score Improvement at 4, 8, 12 and 16, and an Epic Boon at 19 (the class text recommends Boon of Fate). War Caster, Resilient and Fey Touched are Player's Handbook or later-book feats, not SRD.
How to Play a Cleric at the Table
Heal with bonus actions, fight with actions. Healing Word picks up an ally at 0 hit points from 60 feet away and only costs your bonus action. Healing a creature at 0 also ends its death saving throws.
Spirit Guardians is your damage. From level 5, cast it, then walk into the enemy line. Each enemy that enters the area for the first time on a turn or starts its turn there (2014), or that enters it, ends its turn there or has the aura move into its space (2024), takes 3d8 radiant on a failed Wisdom save, or half on a success. Protect your concentration with a high Constitution.
Re-prepare for the day ahead. If you know the next dungeon is full of undead, prepare Protection from Evil and Good and save Channel Divinity for Turn Undead. If you're heading into a social scene, prepare Zone of Truth and Command. Being able to switch the whole list overnight is the cleric's biggest advantage over other casters.
Your god is an NPC. The 2014 Life Domain lists example deities from several settings; the 2024 text just describes healing-associated gods and religious orders. Agree with your DM on who your deity is and what they expect.
Don't only heal. A cleric who only heals spends most turns reacting to damage. Bless, Spiritual Weapon and Sacred Flame let you change the fight every round. That's table advice, not a rule.
Cleric in the 2024 Rules
| Area | 2014 (SRD 5.1) | 2024 (SRD 5.2.1) |
|---|---|---|
| Subclass | Level 1 (Divine Domain) | Level 3 |
| Level 1 choice | Domain | Divine Order: Protector or Thaumaturge |
| Prepared spells | Wisdom modifier + cleric level | Fixed number per level (4 at level 1, 22 at level 20); full swap on a long rest |
| Channel Divinity uses | 1 / 2 / 3 per short rest | 2 / 3 / 4; short rest restores one |
| Divine Spark | β | New Channel Divinity option: heal or damage, 1d8 + Wis, up to 4d8 |
| Turn Undead | Turned (flee, limited actions) | Frightened and Incapacitated |
| Destroy Undead | Instant kill by CR threshold | Sear Undead: Wis-modifier d8s of radiant damage |
| Divine Strike | Domain feature | Blessed Strikes (level 7), or Potent Spellcasting instead |
| Divine Intervention | Percentile roll, 7-day cooldown on success | Cast any cleric spell of level 5 or lower free, once per long rest; Wish at level 20 |
| Level 19 | Ability Score Improvement | Epic Boon |
| Healing spells | Healing Word 1d4, Cure Wounds 1d8 | Healing Word 2d4, Cure Wounds 2d8 |
| Spiritual Weapon | No concentration | Concentration |
The two changes that affect every table: Divine Intervention went from a rare dice roll to a reliable free spell each day, and Spiritual Weapon now competes with Spirit Guardians for concentration.
Multiclassing a Cleric
To take a level in cleric you need Wisdom 13, plus the minimum for your current class. A first cleric level gives light armor, medium armor and shields in both editions. Check any combination with the multiclass calculator.
- β’Spell slots: cleric levels count fully on the Multiclass Spellcaster table, alongside bard, druid, sorcerer and wizard levels and half your paladin and ranger levels. Each class still prepares its own spells using its own ability. Track the result with the spell slot tracker.
- β’Channel Divinity (2014): if you also have it from paladin levels, you get both classes' options, but extra uses come only from the class level that grants them. The SRD example: a cleric 6 / paladin 4 can use Channel Divinity twice between rests.
- β’Domain timing: a 2014 cleric gets its domain at level 1, so one cleric level brings the domain's level 1 features (for the Life Domain, heavy armor and Disciple of Life). A 2024 cleric needs three levels to reach its subclass.
The cleric shares Wisdom and Charisma saving throw proficiencies with the paladin, and our warlock guide covers how Pact Magic slots mix with a cleric's.
Frequently Asked Questions
Is the cleric just a healer?
No. A cleric prepares from its whole spell list every day, so it can lean on Spirit Guardians, Spiritual Weapon, Guiding Bolt and Sacred Flame for damage, Hold Person and Command for control, and Bless for support. The Life Domain is the one SRD subclass and it is healing-focused, but even a Life cleric gets Divine Strike (2014) or Blessed Strikes (2024) for weapon damage.
Can clerics wear heavy armor?
Not by default. The cleric has light and medium armor and shields. In 2014 the Life Domain grants heavy armor proficiency at level 1. In 2024 the Life Domain doesn't; choose the Protector Divine Order at level 1 instead, which gives Heavy armor training and Martial weapons.
How many spells can a cleric prepare?
In 2014, your Wisdom modifier plus your cleric level, minimum one. A level 5 cleric with Wisdom 16 prepares eight. In 2024 the class table sets the number: 4 at level 1, 9 at level 5, 15 at level 10 and 22 at level 20. Domain spells are prepared on top of that in both editions, and you can change the list after each long rest.
What is the best cleric domain?
The SRD only includes the Life Domain, so it's the one this guide covers in detail. It is the strongest healer of the cleric options, adding 2 plus the spell's level to every healing spell and turning Channel Divinity into a group heal. Other domains such as War, Light and Tempest are in the Player's Handbook, not the SRD.
How does Turn Undead work?
Each undead within 30 feet that can see or hear you (2014), or each undead you choose within 30 feet (2024), makes a Wisdom save against your spell DC. On a failure it flees from you for 1 minute or until it takes damage. In 2014, from level 5, undead at or below a CR threshold that fail are destroyed outright; in 2024 every undead that fails takes radiant damage from Sear Undead instead.
When does a cleric get Spirit Guardians?
At cleric level 5, when you gain 3rd-level spell slots, in both editions. It is on the cleric spell list, not a domain spell, so every cleric can prepare it. It deals 3d8 radiant (or necrotic, if you are evil) to enemies in a 15-foot area around you on a failed Wisdom save, half on a success.
What changed for the cleric in the 2024 rules?
The subclass moved to level 3 and a Divine Order (Protector or Thaumaturge) took its place at level 1. Channel Divinity has more uses and gained Divine Spark. Destroy Undead became Sear Undead, Divine Strike became a base-class choice at level 7, and Divine Intervention now casts any cleric spell of level 5 or lower once per long rest. Healing Word and Cure Wounds doubled their dice, and Spiritual Weapon now needs concentration.
Should I multiclass a cleric?
It depends on what you want from the dip. You need Wisdom 13. In 2014 a single cleric level brings medium armor and shields, three cantrips, 1st-level spells and the domain's level 1 features. In 2024 the subclass waits until level 3, so a one-level dip gives the Divine Order but no domain. Cleric levels count fully toward multiclass spell slots.
Class tables and features: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Build advice and worked examples are Loreify's own.
This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.
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