The Role and Abilities of Clerics in D&D 5e [Wielding Divine Might]
Contents
The cleric is a class in Dungeons & Dragons 5th Edition that represents a character who has been chosen by a deity or divine power to serve as their agent in the mortal realm. Clerics are devout individuals who embody the principles and beliefs of their chosen deity, wielding divine magic and spiritual power to shape the world around them.
Clerics are versatile characters with a wide range of abilities. They have access to a diverse spellcasting repertoire, allowing them to heal wounds, protect allies, and vanquish enemies with spells that draw upon their divine connection. In addition to spellcasting, clerics are proficient with simple weapons, light and medium armor, and shields, enabling them to engage in melee combat if needed.
One of the defining features of clerics is their choice of Divine Domain. Each cleric selects a domain that aligns with the nature of their deity, granting them unique abilities, domain spells, and thematic features. For example, a cleric of the Life Domain excels in healing and restoring vitality, while a cleric of the War Domain specializes in martial combat and enhancing their party’s combat capabilities.
Clerics also possess Channel Divinity, a special feature that allows them to tap into their divine connection to perform extraordinary feats. These abilities vary depending on the cleric’s chosen domain and can include turning undead, healing in a burst of radiant energy, or dealing additional damage with their weapon attacks.
In summary, the cleric class in D&D 5e is a divine spellcaster who serves as a conduit between the mortal realm and the divine powers they worship. With their versatile spellcasting, combat prowess, and unique domain abilities, clerics play vital roles in parties as healers, protectors, and champions of their deity’s cause.
In the world of Dungeons & Dragons 5th Edition, the cleric class stands out as the embodiment of divine power and spiritual devotion. These versatile and resilient adventurers serve as the intermediaries between the mortal realm and the divine forces that shape the universe.
With their unwavering faith, potent spells, and unique abilities, clerics fulfill various roles within a party, from healing wounds and protecting allies to smiting enemies with righteous fury. Join us as we delve into the fascinating world of clerics, exploring their origins, class features, domains, and the unique blend of faith and magic that makes them formidable forces on the battlefield and beyond.
This is not just the stuff to describe the cleric 5e but something more that can be called down a curse upon the forces underneath, a human lifting her holy symbol as light pours from it to drive back the zombies crowding in on her companions.
It’s the arms and eyes upraised to the sun the supreme power with the prayers on lips and the elf begins to glow with the inner light which spills out to the heal of his battle-worn companions. With that chanting the song of glory, a dwarf swings his axe in the wide swaths to cut through the ranks of orcs arrayed against him, shouting the praise to the gods with every foe fall.
Cleric 5e class features
The cleric 5e class features manage hit points which are good for a full caster, but it can be problematic since many clerics fight on the front lines. This has the best healing abilities in the game, so they can be easily compensated for a small pool of hit points. The saves were wisdom and charisma save to cover some of the most debilitating effects in the game.
We can make a cleric quickly by below-given table. you can get some suggestions from following these instrcutions. First, Wisdom will be your highest ability score, following strength or constitution. next, choose the acolyte background from 5th edition.
Cleric 5e Table
Level | Proficiency Bonus | Features | Cantrips | —Spell Slots per Spell Level— |
||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Channel Divinity (1/rest), Divine Domain Feature | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | - | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | -Ability Score Improvement | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Destroy Undead (CR 1/2) | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Channel Divinity (2/rest), Divine Domain Feature | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | - | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | - | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Divine Intervention | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Destroy Undead (CR 2) | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Destroy Undead | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Destroy Undead (CR 4), Divine Domain Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Channel Divinity | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Divine Intervention Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Divine Intervention Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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 |
Proficiencies
Armor | Light armor, medium armor, shields |
Tools | None |
Weapons | Simple weapons |
Saving Throws | Wisdom, Charisma |
Skills | Choose two from History, Insight, Medicine, Persuasion,&Religion |
Equipment
(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 |
imple weapon |
A shield and a holy symbol |
The proficiencies stand on with medium armor and shields will give you a decent AC, especially if you are not building for melee combat. The simple weapons will be fine, especially once your spells eclipse your damage output with weapons. The clerics don’t get any kind of tools and get two skills from a very short list of options.
The enemies weakened enough to be destroyed by this will be easy to kill with any number of AOE spells. The divine intervention is not the intention until the 20th level. But when it works it should be extremely potent. You will need to work with your DM to determine the exact effect of the ability.
Who are they
The clerics are intermediaries between the mortal world and the distant planes of the god. With a varied goals as the god they serve, these clerics have to strive to embody the handiwork of their deities.
There is no ordinary priest which the cleric 5e has devoted to the divine magic. This serves as a way to mechanically differentiate clerics which are based on their patron gods and can be used to define the adherents to the specific sub-beliefs or sects of the particular god.
These clerics 5th edition D&D are considered to be the intermediaries between the mortal world and their distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. There is no ordinary priest just a cleric who is going to do all that with the divine magic.
The healers and warriors
The name divine magic standing to the cleric D& D refers to the power of gods, flowing from them to the world. These are conduits for that power manifesting it as a miraculous effect. The gods don’t really grant his power to everyone who seeks it but only to those who choose to fulfill them in a high calling.
Harnessing divine magic doesn’t rely on study or training. But it’s the cleric who learns the formulaic prayers and ancient rites. It’s the ability to cast spells that rely on devotion and an intuitive sense of the deity’s wishes.
The cleric 5e is combined with the helpful magic of healing and inspiring their allies with the spells that are going to harm and hinder the foes. They can just provoke awe and dread, lay curses or plagues or poison, and even call down the flames from heaven to consume their enemies.
For those who think evil and are going to be benefitted the most from the mace to the head, the clerics depend on their combat training to let them wade into the melee with the power of the gods on their side.
The divine agent
this is not every acolyte or officiant at the temple or shrine is a cleric. There are some priests who are called to a simple life of temple service to carry out their goals with the help of their prayers and sacrifices.
It’s really not the magic or the strength of their arms. In some cities, the priesthood amounts to the political office being viewed as a stepping stone to the higher positions of authority and involves no communion with a god at all.
There is always a scarcity of true clerics in most of the hierarchies. When the clerics take up the adventure life, it is usually because of their god’s demands for it. They pursue the goals of the gods often involving braving dangers beyond the walls of civilization, smiting evil, or seeking holy relics in ancient tombs.
There are even many clerics who are also expected to protect their deities’ worshipers and followers. They do this by fighting rampaging orcs, negotiating peace between the warring nations as well as sealing a portal that would permit a demon prince to enter the world.
It’s the most adventuring clerics who maintain some better connection to established temples and orders of their faiths. The temple might ask for the cleric’s aid or a high priest who might be in a position to demand it.
Check also: Sorcerer DND
How is a cleric created?
The cleric is one of the most important figures, so its creation is always an important part. They are considered to be serving deities and what principles you want your character to embody.
It’s important as per the Cleric 5e D&D that once the deity is chosen, you have to consider your cleric’s relationship to that god and then it’s just that you enter the service willingly or even can see that if God has chosen you, impelling you into the service with no regard for your wishes.
How did the temple priests of your faith regard you as a champion or a troublemaker? What is your ultimate goal and does your deity have a special task in mind for you or you are striving to prove yourself worthy of the great quest?
Spell save DC
8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier
your proficiency bonus + your Wisdom modifier
Destroy Undead Table
Cleric Level | Destroys Undead of CR ... |
5th | 1/2 or lower |
8th | 1 or lower |
11th | 2 or lower |
14th | 3 or lower |
17th | 4 or lower |
Life Domain Spells
Cleric Level | 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 |
Twilight Domain Spells
Cleric Level | Spells |
---|---|
1st | faerie fire , sleep |
3rd | darkness , invisibility |
5th | aura of vitality , Leomund’s tiny hut |
7th | aura of life , greater invisibility |
9th | circle of power , dream |
Unity Deities
Deity | Pantheon |
---|---|
Angharradh | Elven |
Athena | Greek |
Berronar Truesilver | Dwarven |
Boldrei | Eberron |
Cyrrollalee | Halfling |
Eldath | Forgotten Realms |
Gaerdal Ironhand | Gnomish |
Heimdall | Norse |
Paladine | Dragonlance |
Rao | Greyhawk |
Unity Domain Spells
Cleric Level | Spells |
---|---|
1st | heroism , shield of faith |
3rd | aid , warding bond |
5th | beacon of hope , sending |
7th | aura of purity , guardian of faith |
9th | greater restoration , Rary's Telepathic Bond |
In the world of Dungeons & Dragons 5th Edition, clerics embody divine power and devotion. They are not alone, as other classes offer unique abilities and strengths. Paladins are holy warriors with martial prowess and divine magic. Warlocks forge pacts for eldritch power. Barbarians tap into primal fury. Rangers are nature’s guardians with divine spellcasting. Rogues excel in stealth and skills, with intriguing connections to divine trickery. Explore these classes to discover the diverse character options in D&D 5e.
Frequently Asked Questions (FAQs)
Frequently Asked Questions about the Cleric Class in Dungeons & Dragons 5th Edition
Q1: What is a cleric in D&D 5e?
A: A cleric is a versatile class in Dungeons & Dragons 5th Edition that represents a character who has been chosen by a deity or divine power. They serve as intermediaries between the mortal world and the divine realms, wielding divine magic and fulfilling various roles within an adventuring party.
Q2: Can clerics only heal in D&D 5e?
A: While clerics are renowned for their healing abilities, they are not limited to healing alone. Clerics possess a wide range of spells and abilities that allow them to serve as frontline combatants, support their allies with buffs and protection, and even deal damage to enemies with powerful spells and weapon attacks.
Q3: How do clerics choose their spells in D&D 5e?
A: Clerics have access to the entire cleric spell list and prepare a selection of spells each day from that list. The number of spells a cleric can prepare is determined by their level and Wisdom modifier. This flexibility allows clerics to tailor their spell selection to the needs of the party and the challenges they anticipate facing.
Q4: What are divine domains, and how do they affect clerics?
A: Divine domains represent the specific aspects of a deity or higher power that a cleric aligns themselves with. Each domain grants unique abilities and spells that complement the cleric’s chosen playstyle and role. For example, a cleric of the Life Domain excels at healing and supporting their allies, while a cleric of the War Domain focuses on martial combat and bolstering their party’s offensive capabilities.
Q5: Can clerics use any weapon or armor in D&D 5e?
A: Clerics are proficient with simple weapons, light and medium armor, and shields. This broad array of proficiencies allows clerics to choose the weapons and armor that best suit their preferred style of combat and defense. Some domains, such as the War Domain, grant additional weapon proficiencies to further enhance a cleric’s martial prowess.
Q6: Do clerics have to worship a deity in D&D 5e?
A: While most clerics in D&D 5e draw their power from the worship of a specific deity, the rules allow for alternative interpretations. The Dungeon Master and player can work together to determine if the cleric’s power comes from a philosophy, an ideal, or even an ancestral spirit, rather than a traditional deity.
Q7: Can clerics turn undead in D&D 5e?
A: The ability to turn undead is tied to specific cleric domains, such as the Death Domain or the Grave Domain. These domains grant clerics the ability to channel their divine energy to repel or control undead creatures. However, not all clerics possess this ability by default.
Q8: Are clerics good healers in D&D 5e?
A: Yes, clerics are excellent healers in D&D 5e. Their access to healing spells, such as Cure Wounds and Healing Word, along with domain-specific features like the Life Domain’s Channel Divinity: Preserve Life, make them highly effective at restoring hit points and reviving fallen allies.
Q9: Can clerics wear heavy armor in D&D 5e?
A: By default, clerics are proficient in medium armor and shields. However, certain domains, such as the Forge Domain, grant clerics proficiency with heavy armor, allowing them to do more protective gear and enhance their durability on the battlefield.
Q10: Can clerics use their divine spells to deal damage?
A: Absolutely! Clerics have access to a wide range of damaging spells, including offensive cantrips like Sacred Flame and potent spells like Flame Strike or Guiding Bolt. They can channel their divine energy to smite enemies and unleash devastating attacks, making them formidable damage dealers in addition to their healing and support capabilities.
Q11: What’s the fine race for a cleric in DnD 5E?
A: There are virtually some elements of every DnD species that may also sway you into deciding on them over others when it comes to growing a cleric, however, your private preferences are greater necessary than doubtlessly maximizing your character’s build.
Q12: How do you put together spells and what is ritual casting?
A: Whilst some spellcasting training in D&D 5E is restricted to solely casting a set choice of spells that they’ve learned, clerics aren’t restrained in the same way.
Q13: DnD 5E Cleric Multi-Classing?
A: There are many homebrews (changes to or extra rules) that permit gamers to re-work spells they recognize at level-ups or different factors in an adventure.
Q14: Multi-classing would not generalize Single-class spellcasting?
A: The rule for rounding down kind of gimps the development of multiclassing 1/2 casters. When the sum of all half of the caster degrees is even, the caster contributes slots as expected, when it is peculiar we see the trouble you have outlined here: it appears to be a stage behind.
Q15: What Does Your Character Do To Have Fun?
A: Sure you can play a stereotypical cleric that loves singing the deity’s songs, analyzing the deity’s holy books, but even actual existing clergy get worn out of that from time to time.