Cleric FAQ
What is a Cleric in D&D?
A Cleric is a Wisdom-based full spellcaster who channels divine power through prepared spells, a Divine Domain, and Channel Divinity. Clerics use a d8 Hit Die, wear light or medium armor and shields by default, and can support, heal, control, defend, or deal damage depending on their prepared spells and Domain. A Cleric chooses a Divine Domain at 1st level in the 2014 rules.
A Cleric is a divine full spellcaster whose abilities are shaped by faith, sacred purpose, and a Divine Domain. The class is often described as the party healer, but that is only one possible role. A Cleric can heal, protect allies, control enemies, destroy undead, deal radiant or necrotic damage, fight in armor, investigate religious or supernatural problems, and provide powerful utility magic. The exact balance depends heavily on spell preparation and Divine Domain.
Core class profile
In the 2014 rules, a Cleric uses a d8 Hit Die.
The base class is proficient with:
- light armor;
- medium armor;
- shields;
- simple weapons.
Some Divine Domains grant additional armor or weapon proficiencies.
Cleric saving throw proficiencies are Wisdom and Charisma.
Wisdom is the class's spellcasting ability and is therefore normally the highest ability score.
Prepared full spellcasting
Clerics are full spellcasters.
Their spell-slot progression reaches 9th-level spells.
Unlike a Bard or Sorcerer that knows a more limited selection, a Cleric prepares spells from the Cleric spell list after a long rest.
The number prepared is based on Cleric level and Wisdom modifier under the 2014 class rules.
This makes preparation one of the class's greatest strengths.
A Cleric can change from a more defensive or restorative loadout to a more exploratory, controlling, or offensive one when the expected adventure changes.
The Cleric can also ritual cast a prepared Cleric spell that has the ritual tag.
Divine Domain
A Cleric chooses a Divine Domain at 1st level.
The Domain represents a major aspect of the Cleric's divine connection and acts as the subclass.
A Domain provides:
- Domain Spells;
- a 1st-level feature;
- a Channel Divinity option at 2nd level;
- later features at 6th, 8th, and 17th level in the 2014 structure.
Domain Spells are especially useful because once gained they are always prepared and do not count against the normal number of Cleric spells prepared.
A Domain therefore changes both the class's fixed features and the spells always available to it.
Channel Divinity
At 2nd level, Clerics gain Channel Divinity.
The base class begins with Turn Undead plus a Domain-specific use.
A Cleric chooses which Channel Divinity effect to create when spending the resource.
The resource returns after a short or long rest.
The number of uses increases as the Cleric gains levels.
This means Channel Divinity is not only an anti-undead button.
The chosen Domain normally provides another use that can become central to the subclass's play style.
Turn Undead and Destroy Undead
Turn Undead is the base Channel Divinity option.
It is designed to force nearby undead that fail the saving throw to flee and become unable to approach the Cleric normally while the effect remains active.
At 5th level, Destroy Undead improves this interaction.
When an undead of sufficiently low Challenge Rating fails against Turn Undead, it can be destroyed instead of merely turned.
The maximum affected Challenge Rating increases at later Cleric levels.
This makes the feature increasingly effective at clearing weaker undead without turning it into an automatic solution against powerful undead enemies.
Divine Intervention
At 10th level, Divine Intervention allows the Cleric to request direct aid from their deity or divine power.
In the 2014 rules, the Cleric rolls percentile dice and succeeds when the result falls within the feature's level-based threshold.
The exact form of the intervention is determined by the DM, with a Cleric spell or Domain spell serving as guidance for an appropriate effect.
At 20th level, the feature improves so the request succeeds automatically.
Divine Intervention is intentionally different from ordinary spellcasting.
It is a rare, high-level appeal to divine power rather than another predictable spell slot.
What role does a Cleric fill?
A Cleric can fill several roles at once, but should not assume all of them must be performed every round.
A Cleric can provide:
- healing and recovery;
- protective magic;
- buffs;
- battlefield control;
- radiant or necrotic offense;
- anti-undead tools;
- ritual and utility magic;
- durable mid-line or front-line presence;
- religious and supernatural knowledge.
A Life Domain Cleric may lean heavily toward restoration and durability.
A Tempest or Light Cleric can provide much more overt offensive pressure.
A Knowledge or Trickery Cleric may contribute strongly to exploration, information, or social situations.
The class is flexible because both prepared spells and Domain choice matter.
In short
A Cleric is a Wisdom-based prepared full caster with strong armor, divine subclass features, Channel Divinity, and exceptional day-to-day flexibility.
The class is not defined only by healing.
A good Cleric uses spell preparation, concentration, Domain features, Channel Divinity, and positioning together to solve whatever problem matters most.