As an Amazon Associate, we earn from qualifying purchases and other affiliate schemes. Learn more.

DnD Cleric 5e guide

The Dungeons and Dragons Cleric has a hugely versatile repertoire of gods, spells, and powers with which to smite the unrighteous.

Wizards of the Coast art of an Elf DnD Cleric 5e

The DnD Cleric 5e is one of the most powerful and streamlined classes in Dungeons and Dragons. Often pigeonholed as an 'armored support' character or discounted as a tiresome, holy goody-two-shoes, the 5e Cleric is actually one of the most versatile (and often powerful) options adventurers can pick. This guide explains all the key rules and build tips for a Dungeons and Dragons Cleric, using the most up-to-date set of rules.

For a briefer overview of the Cleric, alongside the other 13 character options, check out our guide to all the DnD classes first. Our guides to DnD races and DnD 2024 backgrounds are also crucial for setting up your character.

DnD Cleric 5e class explained:

D&D Cleric 5E a dwarven smith working metal

Proficiencies

Level: One

Main ability score Wisdom
Hit point die D8 per Cleric level
Saving throws Wisdom and Charisma
Skills Choose two from History, Insight, Medicine, Persuasion, or Religion
Weapons Simple weapons
Armor Light and medium armor, shields

A Cleric can choose to start with 110 GP or the following: a chain shirt, a shield, a mace, a holy symbol, a priest's pack, and 7 GP.

DnD Cleric 5e - Wizards of the Coast art of two Owlin casting spells

Spellcasting

Level: One

You have learned to cast spells through prayer and meditation. You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended.

Whenever you gain a Cleric level, you can replace one of your DnD cantrips with another of your choice from the Cleric spell list. When you reach Cleric levels four and 10, you learn another cantrip of your choice from the Cleric spell list.

The table below shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a long rest. To start, choose four level-one spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended.

Spell slots per spell level
Level Prepared spells 1 2 3 4 5 6 7 8 9
1 4 2 - - - - - - - -
2 5 3 - - - - - - - -
3 6 4 2 - - - - - - -
4 7 4 3 - - - - - - -
5 9 4 3 2 - - - - - -
6 10 4 3 3 - - - - - -
7 11 4 3 3 1 - - - - -
8 12 4 3 3 2 - - - - -
9 14 4 3 3 3 1 - - - -
10 15 4 3 3 3 2 - - - -
11 16 4 3 3 3 2 1 - - -
12 16 4 3 3 3 2 1 - - -
13 17 4 3 3 3 2 1 1 - -
14 17 4 3 3 3 2 1 1 - -
15 18 4 3 3 3 2 1 1 1 -
16 18 4 3 3 3 2 1 1 1 -
17 19 4 3 3 3 2 1 1 1 1
18 20 4 3 3 3 2 1 1 1 1
19 21 4 3 3 3 3 2 1 1 1
20 22 4 3 3 3 3 2 2 1 1

The number of DnD spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column. If another Cleric feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.

Whenever you finish a long rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots. Wisdom is your spellcasting ability, and you can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.

D&D a far off fantasy city surrounded by clouds

Divine Order

Level: One

You have dedicated yourself to one of the following sacred roles of your choice:

  • Protector - You gain proficiency with martial weapons and training with heavy armor
  • Thaumaturge - You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).

Wizards of the Coast art of a DnD Cleric 5e of the Knowledge domain

Channel Divinity

Level: Two

You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects:

  • Divine Spark - As a magic action, you can point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes necrotic or radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down). You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).
  • Turn Undead - As a Magic action, you present your Holy Symbol and censure undead creatures. Each undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the frightened and incapacitated conditions for one minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the incapacitated condition, or if you die.

Each time you use this class's Channel Divinity, choose which effect to create. You gain additional effect options at higher levels. If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's spellcasting feature.

You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a short rest, and you regain all expended uses when you finish a long rest. You gain additional uses at level six (three uses) and level 18 (four uses).

D&D artwork showing a life domain cleric casting a spell with a staff

Cleric subclasses

Level: Three

You gain a subclass of your choice. The 2024 Player's Handbook features four options, while many extras can be found in older DnD books.

Life Cleric 5e

Life Domain Clerics are the best healers in the game, ideal for keeping a frail party on its feet. Their prepared spells are geared towards preventing death at all costs, and they gain a Channel Divinity option that lets them hand out HP equal to five times their Cleric level (provided the target was already Bloodied).

Blessed Healer lets these Clerics gain HP after casting healing spells, and by level 17, they'll use the maximum possible result on all dice rolled for healing spells. Healing isn't all a Cleric can do, but if you want to specialize in supporting your party, the Life Cleric is the most effective way to do so.

Light Cleric 5e

Light Clerics come armed with spells that burn, blind, and dazzle the enemy (including the infamous Fireball). Their unique Channel Divinity creates a 30-foot emanation of light that dispels all magical darkness and hits an enemy with radiant damage on a failed Constitution saving throw.

Light Clerics are great on the offense, but Warding Flare also gives them some defensive power. This reaction gives an enemy attack roll disadvantage. Plus, at level 6, this feature improves to give your Cleric extra uses and the ability to give the target of said enemy attack some temporary HP.

The capstone here is Corona of Light, which creates a huge globe of light. Enemies caught in the illumination have disadvantage on saving throws against your spells and abilities that deal fire or radiant damage. Basically, your entire repertoire is stronger than ever before.

DnD Cleric 5e spellcaster (art by Wizards of the Coast)

Trickery Domain Cleric 5e

This Cleric has some DnD Rogue DNA with spell that can trick, deceive, and bamboozle. Spells that charm, disguise, conceal, and confuse are all part of the subclass, and the Blessings of the Trickster feature gives you or another willing creature advantage on stealth checks all day.

Trickery Clerics also gain a Channel Divinity feature that lets them create an illusory version of themselves. They can cast spells from the space of their illusion, and standing close to it gives your Cleric advantage on attack rolls against a nearby creature. At later levels, you can even teleport to swap places with the illusion any time you cast or move it, and allies can also gain buffs from standing close to your fake self.

War Cleric 5e

The War Domain cleric excels in martial combat, and can support both you and your allies on the battlefield. Most of their spells are offensive, with classics like Guiding Bolt and Spirit Guardians always prepared. Their Channel Divinity buffs missed attacks, and they can make weapon or unarmed strike attacks with a bonus action.

As they level, War Clerics can cast Shield of Faith and Spiritual Weapon without spell slots to bolster themselves in battle. They also eventually become resistant to bludgeoning, piercing, and slashing damage, making them exceptionally hard to take down without spells.

D&D artwork showing a ship at sea, attacked by a tentacled monster

Tempest Domain Cleric 5e

Found in: 2014 Player's Handbook

Think of Thor or Zeus, the gods of the sea, skies, earthquakes, and storms; A Tempest domain Cleric walks the path of strength and justice, and delivers the wrath of their deities in style.

Tempest Clerics are intimidating damage dealers, and they can be terrifying on the battlefield. They get proficiency in heavy armor and martial weapons, and one of the best lists of offensive domain spells out of all Cleric subclasses.

Their Channel Divinity: Destructive Wrath also lets you deal maximum damage on lightning and thunder attacks, literally letting them obliterate their enemies with a holy storm.

Any tank players, or damage-dealing lovers, will thrive in this domain (and probably will soon become addicted to hurling destructive lightning bolts).

Death Domain Cleric 5e

Found in: Dungeon Master's Guide (2014)

Now turning to the dark side, the Death domain gives your Cleric some necromantic qualities, letting you fiendishly bring about chaos and destruction. With their proficiency in martial weapons, Death domain Clerics can efficiently slay their enemies, reaping their souls as they go about on their murderous way.

However, remember to keep a shield handy on the front lines, as Death Clerics don't get heavy armor proficiency. Their Channel Divinity: Touch of Death allows you to destroy your foe's life force, and apply extra necrotic damage, with melee attacks.

It's a highly thematic offensive subclass, but one you should properly consider in advance. Check what kind of campaign you'll be going on before settling on your choice as, typically, Death Clerics' necrotic and poison damage isn't as effective as the radiant or force damage dealt by other subclasses in 5e.

D&D artwork showing a Grave Domain cleric looking moody, wearing a skull as a hat

Grave Cleric 5e

Found in: Xanathar's Guide to Everything

The peaceful version of the Death Domain, the Grave Cleric 5e worships gods of the afterlife. Spreading the influence of their deities, their mission is centered on honoring the departed and upholding the sacred passing between life and death itself.

This subclass is excellent for support. Their Circle of Morality feature brings fallen allies back into the fight, giving their party an advantage in tough combat scenarios. Similarly, Sentinel at Death's Door lets Clerics aid allies by negating the DM's critical rolls, saving your party from hairy fights.

For desperate combat situations, where everyone's HP is abysmal, the Grave Domain has some of the best features - and can be the force that pushes the success of a dungeon.

Order Domain 5e

Found in: Tasha's Cauldron of Everything

Clerics of the Order domain 5e have firm devotion to the laws that govern their society, focusing on discipline, justice, and smiting those who break the community's rules.

They get proficiency in heavy armor and a bonus proficiency in either intimidation or persuasion. Their Channel Divinity: Order's Demand, also gives extra psychic damage to weapon attacks, and they're easily one of the most potent hitters out of all the subclasses.

Order Clerics are the voice of authority for a party and offer tons of support, while also destroying enemies with a single blow. However, to truly get the most out of the subclass, you'll need to use teamwork - so keep that in mind before you set out on your adventure.

D&D artwork showing a snake-headed character wielding a warhammer among floating rocks

Arcana Domain 5e

Found in: Sword Coast's Adventurers Guide

The spell-slinging and magical-centered choice, the Arcana domain 5e is perfect for any players that want a DnD Wizard-slash-Cleric crossover style of gameplay.

Worshiping the gods of magic, Arcana Clerics get access to some great spells on their domain list, such as Magic Missile, at level one, and Arcana Eye, at level seven. At level 17, their capstone ability gives them the choice to add four wizard spells, which are always prepared and ready to use.

This can be a game-changer when carefully considered (we recommend always adding the spell Wish to your list), but until you get to that level, Arcana Clerics do require tactical thinking and can be a tricky subclass to play - so be warned.

Forge Cleric 5e

Found in: Xanathar's Guide to Everything

If you're playing a Dwarven Cleric, the Forge Cleric 5e is the perfect subclass. Worshiping the gods of material, the forge, and metal-smelting artisans, the Forge Domain is full of pride, and unique spells that tank-inclined players will love.

They get heavy armor proficiency, and, at level one, can craft either a +1 magical weapon or +1 magical armor. Getting a bonus to your AC immediately is pretty amazing, and, at level 17, getting immunity to fire makes you even tougher to take down.

Their Channel Divinity: Artisan's Blessing lets them craft trinkets that can be incredibly useful in several ways during a campaign. Honestly, they are just such a fun and creative subclass (in and out of combat) that it's impossible not to love them.

D&D a dwarf in a horned helmet, among a lot of grey smoke

Knowledge Domain 5e

Found in: 2014 Player's Handbook

Clerics of the Knowledge domain 5e can provide tons of utility to a party, as they set out to unlock the secrets of the universe. Their domain spell list has a few divination spells, with a couple of standouts. Still, overall, players will probably be relying on the base features of the Cleric class here, especially when facing enemies.

Their Channel Divinity: Knowledge of the Ages lets you gain proficiency in a skill or tool (perfect for picking some locks without a rogue) and gives plenty of opportunities to assist your party outside of combat.

But it's important to think about your playstyle before you pick this subclass. Remember, the Knowledge Domain is very situational, and more of a roleplaying choice than an optimized combat option.

Nature Domain 5e

Found in: 2014 Player's Handbook

Nature domain 5e Clerics are spellcasters who are one with their surroundings and can fully use the environment to their advantage.

Having lots of Druid elements to their subclass features and domain spell list, they get some amazing abilities that can benefit the party in the right scenarios. Acolyte of Nature gives them a Druid cantrip of their choice, and proficiency in the Animal Handling, Survival or Nature skill.

They also get heavy armor proficiency, and their Dampen the Elements ability grants resistance from elemental damage, offering massive benefits to themselves and allies during combat.

However, like the Knowledge Domain, it's a situational subclass. If your campaign isn't in the wilderness, most abilities will be lackluster, and you'll end up relying on base Cleric features more than other domain choices.

D&D artwork showing a spellcaster in a jungle, followed by several undead

Peace Cleric 5e

Found in: Tasha's Cauldron of Everything

No matter what anyone says, peace is always an option, and it's time to destroy everyone who says differently. Joining the Peace Cleric 5e subclass literally benefits the entire party, offering support features beyond basic healing, and amplifying the benefits of teamwork during combat.

Starting at level one, Emboldening Bond lets them bond with allies and give them a d4 bonus to their attack rolls, saving throws or ability checks. Their Channel Divinity: Balm of Peace also lets them essentially dash around the battlefield, granting temporary hit points equal to 2d6 plus their Wis modifier to any nearby allies.

Peace Clerics are an excellent domain for bonding an adventuring party together, and they can be the glue responsible for holding up your adventuring and combat success.

Twilight Cleric 5e

Found in: Tasha's Cauldron of Everything

A great pick for defensive and utility-focused players, a Twilight Cleric 5e worships the gods that guard against the horrors of the night, and they can aid any allies in the front lines.

They get proficiency in heavy armor and martial weapons, and a spell list with both Wizard and Druid class-like features, letting you truly embrace the mystical role of a spellcasting shadow priest.

Many of the domain spells in this subclass offer buffs, and their Channel Divinity: Twilight Sanctuary can grant either temporary hit points or clear harmful effects (e.g. charmed), making them one of the most appreciated players on the battlefield. If you want to be the party protector, and a Cleric shrouded in mystery, this is the domain for you.

D&D artwork showing a cleric casting a fire spell

Ability Score Improvement

Level: Four

You gain the Ability Score Improvement feat or another DnD 2024 feat of your choice for which you qualify. You gain this feature again at Cleric levels eight, 12, and 16.

Sear Undead

Level: Five

Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each undead that fails its saving throw against that use of Turn Undead takes radiant damage equal to the roll's total. This damage doesn't end the turn effect.

Wizards of the Coast art of a human DnD Cleric 5e

Blessed Strikes

Level: Seven

Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature):

  • Divine Strike - Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 necrotic or radiant damage (your choice).
  • Potent Spellcasting - Add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Wizards of the Coast art of a DnD Cleric 5e raising a hand in the air

Divine Intervention

Level: 10

You can call on your deity or pantheon to intervene on your behalf. As a magic action, choose any Cleric spell of level five or lower that doesn't require a reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing material components. You can't use this feature again until you finish a long rest.

Improved Blessed Strikes

Level: 14

The option you chose for Blessed Strikes grows more powerful:

  • Divine Strike - The extra damage of your Divine Strike increases to 2d8.
  • Potent Spellcasting - When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself of another creature within 60 feet of yourself, granting a number of temporary hit points equal to twice your Wisdom modifier.

DnD Cleric 5e artwork showing a dwarf healing someone with a scroll (art by Wizards of the Coast)

Epic Boon

Level: 19

You gain an Epic Boon or another feat of your choice for which you qualify. Boon of Fate is recommended.

Greater Divine Intervention

Level: 20

You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you can't use Divine Intervention again until you finish 2d4 long rests.

Wizards of the Coast art of a DnD Cleric 5e casting a spell of purple smoke

Best Cleric spells

There are tons of choices for Cleric spells, and to go through them, plus all the domain spells, would take a century. So we've listed the absolute must-haves that no Cleric should go without.

Spell level Recommended spells
Cantrip Guidance, Sacred Flame
1 Bless, Healing Word, Guiding Bolt, Sanctuary
2 Spiritual Weapon, Enhance Ability, Silence, Prayer of Healing
3 Spirit Guardians, Revivify, Dispel Magic, Bestow Curse
4 Banishment, Death Ward, Stone Shape
5 Flame Strike, Commune, Greater Restoration
6 Heal, Word of Recall
7 Divine Word, Plane Shift, Regenerate
8 Holy Aura, Antimagic Field
9 Mass Heal

Guidance

Great for outside combat. This spell lets any of your allies have a better chance of passing checks while adventuring. Once you touch them, willing participants get a d4 bonus to add to any ability check using a chosen skill.

Sacred Flame

The best damage-dealing cantrip, and a Light Cleric staple; this deals a wave of radiance against enemies. Targets must make a Dex saving throw or take 1d8 radiant damage; however, this can increase up to 4d8 damage at higher levels.

Bless

A must-have (especially in the early game) Bless can significantly increase your party's damage output. Choosing up to three allies, they'll get to roll a d4 to add to their attack rolls or saving throws.

Healing Word

An excellent healing spell. In-range allies will regain 2d4 + your spellcasting ability modifier of hit points. It's also a bonus action, meaning that you can heal your party while also causing damage to enemies, in a single turn.

Wizards of the Coast art of a DnD Cleric 5e casting Spiritual Weapon

Guiding Bolt

One of the best damage spells against a single target. Enemies take 4d6 radiant damage. If your bolt didn't make the cut and somehow didn't kill them, the next attack roll gets advantage, so either way, they're gonna end up dead.

Sanctuary

At lower levels, lots of your party will be squishy, so Sanctuary is a good protection buff to have in your arsenal. You ward enemies against attacking the spell's target character; if any enemies do roll to attack them, they must pass a Wis saving throw first.

Spiritual Weapon

A floating weapon of your imaginative choice deals 1d8 + your spellcasting modifier of force damage. As a bonus action, it can move up to 20 feet, and repeat the attack on an in-range enemy. The increase in damage output is fantastic, and the possibility of conjuring up fun weapons like sacred flying lollipops or holy rubber chickens on the battlefield is simply too good to pass up.

Enhance Ability

Offers a broad range of useful buffs to assist in checks for any willing creature you touch; this spell is super versatile in and out of combat and can make life a whole lot easier.

Silence

A must-have for any adventuring party. As most spellcasters require a verbal component to their attacks, it's a great way to block damage.

Wizards of the Coast art of a DnD Cleric 5e

Prayer of Healing

You can heal up to six in-range allies, letting them regain 2d8 HP. Plus, they gain the benefits of a short rest, which is great for restoring class abilities and Warlock spell slots. You can only use Prayer of Healing on a target once per long rest, but the power to heal multiple allies at once is an obvious stand-out ability in combat.

Spirit Guardians

Summoning a spirit to protect you; this acts as a great buff while decreasing enemy melee attackers' efficiency. Enemies affected by your summon will have their speed halved, and have to make a wisdom saving throw or take 3d8 radiant/necrotic damage.

Revivify

One of the spells that all Clerics are expected to pick up. It's a straightforward spell that lets you raise fallen allies and is considerably less costly than other similar abilities like Raise the Dead.

Dispel Magic

Basically, you can stop enemy spells in their tracks, which is obviously extremely useful, and makes enemy casters essentially easy targets.

Bestow Curse

Once you touch a creature, they must succeed on a Wisdom saving throw or be cursed. You get to pick one of four curses, and it's a great way to make sure your party achieves the upper hand during your adventure.

Wizards of the Coast art of a DnD Cleric 5e casting a spell

Banishment

This allows you to send an enemy to another plane of existence. Your target must succeed a Charisma saving throw or be banished from the battlefield. As enemies generally don't have high Charisma, it's a super-effective tool to have in your Cleric's tool-belt.

Death Ward

The perfect solution for protecting more vulnerable allies, like Wizards, in your campaign. The spell lasts for eight hours and literally prevents death, so, like Revivify, it's a pretty handy spell to have, especially during those tough boss fights.

Stone Shape

Stone shape is a pretty common material in dungeons, and having the ability to reshape it is incredibly powerful. It offers tons of creative and useful possibilities, such as altering the terrain to your party's advantage in combat.

Flame Strike

Another staple damage-dealing pick if you aren't a Light Cleric (and thus don't have easy access to fire spells), Flame Strike lets you cast divine fire from the heavens.

Commune

Being able to contact your deity is an obvious Cleric pick. You can ask up to three questions to your god and receive yes-or-no answers in return. It's fun to get your DM more involved with your class, and you can learn some valuable information (if you ask the right questions).

Wizards of the Coast art of a female-presenting Dwarf DnD Cleric 5e

Greater Restoration

This ability heals a great number of effects that can put your teammates at a disadvantage in battle. The ability to cancel any crippling buffs can turn the tides in your favor during combat, making this a spell that every Cleric should have prepared - just in case.

Heal

A powerful healing spell that doesn't require any rolls. It lets your target regain 70 hit points and ends any blindness, deafness, or poison that may be affecting them. It can be a lifesaver in combat, and it's one of the most reliable healing spells you can have on your list.

Word of Recall

This lets you teleport you and your party out of harm's way. If you're a big adventuring party, you may have to leave some pets behind - but when things are going south, and you have no chance of survival, this escape plan is a blessed safety net.

Divine Word

Uttering a divine word allows for some top-notch crowd control on the battlefield. Chosen creatures in range will have to make a Charisma saving throw or take a certain amount of damage and negative buffs, based on their current hit points.

Plane Shift

This allows you to get rid of creatures permanently - or lets you and your party travel all over the multi-faceted planes of existence. Both in and out of combat, it's a spell you'll use frequently.

Wizards of the Coast art of a Goliath DnD Cleric 5e

Regenerate

Although severed limbs are hard to come by in 5e, it's always lovely to have the ability to grow back some fingers or legs. Regenerate restores your target's body, and can also be used in combat to have allies regain 4d8 + 15 hit points, with another one HP returning at the start of each of its turns.

Holy Aura

An incredible defensive buff for all your combat needs; Holy Aura gives you and your party advantage on saving throws and places enemies' attacks at a disadvantage until the spell ends. There is also the potential of blinding fiend or undead enemies, which is always a welcome bonus.

Antimagic Field

Creating an invisible, magic-cancelling sphere around you, enemy spellcasters are gonna hate your divine guts. No spells can be cast within the sphere, summons will disappear, and magical items become useless. When you're close to a spellcaster that literally can't fight back, it's pretty much game over with one good melee attack.

Mass Heal

The mother of all heal spells, this is a high-level Cleric's bread and butter. Mass Heal lets you and your allies regain 700 hit points. That's going to be enough to heal most high-level characters fully, and it can make your DM cry as they watch you leave hardcore boss fights unscathed.

DnD Cleric 5e - Wizards of the Coast art of two Aasimar gardening

Best Cleric races

If you're using the 2024's Player's Handbook, DnD stats don't play a role, so you should choose a race that adds useful extra abilities to your build. For example:

High Elf

Advantage on rolls to avoid being charmed and some extra skill proficiencies are nice, but the main appeal of the High Elf is the extra spells they learn. They start out knowing Prestidigitation, but this can be replaced with some far more potent Wizard cantrips during a long rest.

Dispel Magic bulks out your utility toolkit at level three, and level five gives your Elf Misty Step. If you haven't already found a way to teleport, this gives you a huge amount of mobility on the battlefield.

Goliath

Goliaths get to choose one of several ancestries, each with its own unique power. Given how different Cleric subclasses can be, your preferred option will differ slightly depending on your build - but the fact the Goliath offers so much versatility is a huge plus for Clerics.

Melee-focused Clerics may enjoy the extra damage and conditions that a Fire Giant, Frost Giant, or Storm Giant can inflict. Squishier ranged attackers may instead want to pick up the Cloud Giant's teleportation abilities or the Stone Giant's ability to reduce incoming damage.

Human

Humans are the all-rounders of the D&D world. Any class would benefit from an extra origin feat, an additional skill proficiency, and the ability to give yourself Inspiration on every long rest. The Cleric is no different in this regard.

Orc

An Orc's biggest strength is their durability, which is handy regardless of whether your Cleric fights on the front or back lines. The power to dash as a bonus action (and gain a small dose of temporary HP) is great for maneuverability and survivability. Plus, Relentless Endurance gets you back on your feet if you ever hit that dread zero HP - handy for a healer who needs to keep everyone else standing.

Wizards of the Coast art of a DnD Cleric 5e casting a light spell

Best Cleric backgrounds

As the 2024 rules now let backgrounds decide your ability score increases, it's important to choose the right option for your Cleric. We'd recommend the following, which all boost your Wisdom:

  • Farmer - Beefs up your Constitution with an ASI and an extra feat
  • Guard - Wisdom and Strength boosts for melee-focused builds, plus the snappy Alert feat
  • Guide - Useful ability boosts coupled with extra Druid spells
  • Hermit - A healer feat for emergencies, plus your core stats boosted
    Sage - Additional Wizard spells along with the most important ASIs

If you want to stay up to date with Dungeons and Dragons, here's all you need to know about this year's DnD release schedule. Or, for more rules explainers, here's everything you need to know about DnD languages and DnD damage types.

This guide directly presents rules text for the DnD 5e Cleric class, published by Wizards of the Coast under a Creative Commons Attribution 4.0 license.