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Cleric D&D 2024

Revised for 2024 The D&D 2014 version differs. Read the D&D 2014 version.

Core cleric traits

Hit die
d8
Primary ability
Wisdom
Saving throws
WIS, CHA
Armour
Light, Medium, Shields
Weapons
Simple
Spellcasting
Full caster (Wisdom)

Skills. Choose 2 from History, Insight, Medicine, Persuasion, Religion.

Starting equipment. Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP

SRD 5.2.1, p.36 · CC BY 4.0

Cleric level table (D&D 2024)

LevelProficiency bonusWhat you gain
1+2WIS & CHA saves; choose 2 skills; choose a Divine Order. Spellcasting (3 cantrips; prepared spells follow the Cleric table, starting at 4) — cantrips (3 picks) + leveled spell picks now wired.
2+2Channel Divinity (2 uses; regain 1 on short rest, all on long rest)
3+2Subclass: Life Domain (SRD 5.2).
4+2ASI: distribute +2 across abilities (or take a Feat).
5+3Sear Undead.
6+3Channel Divinity: 3 uses. Subclass feature (Life: Blessed Healer).
7+3Blessed Strikes — choose Divine Strike or Potent Spellcasting.
8+3ASI: distribute +2 across abilities (or take a Feat).
9+4-
10+4Divine Intervention
11+4-
12+4ASI: distribute +2 across abilities (or take a Feat).
13+5-
14+5Improved Blessed Strikes
15+5-
16+5ASI: distribute +2 across abilities (or take a Feat).
17+6Subclass feature (Life: Supreme Healing).
18+6Channel Divinity: 4 uses.
19+6Epic Boon (gain an Epic Boon feat or another feat you qualify for).
20+6Greater Divine Intervention

Cleric class features

Channel DivinityLevel 2

Use channeled options (Turn Undead, Sacred Weapon, etc.). Regain 1 use on a short rest, all uses on a long rest.

Divine SparkLevel 2

Divine Spark. As a Magic action, you 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 UndeadLevel 2

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 1 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.

Sear UndeadLevel 5

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.

Hit Point Die (d8)

Spend Hit Point Dice. You can spend one or more of your Hit Point Dice to regain Hit Points. For each Hit Point Die you spend in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can decide to spend an additional Hit Point Die after each roll.

Life Domain features

Disciple of LifeLevel 3

When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot’s level.

Preserve LifeLevel 3

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.

Blessed HealerLevel 6

The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot’s level.

Divine Strike (Life)Level 7

1/turn: +1d8 radiant on a weapon hit. +2d8 at L14.

Supreme HealingLevel 17

When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don’t roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.

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Licence and attribution

This work includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, licensed under the Open Game License Version 1.0a. Section 15, Copyright Notice: Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

The Open Game License Version 1.0a is reproduced in full at rollquest.io/open-game-license.

This work includes material from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/legalcode).

RollQuest is not affiliated with or endorsed by Wizards of the Coast. Rules text is reproduced from the System Reference Documents under the licences above.