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yoonmoonsik edited this page Jun 28, 2026 · 9 revisions

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Subclasses

Your Domain is chosen at Level 3 and defines everything about your Cleric's identity — your expanded spell list, your Channel Divinity options, and your higher-level features.

Core Cleric Traits

TRAIT DETAIL
Primary Ability Wisdom
Hit Point Die D8 per Cleric level
Saving Throw Proficiencies Wisdom and Charisma
Skill Proficiencies Choose 2: History, Insight, Medicine, Persuasion, or Religion
Weapon Proficiencies Simple weapons
Armor Training Light and Medium armor and Shields (Heavy via Divine Order: Protector)

Class Features

Progression Overview

LEVEL FEATURE
1 Spellcasting, Divine Order
2 Channel Divinity
5 Sear Undead
7 Blessed Strikes

Level 1 — Spellcasting

The Cleric is a full spellcaster — you prepare spells from the entire Cleric list each Long Rest. Every spell you know is available to prepare. Your spell slots scale normally through Level 20, and your Domain adds spells that are always prepared and don't count against your limit.

Spellcasting ability: Wisdom. Every spell DC and attack roll scales with Wisdom.

Level 1 — Divine Order

Before you choose a Domain, you define what kind of Cleric you are. Choose one:

Protector — You gain proficiency with Martial weapons and training in Heavy Armor. You are built to stand between your god's enemies and everything else.

Thaumaturge — You learn one additional Cleric cantrip and gain Expertise in the Religion skill. You are built to know, to understand, and to wield that knowledge.

This choice is made at Level 1 and defines your combat identity before your Domain does. A Thaumaturge Life Cleric and a Protector Life Cleric are fundamentally different characters.

Level 2 — Channel Divinity

Once per Short Rest (scaling with level), you channel raw divine energy to fuel powerful effects. Every Domain adds its own Channel Divinity option at Level 3, giving you unique actions that no other class has access to.

Level 5 — Sear Undead

When you use Channel Divinity to Turn Undead, you can simultaneously deal Radiant damage to every undead creature you affect. The damage scales with your Wisdom modifier.

Turn Undead stops being crowd control and starts being damage. At Level 5, you want undead in your radius.

Level 7 — Blessed Strikes

Choose one option that enhances your attacks with divine power:

Divine Strike — Once per turn, when you hit with a weapon attack, deal an extra 1d8 damage of your Domain's type.

Potent Spellcasting — Add your Wisdom modifier to the damage of your Cleric cantrips.

Blessed Strikes is a passive power boost that rewards your primary stat investment. Wisdom is never wasted on a Cleric.

Playstyle Notes

The Cleric's core advantage is spell preparation flexibility layered on top of a fixed Domain identity. Domain spells are always prepared — they define the floor. Every Long Rest you build around them with the remaining slots: healing into damage, utility into control, or pure redundancy for the toughest encounters.

Divine Order at Level 1 creates a second fork before the Domain enters play. Protector (Martial weapons + Heavy Armor) and Thaumaturge (extra cantrip + Religion Expertise) produce fundamentally different Clerics from the same Domain — a Protector Life Cleric is a frontline anchor; a Thaumaturge Life Cleric is a pure support caster.


Classes, Artificer, Barbarian, Bard, Cleric, Druid, Fighter, Gunslinger, Illrigger, Monk, Monster Hunter, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard

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