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There’s a common assumption that Clerics are just the party’s healer, when in fact they’re one of the most diverse classes in the whole of D&D 5e. The class was originally designed and intended for healing, and they are still the best class in this regard. Clerics have access to the best healing spells in the game and definitely should be the party healer. Depending on the build, Clerics can end up with vastly different abilities which complement a range of play-styles and roles in the party. All that remains is to decide on the type of Cleric, then build on that framework, following a few guidelines to make sure that the Cleric is the best they can be.
Updated December 2, 2021 by Kristy Ambrose: With some new subclasses, Feats, Skills, and other customization options, the Cleric class of Dungeons & Dragons has moved out of the ranged Healer zone. Clerics now lead parties into battle with improved AC and weapon skills, along with a variety of spells to heal, buff, and shield.
Clerics can also take advantage of various dual- and multi-class options that can make them the leader of any adventuring party. The Cleric has emerged as one of the most customizable classes in D&D, along with other versatile classes like the Fighter and Rogue, so don’t let any of the following information keep you from making your own personal and unique Cleric builds.
The Best Races For A Cleric
When it comes to race, players will want to look for one that boosts their Wisdom score. It’s the most important ability score a Cleric can have. Check the D&D Player’s Handbook and talk to your Dungeon Master if you have an idea that’s homebrewed or not listed in the usual resources.
Aarakocra. Found in the Elemental Evil Player’s Companion. +1 to Wisdom and a +2 to Dexterity, making this an ideal choice for Clerics who want better melee weapon skills. Centaur. One of the playable races found in the Guildmaster’s Guide to Ravnica, the bonuses to both Strength and Wisdom make the Centaur one of the better options. Firbolg. +2 Wisdom, making this one of the best races for Clerics in 5e available. Found in Volo’s Guide to Monsters. Half-Elf. A classic and popular race from TPH. +2 Charisma if multiclassing into a Bard or Paladin or the party’s leader. +1 to two other ability scores as an option to improve Wisdom. Hill Dwarf. A Dwarf subclass from The Player’s Handbook. +1 to Wisdom on top of the Constitution bonus Dwarves already have. Human. One of the most customizable races in RPG history, a Human makes a great anything with their bonus to every ability score. Kalashtar. A race found in the Eberron: Rising from the Last War module, this race starts with a generous +2 to Wisdom and follows it up with a Charisma buff. One of the best races for a 5e Cleric who’s taken a leadership role. Kenku. Found in Volo’s Guide to Monsters. +1 to Wisdom, and a +2 to Dexterity. The best race for a 5e Cleric that wants to play a morally ambiguous character with Rogue-like traits. Loxodon. An obvious choice for players using the Guildmaster’s Guide to Ravnica module who are building a front-line melee Cleric. Variant Human. A Human subclass from the two ability scores of your choice increases by +1, which you can use to raise your Wisdom score. Wood Elf. A dwarf subclass from TPH. All of the usual Elven racial traits along with a +1 to Wisdom, making them one of the best races for a Cleric in 5e.
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Cleric Ability Scores
The Cleric build is unique from other D&D character creation methods. There’s no such thing as a “dump stat” with Clerics, as every ability score has a value depending on the build. Keep in mind the best races for Clerics in 5e should have bonuses in Wisdom.
Wisdom. The Cleric’s spellcasting attribute and their most important ability score. Constitution. The score that determines your hit points. Any healing class should max this out whenever possible. Dexterity. Depending on the build, you can switch this with Strength. More offensive Cleric builds would prioritize Dexterity. Strength. If you’re building a Cleric with more defense and martial prowess in mind, make this your third most important score instead of Dexterity. Intelligence. Clerics that value spellcasting ability over party leadership or Persuasion abilities will value this score more than Charisma. Charisma. Clerics that want to be the face of their party should prioritize this stat over Intelligence.
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Divine Domains
The 5th edition Cleric subclasses are divided into Divine Domains, each domain shaping the types of abilities that the Cleric will learn. Depending on the adventuring module being used, some Domains might not be available depending on a variety of factors, such as moral alignment or racial background.
Arcana. Allows access to Wizard spells. An ideal choice for Clerics who have a decent Intelligence score and want to cast both damage and healing spells. Death. Other RPGs call this class a Shadow Priest. Their primary role is to deal damage, often of the necrotic type. Forge. The choice for a Defense role. This is the battle-Cleric who can take damage and cast both offensive and healing spells. Grave. For damage, buffing, and healing. One of the most versatile Domains. Knowledge. Expertise in two more skills and more Divination options. A good choice for any Cleric build. Life. The best choice for a healing build. Also a solid Defense option with improved AC. Light. A Cleric that uses the power of the Sun to do fire and radiant damage. A nice backstory to this is that your Cleric is a follower of a solar deity like Amaunator. Nature. Allows access to Druid Spells, which include healing and damage options, plus the ability to wear heavier armor than a Druid. Order. For Clerics who want to multi-class as a Paladin or take the same role as one, along with the heavy armor and weapon proficiencies. Tempest. Access to thunder and lightning spells, plus the ability to wear heavy armor. Trickery. The obvious choice for Clerics that dabble in the Roguish side of life with access to Illusion spells and abilities like stealth. War. A front-line fighting Cleric with access to heavy armor and a variety of martial weapons and skills. Twilight. A role that covers both protection and offensive powers, has access to heavy armor when front-line fighting. Peace. It’s not an offensive Domain but instead excels at protection, buffing, and healing.
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Skills & Feats
Skills
Insight. Wisdom-based, it’s used to determine the true intentions of any creature. Handy in public spaces as well as in battle situations when deception is afoot. Religion. Intelligence-based, this measures the Cleric’s ability to remember the lore, history, and other facts concerning virtually everything connected to religions. Persuasion. Charisma-based, more useful for Clerics who act as the party leader but can have other uses as long as you have the Charisma score to back it up.
Feats
There are several opportunities for picking the best Feat for a Cleric throughout any campaign, and your choices will vary widely based on your Cleric build. The following are generally good for a Cleric regardless of their party role.
Resilient. Important for any healer, this is the Feat that helps with your Concentration saves when you’re casting in battle. Skill Expert. Use this Feat to increase any Ability Score by one, great for any Cleric build. Fey Touched. Increases either the character’s Wisdom, Charisma, or Intelligence score by +1, teaches them to use the spell Misty Step and any other spell from Divination or Enchantment schools of magic. War Caster. Similar to Resilient, but taken up a notch and an ideal Feat for Clerics of any build. Metamagic Adept. Handy for any spellcaster, but even more useful for a Cleric and their healing spells.
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Backgrounds
The last thing to consider would be a suitable Background, and there are a few that provide good skills for a Cleric. A creative roleplayer can make almost anything work, and the past of an adventurer can be a checkered one.
Acolyte. Most builds take this background, as it’s the most obvious choice. It includes benefits like Insight and two bonus languages. Cloistered Scholar. An easy fit for a Cleric’s backstory, this character has increased knowledge of either Nature, Arcana, or Religion along with any two languages the player chooses. Faction Agent. Includes Insight along with Perception and two bonus languages. A decent choice for a campaign that involves political intrigue, spies, or a cult. Criminal. Also referred to as a Spy for the fainter of heart, this Cleric might come from a dark past that includes handy skills like Stealth and lockpicking. Hermit. Did you choose the Nature Domain for your Cleric? Here’s a good fit for a background. These Clerics have the Insight and Medicine skills and can brew their own potions. Courtier. Clerics who are the face of their party will find this boost to their Persuasion and Insight skills, plus two bonus languages, very handy indeed.
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