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Dungeons & Dragons 5e Best Cleric Builds | Game Rant

In Dungeons & Dragons 5e, the Cleric is another one of those vintage classes that has been with us since the early days, much like fighters and wizards. Traditionally, Clerics are considered to be a healing class, and their spells are performed through the power of their own faith and patron deity.

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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-style and roles in the party. All that remains is to decide on the type of Cleric and build on that framework, following a few guidelines to make sure that Cleric is the best they can be.

Updated on August 3rd, 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 background. Clerics now lead parties into battle, with improved AC and weapon skills, along with dual- and multi-class options that can make them the leader of any D&D 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 build.

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.
  • Hill Dwarf. A Dwarf subclass from The Player's Handbook. +1 to Wisdom on top of the Constitution bonus Dwarves already have.
  • Half-Elf. A classic and popular race from TPH.+2 Charisma, handy if you're multiclassing into a Bard or Paladin, or want to be the party's leader. +1 to two other ability scores of your choice as an option to improve Wisdom.
  • Wood Elf. A dwarf subclass from TPH. All of the usual Elven racial traits along with a +1 to Wisdom.
  • 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.
  • Firbolg. +2 Wisdom, possibly the best racial buff for this ability score. Found in Volo's Guide to Monsters.
  • Kenku. Found in Volo's Guide to Monsters. +1 to Wisdom, and a +2 to Dexterity.The ideal choice for a Cleric that wants to play a morally ambiguous character with Rogue-like traits.

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.

  • 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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The 5th edition Cleric subclasses are divided into Divine Domains, each domain shaping the types of abilities that the Cleric will learn.

  • 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.
  • 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.

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.

  • Resilient. Important for any healer, this is the Feat that helps with your Concentration saves when you're casting in battle.
  • 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.

The last thing to consider would be a suitable Background, and there are a few that provide good skills for a Cleric.

  • Acolyte. Most builds take this background, as it's the most obvious choice. It includes benefits like Insight and two bonus languages.
  • 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.
  • 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 brewtheir own potions.
  • Courier. 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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