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Cleric DND character class

what is a Cleric

Clerics have been known by outsiders of the community as their role as “healers.” Because of this reputation they have been seen as a class that is needed but is boring to play. Those inside the DND community know that this image of the Cleric Class is false. even though the class has some best healing options in their back pocket; they are more well known for being the bane everything unholy and undead. All clerics are full casters (get spells at level 1) and come with a power move that they can only use certain number of time determined by the level called “Channel Divinity”, there are two types of channel divinity, “Turn undead” which is the standard Channel Divinity that all Clerics can use that causes the undead to flee from you and get durn by radiant energy at later levels, and one unique Channel Divinity that comes with each Cleric subclasses. All Clerics are people of fate but not all worship Gods, some worship beings of similar power to Gods or concepts such the land, the night, or just plain goodness, a clerics power is their fate and relationship between a cleric and the being they worship is great for roleplay purposes. 

The following are Cleric subclasses;

  • Life Domain: Channel your Divine power to heal and become the Parties Doctor. 
  • Light Domain: Your Divine magic becomes brighter than the sun and blinds your foes and burns away the darkness. (Player’s Handbook 2024) 
  • Trickery Domain: Gain the power of illusion to make yourself sneaker and gain an illusionary duplicate of yourself that can also cast spells. (Player’s Handbook 2024) 
  • War Domain: The battlefield is your Holy ground, and combat is your prayer, become a master of battle and rarely miss an attack. (Player’s Handbook 2024) 
  • Knowledge Domain: Use Divine Knowledge to gain expertise on skills, read minds, and even have glimpse into the past. (Player’s Handbook 2014) 
  • Nature Domain: Command armies of animal’s while wielding elemental power. (Player’s Handbook 2014) 
  • Tempest Domain: Command the raw power of the sky and lightning. (Player’s Handbook 2014). 
  • Death Domain: Infuse your Divine magic with necrotic power instead of radiant power (note, that due to modern influence, most Gods of death in modern media are evil, making this class an evil class, but that does not have to be the case every single time. Your domain could about defend the natural cycle or the seeking the continuation life because without life there can be no death, if you wish to play this Subclasses as good guy, I suggest talking to your DM to see how that can be worked into the story). (Dungeon Master guide, 2014) 
  • Arcana Domain: Your Divine powers enhances your magical powers while sending magical foes to their doom. (Sword coast adventurer’s guide) 
  • Order Domain: Use the power of law and order to attack your foes mind. (Tasha’s Cauldron of Everything) 
  • Peace Domain: Use the will of peace to create unbreakable bonds between party members which improves their skills and allows them to take damage for each other. (Tasha’s Cauldron of Everything) 
  • Twilight Domain: Darkness is your ally and you and your companions get a boost at night; your Divine power even allows you to temporarily summon power of the night during the day. (Tasha’s Cauldron of Everything) 
  • *Blood Domain: Sacrifice some of your own vitality for Divine power as well as to use Channel divinity to control and magically connect to a creature via their blood. (Tal’Dorei campaign setting reborn) 
  • *Moon Domain: Just like the moon you worship, you are light that illuminates the darkness. You party gains different benefits by what faze of moon, or which moon you draw your power from, you also gain the ability to use two different concentration spells if they are on the moon domain spells list. (Tal’Dorei campaign setting reborn) 
  • Forge Domain: You are used to the heat of the forge which allows you to deal fire damage while also being resistant (later immune) to fire damage. You can also increase the toughness of weapons and armour as well. (Xanathar’s Guide to Everything) 
  • Grave Domain: You are the keeper of the natural cycle of life. Keep your allies from deaths door while returning the undead back into the ground. (Xanathar’s Guide to Everything) 
  • Festus Domain: Create and bless food and potions to aid your party as well as distract and poison your enemies. (The Griffon’s saddlebag: book two) 
  • Eldritch Domain: Become the mouthpiece of Eldritch beings and usher in an age of forbidden Knowledge. (Grim Hollows: player pack) 
  • Inquisition Domain: Hunt down spellcasters and keep their tainted magic in check. (Grim Hollows: player pack) 
  • Purification Domain:  The sins of mortals manifest as plagues and wounds. There is one cure for evil such as this, Fire. (Grim Hollows: player pack) 
image for DND Beginners guide For character class.

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