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Cleric

Cleric

Cleric is a divine leader class in 4th edition Dungeons & Dragons. There are two cleric subclasses: templar,[PH:60][Dr399:12] and warpriest.[HotFL:80]

Clerics are battle leaders who are invested with divine power. They blast foes with magical prayers, bolster and heal companions, and lead the way to victory with a mace in one hand and a holy symbol in the other. Clerics run the gamut from humble servants of the common folk to ruthless enforcers of evil gods.

As a cleric, the deity that the cleric chooses to revere goes a long way toward defining them, or at least how other people in the world see them. They could be a platinum-garbed envoy of Bahamut seeking justice throughout the land, a shadowy follower of Sehanine with a roguish streak, a burly disciple of Kord who believes the virtue of strength is sufficient for all challenges, or a dwarf cleric of Moradin bringing honor to the denizens of their mountain home.

Will you protect what is sacred to your god, quest for legendary holy artifacts, pursue a life of evangelical adventuring, or attempt all these deeds and more?

Class traits[]

The following traits are common to templars and warpriests.

Characteristics: You are an extremely good healer. You have a mixed of melee and ranged powers. Most of your attacks deal only moderate damage, but they safeguard your allies or provide bounses to their attack.

Religion: A cleric can worship any deity, but steer clear of choosing an evil or chaotic evil deity unless you have permission from your DM to choose one.  In general, the alignment of the selected deity should either match the cleric, or have either the cleric or deity unaligned.[PH:62]

Races: Humans, dwarves, and devas make ideal clerics. Elves, half-elves, and dragonborn are good clerics too, but they rarely have the same values of piety and reverence found in many human and dwarven cultures.

Class skills[]

Templars and warpriests are trained in Religion, plus any three skills from the cleric class skill list:

Channel Divinity[]

Once per encounter, you can invoke divine power to use a Channel Divinity power, filling yourself with the might of your patron deity. With the divine might you invoke you can wield special powers, such as turn undead and divine fortune. Some clerics learn other uses for this feature; for instance divinity feats. Regardless of how many different uses for Channel Divinity you know, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers.

Templars gain either healer's mercy, punish the profane, or turn undead. They also gain either divine fortune or favor of the gods.

Domain Channel divinity power
Death stay the hand of death
Domination cruel inspiration
Earth stone's resolve
Storm storm surge
Sun soothing light

Warpriests gain smite undead. They also gain a channel divinity power determined by their choice of domain.

Healing Word[]

Main article: Healing Word

Using the healing word power, clerics can grant their comrades additional resilience with nothing more than a short prayer.

Templar[]

Templar is the subclass of cleric introduced in the Player's Handbook. It is sometimes referred to as "original cleric", "o-cleric", or simply "cleric".[PH:60]

The "Class Compendium: The Templar" article in Dragon issue #399 redefined the original cleric class as the templar subclass, and in the process, made minor changes.[Dr399:12] Consequently, Wizards of the Coast made the article available to download without a subscription, as an update to the original cleric class, and also included the changes in the June 2011 update.[U

6/2011]

Compared to warpriests, templars have greater flexibility in at-will and encounter power selection, Ritual Caster as a bonus feat, and access to the Battle Cleric's Lore class feature for higher inherent AC without a shield equipped.

Templars gain either Battle Cleric's Lore or Healer's Lore as a class feature. Templars also gain the Ritual Casting class feature.

Battle Cleric's Lore[]

Templars who select the Battle Cleric's Lore class feature gain armor proficiency with scale armor, and a +2 shield bonus to AC.

In addition, when a templar with Battle Cleric's Lore uses a cleric healing power to allow a target to spend a healing surge, the target gains a +2 bonus to attack rolls until the end of the templar's next turn.[Dr400:54]

Healer's Lore[]

When a templar who selects the Healer's Lore class feature uses a cleric healing power to allow a target to spend a healing surge to gain hit points, the amount of hit points regained is increased by the templar's Wisdom modifier.[U

5/2010]

Note: This bonus does not apply to healing powers that say "as if you spent a healing surge".[1]

When you restore hit points to a creature by using a cleric power that has the healing keyword, add your Wisdom modifier to the hit points regained, but only if the healing involves the creature spending a healing surge.[Dr399]

Ritual Casting[]

Templars gain Ritual Caster as a bonus feat. They have mastered the Gentle Repose ritual plus one other 1st-level ritual of their choice, and possess a ritual book containing those mastered rituals.

Templars gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. In addition, you possess a ritual book, and it contains two 1st-level rituals of your choice that you have mastered.[ Drag399 ]

Warpriest[]

Warpriest redirects here. For the paragon path, see Tactical Warpriest.

Warpriest is the subclass of cleric introduced in Heroes of the Fallen Lands.[HotFL:80]

Compared to templars, warpriests have more rounded defenses due to +1 Fortitude and Reflex from shields, the exclusive powers smite undead, holy cleansing, and resurrection, and access to the Devout Warpriest paragon path.

Warpriests select one domain, and gain domain features based on their choice. The choice of domain determines which powers the warpriest gains at 1st, 3rd, 7th, 13th, 17th, 23rd, and 27th levels. The choice of domain also determines devout warpriest paragon path features.

Death domain[]

Level Death domain powers
1

death's shadow at-will attack power
tenebrous blessing at-will attack power
inevitable doom encounter attack power
eye of the vulture utility power
stay the hand of death channel divinity power

3 death surge encounter attack power
7 raven's talon encounter attack power
13 call to the dark encounter attack power
17 death's call encounter attack power
23 death's touch encounter attack power
27 herald of inevitable doom encounter attack power

The death domain was introduced in Heroes of Shadow.[HoS:86]

Warpriests who select the death domain have resist 5 necrotic.

In addition, when a death domain warpriest uses healing word, the warpriest gains 5 temporary hit points per tier. The warpriest is the recipient of these temporary hit points even if he or she is not the target of healing word.

Starting at 5th level, when an enemy within 5 squares of a death domain warpriest drops to 0 hit points, the warpriest can use healing word as an immediate reaction.

Starting at 10th level, at the start of each of a death domain warpriest's turns, the warpriest can use a free action to deal necrotic damage equal to his or her Constitution modifier to one adjacent bloodied enemy.

Domination domain[]

Level Domination domain powers
1

fell strike at-will attack power
icon of fear at-will attack power
dread revelation encounter attack power
inspire dread utility power
cruel inspiration channel divinity power

3 conquering blow encounter attack power
7 dreadful warrior encounter attack power
13 inspire terror encounter attack power
17 demand obedience encounter attack power
23 spirits of victory encounter attack power
27 sundered bravery encounter attack power

The domination domain was introduced in the "Path to Conquest" article by Robert J. Schwalb in Dragon #409.[Dr409:2]

Warpriests who select the domination domain are trained in Intimidate.

In addition, when a domination domain warpriest uses healing word, the target gains 5 temporary hit points per tier.

Starting at 5th level, when a domination domain warpriest uses healing word, the target can take a free action to stand up or to shift 1 square.

Starting at 10th level, when a domination domain warpriest uses a divine encounter attack power with the fear keyword, and the power bloodies an enemy or reduces a non-minion enemy to 0 hit points, the warpriest can take a free action to push up to 3 squares each enemy that is within 2 squares and not immune to fear.

Earth domain[]

Level Earth domain powers
1

burden of earth at-will attack power
earth's endurance at-will attack power
earthen hail encounter attack power
stone speak utility power
stone's resolve channel divinity power

3 granite shield encounter attack power
7 blessing of dust encounter attack power
13 earthen vanguard encounter attack power
17 obsidian shield encounter attack power
23 earthen chains encounter attack power
27 earthen fortress encounter attack power

The earth domain was introduced in the "Earth Domain" article by Mike Mearls in Dragon #392.[Dr392:5]

Warpriests who select the earth domain, and all allies within 5 squares, gain a +2 power bonus to saving throws against ongoing damage.

In addition, when an earth domain warpriest uses healing word, the target takes half damage from the next attack that hits him or her before the end of the warpriest's next turn.

Starting at 5th level, when an earth domain warpriest uses healing word on a target standing on the ground, the warpriest can slide the target a number of squares equal to the warpriest's Constitution modifier.

Starting at 10th level, when an earth domain warpriest uses a divine encounter attack power that attacks Fortitude defense, any target hit by the power grants combat advantage until the end of the warpriest's next turn.

At 11th level, a devout warpriest using Earth's Endurance had the effect

Storm domain[]

Level Storm domain powers
1

blessing of wrath at-will attack power
storm hammer at-will attack power
thundering steel encounter attack power
create water utility power
storm surge channel divinity power

3 hammering wind encounter attack power
7 wrathful lightning encounter attack power
13 roar of thunder encounter attack power
17 winds of fury encounter attack power
23 thunder of justice encounter attack power
27 thunder of the dawn war encounter attack power

The storm domain is one of the two original warpriest domains introduced in Heroes of the Fallen Lands.[HotFL:109]

Warpriests who select the storm domain have resist 5 lightning and resist 5 thunder.

In addition, when a storm domain warpriest uses healing word, the target gains a +2 per tier power bonus to his or her next damage roll before the end of his or her next turn.

Starting at 5th level, when a storm domain warpriest uses healing word, an enemy of the warpriest's choice adjacent to healing word's target takes thunder damage equal to the warpriest's Constitution modifier.

Starting at 10th level, when a storm domain warpriest uses a divine encounter attack power with the thunder keyword, the warpriest gains temporary hit points equal to 2 + his or her Constitution modifier.

Sun domain[]

Level Sun domain powers
1

blessing of battle at-will attack power
brand of the sun at-will attack power
sun burst encounter attack power
sun's glow utility power
soothing light channel divinity power

3 resurgent sun encounter attack power
7 searing brand encounter attack power
13 awakening sun encounter attack power
17 strength of the sun encounter attack power
23 overwhelming light encounter attack power
27 light of the first dawn encounter attack power

The sun domain is one of the two original warpriest domains introduced in Heroes of the Fallen Lands.[HotFL:115]

Warpriests who select the sun domain, and all allies within 5 squares, gain a +2 bonus to death saving throws.

In addition, when a sun domain warpriest uses healing word, the warpriest or any ally within healing word's burst regains 2 hit points per tier. The recipient of these hit points may or may not be the target of healing word.

Starting at 5th level, when a sun domain warpriest uses healing word, the target gains temporary hit points equal to the warpriest's Constitution modifier.

Starting at 10th level, when a sun domain warpriest uses a divine encounter attack power with the radiant keyword, the warpriest gains combat advantage against the targets for that power.

Holy Cleansing[]

Warpriests gain the holy cleansing daily utility power at 4th level. Holy cleansing allows the warpriest or a nearby ally to make saving throws, spend a healing surge to improve a disease, and end any petrifying effect.

Resurrection[]

Warpriests gain the resurrection daily utility power at 8th level. Resurrection returns a recently deceased creature to life.

Cleric powers[]

Cleric powers, having a divine power source, are also called prayers. Some also have a shadow power source, and are also called hexes.

1st-level cleric utility powers are gained by warpriests who choose the corresponding domains. Templars do not gain any of these powers at 1st level, but since the powers have a level (1st), they are available to all clerics whenever they could choose a new utility power.

At-will attack prayers Utility prayers

1st level

1st level

Encounter attack prayers Daily attack prayers Utility prayers

1st level

1st level

2nd level

3rd level

5th level

6th level

7th level

9th level

10th level

13th level

15th level

16th level

17th level

19th level

22nd level

23rd level

25th level

27th level

29th level

Unleveled prayers
Key
I
Implement
W
Weapon
St
Strength based attack or effect
Wi
Wisdom based attack or effect
Ch
Charisma based effect
Co
Constitution based effect

Cleric Multiclassing[]

Characters who did not start as fighters and who do not already have a multiclass feat of a type other than multiclass fighter may multiclass as fighters by taking one of the following entry feats.
Cleric entry feat Prerequisites Benefits
Divine Healer Wis 15 Heal skill, Healer's Lore
Initiate of the Faith Wis 13 Religion skill, Healing Word 1/day

Cleric feats[]

Cleric Paragon Paths[]

Character optimization[]

For a general case, the following features are necessary for optimal clerics:

  • Battle Cleric's Lore (unless specializing in healing) for better armor and a +2 shield bonus.
  • Mark of Healing (Eberron), a dragonmark which allows an ally to make a saving throw whenever to use a healing power.
  • One of the weapon/implement expertise feat, appropriate for your class.
  • Moment of glory (Divine Power), a Level 1 Daily that grants resist 5 all.
  • Cloak of courage (Divine Power), a level 16 Encounter utility power that grants temporary hit points equal to the surge value, to all allies.
  • Supreme Healer (Divine Power), a level 21 feat allowing your cleric to use healing word on two targets (less useful if you specialized in healing)

Warpriests have two powerful features available to choosing the correct domain:

  • Oghma domain (Neverwinter), with Devout Warpriest, gives a feature at level 16 where the target of a healing word may make a basic attack as a free action.
  • The Torm domain gives valorous charge (Neverwinter), a level 27 encounter power that allows you and each ally to charge or make a basic attack.

Character optimization links:

See also[]

  • Dragon Magazine 379, "Cleric Essentials: Wisdom of the Gods", page 51.
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