Cleric
The healer who keeps the party standing, and more: it wears heavy armour and turns fights with area spells.
Game version: 4.1.1 (Patch 8) · Last updated: 3 August 2026
You are not just the one who heals. The domain you pick changes everything. Below, every level from 1 to 12 tells you exactly what to choose.
Quick summary
Cleric — summary
Game version: 4.1.1 (Patch 8) · Last updated: 3 August 2026
- Hit die — d8
- Main ability — Wisdom
- Saving throws — Wisdom, Charisma
- Armour — Light and medium armour + shields, and heavy armour in some domains
- Weapons — Simple weapons
- Resource — Spell slots plus Channel Divinity, refreshed on a long rest
- Feat levels — 4, 8, 12
- Ability scores — Strength 10, Dexterity 10, Constitution 16, Intelligence 10, Wisdom 16, Charisma 10
- Party role — In a party this class covers: Healing, Buffs, Area control, Frontline.
Two ready-made builds
- Easy path: Life Domain — The Party's Shield — One class. Wear heavy armour, hold the front and pick your friends back up.
- Strong path: Light Domain — Holy Artillery — Still one class, but a different role: instead of healing you set the field on fire, and Warding Flare still keeps you hard to kill.
Subclasses
- Life Domain — Unlocks at level 1. Grants heavy armour and boosts every heal you cast: the best healer in the game.
- Light Domain — Unlocks at level 1. Deals damage with fire and light, and Warding Flare makes incoming attacks miss.
- War Domain — Unlocks at level 1. Heavy armour and martial weapons, for someone who would rather swing than cast.
- Trickery Domain — Unlocks at level 1. Invisibility and illusory duplicates, useful in a party built around stealth.
- Death Domain — Unlocks at level 1. Necrotic damage and undead minions: the domain that walks away from healing entirely.
- Tempest Domain — Unlocks at level 1. Boosts lightning and thunder damage and knocks enemies prone; also grants heavy armour.
- Knowledge Domain — Unlocks at level 1. Expertise in two skills and extra dialogue reach: more use out of combat than in it.
- Nature Domain — Unlocks at level 1. Adds a Druid cantrip and heavy armour to the Cleric list, and talks to animals.
Recommended races
- Gold Dwarf — +2 Constitution, +1 Wisdom and extra health: ideal for a Cleric who stands at the front.
- Wood Elf — +1 Wisdom and extra movement: pick this if you would rather cast from the back.
- Half-Orc — Relentless Endurance stops your healer dying once, which can save the whole party.
Recommended backgrounds
- Acolyte (Insight, Religion) — Insight runs off Wisdom, the Cleric's main ability, making you the party's best at catching a lie.
- Guild Artisan (Insight, Persuasion) — Insight from Wisdom again; Persuasion runs off Charisma and covers the gap when nobody else in the party has it.
Companions who play this class
- Shadowheart — Trickery Domain
Resource rhythm
- Channel Divinity returns on a short rest, spell slots on a long one. Let Channel Divinity clear rooms and keep your slots for healing.
- Your prepared spells can be SWAPPED at every long rest: retune the list per area — one set for undead, another for devils.
In Honour Mode
- The Life Domain build should be your Honour Mode default: picking allies up and mass healing are the party's insurance when you cannot reload.
- Legendary Actions break concentration, so prefer instantaneous spells over single-target concentration ones like Spirit Guardians.
Level by level: Life Domain — The Party's Shield
- Level 1 — Domain: Life · Cantrips: Guidance, Sacred Flame, Resistance · Gain: Disciple of Life
- Sacred Flame — Hits even an enemy behind cover, though a miss deals nothing.
- Guidance — Adds a bonus to any ability check outside combat: cast it before you talk.
- Resistance — Gives an ally a bonus on their saving throw.
- Level 2 — No permanent pick: refresh what you prepare · Gain: Channel Divinity
- Level 3 — Spells: Spiritual Weapon, Aid · Gain: Spell Slots
- Level 4 — Feat: War Caster · Gain: War Caster
- War Caster — Damage no longer breaks your spell, essential for anything needing concentration.
- Light — Lets you see in dark caves, where you would otherwise miss more.
- Level 5 — Spell: Spirit Guardians · Gain: Spirit Guardians Tip: One of the strongest spells in the game: cast it and walk into the enemy.
- Level 6 — No permanent pick: refresh what you prepare · Gain: Blessed Healer
- Level 7 — Spell: Death Ward · Gain: Spell Slots
- Level 8 — Ability Improvement: Wisdom +2 (16 → 18) · Gain: Ability Improvement
- Ability Improvement (Wisdom +2)
- Level 9 — Spell: Mass Cure Wounds · Gain: Spell Slots
- Level 10 — Pick 1 cantrip · Gain: Divine Intervention
- Toll the Dead — Hits wounded enemies far harder than any of your other cantrips. Most ghost- and shadow-type undead are immune to this damage.
- Level 11 — Spell: Mass Healing Word · Gain: Destroy Undead Tip: Instantly scatters weaker undead. In the Shadow-Cursed Lands and crypts it can end half a fight in one action: keep it ready in those areas.
- Level 12 — Ability Improvement: Wisdom +1, Constitution +1 · Gain: Ability Improvement
- Ability Improvement (Wisdom +1, Constitution +1)
Level by level: Light Domain — Holy Artillery
- Level 1 — Domain: Light · Cantrips: Guidance, Sacred Flame, Produce Flame · Gain: Warding Flare
- Sacred Flame — Hits even an enemy behind cover, though a miss deals nothing.
- Guidance — Adds a bonus to any ability check outside combat: cast it before you talk.
- Produce Flame — Both your ranged attack and your torch, doing two jobs in a dark cave.
- Level 2 — No permanent pick: refresh what you prepare · Gain: Radiance of the Dawn
- Level 3 — Spells: Spiritual Weapon, Flaming Sphere · Gain: Spell Slots
- Level 4 — Feat: War Caster · Gain: War Caster
- War Caster — Damage no longer breaks your spell, essential for anything needing concentration.
- Toll the Dead — Hits wounded enemies far harder than any of your other cantrips. Most ghost- and shadow-type undead are immune to this damage.
- Level 5 — Spell: Spirit Guardians · Gain: Spirit Guardians
- Level 6 — No permanent pick: refresh what you prepare · Gain: Improved Warding Flare
- Level 7 — Spell: Wall of Fire · Gain: Spell Slots
- Level 8 — Ability Improvement: Wisdom +2 (16 → 18) · Gain: Ability Improvement
- Ability Improvement (Wisdom +2)
- Level 9 — Spell: Flame Strike · Gain: Flame Strike
- Level 10 — Pick 1 cantrip · Gain: Divine Intervention
- Light — Lets you see in dark caves, where you would otherwise miss more.
- Level 11 — Spell: Mass Healing Word · Gain: Destroy Undead Tip: Instantly scatters weaker undead. In the Shadow-Cursed Lands and crypts it can end half a fight in one action: keep it ready in those areas.
- Level 12 — Ability Improvement: Wisdom +1, Constitution +1 · Gain: Ability Improvement
- Ability Improvement (Wisdom +1, Constitution +1)
Key equipment
- Adamantine Splint Armour (Act 1) — Turns critical hits into ordinary hits, for the Life and War domains. Where: Act 1, forged at the Adamantine Forge in Grymforge (needs a Mithral Ore and a mould).
- Amulet of Greater Health (Act 3) — Raises Constitution to 23, making concentration far easier to hold. Where: House of Hope, in the Archive — on one of the pedestals.
- Hellrider's Pride (Act 1) — Grants extra protection to everyone you heal. Where: The Secluded Chamber — from Zevlor (a quest reward, or take it by theft or by force).
- Helldusk Armour (Act 3) — The best heavy armour in the game. Where: Act 3, House of Hope — worn by Raphael at all times.
Combat tips
- Cast Spirit Guardians and walk into the enemy: it deals free damage every round.
- The Guidance cantrip also works outside combat: use it before every skill check.
- Do not heal mid-fight for chip damage: save it for picking someone back up.
- You cannot hold two concentration spells at the same time.
Common mistakes
- Do not play as a pure healer: the Cleric's damage spells are as strong as its healing.
- Do not pick Light Domain and then look for heavy armour: only Life and War domains grant it.
- Do not spend points on Dexterity: your armour ignores the Dexterity bonus anyway.
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