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 (or deities) you choose to revere goes a long way toward defining you, or at least how other people in the world see you. You 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 your 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?


Characteristics: You are an extremely good healer. You have a mix of melee and ranged powers. Most of your attacks deal only moderate damage, but they safeguard your allies or provide bonuses to their attacks.
Religion: A cleric can choose to worship any deity, but steer clear of choosing an evil or chaotic evil deity unless you have permission from your DM to choose one.
Races: Humans and dwarves 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.
Certain gods attract a preponderance of clerics of a particular race—for example, many (but not all) clerics of Moradin are dwarves—but in general, all races respect all gods to at least some degree. The race you play and the deity your character worships have little effect on your cleric’s ability to utilize divine powers