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D&D Cleric Character Builds Guide

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Liz Leib
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0% found this document useful (0 votes)
45 views4 pages

D&D Cleric Character Builds Guide

Uploaded by

Liz Leib
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

Front Liner

Race: Hill Dwarf


Class: Cleric 5 / Fighter 5 / Cleric 10
Background: Soldier (officer)

Divine Domain: War


Fighting Style: Protection
Martial Archetype: Battle Master

Skills: Athletics, Insight, Intimidation, Medicine

Ability Scores: Str 15, Dex 12, Con 16, Int 8, Wis 15, Cha 8
(LV 4: Str 16, Wis 16) (LV 9: Str 18) (LV 13: Con 18) (LV 17: Wis 18)

Cantrips: Guidance, Mending, Resistance, Sacred Flame, Spare the Dying

Prepared Spells:
LV 1: Bless, Command, Detect Evil and Good, Divine Favor, Healing Word, Shield of
Faith
LV 2: Aid, Magic Weapon, Spiritual Weapon, Warding Bond
LV 3: Crusader's Mantle, Motivational Speech, Revivify, Spirit Guardians
LV 4: Aura of Life, Banishment, Freedom of Movement, Stoneskin
LV 5: Flame Strike, Hold Monster, Holy Weapon, Mass Cure Wounds
LV 6: Blade Barrier, Heroes' Feast, Word of Recall
LV 7: Divine Word, Regenerate
LV 8: Antimagic Field, Holy Aura

--------------------------------------

Beat Down

Race: Tiefling (Bloodline of Fierna) (Charm Person, Suggestion)


Class: Cleric 20
Background: Rune Carver

Divine Domain: Light

Skills: History, Insight, Perception, Religion

Ability Scores: Str 10, Dex 13, Con 14, Int 10, Wis 16, Cha 12
(LV 4: Wis 18) (LV 8: Infernal Constitution, Con 15) (LV 12: Dex 14, Con 16) (LV
16: Wis 20)
(LV 19: Con 18)

Cantrips: Friends, Light, Mending, Resistance, Sacred Flame, Thaumaturgy, Toll the
Dead

Prepared Spells:
LV 1: Bane, Burning Hands, Create or Destroy Water, Faerie Fire, Guiding Bolt,
Healing Word,
Protection from Evil
LV 2: Blindness/Deafness, Enhance Ability, Flaming Sphere, Scorching Ray, Spiritual
Weapon
LV 3: Bestow Curse, Daylight, Fireball, Protection from Energy, Spirit Guardians
LV 4: Banishment, Freedom of Movement, Guardian of Faith, Stone Shape, Wall of Fire
LV 5: Flame Strike, Holy Weapon, Insect Plague, Scrying
LV 6: Harm, Planar Ally, Sunbeam
LV 7: Divine Word, Fire Storm
LV 8: Control Weather, Earthquake
LV 9: Astral Projection, Mass Heal

--------------------------------------

Utility

Race: Wood Elf


Class: Cleric 1 / Druid 6 / Cleric 13
Background: Sage (astronomer)

Divine Domain: Arcana


Druid Circle: Stars

Skills: Arcana, History, Insight, Medicine, Perception

Ability Scores: Str 8, Dex 16, Con 14, Int 12, Wis 16, Cha 8
(LV 5: Wis 18) (LV 10: Wis 20) (LV 14: Con 16) (LV 18: Dex 18)

Cantrips: Control Flames, Druidcraft, Guidance, Gust, Mending, Resistance, Sacred


Flame,
Spare the Dying, Toll the Dead

Prepared Cleric Spells:


LV 1: Bless, Detect Magic, Detect Poison and Disease, Magic Missile
LV 2: Blindness/Deafness, Enhance Ability, Magic Weapon, Nystul's Magic Aura,
Protection from Poison
LV 3: Daylight, Dispel Magic, Glyph of Warding, Magic Circle, Meld into Stone
LV 4: Arcan Eye, Aura of Purity, Control Water, Freedom of Movement, Leomund's
Secret Chest
LV 5: Contagion, Flame Strike, Greater Restoration, Planar Binding, Teleportation
Circle
LV 6: Heroes' Feast, Sunbeam, True Seeing
LV 7: Divine Word, Plane Shift

Prepared Druid Spells:


LV 1: Absorb Elements, Detect Magic, Goodberry, Guiding Bolt, Speak with Animals,
Thunderwave
LV 2: Healing Spirit, Heat Metal, Moonbeam
LV 3: Conjure Animals, Plant Growth, Sleet Storm

--------------------------------------

Support

Race: Stout Halfling


Class: Cleric 20
Background: Folk Hero

Divine Domain: Life

Skills: Animal Handling, Medicine, Religion, Survival

Ability Scores: Str 8, Dex 14, Con 15, Int 10, Wis 15, Cha 12
(LV 4: Bountiful Luck) (LV 8: Con 16, Wis 16) (LV 12: Wis 18) (LV 16: Wis 20) (LV
19: Dex 16)

Cantrips: Guidance, Light, Mending, Spare the Dying, Word of Radiance


Prepared Spells:
LV 1: Bless, Ceremony, Cure Wounds, Healing Word, Sanctuary
LV 2: Calm Emotions, Gentle Repose, Lesser Restoration, Silence, Spiritual Weapon
LV 3: Aura of Vitality, Beacon of Hope, Dispel Magic, Life Transference,
Protection from Energy, Revivify
LV 4: Aura of Life, Banishment, Death Ward, Guardian of Faith
LV 5: Dispel Evil and Good, Hallow, Mass Cure Wounds, Raise Dead, Summon Celestial
LV 6: Heal, Heroes' Feast, True Seeing
LV 7: Conjure Celestial, Regenerate, Temple of the Gods
LV 8: Holy Aura, Sunburst
LV 9: Power Word: Heal, True Resurrection

--------------------------------------

Investigator

Race: Rock Gnome


Class: Cleric 3 / Rogue 3 / Cleric 14
Background: Investigator

Divine Domain: Knowledge


Roguish Archetype: Inquisitive

Skills: Insight, Investigation


Blessings of Knowledge: Arcana, History, Insight, Persuasion
Multiclass (LV 4): Perception
Expertise (LV 4): Perception, Persuasion

Ability Scores: Str 8, Dex 15, Con 12, Int 12, Wis 15, Cha 12
(LV 7: Dex 16, Wis 16) (LV 11: Wis 18) (LV 15: Wis 20) (LV 19: Con 14)

Cantrips: Guidance, Light, Mending, Sacred Flame, Toll the Dead

Prepared Spells:
LV 1: Command, Cure Wounds, Detect Magic, Identify
LV 2: Augury, Find Traps, Locate Object, Suggestion
LV 3: Clairvoyance, Nondetection, Remove Curse, Speak with Dead, Spirit Guardians
LV 4: Arcane Eye, Confusion, Control Weather, Locate Creature, Stone Shape
LV 5: Hallow, Legend Lore, Raise Dead, Scrying
LV 6: Find the Path, True Seeing, Word of Recall
LV 7: Etherealness, Resurrection, Symbol
LV 8: Earthquake, Holy Aura
LV 9: Astral Projection, Mass Heal

--------------------------------------

Negotiator

Race: Lightfoot Halfling


Class: Cleric 2 / Bard 4 / Cleric 14
Background: Guild Artisan (painters)

Divine Domain: Peace


Bard College: Eloquence

Skills: History, Insight, Performance, Persuasion, Religion


Multiclass (LV 3): Deception
Expertise (LV 5): Performance, Persuasion
Ability Scores: Str 8, Dex 15, Con 12, Int 10, Wis 14, Cha 16
(LV 6: Wis 16) (LV 8: Cha 18) (LV 12: Wis 18) (LV 16: Second Chance, Dex 16) (LV
20: Wis 20)

Cantrips: Friends, Guidance, Light, Mending, Spare the Dying, Thaumaturgy, Toll the
Dead,
Vicious Mockery

Prepared Cleric Spells:


LV 1: Command, Healing Word, Heroism, Sanctuary
LV 2: Aid, Gentle Repose, Warding Bond, Zone of Truth
LV 3: Beacon of Hope, Fast Friends, Motivational Speech, Protection from Energy,
Sending,
Speak with Dead, Tongues
LV 4: Aura of Purity, Banishment, Divination, Locate Creature, Otiluke's Resilient
Sphere
LV 5: Commune, Dispel Evil and Good, Greater Restoration, Rary's Telepathic Bond
LV 6: Blade Barrier, Forbiddance, True Seeing
LV 7: Divine Word, Temple of the Gods
LV 8: Holy Aura, Sunburst

Bard Spells Known:


LV 1: Charm Person, Dissonant Whispers, Sleep, Speak with Animals, Unseen Servant
LV 2: Hold Person

--------------------------------------

Infiltrator

Race: Half-Elf (mask of the wild)


Class: Cleric 2 / Ranger 13 / Cleric 1 / Ranger 4
Background: Outlander (exile)

Divine Domain: Trickery


Fighting Style: Archery
Ranger Conclave: Gloom Stalker

Skills: Athletics, Insight, Persuasion, Survival


Multiclass (LV 3): Stealth

Ability Scores: Str 10, Dex 16, Con 13, Int 10, Wis 15, Cha 12
(LV 6: Con 14, Wis 16) (LV 10: Dex 18) (LV 14: Wis 18) (LV 19: Dex 20)

Cantrips: Guidance, Resistance, Spare the Dying

Prepared Cleric Spells:


LV 1: Bless, Charm Person, Detect Magic, Disguise Self, Guiding Bolt,
Protection from Evil and Good, Sanctuary
LV 2: Find Traps, Locate Object, Mirror Image, Pass without Trace

Ranger Spells Known:


LV 1: Cure Wounds, Disguise Self, Hunter's Mark, Longstrider
LV 2: Gust of Wind, Rope Trick, Spike Growth
LV 3: Ashardalon's Stride, Fear, Nondetection
LV 4: Freedom of Movement, Grasping Vine, Greater Invisibility
LV 5: Seeming, Swift Quiver

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