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Caster · Divine Healer

Cleric

A devoted channel of divine power who mends allies and smites the wicked in the same breath.

Cleric in-game sprite, male and female
  • Devout
  • d8 hit die
  • WIS
  • Spell Points

Defeat Grukk the Goblin King (clear Act I).

Overview

Role
Caster · Divine Healer
Archetype
Devout (melee basic attack)
Hit die
d8
Hit points
24 at level 1, +15 per level (+3 per CON modifier point, every level)
Primary ability
Wisdom
Armour
Light, Medium + shields
Weapons
Maces, Warhammers, Spears, Staves
Resource
Spell Points: 90 + 5 per level, refills 7/s
Ability score improvements
Levels 4, 8, 12, 16, 19
Subclass
Level 3: Life Domain or Tempest Domain
Starting kit
Mace, Round Shield, Hide Armor
Suggested scores
STR 13 · DEX 12 · CON 14 · INT 8 · WIS 15 · CHA 10

Class features

  1. Lv 1
    Divine Blessing Your faith wards off the unnatural.
    • +10% Necrotic Resistance
  2. Lv 2
    Channel Divinity Periodic radiant pulse around you.
  3. Lv 3
    Revivify Stand near a fallen ally to raise them (1.2s, 50% health, once per 45s). As a companion, you rush to raise a fallen hero.
  4. Lv 6
    Blessed Healer Your healing carries a lingering grace.
    • +2 Life on Hit
  5. Lv 7
    Divine Strike Your weapon carries a sliver of divine judgment.
    • +2 Radiant Damage
  6. Lv 10
    Divine Intervention You call on your deity in dire moments.
    • +8% All Resistances
  7. Lv 14
    Sacred Ward A shimmering ward turns aside harm.
    • +6% Damage Reduction
  8. Lv 18
    Greater Channel Divinity Your channeled divinity returns to you faster.
    • +5% Cooldown Reduction
  9. Lv 20
    Avatar of Faith You have become a vessel of the divine.
    • +10% Damage
    • +4 Radiant Damage

Level 1–20 progression

Everything a Cleric gains each level, including both subclasses (chosen at level 3). Tap a skill to jump to its numbers.

Cleric level 1 to 20 progression
LevelProf.Gains
1+2
2+2
3+2
4+2
  • Ability Score Improvement or feat
5+3
6+3
7+3
  • Divine Strike
  • Spiritual Weapon
  • Font of Life Life Domain
  • Wrath of the Storm Tempest Domain
8+3
  • Ability Score Improvement or feat
9+4
10+4
11+4
12+4
  • Ability Score Improvement or feat
13+5
14+5
15+5
16+5
  • Ability Score Improvement or feat
17+6
18+6
  • Greater Channel Divinity
  • Supreme Vitality Life Domain
  • Master of Storms Tempest Domain
19+6
20+6
  • Avatar of Faith

Feature Skill Dice rank-up Subclass ASI or feat Proficiency · Subclass entries are tagged with the subclass name.

Skills & spells

Numbers at mastery rank 1. Damage adds your weapon hit or ability modifier; "save" skills deal half damage when the foe makes its save (DC = 8 + proficiency + WIS modifier). Open Mastery for every rank, perk and the rank-10 bonus.

Cleric skills

Sacred Flame

Lv 1 Projectile radiant

A searing ray of divine radiance.

Type
Projectile
Cost
Free
Cooldown
1.2s
Damage
1d8 + WIS mod radiant
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Wisdom
Projectiles
1
Range
9 tiles

Damage dice by level Lv 1 1d8Lv 5 2d8Lv 11 3d8Lv 17 4d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Sacred Flame mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 101.2s—Learned
2Lv 101.2s+11%Damage +8%
3Lv 201.2s+14%Range +15% · range 10.4
4Lv 401.2s+17%
5Lv 601.2s+20%Radiance Frightens (10%) · Feared 10% · 3s
6Lv 801.1s+33%Damage +10%
7Lv 1001.1s+36%Flames pierce through foes · pierces
8Lv 1201.1s+39%
9Lv 1401.1s+42%Frighten chance +10% · Feared 20% · 3s
10Lv 1601.1s+75%Mastered (+15% damage, −25% cost, plus its signature bonus) · range 12.2

Rank 4: pick one

  • Twin Flames +1 flame, flames −35% damage.
  • Searing Radiance Foes Burn (+25%) instead of fleeing; damage +10%.

Rank 8: pick one

  • Holy Fire Damage +30%, cooldown +20%.
  • Guiding Light Foes are Marked (+30%) instead.

Rank 10, Mastered: Undying Flame: damage +15% and range +20%.

Healing Word

Lv 2 Heal

A quick benediction that mends wounds from afar.

Type
Heal
Cost
20
Cooldown
6s
Heals
(2d4 + WIS mod) × 3
Hit
Always hits
Scales with
Wisdom
Also heals allies within
3 tiles

Healing dice by level Lv 2 2d4Lv 6 3d4Lv 13 4d4Lv 19 5d4

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% healing, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Healing Word mastery ranks
RankNeedsCostCooldownHealWhat changes
1Lv 1206s—Learned
2Lv 1175.9s+3%Cost −15%
3Lv 2175.9s+6%Radius +15% · radius 3.5
4Lv 4165.8s+9%
5Lv 6165.8s+12% +1d+1 healing die
6Lv 8165.2s+15% +1dCooldown −8%
7Lv 10165.2s+18% +1dThe word Blesses its target · Blessed · 3s
8Lv 12165.1s+21% +1d
9Lv 14155s+24% +1dRadius +15% · radius 3.9
10Lv 1665s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus)

Rank 4: pick one

  • Mass Healing Word Radius +50%, healing −10%.
  • Potent Word Healing +20%, cost +30%.

Rank 8: pick one

  • Quick Word Cooldown −15%.
  • Word of Vigor Blessing lasts twice as long; healing +10%.

Rank 10, Mastered: Voice of the Divine: healing +10% and cost −20%.

Spirit Guardians

Lv 5 Area radiant

Spectral guardians orbit you, punishing anything that draws close.

Type
Area (around you)
Cost
30
Cooldown
20s
Damage
1d8 + WIS mod radiant
Hit
WIS save vs your spell DC (half damage on a save)
Scales with
Wisdom
Radius
3 tiles
Lasts
15s

Damage dice by level Lv 5 1d8Lv 10 2d8Lv 15 3d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Spirit Guardians mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 13020s—Learned
2Lv 13019.8s+3%Radius +10% · radius 3.3
3Lv 22919.6s+6%Duration +15% · 17.3s
4Lv 42919.4s+9%
5Lv 62919.2s+12% +1d+1 damage die
6Lv 82419s+15% +1dCost −15%
7Lv 102418.8s+18% +1dGuardians Frighten (15%) · Feared 15% · 3s
8Lv 122318.6s+21% +1d
9Lv 142318.4s+24% +1dRadius +10% · radius 3.6
10Lv 161518.2s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 4.1 · Feared 30% · 3s

Rank 4: pick one

  • Warding Host Radius +35%, damage −10%.
  • Wrathful Host Damage +35%, duration −25%.

Rank 8: pick one

  • Vigilant Host Duration +25%.
  • Terrifying Host Frighten chance +35%.

Rank 10, Mastered: Choir of Blades: radius +15% and Frighten chance +15%.

Spiritual Weapon

Lv 7 Summon force

Conjure a floating weapon of force that fights on its own. Mastery forges an arsenal.

Type
Summon
Cost
25
Cooldown
16s
Damage
1d8 per summon hit force
Summons
1
Lasts
12s
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Spiritual Weapon mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12516s—Learned
2Lv 12515.8s+3%Duration +15% · 13.8s
3Lv 22515.7s+6%Weapon HP +25% · summon HP +25%
4Lv 42415.5s+9%
5Lv 62415.4s+12%+1 weapon (the faith is divided: weapons −10% damage) · 2 summons
6Lv 82015.2s+15%Cost −15%
7Lv 102015s+18%Weapon damage +10%
8Lv 122014.9s+21%
9Lv 141914.7s+24%Duration +15% · 15.6s
10Lv 161314.6s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · 3 summons

Rank 4: pick one

  • Arsenal of Faith +1 weapon; weapons −25% damage.
  • Hammer of the Gods Weapons +20% damage.

Rank 8: pick one

  • Unwavering Duration +30%.
  • Swift Summons Cooldown −15%.

Rank 10, Mastered: Divine Armory: +1 weapon (weapons −10% damage).

Guardian of Faith

Lv 9 Summon radiant

Summon a spectral protector to hold the line.

Type
Summon
Cost
35
Cooldown
25s
Damage
2d8 per summon hit radiant
Summons
1
Lasts
15s
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Guardian of Faith mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 13525s—Learned
2Lv 13524.8s+3%Duration +15% · 17.3s
3Lv 23424.5s+6%Guardian HP +25% · summon HP +25%
4Lv 43424.3s+9%
5Lv 63424s+12%Guardian damage +10%
6Lv 82823.8s+15%Cost −15%
7Lv 102823.5s+18%Duration +15% · 19.5s
8Lv 122723.3s+21%
9Lv 142723s+24%+1 guardian (guardians −15% damage) · 2 summons
10Lv 161822.8s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · summon HP +50%

Rank 4: pick one

  • Twin Wardens +1 guardian; guardians −30% HP and −10% damage.
  • Bastion Guardian Guardians +60% HP and +10% damage.

Rank 8: pick one

  • Eternal Watch Duration +30%.
  • Swift Faith Cooldown −15%.

Rank 10, Mastered: Sentinels of the Dawn: guardians +25% HP and +10% damage.

Guiding Bolt

Lv 13 Projectile radiant

A flash of light that brands its target, leaving it glowing for all to strike.

Type
Projectile
Cost
20
Cooldown
7s
Damage
4d6 + WIS mod radiant
Hit
Attack roll vs AC
Scales with
Wisdom
Projectiles
1
Range
10 tiles
Applies
Marked · 4s

Damage dice by level Lv 13 4d6Lv 17 5d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Guiding Bolt mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1207s—Learned
2Lv 1176.9s+3%Cost −15%
3Lv 2176.9s+6%Brand lasts 25% longer · Marked · 5s
4Lv 4166.8s+9%
5Lv 6166.7s+12% +1d+1 damage die
6Lv 8166.1s+15% +1dCooldown −8%
7Lv 10166s+18% +1dRange +20% · range 12
8Lv 12166s+21% +1d
9Lv 14155.9s+24% +1dBrand lasts 25% longer · Marked · 6s
10Lv 16105.8s+52% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · Marked · 8s

Rank 4: pick one

  • Twin Guidance +1 bolt, bolts −40% damage. Brand two foes.
  • Piercing Light The bolt pierces through foes; damage −10%.

Rank 8: pick one

  • Radiant Brand Damage +20%, cost +30%.
  • Guided Cooldown −15%.

Rank 10, Mastered: Lodestar: damage +10% and brands last 50% longer.

Flame Strike

Lv 17 Area radiant

A column of divine fire roars down from the heavens.

Type
Area
Cost
45
Cooldown
14s
Damage
6d6 + WIS mod radiant
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Wisdom
Radius
2.5 tiles
Range
7 tiles
Applies
Burning 40% · 3s
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Flame Strike mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 14514s—Learned
2Lv 14513.9s+3%Radius +10% · radius 2.8
3Lv 24413.7s+6%Burning chance +15% · Burning 55% · 3s
4Lv 44413.6s+9%
5Lv 64313.4s+12% +1d+1 damage die
6Lv 84311.9s+15% +1dCooldown −10%
7Lv 104211.8s+18% +1dRadius +15% · radius 3.1
8Lv 124211.6s+21% +1d
9Lv 144111.5s+24% +1dBurns last 30% longer · Burning 55% · 3.9s
10Lv 163011.3s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 3.5 · Burning 75% · 3.9s

Rank 4: pick one

  • Pillar of Dawn Damage +20%, radius −25%.
  • Firestorm Radius +40%, damage −10%.

Rank 8: pick one

  • Zealous Flame Cooldown −15%.
  • Consecrate Burning chance +30%; burns last 50% longer.

Rank 10, Mastered: Wrath of Heaven: radius +15% and Burning chance +20%.

Life Domain skills

Preserve Life

Lv 3 Heal Life Domain

A burst of restorative light heals all who stand near.

Type
Heal
Cost
30
Cooldown
18s
Heals
(3d8 + WIS mod) × 3
Hit
Always hits
Scales with
Wisdom
Also heals allies within
4 tiles
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% healing, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Preserve Life mastery ranks
RankNeedsCostCooldownHealWhat changes
1Lv 13018s—Learned
2Lv 12517.8s+3%Cost −15%
3Lv 22517.6s+6%Radius +15% · radius 4.6
4Lv 42517.5s+9%
5Lv 62415.8s+12%Cooldown −8%
6Lv 82415.7s+15% +1d+1 healing die
7Lv 102415.5s+18% +1dThe light Blesses its target · Blessed · 3s
8Lv 122315.3s+21% +1d
9Lv 142315.1s+24% +1dRadius +10% · radius 5
10Lv 161514.9s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 5.6

Rank 4: pick one

  • Sanctuary Radius +50%.
  • Life Surge Healing +20%, cooldown +10%.

Rank 8: pick one

  • Font of Grace Cooldown −15%.
  • Radiant Mending Healing +10%, cost −25%.

Rank 10, Mastered: Miracle: healing +10% and radius +15%.

Tempest Domain skills

Thunderous Strike

Lv 3 Melee strike thunder Tempest Domain

A blow that cracks like thunder.

Type
Melee strike
Cost
15
Cooldown
6s
Damage
2d6 + weapon hit thunder
Hit
Attack roll vs AC
Reach
1.3 tiles
Arc
90°

Damage dice by level Lv 3 2d6Lv 9 3d6Lv 14 4d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Thunderous Strike mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1156s—Learned
2Lv 1135.9s+3%Cost −15%
3Lv 2125.9s+6%Thunder Stuns (15%) · Stunned 15% · 3s
4Lv 4125.8s+9%
5Lv 6125.8s+12% +1d+1 damage die
6Lv 8125.7s+15% +1dReach and arc +15% · radius 1.5 · arc 103°
7Lv 10125.2s+18% +1dCooldown −8%
8Lv 12125.1s+21% +1d
9Lv 14125s+24% +1dStun chance +10% · Stunned 25% · 3s
10Lv 1685s+52% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · Stunned 40% · 3s

Rank 4: pick one

  • Thunderwave Reach and arc +40%, damage −10%.
  • Storm Hammer Damage +15%, stun chance +10%.

Rank 8: pick one

  • Rolling Thunder Cooldown −20%.
  • Stormstruck Lightning leaps from the struck foe to 2 more; damage −30%.

Rank 10, Mastered: Voice of the Tempest: stun chance +15% and damage +10%.

Subclasses

Chosen at level 3. Each adds its own skill and a feature every few levels.

Life Domain

A cleric devoted above all to preserving life and mending the wounded.

Skills

Features

  1. Lv 3
    Disciple of Life Your healing spells restore more than they should.
    • +10% Potion Healing
  2. Lv 7
    Font of Life Vitality wells up within you unbidden.
    • +3 HP Regen / s
  3. Lv 11
    Supreme Healing Your healing magic works minor miracles.
    • +20% Potion Healing
  4. Lv 15
    Vessel of Life Divine vigor swells your own vitality.
    • +40 Hit Points
  5. Lv 18
    Supreme Vitality Life itself answers your call in abundance.
    • +30 Hit Points

Tempest Domain

A cleric who channels the fury of storm and sea as a weapon of judgment.

Skills

Features

  1. Lv 3
    Channel the Storm The storm answers your call more readily.
    • +3% Crit Chance
  2. Lv 7
    Wrath of the Storm Strike back at those who dare strike you.
    • +10% Thorns
  3. Lv 11
    Destructive Wrath Your critical strikes carry the storm's full fury.
    • +15% Crit Damage
  4. Lv 15
    Stormborn The tempest quickens your step and wards your flesh.
    • +8% Move Speed
    • +15% Lightning Resistance
  5. Lv 18
    Master of Storms You have become the storm's own voice.
    • +8% Damage

Cleric unique weapons

Bellwether Mace Starter

Mace · Weapon · drops from level 5

  • +8–24% Damage
  • +2–6 Wisdom
  • +2–10 Radiant Damage
  • +1 random affix

Answering Flame. Your healing spells also hurl a free Sacred Flame at up to 3 foes near the ally you heal, at 180% damage.

“Its bell calls the faithful home and the wicked to account, often in the same toll.”

Hymnal Maul

Warhammer · Weapon · drops from level 12

  • +8–24% Damage
  • +2–6 Wisdom
  • +4–12% Max HP
  • +1 random affix

Ringing Hymn. Every 3s in battle a hymn rings out: 230–265% weapon damage as thunder to foes within 3 tiles; allies there heal 7% of max health.

Unending Arms. Spiritual Weapon stays until destroyed or you leave the floor, but its cooldown doubles.

“Its head is an iron hymnal. The choir it leads is mostly screaming.”

Staff of the Last Vigil

Quarterstaff · Weapon · drops from level 16

  • +8–24% Skill Damage
  • +2–6 Wisdom
  • +5–15% Resource Regen
  • +1 random affix

Offering. Every 10 Spell Points you spend heals you and allies within 5 tiles for 9–10.5% of their max health.

Vigil's Pace. Each ally you heal takes 1s off all your cooldowns.

“Kept by the priest who stayed awake so the whole village could sleep through the siege.”

Clerics are Devouts: they can also wear the 8 Devout unique armour and off-hands, and any unique jewelry. Power values show the range they roll in.