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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

Available from the start.

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 (a staff or wand is a spell focus: the basic attack is a ranged radiant bolt on Wisdom; maces and warhammers still swing)
Resource
Spell Points: 90 + 5 per level, refills 3.5/s; every basic attack that hits restores 2
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
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
9+4
10+4
11+4
12+4
  • Ability Score Improvement
13+5
14+5
15+5
16+5
  • Ability Score Improvement
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 Ability Score Improvement 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.

What it does for a new Cleric at level 1; in game the numbers follow your hero

  • Fires a projectile (9 tiles range) dealing 4–11 radiant damage.
  • Foes roll a Dexterity save against your DC 13: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
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 14). 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 501.2s+20%Radiance Frightens (10%) · Feared 10% · 3s
6Lv 601.1s+33%Damage +10%
7Lv 801.1s+36%Flames pierce through foes · pierces
8Lv 1001.1s+39%
9Lv 1201.1s+42%Frighten chance +10% · Feared 20% · 3s
10Lv 1401.1s+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.

What it does for a new Cleric at level 2; in game the numbers follow your hero

  • Heals the most wounded ally near you (or you): 21–39 HP on you (12% of the target's max HP is part of it, so tougher allies heal more).
  • Everyone else within 3 tiles heals 60% of their own dose.
  • Also lifts poison, burning, fear, roots, silence and curses from the one it heals.
Type
Heal
Cost
20
Cooldown
6s
Heals
(2d4 + WIS mod) × 3 + 12% of target's max HP
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 14). 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 5165.8s+12% +1d+1 healing die
6Lv 6165.2s+15% +1dCooldown −8%
7Lv 8165.2s+18% +1dThe word Blesses its target · Blessed · 3s
8Lv 10165.1s+21% +1d
9Lv 12155s+24% +1dRadius +15% · radius 3.9
10Lv 1465s+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.

What it does for a new Cleric at level 5; in game the numbers follow your hero

  • Surrounds you for 15 s: every foe within 3 tiles of you takes 2–7 radiant damage every second (it moves with you).
  • Foes roll a Wisdom save against your DC 14: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
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 14). 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 52919.2s+12% +1d+1 damage die
6Lv 62419s+15% +1dCost −15%
7Lv 82418.8s+18% +1dGuardians Frighten (15%) · Feared 15% · 3s
8Lv 102318.6s+21% +1d
9Lv 122318.4s+24% +1dRadius +10% · radius 3.6
10Lv 141518.2s+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: a quick blade, a crushing hammer, or a shield that draws foes to it. Choose the form in Hearthold; mastery forges an arsenal.

What it does for a new Cleric at level 7; in game the numbers follow your hero

  • Calls 1 Spiritual Weapon for 12 s.
  • It has 88 HP and hits for 3–20 force damage every 0.9 s.
  • Choose its form in Hearthold (Hero → Skills).
  • Casting it again while they're out replaces the oldest.
Type
Summon
Cost
25
Cooldown
16s
Damage
1d8 per summon hit force
Summons
1
Lasts
12s

Forms: choose one any time (Hero → Skills — town or mid-dungeon; the next cast calls it). Compare every caster's forms

Spiritual Hammer

Spiritual Hammer

Damage

A great hammer of force that rises and falls slowly, each blow a shockwave across its target's neighbours.

Bodies
1 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
2× a plain summon
Attacks
every 1.6s
Moves
4.6 tiles/s
Reach
1.3 tiles (melee)
Splash
50% to foes within 1.3 tiles
Damage type
force
Master passive
Weight of Faith: +8% Damage while one stands
Arrival
Rune forge: it materialises out of a ring of spinning runes
Spiritual Blade

Spiritual Blade

Steady Default

The floating sword: quick, steady cuts.

Bodies
1 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Swift Faith: +8% Attack Speed while one stands
Arrival
Rune forge: it materialises out of a ring of spinning runes
Spiritual Shield

Spiritual Shield

Tank

A towering shield of light that rings out to pull foes off you and turns their blows.

Bodies
1 per cast at rank 1
HP each
2.5× a plain summon
Damage per hit
0.5× a plain summon
Attacks
every 1.4s
Moves
4.2 tiles/s
Reach
1.3 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
force
Master passive
Shield of Faith: +2 Armor Class, +4% Damage Reduction while one stands
Arrival
Rune forge: it materialises out of a ring of spinning runes

Numbers per body at mastery rank 1, against a plain summon body (HP 56% of your max HP; damage = the skill's dice × your power). A summon also inherits your gear: weapon power and Damage % on its hits (flat damage and elemental affixes don't carry), ~85% of your AC and to-hit, half your attack speed and crit chance, a quarter of your move speed. Mastery ranks and perks multiply every form the same way. While one body of a form stands you get its master passive (one per form; half strength in the PvP arena).

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 14). 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 52415.4s+12%+1 weapon (the faith is divided: weapons −10% damage) · 2 summons
6Lv 62015.2s+15%Cost −15%
7Lv 82015s+18%Weapon damage +10%
8Lv 102014.9s+21%
9Lv 121914.7s+24%Duration +15% · 15.6s
10Lv 141314.6s+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 servant of your faith: the Guardian that holds the line, an Avenging Spirit that strikes in judgement, or a Lantern Bearer that throws light from afar. Choose the form in Hearthold.

What it does for a new Cleric at level 9; in game the numbers follow your hero

  • Calls 1 Guardian of Faith for 15 s.
  • It has 111 HP and hits for 6–44 radiant damage every 0.9 s.
  • Choose its form in Hearthold (Hero → Skills).
  • Casting it again while they're out replaces the oldest.
Type
Summon
Cost
35
Cooldown
25s
Damage
2d8 per summon hit radiant
Summons
1
Lasts
15s

Forms: choose one any time (Hero → Skills — town or mid-dungeon; the next cast calls it). Compare every caster's forms

Avenging Spirit

Avenging Spirit

Damage

A wrathful spirit with a blazing sword: few strikes, each one a judgement that leaves its target open.

Bodies
1 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
2.7× a plain summon
Attacks
every 1.5s
Moves
5.2 tiles/s
Reach
1.3 tiles (melee)
Applies
Vulnerable 25% · 3s
Damage type
radiant
Master passive
Vengeance: +5% Damage, +3% Damage Reduction while one stands
Arrival
Beam of light: it descends in a beam of light
Lantern Bearer

Lantern Bearer

Steady

A hooded spirit with a lantern of dawn that hangs back and throws motes of light from six tiles.

Bodies
1 per cast at rank 1
HP each
0.8× a plain summon
Damage per hit
1.1× a plain summon
Attacks
every 0.8s
Moves
4.6 tiles/s
Range
6 tiles, keeps 3–5 away
Damage type
radiant
Master passive
Guiding Light: +5% Attack Speed, +1 HP Regen / s while one stands
Arrival
Beam of light: it descends in a beam of light
Guardian of Faith

Guardian of Faith

Tank Default

The spectral protector: armoured, winged, holding the line.

Bodies
1 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Faith's Bulwark: +6% Damage Reduction while one stands
Arrival
Beam of light: it descends in a beam of light

Numbers per body at mastery rank 1, against a plain summon body (HP 56% of your max HP; damage = the skill's dice × your power). A summon also inherits your gear: weapon power and Damage % on its hits (flat damage and elemental affixes don't carry), ~85% of your AC and to-hit, half your attack speed and crit chance, a quarter of your move speed. Mastery ranks and perks multiply every form the same way. While one body of a form stands you get its master passive (one per form; half strength in the PvP arena).

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 14). 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 53424s+12%Guardian damage +10%
6Lv 62823.8s+15%Cost −15%
7Lv 82823.5s+18%Duration +15% · 19.5s
8Lv 102723.3s+21%
9Lv 122723s+24%+1 guardian (guardians −15% damage) · 2 summons
10Lv 141822.8s+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.

What it does for a new Cleric at level 13; in game the numbers follow your hero

  • Fires a projectile (10 tiles range) dealing 7–27 radiant damage.
  • Rolls to hit against armor (+8 to hit).
  • Always leaves foes Marked for 4.2 s (singled out: takes 15% more damage from the party).
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 14). 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 5166.7s+12% +1d+1 damage die
6Lv 6166.1s+15% +1dCooldown −8%
7Lv 8166s+18% +1dRange +20% · range 12
8Lv 10166s+21% +1d
9Lv 12155.9s+24% +1dBrand lasts 25% longer · Marked · 6s
10Lv 14105.8s+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.

What it does for a new Cleric at level 17; in game the numbers follow your hero

  • Hits every foe in a 2.5-tile radius up to 7 tiles away for 9–39 radiant damage.
  • Foes roll a Dexterity save against your DC 17: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 44% chance per hit to leave a foe Burning for 3.2 s (takes fire damage every half second. New burns add time (up to 8s)).
  • Its effect only lands on foes that fail the save.
  • On a Kindled foe it strikes 40% harder and consumes it, and the cast gives a Fervor back.
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 14). 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 54313.4s+12% +1d+1 damage die
6Lv 64311.9s+15% +1dCooldown −10%
7Lv 84211.8s+18% +1dRadius +15% · radius 3.1
8Lv 104211.6s+21% +1d
9Lv 124111.5s+24% +1dBurns last 30% longer · Burning 55% · 3.9s
10Lv 143011.3s+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.

What it does for a new Cleric at level 3; in game the numbers follow your hero

  • Heals the most wounded ally near you (or you): 27–90 HP on you (12% of the target's max HP is part of it, so tougher allies heal more).
  • Everyone else within 4 tiles heals 60% of their own dose.
  • Also lifts poison, burning, fear, roots, silence and curses from the one it heals.
  • On a Kindled foe it strikes 40% harder and consumes it, and the cast gives a Fervor back.
Type
Heal
Cost
30
Cooldown
16s
Heals
(3d8 + WIS mod) × 3 + 12% of target's max HP
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 14). Numbers below are without perks.

Preserve Life mastery ranks
RankNeedsCostCooldownHealWhat changes
1Lv 13016s—Learned
2Lv 12515.8s+3%Cost −15%
3Lv 22515.7s+6%Radius +15% · radius 4.6
4Lv 42515.5s+9%
5Lv 52414.1s+12%Cooldown −8%
6Lv 62413.9s+15% +1d+1 healing die
7Lv 82413.8s+18% +1dThe light Blesses its target · Blessed · 3s
8Lv 102313.6s+21% +1d
9Lv 122313.4s+24% +1dRadius +10% · radius 5
10Lv 141513.3s+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.

What it does for a new Cleric at level 3; in game the numbers follow your hero

  • Strikes every foe in a 90° arc in front of you (1.7 tiles reach) for 5–20 thunder damage.
  • Rolls to hit against armor (+4 to hit).
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 14). 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 5125.8s+12% +1d+1 damage die
6Lv 6125.7s+15% +1dReach and arc +15% · radius 1.5 · arc 103°
7Lv 8125.2s+18% +1dCooldown −8%
8Lv 10125.1s+21% +1d
9Lv 12125s+24% +1dStun chance +10% · Stunned 25% · 3s
10Lv 1485s+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

Talents & roles

Clerics lean healer and damage. The class tree and one tree for each subclass hold 51 talents; you earn a point every level and one for each act boss.

All Cleric talents Party roles

Spellbook & mechanic

Fervor and Hallowed Ground

Choose mercy or judgement, and light the floor either way.

Builders add Fervor pips. Spenders choose judgement (Verdict of Dawn), mercy (Benediction) or ground (Hallow), which consecrates the floor to heal allies and mark foes.

Keystone: Sentence Passed · Chase legendary: The Last Verdict

Clerics choose 7 pages from level 4, picking at levels 4, 9, 14 and 18:

All Cleric pages and variants How the Spellbook works

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
  • +3 random affixes

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.”

Lanternfall ◈ DEEP

Maul · Weapon · drops from level 20

  • +10–28% Damage
  • +3–12 Radiant Damage
  • +30–140 Hit Points
  • +3 random affixes

Lanterns Fall. Every 4th skill you cast, 7 lanterns fall on foes near you: 240–280% weapon damage each, and they are Marked for 4s.

Kindly Light. Skill hits have a 30% chance, once a second, to heal the most wounded ally within 6 tiles for 30–40% of the damage.

Surveyed Ground. You and allies within 4 tiles take 6–10% less damage. Asleep Hone this item at the Forge (Smithy level 6) to wake it. Any line will do, even with its Forging Potential spent.

Drops from: Only from the Deep: Breach Wardens, chart bosses of tier 8 and up, and Survey Shards. Always Emberforged

“A surveyor's lantern hammered onto a haft by someone who needed the light to hit harder.”

Clerics are Devouts: they can also wear the 9 Devout unique armour and off-hands, and any unique jewelry. Power values show the range they roll in.