BoLS logo Today's Tabletop & RPG News
Advertisement

D&D: Five Cleric Concepts To Spark Your Next Character

4 Minute Read
Jan 21 2026
Advertisement

The Cleric might have a reputation as D&D’s premier “healer,” but that doesn’t mean there aren’t a million different ways to play one.

Clerics go back quite a ways in D&D. They’re one of the original three classes: Fighting Man, Cleric, and Magic User. Over the years, they have gained a reputation for being the healer of the party. They’re the ones who make sure the Fighter can keep fighting, and that the Wizard doesn’t die at low levels. But just because they’re good at healing doesn’t mean they’re one-note.

Here are five different Cleric concepts that you can use as kindling for the flame of your next D&D Cleric PC, to prove that Clerics really are more than just “Cure Wounds dispensers”.

Zone of Control

One of the greatest strengths of Clerics got buffed pretty handily in 5.5E. I’m talking about persistent, damaging areas of effect. With the right selection of spells (and class features that capitalize on said spells), a Cleric can set themselves up to do quite a bit of magical damage with little more than their movement.

Advertisement

The big change that makes this playstyle possible is that now most spells like Spirtual Guardians deal damage whenever a creature enters an area for the first time on their turn, or whenever the area enters a creature’s space. So if you capitalize on mobility from feats like Speedy which make you resilient against opportunity attacks, you can run around the battlefield bringing the light of your deity to your enemies. It gets really crazy if you either ready an action to move when the next turn starts, or if your teammates grapple you and drag you around like a beyblade of doom.

Monster/Undead Hunter

One thing that Clerics excel at is dealing with magical threats. They have good spells, their subclasses give them extra options for their Channel Divinity, all of which adds up to being really good at fighting monsters, especially the undead. Take spells that deal radiant damage. Maybe pick up Mage Slayer if you plan to fight magical undead, and you’re good. If you want to be great, pick up spells like Lesser Restoration and Remove Curse.

Friendly Neighborhood Healer

But hey, Cleric who can heal is a classic archetype for a reason. And in 5.5E, healing got buffed a bit. It’s quite good – especially since the Cleric spell list has healing spells that either work round to round without you needing to do anything, or that don’t take your action so you can still hit things or cast a Cantrip.

This is probably the most Cleric-y Cleric idea.

Advertisement

Spiritual Leader

A slightly less common, but still fun Cleric archetype is the 4E idea of the Leader. That is the person who casts boatloads of beneficial spells and makes sure the whole party fights a lot harder than they otherwise could. This concept is all about making teamwork the dreamwork. Take spells like Bless and Aid to add extra resilience and capabilities. Or pick up spells like Divine Favor (if you can find it) which doesn’t take your Concentration but still lets you do a lot of stuff with it.

And you can support this kind of Cleric with feats like Inspiring Leader or Chef or other things that let you hand out little bonuses outside of combat, so that you fight that much harder in it.

Frontline Cleric

Finally, consider the frontline Cleric. Remind people that you can take those martial weapon and armor proficiencies for a reason. This kind of Cleric is all about capitalizing on the Cleric’s access to combat abilities from things like the War domain, which gives you a Bonus Action attack. While also being able to summon spirits and make yourself tankier in the midst of any fight.

Especially with a potentially revised Arcana Domain Cleric in the works for sometime later this year…

Advertisement

What are some of your Clerics like?


Author: J.R. Zambrano
Advertisement
  • D&D: Five Magic Items Perfect For Right Before A Big Boss Battle