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A dwarven cleric from Dungeons & Dragons forging a new magical weapon with a hammer and anvil.

One D&D: New Cleric Playtest Rules Revealed

Wizards of the Coast recently announced a number of new rules that apply specifically to the Cleric class as part of their ongoing playtesting for One D&D; a new product slated for release sometime in 2024 that introduces a number of major changes to DnD 5e classes. This update comes hot on the heels of Wizards’ recent release of survey results of the first One D&D playtest.

So just what was included in the new One D&D Cleric class? Below, we break out all the details.

New Customization for Clerics

Perhaps the biggest change unveiled in this latest playtest is just how much customization the DnD 5e Cleric class now has. To begin with, Clerics now have the ability to access Channel Divinity at 1st level instead of 2nd level. Within Channel Divinity, Clerics can also now use an ability called “Divine Spark” which allows them to either heal a target for 1d8 hit points (plus proficiency bonus) or deal that much Radiant Damage to a target creature. Divine Spark, and other Channel Divinity abilities, can also now be used a number of times per day equal to a Cleric’s proficiency bonus, which gives a bit more punch than current 5th edition rules.

Turn Undead remains a part of a Cleric’s Channel Divinity abilities, but in addition to the standard features, target undead can now be Dazed, meaning they can only either move or take an action, with no bonus actions available.

New Spellcasting Options

The new One D&D playtest rules also introduce a number of tweaks to Cleric spellcasting abilities. One of the biggest changes is that Clerics can now swap out their Cantrips on any long rest, offering a lot more flexibility when it comes to choosing more offensive or defensive spells.

A dwarven cleric from Dungeons & Dragons wielding a massive warhammer.

New “Sacred Roles” for Clerics

As an additional new feature unveiled in the playtest, at 2nd level Clerics now pick a “Sacred Role,” which is both an update to the existing rules and also a framework for playing a divine-powered character. There are three of these Sacred Roles roles to choose from.

  • Protector: The Cleric can learn a Martial Weapon Proficiency and access Heavy Armor Training
  • Scholar: The Cleric gains proficiency in any two of the following: Arcana, History, Nature, Persuasion and Religion. They also get to add their Wisdom modifier as a bonus skill checks for these abilities.
  • Thaumaturge: The Cleric gains an extra 0-level Spell and can regain one additional use of Channel Divinity after any Short Rest.

One of the interesting things about these Sacred Roles is that they aren’t dependent on a Cleric’s other class selections. For example, a Cleric could choose from the Light Domain and still take Martial Weapons and Heavy Armor. What’s more, at 9th level Clerics get to choose a second Sacred Role.

A female Cleric from Dungeons & Dragons casting a healing spell on a female warrior kneeling in front of her.

New Cleric Level Features

Within the new One D&D playtest rules, there have also been a number of updates as to what happens during level progression.

  • Level 3: Clerics are also now able to choose a Subclass.
  • Levels 4, 8, 12, 16 & 19: At each of these levels, Clerics can choose a new Feat.
  • Level 5: Clerics are able to “Smite Undead,” adding damage during a Turn Undead action.
  • Level 7: Clerics gain “Blessed Strikes,” which adds 1d8 extra radiant damage to attacks.
  • Level 11: Clerics can use Divine Intervention (in current 5th edition rules, this is available at Level 10)
  • Level 20: Clerics gain an Epic Boon from their diety.

New Life Domain

Within the new One D&D playtest, the Life Domain Cleric was really the focus (with different Domains planned for future releases). Within the Life Domain, a number of new features are available at specific levels.

  • Level 3: Life Domain Clerics can access “Disciple of Life”, which allows to player to burn a Spell Slot to heal another player, restoring two (plus the Cleric’s spell level) worth of hit points.
  • Level 6: Clerics can access the extra Channel Divinity option of “Preserve Life,” which allows them to heal another player, restoring five (plus their Cleric level) hit points to as many creatures as they can see (up to a maximum of half of a creature’s hit point total).
  • Level 10: Cleric’s access “Blessed Healer,” which means that any healing spells the Cleric casts on other creatures also heals themself.
A D&D cleric from the War Domain wielding a massive two-headed spiked flail.

What comes next?

The next One D&D platest update (released via Unearthed Arcana) will include new rules for weapons, encounters and monster customization. It will also include a new system that allows a player party to build and manage a “home base.” Stay posted to Dungeons & Dragons Fanatics as we’ll keep a close eye on these updates in the days ahead.

In the meantime, you can check out the full video interview below and you can find the playtest rules from Unearthed Arcana here.

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For more from the world of Wizards of the Coast, visit our D&D News page.

A photo of Dungeons & Dragons Fanatics Managing Editor, Cameron Nichols.
Cameron Nichols is a Senior Editor who lives in Boston, Massechustes, and has been playing D&D since the early 90s, when he was introduced by his older brother and cut his teeth on AD&D 2nd Edition. Since then he’s played virtually every RPG he could get his nerdy little mitts on (including a weird Goth phase in the early 2000s when he rocked Vampire: The Masquerade pretty hard). His favorite D&D campaign setting is the Forgotten Realms and his favorite character to play was a Half-Orc Barbarian named Grug (who was unfortunately devoured by a gelatinous cube).
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