
Cleric
Divine Healer / Support Caster
Overview
The Cleric is Lourdin RPG's dedicated healer and divine spellcaster. Starting with 9 HP, medium armor, and 10 mana, Clerics keep allies alive while dealing radiant damage via Sacred Strike. Their Holy Word is a bonus action heal — meaning Clerics can attack and heal on the same turn, making them indispensable in multiplayer parties.
The Cleric is a divine spellcaster who channels holy power to heal, protect, and smite enemies. As the premier healing class in Lourdin RPG, Clerics keep allies alive while dealing respectable radiant damage to foes. Their Turn Undead ability makes them especially effective against undead creatures.
Clerics are essential for group content and highly effective in solo play. Their combination of powerful healing, defensive buffs, and divine damage makes them one of the most well-rounded classes in the game.
| Base HP | 9 |
|---|---|
| Starting Mana | 10 |
| Primary Stat | Wisdom |
| Armor Type | Light / Medium |
| Starting AC | 11 |
| Resource System | Mana + Cooldowns |
| Availability | Free |
Core Strengths
- Best Healing: Most powerful and efficient healing spells in the game
- Sacred Strike: Radiant damage on every weapon hit, scaling 1d6 to 4d6 with level
- Heal and Attack: Holy Word is a bonus action — deal damage and heal on the same turn
- Turn Undead: Passive bonus holy damage against Undead, Fiend, and Demon enemies
- Medium Armor: Better defense than pure spellcasters
- Shield Proficiency: Additional AC boost for improved survivability
Starting Equipment & Spells
Equipment
- Mace: 1d6 damage - Simple but effective melee weapon
- Scale Mail: Medium armor, AC 14 - Good protection
- Shield (Optional): +2 AC bonus for defensive builds
- 3 Prepared Spells: Sacred Flame, Cure Wounds, Bless (see spell guide)
- 50 Copper: Starting currency
Starting Spells
Sacred Flame
Your primary offensive spell. Deals radiant damage and ignores cover. Effective against most enemies, devastating to undead.
Cure Wounds
Powerful healing spell restoring significant HP. Your bread-and-butter healing ability for emergencies.
Bless
Grant bonus to attack rolls for yourself or allies. Excellent force multiplier in group content.
Mana System
Mana Formula: 8 + Level + (WIS Modifier x 2)
Clerics have a solid mana pool that scales with Wisdom. Your healing spells are mana-intensive, so intelligent resource management is crucial. High Wisdom directly translates to more healing per encounter.
Mana Management Tips
- Don't overheal - wait for allies to need significant healing
- Use healing over time spells for mana efficiency
- Sacred Flame is your mana-efficient damage option
- Carry mana potions for boss fights
- Balance offensive and defensive spell usage
Class Features
Channel Divinity
Channel divine power to heal yourself for Level × 5 + (WIS Modifier × 2) HP. Your emergency self-sustain — save it for critical moments when you need to stay in the fight. Can only be used once per combat.
Holy Word
Speak a sacred word of divine healing, applying a Regenerating heal-over-time effect for 3 turns. As a bonus action, you can use Holy Word and make a weapon attack on the same turn. Healing scales with level: 1d4 per turn (L1-5), 1d6 (L6-10), 1d8 (L11-15), 1d10 (L16+). Choosing between Holy Word and Channel Divinity on your bonus action is the core tactical decision of the class.
Sacred Strike
Divine radiance surges through your weapon on every successful hit. Automatically deals 1d6 → 4d6 radiant damage scaling with level (L1-5: 1d6, L6-10: 2d6, L11-15: 3d6, L16+: 4d6) as long as you have 4 mana available. Deals bonus radiant damage vs Undead, Fiend, and Demon targets (+1d4 at L1-10, +1d6 at L11+), stacking with Turn Undead for devastating holy encounters.
Turn Undead
Automatically deal Level / 2 (minimum 2) bonus holy damage on every attack against Undead, Fiend, or Demon enemies. Always active — no activation required. Stacks with Sacred Strike bonus damage for powerful results vs unholy enemies. Makes Clerics the premier class for necromancer dungeons and infernal encounters.
Divine Ward
While stationed in the same combat zone as an ally, they take 2 less damage from zone hazards (minimum 1). Position yourself alongside vulnerable teammates to reduce environmental threats like fire, ice, or poison zones.
How Should You Play the Cleric in Combat?
The Lifeline
As a Cleric, your primary responsibility is keeping yourself and your allies alive. Position yourself safely in the backline or mid-range. Monitor HP levels constantly and be ready to cast Cure Wounds when needed. Between healing needs, deal radiant damage with Sacred Flame.
Action Priority
- Every Turn: Weapon attack (main action) — Sacred Strike fires automatically on hit consuming 4 mana
- Low HP Bonus Action: Channel Divinity (once per combat) for emergency top-up
- Sustained Fights Bonus Action: Holy Word for efficient heal-over-time — you still attack this turn!
- Pre-battle Buffs: Bless before tough encounters
- Undead/Fiend/Demon Enemies: Turn Undead + Sacred Strike bonus both fire automatically — deal massive holy damage
- Allies Taking Hazard Damage: Move into their zone to activate Divine Ward
- Mana Low: Sacred Strike won't fire — conserve mana, rely on weapon damage only
Stat Priority
- Wisdom: Primary stat - increases spell power, healing, and mana pool
- Constitution: Boosts HP for survivability as a support
- Charisma: Social interactions and persuasion
Character Progression
Level Milestones
- Level 1-5: Sacred Strike: 1d6 radiant per hit (+1d4 vs unholy). Turn Undead: 2 bonus holy damage. Holy Word: 1d4 HoT. Channel Divinity: 11+ HP.
- Level 6-10: Sacred Strike: 2d6 radiant per hit. Turn Undead: 3-5 bonus damage. Holy Word: 1d6 HoT. Channel Divinity: 35+ HP.
- Level 11-15: Sacred Strike: 3d6 radiant (+1d6 vs unholy). Turn Undead: 5-7 bonus damage. Holy Word: 1d8 HoT. Channel Divinity: 65+ HP.
- Level 16-20: Sacred Strike: 4d6 radiant (+1d6 vs unholy). Turn Undead: 8-10 bonus damage. Holy Word: 1d10 HoT. Channel Divinity: 90+ HP.
Playstyle Tips
- Healing Triage: Prioritize healing the most vulnerable or valuable allies first
- Pre-buff: Cast Bless before entering boss rooms
- Undead Encounters: Turn Undead is passive — just attack and bonus holy damage applies automatically
- Positioning: Stay protected but within healing range of allies
- Shield Usage: Equip shield for maximum AC in dangerous content
- Mana Conservation: Don't waste mana overhealing small damage
Strengths & Weaknesses
Strengths
- Most powerful healing in the game
- Sacred Strike adds consistent radiant damage on every weapon hit
- Holy Word is a bonus action — heal and attack on the same turn
- Exceptional vs undead: Turn Undead + Sacred Strike bonus stack together
- Medium armor for better survivability than pure casters
- Essential for group content with strong party support
Weaknesses
- Sacred Strike consumes 4 mana per hit — managing mana between healing and damage is key
- Mana-intensive overall — requires careful resource management
- Limited offensive spell options compared to Wizards
- Vulnerable to burst damage despite medium armor
- Choosing between Channel Divinity and Holy Word (both bonus actions) adds pressure in emergencies
Related Classes
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