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Lizardfolk Cleric Build Guide (2014 Rules)

Legacy Lizardfolk from Volo’s Guide to Monsters (with errata) + 2014 Player’s Handbook Cleric. Do not combine with revised Lizardfolk or 2024 Cleric rules.

From the Ceramic Dice editorial team. Rules references, corrections, and our use of assisted drafting are explained in our editorial standards.

Rules edition: This guide pairs the legacy Lizardfolk from Volo’s Guide to Monsters (with its errata) with the 2014 Player’s Handbook Cleric. It does not combine those traits with the revised Lizardfolk or the 2024 Cleric.

A Lizardfolk Cleric can stand near the front line, but its best role depends on the chosen domain, armor, and spells. The legacy species offers Constitution, natural armor, a bite, and a limited bonus-action attack that can grant temporary hit points. That attack is not a healing spell, and it competes with other bonus actions.

Legacy Lizardfolk traits

The 2014 Lizardfolk increases Constitution by 2 and Wisdom by 1. It is Medium, has a 30-foot walking speed, and can hold its breath for up to 15 minutes. Holding breath is not the same as breathing underwater or gaining a swim speed.

Natural Armor lets you calculate AC as 13 + your Dexterity modifier. You can use this calculation when you aren’t wearing armor, or when it gives you a higher AC than armor you wear. A shield still adds its normal +2 AC. Choose one AC calculation; don’t add Natural Armor to an armor calculation. The Cleric begins with light and medium armor and shield proficiency. Some 2014 Divine Domains grant heavy armor proficiency, so a heavy-armor build depends on your domain and may also need the armor’s Strength requirement.

Bite lets you make an unarmed strike that deals 1d6 + your Strength modifier piercing damage on a hit. Hungry Jaws uses a bonus action for a special bite attack. If it hits, it deals normal bite damage and grants temporary hit points equal to your Constitution modifier (minimum 1). After a hit, you can’t use it again until you finish a short or long rest. Temporary hit points are not healing and don’t restore missing hit points.

Hunter’s Lore gives proficiency in two skills chosen from Animal Handling, Nature, Perception, Stealth, and Survival. Cunning Artisan lets you use a small knife or similar tool during a short rest to make a shield, club, javelin, darts, or blowgun needles from a slain beast, subject to the trait’s material limits. These are situational exploration options, not extra combat damage.

Ability scores and a legal point-buy example

Wisdom sets your Cleric spell attack bonus and save DC and helps determine how many Cleric spells you can prepare. Constitution supports hit points and concentration saves. Dexterity contributes to initiative and to the Natural Armor calculation, though armor may replace that calculation. Strength matters if you want to use a Strength-based weapon or meet the requirement for heavy armor.

For a balanced point-buy start, purchase Strength 10, Dexterity 14, Constitution 14, Intelligence 8, Wisdom 15, and Charisma 10. This spends 27 points under the 2014 table. Apply legacy Lizardfolk’s +2 Constitution and +1 Wisdom for final scores of Strength 10, Dexterity 14, Constitution 16, Intelligence 8, Wisdom 16, and Charisma 10. This is one legal example; assign scores to fit the campaign and domain.

Choose a domain for its actual features

Life grants heavy armor proficiency and improves healing through Disciple of Life. It supports a durable healer, but it does not require you to spend every turn healing; prepare support, defense, and exploration spells for the situations your party faces.

Tempest grants heavy armor and martial weapon proficiency. Wrath of the Storm uses your reaction when a creature within 5 feet hits you with an attack; it is not a general damage bonus against any enemy. Destructive Wrath can maximize qualifying lightning or thunder damage when you use Channel Divinity, but it does not maximize other damage types.

War grants heavy armor and martial weapon proficiency. War Priest can grant a weapon attack as a bonus action after you take the Attack action, a limited number of times based on your Wisdom modifier. That bonus action competes with Hungry Jaws, healing word, and spiritual weapon.

Nature grants heavy armor proficiency and a druid cantrip. Choose it for its nature-focused features and campaign fit, not because Lizardfolk traits make it the only viable domain. The 2014 Cleric domains offer different spells and benefits; confirm any expanded options with your DM.

Cleric spells and concentration

Under the 2014 Cleric rules, you prepare a number of Cleric spells equal to your Cleric level plus your Wisdom modifier (minimum one). Domain spells are always prepared and do not count against that number. Your spell save DC is 8 + your proficiency bonus + your Wisdom modifier. A holy symbol can serve as a spellcasting focus for Cleric spells.

Spirit guardians requires concentration, so damage can force a Constitution saving throw to maintain it. Under the 2014 spell entry, spiritual weapon has no Concentration requirement: you cast it as a bonus action and use a bonus action for its later attacks. The revised 2024 spell entry gives spiritual weapon Concentration, so the two versions differ. Keep that 2024 spell rule separate from the legacy species and 2014 Cleric build in this guide.

When you cast a spell as a bonus action under the 2014 rules, the only other spell you can cast that turn is a cantrip with a casting time of 1 action. That means you cannot cast spiritual weapon as a bonus action and spirit guardians as your action on the same turn. On later turns, the weapon’s bonus-action attack still competes with Hungry Jaws, War Priest, and healing word.

War Caster can help maintain concentration on spells such as spirit guardians while you are threatened. It does not improve concentration for 2014 spiritual weapon, because that spell does not require it.

Armor, actions, and character concept

Natural Armor is a useful fallback when you aren’t wearing armor, not an automatic upgrade over every suit. At Dexterity 14 it gives AC 15, or AC 17 with a shield. Medium armor can match or exceed that, while heavy armor is available only if your domain grants proficiency. Check armor costs, Strength requirements, and Stealth drawbacks before settling on equipment.

Plan one bonus action at a time. Use Hungry Jaws when its attack can connect and the temporary hit points matter; use healing word when range and a quick revival matter; use spiritual weapon for repeatable force damage; use War Priest only when its weapon attack is worth the bonus action. These features make different turns valuable rather than stacking into one turn.

For roleplay, build an individual character rather than treating the species as a single personality. A Lizardfolk Cleric might follow a deity, serve a community, study a natural cycle, or interpret faith through a personal history. The legacy traits support a resilient character with practical wilderness skills, but they don’t dictate beliefs, morality, or social behavior.

Official Rules Sources