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CLERIC

Workstation: Brewing Stand|11 trades across 5 levels

Sells magical items like ender pearls, redstone, glowstone, and bottles of enchanting. Buys rotten flesh, gold, and rabbit foot.

Last checked
26 September 2026
Java Edition
26.3, 11 of 11 rows found
Bedrock Edition
1.26.50.4, 11 of 11 matching
Edition differences
none, both editions match

What is the Cleric?

Set a Brewing Stand beside a jobless villager and it becomes a cleric, the merchant that turns whatever a dungeon or a mob left behind into something useful. It takes rotten flesh, gold ingot, rabbit foot, scute, glass bottle, and nether wart off your hands for emeralds, and in return it sells redstone dust, lapis lazuli, glowstone, ender pearl, and bottle o' enchanting across its climb toward Master.

None of that is the reason players actually seek this villager out. No other profession, and no listing on the wandering trader either, sells ender pearl or bottle o' enchanting. Killing an enderman is the only other way into your inventory for the first, and the second has no mob source in the game at all, only a rare loot chest and this villager's counter. For anyone who wants either one without fighting, the cleric is not just a shortcut, it is the only route.

The buy list and the sell list come from opposite ends of a night spent outside. Everything it buys is something combat and exploration hand you whether you asked for it or not: flesh off a zombie, gold off a zombified piglin or a nether ruin, a foot off a rabbit, a scute grown on a baby turtle, bottles you already blew glass for. Everything it sells back is refined the other way, dust and dye and bottled magic you cannot just pick up off the ground. That split is a large part of why this villager tends to be the one a new base sets up first: it turns the mess combat leaves behind into the emeralds every other profession wants.

The Cleric is not biome-specific, so the same trade list turns up no matter which biome its village generates in. By the time it reaches Master, both of its remaining offers, bottle o' enchanting included, show up on every villager that gets there, which matters if you are counting on a steady supply rather than one lucky roll.

Cleric trades at Novice level
InputOutputEmeraldsUsesVillager XPJava 26.3Bedrock 1.26.50.4Notes
1x Emerald
1x Emerald162same in Bedrockverifiedverified
1x Emerald
1x Emerald121not in the Bedrock tableverifiedverified
2 trades at Novice level

The game draws 2 of the 2 offers this tier holds, which is all of them, so every novice cleric shows this whole table. Nothing to roll for at this tier. Bedrock lands on the same chance from its own table. Counted from the game's own draw sizes. How that check works.

Curing a zombie villager is worth 125 reputation, taken off the first thing you hand over. On this tier that is 6 off every trade, so the rotten flesh goes from 32 to 26. No cost ever drops below one.

The rotten flesh offer pays the villager 2 XP a use and the redstone dust offer pays 1, so the 10 XP from Novice to Apprentice is 5 trades one way and 10 the other. That fits inside the 16 uses the offer holds, so one stock run covers it. Read out of each trade's own file. How that check works.

All 2 trades on this page were read out of the trade files Minecraft Java 26.3 ships in its own data, checked on against the item, both amounts and the use limit. Bedrock 1.26.50.4 is read as well, and where it disagrees the row says how. Which files, and what is not checked.

Novice to Master: what the climb costs

A Cleric does not level up on time served, it levels up on trading XP, and each of its offers pays a fixed amount of it. That makes the climb a countable thing rather than a chore: 19 trades take one from Novice to Master if you use the offer that pays most at every tier, and the tiers below say which offer that is.

The fewest trades that take a Cleric from Novice to Master, tier by tier
ClimbXPOffer that pays mostTradesYou hand overYou get back
Novice to Apprentice10The rotten flesh offer, 2 XP a use5160 rotten flesh5 emeralds
Apprentice to Journeyman60The gold ingot offer, 10 XP a use618 gold ingots6 emeralds
Journeyman to Expert80The rabbit foot offer, 20 XP a use48 rabbit feet4 emeralds
Expert to Master100The scute offer, 30 XP a useor the other offer here, which pays 30 too416 scutes4 emeralds
Novice to Master250no restock needed19160 rotten flesh, 18 gold ingots, 8 rabbit feet and 16 scutes19 emeralds

The bill for the whole climb is 160 rotten flesh (2.5 stacks), 18 gold ingots, 8 rabbit feet and 16 scutes. It pays for itself: 19 emeralds more than you started with by the time it is Master. No offer in the route runs past what its slot holds, so a Cleric with full stock can be walked all the way up in one sitting.

Counted, not timed. The XP each offer pays is the xp field of its own trade file, the 10, 60, 80, 100 XP between the tiers is VillagerData.NEXT_LEVEL_XP_THRESHOLDS, and the prices and use counts are the table above. Where a tier has more than one offer paying the top rate, the route takes the one any villager can hold, then the one that pays rather than costs, then the cheapest. XP over the line is not lost, it counts toward the next tier, so no trade in the route is wasted. How that check works.

Odds, groups and price rules for every Cleric trade

TradeJava oddsBedrock oddsBedrock groupPrice multiplierOne cure takes off
32Rotten Fleshfor1EmeraldCleric, Novice100%100%10.056 items
1Emeraldfor2Redstone DustCleric, Novice100%100%20.056 items
3Gold Ingotfor1EmeraldCleric, Apprentice100%100%10.056 items
1Emeraldfor1Lapis LazuliCleric, Apprentice100%100%20.056 items
2Rabbit Footfor1EmeraldCleric, Journeyman100%100%10.056 items
4Emeraldfor1GlowstoneCleric, Journeyman100%100%20.056 items
4Scutefor1EmeraldCleric, Expert67%50%10.056 items
9Glass Bottlefor1EmeraldCleric, Expert67%50%10.056 items
5Emeraldfor1Ender PearlCleric, Expert67%100%20.056 items
22Nether Wartfor1EmeraldCleric, Master100%100%10.056 items
3Emeraldfor1Bottle o' EnchantingCleric, Master100%100%20.056 items

Cleric trades by tier (Novice to Master)

A Cleric climbs five career ranks, and each rank it reaches adds a fresh batch of offers on top of the ones below it. The experience gates are fixed: the Novice tier opens immediately with 2 offers, 10 more trade-XP points unlock Apprentice (2 offers), 60 more trade-XP points unlock Journeyman (2 offers), 80 more trade-XP points unlock Expert (3 offers), and 100 more trade-XP points unlock Master (2 offers). The full price list for every rank is laid out below; emerald costs marked as a range roll randomly within that band each time the trade is generated or restocked.

Tier 1 · Novice

2 trades · available from the start

Sell to villager: 32 rotten fleshs for 1 emerald.

Buy from villager: 2 redstone dust for 1 emerald.

Tier 2 · Apprentice

2 trades · 10 cumulative XP

Sell to villager: 3 gold ingots for 1 emerald.

Buy from villager: lapis lazuli for 1 emerald.

Tier 3 · Journeyman

2 trades · 70 cumulative XP

Sell to villager: 2 rabbit foots for 1 emerald.

Buy from villager: glowstone for 4 emeralds.

Tier 4 · Expert

3 trades · 150 cumulative XP

Sell to villager: 4 scutes for 1 emerald and 9 glass bottles for 1 emerald.

Buy from villager: ender pearl for 5 emeralds.

Tier 5 · Master

2 trades · 250 cumulative XP

Sell to villager: 22 nether warts for 1 emerald.

Buy from villager: bottle o' enchanting for 3 emeralds.

Cleric trading tips

The ender pearl trade is a gamble, the bottle is not: at Expert this villager shows only 2 of 3 possible offers, so a roughly 67% chance decides whether ender pearl is even on the counter. At Master, by contrast, both remaining offers show up every time, so once a cleric reaches that rank the bottle of enchanting is never a matter of luck. If Expert rolled without the pearl, break the brewing stand on an untraded villager and give it back for another shot. Our villager rolling guide covers the reset step by step.

Funding it: zombies and their relatives drop rotten flesh constantly, and this cleric takes 32 of it per emerald at Novice, the cheapest item on its whole buy list. A basic mob farm keeps the stack topped up without spending time hunting anything specifically for this trade.

Do not skip the middle tiers: gold ingots, rabbit feet, and scutes all buy emeralds too, on the way up to Expert and Master. None of them are worth farming on purpose, but if you already have them from other activity, sell them here rather than letting them sit in a chest.

Rotten flesh costs you nothing: it has almost no other use in survival beyond composting or taming wolves, and any first night spent fighting off zombies for safety already fills a chest with more of it than you need. Feeding that surplus to a cleric instead of dropping it on the ground is free emeralds for effort you were already putting in, days before a proper farm or trade hall exists.

Cure for cheaper pearls and bottles: a cured cleric drops its prices across the board, which is worth doing before a big buy of either exclusive item rather than after. Full method in our zombie-villager discount guide.

Cheaper pearls and bottles from a cured Cleric

Every price a Cleric charges drops after a zombie cure, the Ender Pearl and the Bottle o' Enchanting included: Zombie Villager Curing for Maximum Discounts. What he buys in return is mostly mob drops and Nether crops, and most of those have a farm below.