At 1st Level, you recognize three Cantrips of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown within the Cantrips Known column of the Cleric table. Cleric Spells are a vital role in this game dungeons and dragons.
The Cleric table shows what percentage Spell Slots you’ve got to cast your Spells of 1st Level and better. To cast one among these spells, you want to expend a slot of the spell’s level or higher. You regain all expended Spell Slots once you finish an extended Rest.
Cleric Spells 5e
You prepare the list of Cleric Spells 5e that are available for you to cast, choosing from the Cleric spell list. once you do so, choose a variety of Cleric Spells adequate to your Wisdom modifier + your cleric level (minimum of 1 spell). The 5e Spells must be of A level that you’ve got Spell Slots.
Level 0
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Decompose (HB) | Necromancy HB | 1 Action | Touch | 1 minute | V, S |
Guidance | Divination | 1 Action | Touch | Concentration up to 1 minute | V, S |
Hand of Radiance (UA) | Evocation | 1 Action | 5 feet | Instantaneous | V, S |
Light | Evocation | 1 Action | Touch | 1 hour | V, M |
Mending | Transmutation | 1 Minute | Touch | Instantaneous | V, S, M |
Resistance | Abjuration | 1 Action | Touch | Concentration up to 1 minute | V, S, M |
Sacred Flame | Evocation | 1 Action | 60 feet | Instantaneous | V, S |
Spare the Dying | Necromancy | 1 Action | Touch | Instantaneous | V, S |
Thaumaturgy | Transmutation | 1 Action | 30 feet | Up to 1 minute | V |
Toll the Dead | Necromancy | 1 Action | 60 feet | Instantaneous | V, S |
Virtue (UA) | Abjuration | 1 Action | Touch | 1 round | V, S |
Word of Radiance | Evocation | 1 Action | 5 feet | Instantaneous | V, M |
Level 1
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Bane | Enchantment | 1 Action | 30 feet | Concentration, up to 1 minute | V, S, M |
Bless | Enchantment | 1 Action | 30 feet | Concentration, up to 1 minute | V, S, M |
Ceremony | Evocation | 1 Action R | Touch | Instantaneous | V, S, M |
Command | Enchantment | 1 Action | 60 feet | 1 round | V |
Create or Destroy Water | Transmutation | 1 Action | 30 feet | Instantaneous | V, S, M |
Cure Wounds | Evocation | 1 Action | Touch | Instantaneous | V, S |
Detect Evil and Good | Divination | 1 Action | Self | Concentration, up to 10 minutes | V, S |
Detect Magic | Divination | 1 Action R | Self | Concentration, up to 10 minutes | V, S |
Detect Poison and Disease | Divination | 1 Action | Self | Concentration, up to 10 minutes | V, S, M |
Guiding Bolt | Evocation | 1 Action | 120 feet | 1 round | V, S |
Guiding Hand (UA) | Divination | 1 Minute R | 5 feet | Concentration, up to 8 hours | V, S |
Healing Word | Evocation | 1 Bonus Action | 60 feet | Instantaneous | V |
Inflict Wounds | Necromancy | 1 Action | Touch | Instantaneous | V, S |
Protection from Evil and Good | Abjuration | 1 Action | Touch | Concentration, up to 10 minutes | V, S, M |
Purify Food and Drink | Transmutation | 1 Action R | 10 feet | Instantaneous | V, S |
Sanctuary | Abjuration | 1 Bonus Action | 30 feet | 1 minute | V, S, M |
Shield of Faith | Abjuration | 1 Bonus Action | 60 feet | Concentration, up to 1 minute | V, S, M |
Level 2
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Aid | Abjuration | 1 Action | 30 Feet | 8 hours | V, S, M |
Augury | Divination | 1 Minute R | Self | Instantaneous | V, S, M |
Blindness/Deafness | Necromancy | 1 Action | 30 Feet | 1 minute | V |
Borrowed Knowledge | Divination | 1 Action | Self | 1 hour | V, S, M |
Calm Emotions | Enchantment | 1 Action | 60 feet | Concentration, up to 1 minute | V, S |
Continual Flame | Evocation | 1 Action | Touch | Until dispelled | V, S, M |
Enhance Ability | Transmutation | 1 Action | Touch | Concentration, up to 1 hour | V, S, M |
Find Traps | Divination | 1 Action | 120 feet | Instantaneous | V, S |
Gentle Repose | Necromancy | 1 Action R | Touch | 10 days | V, S, M |
Hold Person | Enchantment | 1 Action | 60 feet | Concentration, up to 1 minute | V, S, M |
Lesser Restoration | Abjuration | 1 Action | Touch | Instantaneous | V, S |
Locate Object | Divination | 1 Action | Self | Concentration, up to 10 minutes | V, S, M |
Prayer of Healing | Evocation | 10 Minutes | Touch | Instantaneous | V |
Protection from Poison | Abjuration | 1 Action | Touch | 1 hour | V, S |
Silence | Illusion | 1 Action R | 120 feet | Concentration, up to 10 minutes | V, S |
Spiritual Weapon | Evocation | 1 Bonus Action | 60 feet | 1 minute | V, S |
Warding Bond | Abjuration | 1 Action | Touch | 1 hour | V, S, M |
Zone of Truth | Enchantment | 1 Action | 60 feet | 10 minutes | V, S |
Level 3
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Animate Dead | Necromancy | 1 Minute | 10 feet | Instantaneous | V, S, M |
Aura of Vitality | Evocation | 1 Action | Self (30-foot radius) | Concentration, up to 1 minute | V |
Beacon of Hope | Abjuration | 1 Action | 30 feet | Concentration, up to 1 minute | V, S |
Bestow Curse | Necromancy | 1 Action | Touch | Concentration, up to 1 minute | V, S |
Clairvoyance | Divination | 10 Minutes | 1 mile | Concentration, up to 10 minutes | V, S, M |
create-food-and-water | Conjuration | 1 Action | 30 feet | Instantaneous | V, S |
Daylight | Evocation | 1 Action | 60 feet | 1 hour | V, S |
Dispel Magic | Abjuration | 1 Action | 120 feet | Instantaneous | V, S |
Fast Friends | Enchantment | 1 Action | 30 feet | Concentration, up to 1 hour | V |
Feign Death | Necromancy | 1 Action R | Touch | 1 hour | V, S, M |
Glyph of Warding | Abjuration | 1 Hour | Touch | Until dispelled or triggered | V, S, M |
Incite Greed | Enchantment | 1 action | 30 feet | Concentration, up to 1 minute | V, S, M |
Life Transference | Necromancy | 1 Action | 30 feet | Instantaneous | V, S |
Magic Circle | Abjuration | 1 Minute | 10 feet | 1 hour | V, S, M |
Mass Healing Word | Evocation | 1 Bonus Action | 60 feet | Instantaneous | V |
Meld into Stone | Transmutation | 1 Action R | Touch | 8 hours | V, S |
Motivational Speech | Enchantment | 1 hour | 60 feet | 1 hour | V |
Protection from Energy | Abjuration | 1 Action | Touch | Concentration, up to 1 hour | V, S |
Remove Curse | Abjuration | 1 Action | Touch | Instantaneous | V, S |
Revivify | Necromancy | 1 Action | Touch | Instantaneous | V, S, M |
Sending | Evocation | 1 Action | Unlimited | 1 round | V, S, M |
Speak with Dead | Necromancy | 1 Action | 10 feet | 10 minutes | V, S, M |
Spirit Guardians | Conjuration | 1 Action | Self (15-foot radius) | Concentration, up to 10 minutes | V, S, M |
Spirit Shroud | Necromancy | 1 Bonus Action | Self | Concentration, up to 1 minute | V, S |
Tongues | Divination | 1 Action | Touch | 1 hour | V, M |
Water Walk | Transmutation | 1 Action R | 30 feet | 1 hour | V, S, M |
Level 4
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Aura of Life | Abjuration | 1 Action | Self (30-foot radius) | Concentration, up to 10 minutes | V |
Aura of Purity | Abjuration | 1 Action | Self (30-foot radius) | Concentration, up to 10 minutes | V |
Banishment | Abjuration | 1 Action | 60 feet | Concentration, up to 1 minutes | V, S, M |
Control Water | Transmutation | 1 Action | 300 feet | Concentration, up to 10 minutes | V, S, M |
Death Ward | Abjuration | 1 Action | Touch | 8 hours | V, S |
Divination | Divination | 1 Action R | Self | Instantaneous | V, S, M |
Freedom of Movement | Abjuration | 1 Action | Touch | 1 hour | V, S, M |
Guardian of Faith | Conjuration | 1 Action | 30 feet | 8 hours | V |
Locate Creature | Divination | 1 Action | Self | Concentration, up to 1 hour | V, S, M |
Stone Shape | Transmutation | 1 Action | Touch | Instantaneous | V, S, M |
Level 5
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Commune | Divination | 1 Minute R | Self | 1 minute | V, S, M |
Contagion | Necromancy | 1 Action | Touch | 7 days | V, S |
Dawn | Evocation | 1 Action | 60 Feet | Concentration, up to 1 minute | V, S, M |
Dispel Evil and Good | Abjuration | 1 Action | Self | Concentration, up to 1 minute | V, S, M |
Flame Strike | Evocation | 1 Action | 60 feet | Instantaneous | V, S, M |
Geas | Enchantment | 1 Minute | 60 feet | 30 days | V |
Greater Restoration | Abjuration | 1 Action | Touch | Instantaneous | V, S, M |
Hallow | Evocation | 24 Hours | Touch | Until dispelled | V, S, M |
Holy Weapon | Evocation | 1 Bonus Action | Touch | Concentration, up to 1 hour | V, S |
Insect Plague | Conjuration | 1 Action | 300 feet | Concentration, up to 10 minutes | V, S, M |
Legend Lore | Divination | 10 Minutes | Self | Instantaneous | V, S, M |
Mass Cure Wounds | Evocation | 1 Action | 60 feet | Instantaneous | V, S |
Planar Binding | Abjuration | 1 Hour | 60 feet | 24 hours | V, S, M |
Raise Dead | Necromancy | 1 Action | Touch | Instantaneous | V, S, M |
Scrying | Divination | 10 Minutes | Self | Concentration, up to 10 minutes | V, S, M |
Summon Celestial | Conjuration | 1 Action | 90 feet | Concentration, up to 1 hour | V, S, M |
Level 6
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Blade Barrier | Evocation | 1 Action | 90 feet | Concentration, up to 10 minutes | V, S |
Create Undead | Necromancy | 1 Minute | 10 feet | Instantaneous | V, S, M |
Find the Path | Divination | 1 Minute | Self | Concentration, up to 1 day | V, S, M |
Forbiddance | Abjuration | 10 Minutes R | Touch | 1 day | V, S, M |
Harm | Necromancy | 1 Action | 60 feet | Instantaneous | V, S |
Heal | Evocation | 1 Action | 60 feet | Instantaneous | V, S |
Heroes' Feast | Conjuration | 10 Minutes | 30 feet | Instantaneous | V, S, M |
Otherworldly Form (UA) | Transmutation | 1 Action | Self | Concentration, up to 1 minute | V, S, M |
Planar Ally | Conjuration | 1 Action | 60 feet | Instantaneous | V, S |
Sunbeam | Evocation | 1 Action | Self (60-foot line) | Concentration, up to 1 minute | V, S, M |
True Seeing | Divination | 1 Action | Touch | 1 hour | V, S, M |
Word of Recall | Conjuration | 1 Action | 5 feet | Instantaneous | V |
Level 7
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Conjure Celestial | Conjuration | 1 Minute | 90 feet | Concentration, up to 1 hour | V, S |
Divine Word | Evocation | 1 Bonus Action | 30 feet | Instantaneous | V |
Etherealness | Transmutation | 1 Action | Self | Up to 8 hours | V, S |
Fire Storm | Evocation | 1 Action | 150 feet | Instantaneous | V, S |
Plane Shift | Conjuration | 1 Action | Touch | Instantaneous | V, S, M |
Regenerate | Transmutation | 1 Minute | Touch | 1 hour | V, S, M |
Resurrection | Necromancy | 1 Hour | Touch | Instantaneous | V, S, M |
Symbol | Abjuration | 1 Minute | Touch | Until dispelled or triggered | V, S, M |
Temple of the Gods | Conjuration | 1 hour | 120 feet | 24 hours | V, S, M |
Level 8
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Antimagic Field | Abjuration | 1 Action | Self (10-foot radius sphere) | Concentration, up to 1 hour | V, S, M |
Control Weather | Transmutation | 10 Minutes | Self (5 mile radius) | Concentration, Up to 8 hours | V, S, M |
Earthquake | Evocation | 1 Action | 500 feet | Concentration, up to 1 minute | V, S, M |
Holy Aura | Abjuration | 1 Action | Self | Concentration, up to 1 minute | V, S, M |
Sunburst | Evocation | 1 Action | 150 feet | Instantaneous | V, S, M |
Level 9
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Astral Projection | Evocation | 1 Hour | 10 feet | Special | V, S, M |
Gate | Conjuration | 1 Action | 60 feet | Concentration up to 1 minute | V, S, M |
Mass Heal | Evocation | 1 Action | 60 feet | Instantaneous | V, S |
Power Word: Heal | Evocation | 1 Action | Touch | Instantaneous | V, S |
True Resurrection | Necromancy | 1 Hour | Touch | Instantaneous | V, S, M |
For example, if you’re a 3rd-level Cleric, you’ve got four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared spells can include six Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you’ll cast it employing a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared Spells.
You can change your list of prepared Spells once you finish an extended Rest. Preparing a replacement list of Cleric Spells requires time spent in prayer and meditation: a minimum of 1 minute per Spell Level for every spell on your list.
Wisdom is your Spellcasting Ability for your Cleric Spells. the facility of your Spells comes from your devotion to your deity. you employ your Wisdom whenever a cleric spell refers to your Spellcasting Ability. additionally, you employ your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when Making an Attack roll with one.
You can cast a cleric spell as a ritual if that spell has the ritual tag and you’ve got the spell prepared. you’ll use a holy Symbol (see “Equipment”) as a Spellcasting focus for your Cleric Spells.
Imploring your deity’s aid requires you to use your action. Describe the help you seek, and roll percentile dice. If you roll variety adequate to or less than your Cleric level, your deity intervenes. The DM chooses the character of the intervention; the effect of any Cleric spell or Cleric domain spell would be appropriate. If your deity intervenes, you cannot use this feature again for 7 days. Otherwise, you’ll use it again after you finish an extended Rest.
At the 8th level, you gain the power to infuse your weapon strikes with divine energy. Once on each of your turns, once you hit a creature with a weapon attack, you’ll cause the attack to deal an additional 1d8 radiant damage to the target. once you reach the 14th level, the additional damage increases to 2d8.
Starting at the 17th level, once you would normally roll one or more dice to revive Hit Points with a spell, you instead use the very best number possible for every die. for instance, rather than restoring 2d6 Hit Points to a creature, you restore 12.
FAQ’s
Q1. What are cleric spells?
A: A cleric is a clergy member who usually specializes in divine magic. Clerics cast spells to transform, heal and protect people, grow plants, and answer prayers. Traditionally clerics serve as intermediaries between their deity and those not members of the clergy. They are frequently known for providing healing on a battlefield or other emergencies where medical professionals are unavailable.
Q2: How do you use cleric spells in 5E?
A: A cleric can cast arcane, divine, and force spells. This guide will discuss how these spells work together when you are playing in the fifth edition of Dungeons and Dragons. A cleric can cast arcane, divine, and force spells in the fifth edition of Dungeons and Dragons. These spells work together when a cleric casts them and usually meet somehow with each other’s effects.
For example, if a cleric casts a blessing on an enemy within 10 feet of them, it will buff their healing powers. However, if they cast a hex on that same enemy, they will hinder their damage output. Clerics have many different tools at their disposal to influence how their enemies fight them or how their allies fight an enemy in your stead.
Q3: What casting times are like for everyone in 5E?
A: In the 5th edition, there are four casting times allotted for spells. They are: A full-round action is a full action. This means you attack, move, and cast your magic if you have not already done so. A move action is used to carry your speed in meters or 10 feet, depending on what measurement system you use.
A standard action is equivalent to a move or full-round action depending on what type of movement you do during it, whether moving, attacking, or both. Free activities can be done at any time, significantly when it might interrupt another character’s turn but will not interrupt your own when taking a turn for yourself unless otherwise stated by the DM.
Q4: What does a cleric need?
A: The cleric is a holy warrior who specializes in healing. They can use both their magic and weapon to defend themselves from the undead, dragons, and other horrors that would kill them otherwise. While clerics are not as influential as warriors or wizards, they can work wonders on the battlefield when used tactically.
Clerics need to become successful at both defending themselves from foes and becoming an efficient healer to your allies — boots. We also go over what other gear they’ll need depending on their chosen ethos; a force-empowered cleric needs different equipment than a divine-empowered one would.
Q5: Which Cleric domain is best?
A: There are many types of clerics and priests. Some heal the sick and wounded, others preach the word of their god, and some protect their allies from harm. But what type is best for you? There are more than a dozen different domains to choose from, but we’re going to focus on the cleric domain that features divine spellcasting, the Life Domain. With this domain, your cleric will be able to heal their allies with tremendous efficiency and increase their defenses against harm by raising protective shields around themselves.