Cleric Spells 5th Edition (5e) for D&D

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 Spell 5e

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 NameSchoolCasting TimeRangeDurationComponents
Decompose (HB)Necromancy HB1 ActionTouch1 minuteV, S
GuidanceDivination1 ActionTouchConcentration up to 1 minuteV, S
Hand of Radiance (UA)Evocation1 Action5 feetInstantaneousV, S
LightEvocation1 ActionTouch1 hourV, M
MendingTransmutation1 MinuteTouchInstantaneousV, S, M
ResistanceAbjuration1 ActionTouchConcentration up to 1 minuteV, S, M
Sacred FlameEvocation1 Action60 feetInstantaneousV, S
Spare the DyingNecromancy1 ActionTouchInstantaneousV, S
ThaumaturgyTransmutation1 Action30 feetUp to 1 minuteV
Toll the DeadNecromancy1 Action60 feetInstantaneousV, S
Virtue (UA)Abjuration1 ActionTouch1 roundV, S
Word of RadianceEvocation1 Action5 feetInstantaneousV, M

Level 1

Spell NameSchoolCasting TimeRangeDurationComponents
BaneEnchantment1 Action30 feetConcentration, up to 1 minuteV, S, M
BlessEnchantment1 Action30 feetConcentration, up to 1 minuteV, S, M
CeremonyEvocation1 Action RTouchInstantaneousV, S, M
CommandEnchantment1 Action60 feet1 roundV
Create or Destroy WaterTransmutation1 Action30 feetInstantaneousV, S, M
Cure WoundsEvocation1 ActionTouchInstantaneousV, S
Detect Evil and GoodDivination1 ActionSelfConcentration, up to 10 minutesV, S
Detect MagicDivination1 Action RSelfConcentration, up to 10 minutesV, S
Detect Poison and DiseaseDivination1 ActionSelfConcentration, up to 10 minutesV, S, M
Guiding BoltEvocation1 Action120 feet1 roundV, S
Guiding Hand (UA)Divination1 Minute R5 feetConcentration, up to 8 hoursV, S
Healing WordEvocation1 Bonus Action60 feetInstantaneousV
Inflict WoundsNecromancy1 ActionTouchInstantaneousV, S
Protection from Evil and GoodAbjuration1 ActionTouchConcentration, up to 10 minutesV, S, M
Purify Food and DrinkTransmutation1 Action R10 feetInstantaneousV, S
SanctuaryAbjuration1 Bonus Action30 feet1 minuteV, S, M
Shield of FaithAbjuration1 Bonus Action60 feetConcentration, up to 1 minuteV, S, M

Level 2

Spell NameSchoolCasting TimeRangeDurationComponents
AidAbjuration1 Action30 Feet8 hoursV, S, M
AuguryDivination1 Minute RSelfInstantaneousV, S, M
Blindness/DeafnessNecromancy1 Action30 Feet1 minuteV
Borrowed KnowledgeDivination1 ActionSelf1 hourV, S, M
Calm EmotionsEnchantment1 Action60 feetConcentration, up to 1 minuteV, S
Continual FlameEvocation1 ActionTouchUntil dispelledV, S, M
Enhance AbilityTransmutation1 ActionTouchConcentration, up to 1 hourV, S, M
Find TrapsDivination1 Action120 feetInstantaneousV, S
Gentle ReposeNecromancy1 Action RTouch10 daysV, S, M
Hold PersonEnchantment1 Action60 feetConcentration, up to 1 minuteV, S, M
Lesser RestorationAbjuration1 ActionTouchInstantaneousV, S
Locate ObjectDivination1 ActionSelfConcentration, up to 10 minutesV, S, M
Prayer of HealingEvocation10 MinutesTouchInstantaneousV
Protection from PoisonAbjuration1 ActionTouch1 hourV, S
SilenceIllusion1 Action R120 feetConcentration, up to 10 minutesV, S
Spiritual WeaponEvocation1 Bonus Action60 feet1 minuteV, S
Warding BondAbjuration1 ActionTouch1 hourV, S, M
Zone of TruthEnchantment1 Action60 feet10 minutesV, S

Level 3

Spell NameSchoolCasting TimeRangeDurationComponents
Animate DeadNecromancy1 Minute10 feetInstantaneousV, S, M
Aura of VitalityEvocation1 ActionSelf (30-foot radius)Concentration, up to 1 minuteV
Beacon of HopeAbjuration1 Action30 feetConcentration, up to 1 minuteV, S
Bestow CurseNecromancy1 ActionTouchConcentration, up to 1 minuteV, S
ClairvoyanceDivination10 Minutes1 mileConcentration, up to 10 minutesV, S, M
create-food-and-waterConjuration1 Action30 feetInstantaneousV, S
DaylightEvocation1 Action60 feet1 hourV, S
Dispel MagicAbjuration1 Action120 feetInstantaneousV, S
Fast FriendsEnchantment1 Action30 feetConcentration, up to 1 hourV
Feign DeathNecromancy1 Action RTouch1 hourV, S, M
Glyph of WardingAbjuration1 HourTouchUntil dispelled or triggeredV, S, M
Incite GreedEnchantment1 action30 feetConcentration, up to 1 minuteV, S, M
Life TransferenceNecromancy1 Action30 feetInstantaneousV, S
Magic CircleAbjuration1 Minute10 feet1 hourV, S, M
Mass Healing WordEvocation1 Bonus Action60 feetInstantaneousV
Meld into StoneTransmutation1 Action RTouch8 hoursV, S
Motivational SpeechEnchantment1 hour60 feet1 hourV
Protection from EnergyAbjuration1 ActionTouchConcentration, up to 1 hourV, S
Remove CurseAbjuration1 ActionTouchInstantaneousV, S
RevivifyNecromancy1 ActionTouchInstantaneousV, S, M
SendingEvocation1 ActionUnlimited1 roundV, S, M
Speak with DeadNecromancy1 Action10 feet10 minutesV, S, M
Spirit GuardiansConjuration1 ActionSelf (15-foot radius)Concentration, up to 10 minutesV, S, M
Spirit ShroudNecromancy1 Bonus ActionSelfConcentration, up to 1 minuteV, S
TonguesDivination1 ActionTouch1 hourV, M
Water WalkTransmutation1 Action R30 feet1 hourV, S, M

Level 4

Spell NameSchoolCasting TimeRangeDurationComponents
Aura of LifeAbjuration1 ActionSelf (30-foot radius)Concentration, up to 10 minutesV
Aura of PurityAbjuration1 ActionSelf (30-foot radius)Concentration, up to 10 minutesV
BanishmentAbjuration1 Action60 feetConcentration, up to 1 minutesV, S, M
Control WaterTransmutation1 Action300 feetConcentration, up to 10 minutesV, S, M
Death WardAbjuration1 ActionTouch8 hoursV, S
DivinationDivination1 Action RSelfInstantaneousV, S, M
Freedom of MovementAbjuration1 ActionTouch1 hourV, S, M
Guardian of FaithConjuration1 Action30 feet8 hoursV
Locate CreatureDivination1 ActionSelfConcentration, up to 1 hourV, S, M
Stone ShapeTransmutation1 ActionTouchInstantaneousV, S, M

Level 5

Spell NameSchoolCasting TimeRangeDurationComponents
CommuneDivination1 Minute RSelf1 minuteV, S, M
ContagionNecromancy1 ActionTouch7 daysV, S
DawnEvocation1 Action60 FeetConcentration, up to 1 minuteV, S, M
Dispel Evil and GoodAbjuration1 ActionSelfConcentration, up to 1 minuteV, S, M
Flame StrikeEvocation1 Action60 feetInstantaneousV, S, M
GeasEnchantment1 Minute60 feet30 daysV
Greater RestorationAbjuration1 ActionTouchInstantaneousV, S, M
HallowEvocation24 HoursTouchUntil dispelledV, S, M
Holy WeaponEvocation1 Bonus ActionTouchConcentration, up to 1 hourV, S
Insect PlagueConjuration1 Action300 feetConcentration, up to 10 minutesV, S, M
Legend LoreDivination10 MinutesSelfInstantaneousV, S, M
Mass Cure WoundsEvocation1 Action60 feetInstantaneousV, S
Planar BindingAbjuration1 Hour60 feet24 hoursV, S, M
Raise DeadNecromancy1 ActionTouchInstantaneousV, S, M
ScryingDivination10 MinutesSelfConcentration, up to 10 minutesV, S, M
Summon CelestialConjuration1 Action90 feetConcentration, up to 1 hourV, S, M

Level 6

Spell NameSchoolCasting TimeRangeDurationComponents
Blade BarrierEvocation1 Action90 feetConcentration, up to 10 minutesV, S
Create UndeadNecromancy1 Minute10 feetInstantaneousV, S, M
Find the PathDivination1 MinuteSelfConcentration, up to 1 dayV, S, M
ForbiddanceAbjuration10 Minutes RTouch1 dayV, S, M
HarmNecromancy1 Action60 feetInstantaneousV, S
HealEvocation1 Action60 feetInstantaneousV, S
Heroes' FeastConjuration10 Minutes30 feetInstantaneousV, S, M
Otherworldly Form (UA)Transmutation1 ActionSelfConcentration, up to 1 minuteV, S, M
Planar AllyConjuration1 Action60 feetInstantaneousV, S
SunbeamEvocation1 ActionSelf (60-foot line)Concentration, up to 1 minuteV, S, M
True SeeingDivination1 ActionTouch1 hourV, S, M
Word of RecallConjuration1 Action5 feetInstantaneousV

Level 7

Spell NameSchoolCasting TimeRangeDurationComponents
Conjure CelestialConjuration1 Minute90 feetConcentration, up to 1 hourV, S
Divine WordEvocation1 Bonus Action30 feetInstantaneousV
EtherealnessTransmutation1 ActionSelfUp to 8 hoursV, S
Fire StormEvocation1 Action150 feetInstantaneousV, S
Plane ShiftConjuration1 ActionTouchInstantaneousV, S, M
RegenerateTransmutation1 MinuteTouch1 hourV, S, M
ResurrectionNecromancy1 HourTouchInstantaneousV, S, M
SymbolAbjuration1 MinuteTouchUntil dispelled or triggeredV, S, M
Temple of the GodsConjuration1 hour120 feet24 hoursV, S, M

Level 8

Spell NameSchoolCasting TimeRangeDurationComponents
Antimagic FieldAbjuration1 ActionSelf (10-foot radius sphere)Concentration, up to 1 hourV, S, M
Control WeatherTransmutation10 MinutesSelf (5 mile radius)Concentration, Up to 8 hoursV, S, M
EarthquakeEvocation1 Action500 feetConcentration, up to 1 minuteV, S, M
Holy AuraAbjuration1 ActionSelfConcentration, up to 1 minuteV, S, M
SunburstEvocation1 Action150 feetInstantaneousV, S, M

Level 9

Spell NameSchoolCasting TimeRangeDurationComponents
Astral ProjectionEvocation1 Hour10 feetSpecialV, S, M
GateConjuration1 Action60 feetConcentration up to 1 minuteV, S, M
Mass HealEvocation1 Action60 feetInstantaneousV, S
Power Word: HealEvocation1 ActionTouchInstantaneousV, S
True ResurrectionNecromancy1 HourTouchInstantaneousV, 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.

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