Spell Slots Per Level 5e Cleric Rating: 9,4/10 55 reviews

As a conduit for divine power, you can cast cleric spells.

Cantrips

Your range for this dnd 5e cleric spells is, you can touch one willing creature. Before the spell ends, just target the dice d4 and add the number which is rolled to one ability & check its choice. This spell can roll the die before or after making the ability check, then the spell ends. Below, see our take on the best 5E Cleric Domains. The Best Cleric Domains 5E Ranked. A Domain Spell stands out, as you do not have to prepare it and it does not count against the number of spells you can prepare each day. If the spell is typically not a Cleric spell and the spell is in your Domain’s spell list, it will be considered a Cleric. At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. The Cleric table shows how many spell slots you have to cast your spells of lst level and higher.

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Preparing and Casting Spells

The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have 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 can cast it using 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 when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spell Casting Ability

Spell Slots Per Level 5e Cleric Paladin

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Cleric

Spell Casting Focus

You can use a holy symbol (see Equipment) as a spellcasting focus for your cleric spells.

Welcome to our top ten Cleric spell list! We went through every available spell in their arsenal and came out with a list that we believe to have the most reliable and efficient spells a Cleric can wield. We wanted to have a good mixture of utility, efficient damage dealing, and role-playing when creating this list, as every campaign should have a good mixture of all three of those aspects. So without further ado, here is our Cleric Spells 5E Top 10 List!

10. Dispel Magic

  • School: Abjuration
  • Level: 3rd
  • Casting Time: One Action
  • Range: 120 feet
  • Components: Verbal, Somatic
  • Duration: Instantaneous

You can end one spell that is still in effect that is within this spell’s range and under the level that you set it at. For example, if set at its traditional third level, it will end any active effects from a spell that was cast from a third level or lower spell slot. If the spell is of a higher level than where you placed Dispel Magic, you will need to make a spell check using your spell modifier, and beat a DC of ten plus the target’s level.

9. Spiritual Weapon

  • School: Evocation
  • Level: 3rd
  • Casting Time: One bonus Action
  • Range: 60 feet
  • Components: Verbal, Somatic
  • Duration: One Minute
Cleric

The second entry in our cleric spells 5E list lets you create a floating, spectral weapon that will remain for one minute, which is the equivalent of six combat rounds. This weapon will let you take a bonus action where it will deal damage equal to 1d8 plus your spellcasting modifier. If you set Spiritual Weapon in a spell slot above the second level, you will get to roll an additional 1d8 per level. For the cost of one bonus action, you will get five bonus attacks!

Spell Slots Per Level 5e Cleric 5e

8. Spirit Guardians

  • School: Conjuration
  • Level: 3rd
  • Casting Time: One Action
  • Range: Self
  • Components: Verbal, Somatic, Materials (a holy symbol)
  • Duration: Concentration, up to 10 minutes

You create spirits that float around you, causing enemies in a fifteen-foot radius to lose half of their speed. When an enemy enters the fifteen-foot radius for the first time, they must make a successful Wisdom saving throw. If they fail, the target takes 3d8 of radiant or necrotic damage, depending on your alignment. Should they succeed in the throw, they take half 3d8 radiant or necrotic damage. If you set Spirit Guardians in a spell slot that is above the third level, you will get to roll an additional 1d8 per level.

7. Revivify

  • School: Necromancy
  • Level: 3rd
  • Casting Time: One Action
  • Range: Touch
  • Components: Verbal, Somatic, Material (a diamond worth 300 gold that the spell consumes)
  • Duration: Instantaneous

You revive a dead character back to life, leaving them with one hit point. The target cannot be dead for longer than one minute. A literal lifesaver; it should come as no surprise this spell made it onto our Cleric Spells 5E Top 10.

Spell Slots Per Level 5e Cleric Spells

6. Hold Person

  • School: Enchantment
  • Level: 2nd
  • Casting Time: One Action
  • Range: 60 feet
  • Components: Verbal, Somatic, Material (small, straight Piece of Iron)
  • Duration: Concentration, up to 1 minute

A humanoid target within sixty-feet must make a successful Wisdom check or they will become paralyzed. A character paralyzed by Hold Person can make another Wisdom roll at the end of their turn and will lose their paralyzed condition if their Wisdom roll is successful. If you prepare Hold Person in a higher spell slot, you can target one additional humanoid for each slot above the second level you prepare this at.

5. Light

  • School: Evocation
  • Level: Cantrip
  • Casting Time: One Action
  • Range: Touch
  • Components: Verbal, Material (a firefly or phosphorescent moss)
  • Duration: One Hour

For one hour, an item you touch will brighten up a twenty-foot radius, and dimly light an additional twenty feet beyond that. If the item is attached to a hostile being, that being must make a successful Dexterity check to avoid their item from being affected by the light spell. Not only does Light cut the need to worry about the weather with a torch it, but can also be used to redirect a potential thread in a different direction.

See Also: Our Forge Cleric 5E Guide

Spell Slots Per Level 5e Cleric Dnd

Spell Slots Per Level 5e Cleric

4. Sacred Flame

  • School: Evocation
  • Level: Cantrip
  • Casting Time: One Action
  • Range: 60 feet
  • Components: Verbal, Somatic
  • Duration: Instantaneous

You send a flame-like radiance at a target that can only be prevented by making a successful Dexterity check. If your target fails the check, Sacred Flames deals 1d8 fire damage, and the amount of damage you can roll for increases at the seventh (2d8), eleventh (3d8), and seventeenth (4d8).

3. Healing Word

  • School: Evocation
  • Level: 1st
  • Casting Time: One Bonus Action
  • Range: 60 feet
  • Components: Verbal
  • Duration: Instantaneous

A character within sixty feet heals 1d4 plus your spellcasting modifier which is the Wisdom modifier for a Cleric. If you set Healing Word in a spell slot above the first level, you will get to roll an additional 1d4 per level. In the heat of combat, it is easier to cast Healing Word as opposed to getting close enough to touch an ally for Cure Wounds.

2. Cure Wounds

  • School: Evocation
  • Level: 1st
  • Casting Time: One Action
  • Range: Touch
  • Components: Verbal, Somatic
  • Duration: Instantaneous

A character within touching distance heals 1d8 plus your spellcasting modifier, which is the Wisdom modifier for a Cleric. If you set Cure Wounds in a spell slot above the first level, you will get to roll an additional 1d8 per level. This is the other reason you play as a Cleric – every team is in need of a healer, and this is the best healing spell available in the game.

1. Spare the Dying

  • School: Necromancy
  • Level: Cantrip
  • Casting Time: One Action
  • Range: Touch
  • Components: Verbal, Somatic
  • Duration: Instantaneous
Spell Slots Per Level 5e Cleric

A living creature that is below zero hit points is stabilized and restored to one hit point. Normally, to stabilize a creature, you would need to make a Medicine check. Spare the Dying requires no rolls, no materials, and it happens instantly. This spell is one of the two reasons I would play a Cleric. This spell not only made our Cleric Spells 5E Top 10, it also landed on our list of the best cantrips for clerics.

Related