Spell Slots Per Level 5e Cleric
Burning Hands (Light Cleric) – Deals fire damage to a 15ft cone, where the enemies must make a dexterity saving throw. This spell can clear out an entire room and is an iconic fire spell. Lesser Restoration – Go to healing spell able to remove disease, poison, blindness, deafness, or paralysis. Casting spells expends a slot of the spell’s level or higher. You regain all spell slots when you take a long rest. You prepare a list of cleric spells that are available for you to cast, choosing from all cleric spells. When you do, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (min 1). The spells must be.
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
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!
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.
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
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
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
Alignment
A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral.
Hit Die
d8.
Class Skills
The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Domains and Class Skills
A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, for more information.
Skill Points at 1st Level
(2 + Int modifier) ×4.
Skill Points at Each Additional Level
2 + Int modifier.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day1 | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
| |||||||||||||||
1st | +0 | +2 | +0 | +2 | Turn or rebuke undead | 3 | 1+1 | — | — | — | — | — | — | — | — |
2nd | +1 | +3 | +0 | +3 | 4 | 2+1 | — | — | — | — | — | — | — | — | |
3rd | +2 | +3 | +1 | +3 | 4 | 2+1 | 1+1 | — | — | — | — | — | — | — | |
4th | +3 | +4 | +1 | +4 | 5 | 3+1 | 2+1 | — | — | — | — | — | — | — | |
5th | +3 | +4 | +1 | +4 | 5 | 3+1 | 2+1 | 1+1 | — | — | — | — | — | — | |
6th | +4 | +5 | +2 | +5 | 5 | 3+1 | 3+1 | 2+1 | — | — | — | — | — | — | |
7th | +5 | +5 | +2 | +5 | 6 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | — | — | — | |
8th | +6/+1 | +6 | +2 | +6 | 6 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | — | — | — | |
9th | +6/+1 | +6 | +3 | +6 | 6 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | — | — | |
10th | +7/+2 | +7 | +3 | +7 | 6 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | — | — | |
11th | +8/+3 | +7 | +3 | +7 | 6 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | — | |
12th | +9/+4 | +8 | +4 | +8 | 6 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | — | |
13th | +9/+4 | +8 | +4 | +8 | 6 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | |
14th | +10/+5 | +9 | +4 | +9 | 6 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | |
15th | +11/+6/+1 | +9 | +5 | +9 | 6 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | |
16th | +12/+7/+2 | +10 | +5 | +10 | 6 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | |
17th | +12/+7/+2 | +10 | +5 | +10 | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | |
18th | +13/+8/+3 | +11 | +6 | +11 | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | |
19th | +14/+9/+4 | +11 | +6 | +11 | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | |
20th | +15/+10/+5 | +12 | +6 | +12 | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 4+1 |
Class Features
All of the following are class features of the cleric.
Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment.
Spells
Spell Slots Per Level 5e Cleric Stat
A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).
Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Spell Slots Per Level 5e Cleric Paladin
Deity, Domains, and Domain Spells
A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can 'lose' any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with 'cure' in its name).
An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with 'inflict' in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead.
Chaotic, Evil, Good, and Lawful Spells
A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Turn or Rebuke Undead (Su)
Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Spell Slots Per Level 5e Cleric Spells
Bonus Languages
A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.
Ex-Clerics
Spell Slots Per Level 5e Cleric Spell
A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).
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Spell Slots Per Level 5e Cleric 5e
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