Cleric Spells — D&D 5e
109 cleric spells · D&D 5e · SRD 5.2.1
- GuidanceYou touch a willing creature and choose a skill.
- LightYou touch one Large or smaller object that isn't being worn or carried by someone else.
- MendingThis spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin.
- ResistanceYou touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder.
- Sacred FlameFlame-like radiance descends on a creature that you can see within range.
- Spare the DyingChoose a creature within range that has 0 Hit Points and isn't dead.
- ThaumaturgyYou manifest a minor wonder within range.
- BaneUp to three creatures of your choice that you can see within range must each make a Charisma saving throw.
- BlessYou bless up to three creatures within range.
- CommandYou speak a one-word command to a creature you can see within range.
- Create or Destroy WaterYou do one of the following: Create Water.
- Cure WoundsA creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
- Detect Evil and GoodFor the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself.
- Detect MagicFor the duration, you sense the presence of magical effects within 30 feet of yourself.
- Detect Poison and DiseaseFor the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself.
- Guiding BoltYou hurl a bolt of light toward a creature within range.
- Healing WordA creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
- Inflict WoundsA creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.
- Protection from Evil and GoodUntil the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead.
- Purify Food and DrinkYou remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
- SanctuaryYou ward a creature within range.
- Shield of FaithA shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
- AidChoose up to three creatures within range.
- AuguryYou receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes.
- Blindness/DeafnessOne creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the…
- Calm EmotionsEach Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the…
- Continual FlameA flame springs from an object that you touch.
- Enhance AbilityYou touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma.
- Find TrapsYou sense any trap within range that is within line of sight.
- Gentle ReposeYou touch a corpse or other remains.
- Hold PersonChoose a Humanoid that you can see within range.
- Lesser RestorationYou touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
- Locate ObjectDescribe or name an object that is familiar to you.
- Prayer of HealingUp to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points.
- Protection from PoisonYou touch a creature and end the Poisoned condition on it.
- SilenceFor the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range.
- Spiritual WeaponYou create a floating, spectral force that resembles a weapon of your choice and lasts for the duration.
- Warding BondYou touch another creature that is willing and create a mystic connection between you and the target until the spell ends.
- Zone of TruthYou create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range.
- Animate DeadChoose a pile of bones or a corpse of a Medium or Small Humanoid within range.
- Beacon of HopeChoose any number of creatures within range.
- Bestow CurseYou touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration.
- ClairvoyanceYou create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is…
- Create Food and WaterYou create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range--both useful in fending off the hazards of malnutrition…
- DaylightFor the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere.
- Dispel MagicChoose one creature, object, or magical effect within range.
- Glyph of WardingYou inscribe a glyph that later unleashes a magical effect.
- Magic CircleYou create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range.
- Mass Healing WordUp to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.
- Meld into StoneYou step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration.
- Protection from EnergyFor the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
- Remove CurseAt your touch, all curses affecting one creature or object end.
- RevivifyYou touch a creature that has died within the last minute.
- SendingYou send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it.
- Speak with DeadYou grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose.
- Spirit GuardiansProtective spirits flit around you in a 15-foot Emanation for the duration.
- TonguesThis spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees.
- Water WalkThis spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground…
- Aura of LifeAn aura radiates from you in a 30-foot Emanation for the duration.
- BanishmentOne creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration.
- Control WaterUntil the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects.
- Death WardYou touch a creature and grant it a measure of protection from death.
- DivinationThis spell puts you in contact with a god or a god's servants.
- Freedom of MovementYou touch a willing creature.
- Guardian of FaithA Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range.
- Locate CreatureDescribe or name a creature that is familiar to you.
- Stone ShapeYou touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like.
- CommuneYou contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no.
- ContagionYour touch inflicts a magical contagion.
- Dispel Evil and GoodFor the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you.
- Flame StrikeA vertical column of brilliant fire roars down from above.
- GeasYou give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity…
- Greater RestorationYou touch a creature and magically remove one of the following effects from it: 1 Exhaustion level The Charmed or Petrified condition A curse, including the…
- HallowYou touch a point and infuse an area around it with holy or unholy power.
- Insect PlagueSwarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range.
- Legend LoreName or describe a famous person, place, or object.
- Mass Cure WoundsA wave of healing energy washes out from a point you can see within range.
- Planar BindingYou attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service.
- Raise DeadWith a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.
- ScryingYou can see and hear a creature you choose that is on the same plane of existence as you.
- Blade BarrierYou create a wall of whirling blades made of magical energy.
- Create UndeadYou can cast this spell only at night.
- Find the PathYou magically sense the most direct physical route to a location you name.
- ForbiddanceYou create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor.
- HarmYou unleash virulent magic on a creature you can see within range.
- HealChoose a creature that you can see within range.
- Heroes' FeastYou conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you.
- Planar AllyYou beseech an otherworldly entity for aid.
- SunbeamYou launch a sunbeam in a 5-foot-wide, 60-foot-long Line.
- True SeeingFor the duration, the willing creature you touch has Truesight with a range of 120 feet.
- Word of RecallYou and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary.
- Conjure CelestialYou conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range.
- Divine WordYou utter a word imbued with power from the Upper Planes.
- EtherealnessYou step into the border regions of the Ethereal Plane, where it overlaps with your current plane.
- Fire StormA storm of fire appears within range.
- Plane ShiftYou and up to eight willing creatures who link hands in a circle are transported to a different plane of existence.
- RegenerateA creature you touch regains 4d8 + 15 Hit Points.
- ResurrectionWith a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died.
- SymbolYou inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest).
- Antimagic FieldAn aura of antimagic surrounds you in 10-foot Emanation.
- Control WeatherYou take control of the weather within 5 miles of you for the duration.
- EarthquakeChoose a point on the ground that you can see within range.
- Holy AuraFor the duration, you emit an aura in a 30-foot Emanation.
- SunburstBrilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range.
- Astral ProjectionYou and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane).
- GateYou conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence.
- Mass HealA flood of healing energy flows from you into creatures around you.
- Power Word HealA wave of healing energy washes over one creature you can see within range.
- True ResurrectionYou touch a creature that has been dead for no longer than 200 years and that died for any reason except old age.
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