Cleric Spells — D&D 5e
105 cleric spells · D&D 5e · SRD 5.1
- GuidanceYou touch one willing creature.
- LightYou touch one object that is no larger than 10 feet in any dimension.
- MendingThis spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin.
- ResistanceYou touch one willing creature.
- Sacred FlameFlame-like radiance descends on a creature that you can see within range.
- Spare the DyingYou touch a living creature that has 0 hit points.
- ThaumaturgyYou manifest a minor wonder, a sign of supernatural power, within range.
- BaneUp to three creatures of your choice that you can see within range must make charisma saving throws.
- BlessYou bless up to three creatures of your choice within range.
- CommandYou speak a one-word command to a creature you can see within range.
- Create or Destroy WaterYou either create or destroy water.
- Cure WoundsA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
- Detect Evil and GoodFor the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is…
- Detect MagicFor the duration, you sense the presence of magic within 30 feet of you.
- Detect Poison and DiseaseFor the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
- Guiding BoltA flash of light streaks toward a creature of your choice within range.
- Healing WordA creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier.
- Inflict WoundsMake a melee spell attack against a creature you can reach.
- Protection from Evil and GoodUntil the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and…
- Purify Food and DrinkAll nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
- SanctuaryYou ward a creature within range against attack.
- Shield of FaithA shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
- AidYour spell bolsters your allies with toughness and resolve.
- AuguryBy casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly…
- Blindness/DeafnessYou can blind or deafen a foe.
- Calm EmotionsYou attempt to suppress strong emotions in a group of people.
- Continual FlameA flame, equivalent in brightness to a torch, springs forth from an object that you touch.
- Enhance AbilityYou touch a creature and bestow upon it a magical enhancement.
- Find TrapsYou sense the presence of 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 can end either one disease or one condition afflicting it.
- Locate ObjectDescribe or name an object that is familiar to you.
- Prayer of HealingUp to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier.
- Protection from PoisonYou touch a creature.
- 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 weapon within range that lasts for the duration or until you cast this spell again.
- Warding BondThis spell wards a willing creature you touch and creates 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 of your choice within range.
- Animate DeadThis spell creates an undead servant.
- Beacon of HopeThis spell bestows hope and vitality.
- Bestow CurseYou touch a creature, and that creature must succeed on a wisdom saving throw or become cursed for the duration of the spell.
- 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 water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for…
- DaylightA 60-foot-radius sphere of light spreads out from a point you choose within range.
- Dispel MagicChoose one creature, object, or magical effect within range.
- Glyph of WardingWhen you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an…
- 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 WordAs you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting…
- Meld Into StoneYou step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the…
- 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 twenty-five words or less to a creature with which you are familiar.
- Speak with DeadYou grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose.
- Spirit GuardiansYou call forth spirits to protect you.
- TonguesThis spell grants the creature you touch the ability to understand any spoken language it hears.
- 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…
- Arcane EyeYou create an invisible, magical eye within range that hovers in the air for the duration.
- BanishmentYou attempt to send one creature that you can see within range to another plane of existence.
- Control WaterUntil the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side.
- Death WardYou touch a creature and grant it a measure of protection from death.
- Freedom of MovementYou touch a willing creature.
- Guardian of FaithA Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice 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 that suits your…
- CommuneYou contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no.
- ContagionYour touch inflicts disease.
- Dispel Evil and GoodShimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane.
- Flame StrikeA vertical column of divine fire roars down from the heavens in a location you specify.
- GeasYou place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of…
- Greater RestorationYou imbue a creature you touch with positive energy to undo a debilitating effect.
- HallowYou touch a point and infuse an area around it with holy (or unholy) power.
- Insect PlagueSwarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range.
- Legend LoreName or describe a person, place, or object.
- Mass Cure WoundsA wave of healing energy washes out from a point of your choice within range.
- Planar BindingWith this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service.
- Raise DeadYou return a dead creature you touch to life, provided that it has been dead no longer than 10 days.
- ScryingYou can see and hear a particular creature you choose that is on the same plane of existence as you.
- Blade BarrierYou create a vertical wall of whirling, razor-sharp blades made of magical energy.
- Create UndeadYou can cast this spell only at night.
- Find the PathThis spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence.
- 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 a virulent disease on a creature that you can see within range.
- HealChoose a creature that you can see within range.
- Heroes' FeastYou bring forth a great feast, including magnificent food and drink.
- Planar AllyYou beseech an otherworldly entity for aid.
- True SeeingThis spell gives the willing creature you touch the ability to see things as they actually are.
- Word of RecallYou and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary.
- Conjure CelestialYou summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range.
- Divine WordYou utter a divine word, imbued with the power that shaped the world at the dawn of creation.
- EtherealnessYou step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane.
- Fire StormA storm made up of sheets of roaring flame appears in a location you choose within range.
- Plane ShiftYou and up to eight willing creatures who link hands in a circle are transported to a different plane of existence.
- RegenerateYou touch a creature and stimulate its natural healing ability.
- ResurrectionYou touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead.
- SymbolWhen you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be…
- Antimagic FieldA 10-foot-radius invisible sphere of antimagic surrounds you.
- Control WeatherYou take control of the weather within 5 miles of you for the duration.
- EarthquakeYou create a seismic disturbance at a point on the ground that you can see within range.
- Holy AuraDivine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you.
- Astral ProjectionYou and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are…
- 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 injured creatures around you.
- True ResurrectionYou touch a creature that has been dead for no longer than 200 years and that died for any reason except old age.
Add D&D 5e to your library — free
Searchable in PostRoll and linkable from your worlds, wikis, characters, and sessions. Free forever.
Add to my library