Best Cleric Spells in DND 5e
As quintessential healers in D&D, Clerics combine a few of the best healing spells across the board with the ability to create any spell from their spell list and a full complement of spell slots at their disposal. DnD 5E adds a new twist to this class with the addition of their martial prowess. Clerics can now be found near the front lines, if not right in front of it. This evolution sets them apart from their arcane Wizard counterparts.
If you are trying to gauge the best Cleric spells, this duality must be taken into account. This class is great at offering support to their party members and even going to the length of throwing their own damaging spells. Keeping all these in mind, we have accumulated the top 20 D&D 5E Cleric spells. Let’s take a look:
Cleric Spells List 5E
Best Cleric Spells 5E
1. Revivify
Revivify is simply a different way to get an ally back into the fight following their death. Note that the target can’t be dead any longer than a minute. Once this spell becomes available at the 3rd level, every Cleric should have it prepared regularly. You will see the target return to life with 1 HP. This spell does not replace lost body parts, and it will not work on creatures that have died of old age. The 300 GP worth of diamonds might be hard to acquire early on, but it is definitely worth it. Note that characters can drop on an ill-timed critical, and Revivify provides a bit of insurance against creating a new character.
2. Spirit Guardians
Out of all Cleric spells, this one is to Clerics as Fireball is to Wizards, or better- hitting a thing a second time is to Fighters. This spell does double duty as both a control and a damage spell. This forces your targets to make a Wisdom saving throw or take 3d8 radiant or necrotic damage when they move into or begin their turn within a 15ft aura. When in your aura, their speed becomes halved, in turn locking down even higher speed and hit-and-run flying targets. This will tie up your inspiration nicely, but for a duration of 10 minutes, it can be precast and even last 2 encounters! Try pairing Spirit Guardians with Spiritual Weapon along with an offensive cantrip, and see the hordes of evil turn themselves to ash.
3. Guidance
This is one of the best Cleric spells which lets a character add 1d4 to their next AC. Sure, it does not sound like much, but the fact that this is a cantrip essentially means all your out of combat AC can do with a little boost.
Its only shortcoming is that it can be quite easy to forget about.
4. Bless
This spell is relevant even in high-level campaigns. You can apply the additional 1d4 to so many rolls that it will certainly turn a failure into a success. The bigger the size of your party, the better it gets.
Make sure you stay out of trouble, so you don’t lose focus. Several other Cleric spells can be valuable for concentration, so do not cast Bless unless you know you will not use another concentration spell.
5. Spiritual Weapon
A terrific offensive spell for all Clerics with 1 significant boon; this spell does not require concentration at all! So it is great to use in combination with control and buff spells such as Bless or Spirit Guardians. This takes a bonus action to cast and lets you make a bonus action attack, including the turn you cast it, for a 1d8+ spell-casting modifier force damage.
It can be a little challenging against mobile opponents with a weapon speed of 20 feet, but a little careful positioning and the most unrestricted damage type in the game qualifies this as a staple offensive pick. Moreover, it upcasts pretty well for higher levels too!
6. Greater Restoration
Greater restoration isn’t a spell you are going to use often even if you are playing as a bard or a druid, but you should probably always have it prepared solely for one reason: it fixes problems. Be it removing a level of exhaustion, a petrified or charmed condition, an ability score reduction, maximum HP reduction, or a curse including attunement to a cursed item; this deals with it all.
Simply put, Greater Restoration can be your party’s get-out-of-jail-free card. It can help keep players alive through some deleterious effects.
7. True Resurrection
This is a 9th level necromancy spell that lets the caster bring creatures back from the dead. Note that the creature can’t have been dead for any longer than 200 years, and they must not have died from natural causes.
To be the one who brings a party member back from the dead is an epic role-playing opportunity and must not be passed up. Note that this is only available to Clerics and Druids.
8. Sacred Flame
This is one of the best Cleric spells solely because Clerics do not get many offensive cantrips. This deals radiant damage, a rather reliable damage type. Note that it requires a Dexterity saving throw in place of an attack roll, which might not be ideal.
A few circumstances will make targets less likely to pass a Dexterity save (such as the Restrained condition). This spell also happens to be unaffected by the cover!
9. Thaumaturgy
Thaumaturgy in the DnD 5E Cleric spell list is one of those multipurpose spells that can be terrific in the right hands and useless in the wrong ones. It allows you to create several small effects, such as altering the appearance of your eyes or magnifying your voice. It can be great for enhancing your roleplaying or giving a bonus on Persuasion or Intimidation checks. This happens to be one of the only ways to magnify your character’s voice in DnD 5E, so if you can see yourself being heard over the din of the battle, this is your chance to do so!
10. Scrying
This is a 5th-level divination spell that can be used by clerics, wizards and warlocks. It grants the caster the ability to hear and see a particular creature that are on the same plane of existence. Here, the target will get a wisdom saving throw to oppose the Scrying. The DC will be modified by how well you are acquainted with the target creature, and if you are familiar, it will be easier to scry. This creates an invisible sensor that follows the opponent on a failed save. This ensures the sensors don’t move while tracking a location. Its cost is the only downside to this spell, requiring a component worth no less than 1000 GP.
11. Plane Shift
This is a dual-purpose level 7 conjuration spell. 1 use allows the all spellcasters including bards to transport themselves and up to 8 other creatures to a different plane of existence (the exact location is up to the DM). If you know the runes of a teleportation circle, you can also travel to that specific circle.
Plane Shift can also be used to target an enemy and send them to another plane of existence. Here the creature gets a Charisma saving throw or gets teleported to the chosen plane and must find its own way back.
12. Antimagic Field
The Antimagic field happens to be the ultimate playing field leveling spell available at level 8. This can give the cleric and a wizard a fair fighting chance against nearly any foe. It creates a 10 feet radius sphere inside which magic doesn’t work. All magic items become mundane, spells cannot be cast, and magic summons and effects cannot be blocked. Clerics usually have heavy armor and martial weapon proficiencies, making them a force to be reckoned with, at least in non-magical combat scenarios. Clerics with an Antimagic Field can take down nearly any other full caster.
13. Mass Heal
This one heals up to 700 HP in all creatures within your 60 feet, including curing diseases, blindness, and deafness. There are 4 9th level Cleric spells, each with its own uses and utility, but this one makes this list due to the sheer amount of support you can offer. Use this to bring your party to full health, or better, cast among many ordinary people on a battlefield or in a sickbay. In scenarios where there’s a disease sweeping the land or worse, the enemy spell casters have downed a large swath of your party; this one saves the day.
14. Guiding Bolt
One of the best 1st level Cleric spells, this one is good enough to use throughout the whole campaign, starting off as a ranged spell attack dealing 4d6 damage at the base. It can also stay relevant at higher levels. Moreover, the next attack on a creature hit with this spell is made at an advantage. When spell slots become quite hard to come by at higher levels, this spell dealing 4d6 damage comes in handy. Of course, the advantage on the next attack is definitely something the tank is going to thank you for.
15. Death Ward
Nothing beats bringing your friends back to life, except not letting them die to begin with! When under the effect of this spell, creatures reduced to 0 HP will instead drop to 1 HP. It will also cancel out an effect that would lead to instant death, like the Power Word Kill spell or the disease of a Gas Spore.
With no concentration and a duration of about 4 hours, this 4th level slot can be an invaluable buff to your party, especially in 3rd and 4th tiers when you can afford to spend more spell slots.
16. Heal
This one is the ultimate one-shot healing spell to get your ally back into the fight as fast as possible. Available as a level 6 spell, this one grants the caster the ability to birth a surge of positive energy, immediately healing 70 HP to the target.
The spell also ends blindness, deafness, or any disease affecting the target. The HP increases by 10 when cast at higher levels.
17. Holy Aura
This 8th level spell is the king of aura buff spells, even though it only lasts a minute. This lets you pick creatures in a 30 feet radius to affect. They shed dim light and have an advantage on all saving throws, while other creatures will have a disadvantage on attacks against them.
If fiends or the undead happen to attack those under your aegis, the characters must succeed on a Constitution saving throw or else be blinded.
It is a great spell for supporting a group of adventurers delving into a dreary dungeon to slay the vampires or skeletons lurking there, especially if you expect to face creatures that can force tons of saving throws (think of Beholders). It is very hard for your targets to harm your party until this spell ends.
18. Aid
Aid increases the current and maximum HP for up to 3 targets by 5 for a whopping 8 hours. This can be a great buff as it doesn’t provide any temporary HP. Since the HP maximum increases, Aid stacks well with other sources of temporary HP.
It can also be used as a discount Mass Healing Word in the field of combat to bring 3 of your party members back from unconsciousness. Note that Aid can’t stack with itself, which means if it is already active, you will have to use an actual healing spell.
19. Enhance Ability
This one is a rather versatile spell, especially for when you know a party member is about to try something challenging, such as a social encounter or lifting a heavy weight.
It can be used to great effect to amp up the carrying capacity of a group’s strongest members, letting them move several objects that would otherwise be beyond their ability.
Conclusion
The days of the heal-bot Clerics are long gone. Now, this class packs a punch in combat while still having some game-changing spells. Most of the character classes have a way to heal themselves anyway, so the Cleric’s ability to lend major support in a conflict or serve as the emergency escape for the party can be great. If it seems like this takes away from the requirement of this class, its aptness for removing conditions such as missing limbs, blindness, or even death makes it worth consideration. Happy questing!