The Best Cleric Spells in 5E Ranked | Cleric Spells 5E Guide

5e cleric spells


Welcome to our top ten Cleric spell list! The Cleric spell list is quite impressive, and one of the most commonly used in parties. Clerics need to be ready for any situation, so we chose some of the best problem-solving, supportive, and some damaging spells for you to summon from your god’s good graces. With our Cleric spells 5e Top 10 list, you’ll know what makes Clerics tic, and figure out what you may want to choose in the future.

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.

This’ll get rid of horrifying magic that infest dungeons, and can be a great problem-solving method. It’s fairly useful in dungeons as well.

9. 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. 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 not only made our Cleric Spells 5E Top 10, it also landed on our list of the best cantrips for clerics. Its benefit might seem minor, but it can save you slots that can be spent on problem-solving or buff spells.

8. 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 ten 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 ten bonus attacks! That’s a ton of extra damage, and a great use of your Bonus action.

7. 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.

Solid area denial with okay damage. It’s not quite a fireball, but it’s much better at defending a doorway.

6. 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.

5. 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.

This spell can nullify combat against humanoids, and is a very efficient spell to use at higher levels.

4. Tongues

  • School: Divination
  • Level: 3rd
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (a small clay model of a ziggurat)
  • Duration: 1 hour

Tongues gives any creature the ability to understand any language; that’s right, you can finally tell your Ranger’s animal companion that they’re a good dog, and they’ll get it! Also, whenever the target speaks, other creatures that know languages get it! This is a lifesaver during social encounters and can solve issues with language barriers.

See Also: Our Forge Cleric 5E Guide

3. Heal

  • School: Evocation
  • Level: 6th
  • Casting Time: One Action
  • Range: 60 feet
  • Components: Verbal, Somatic
  • Duration: Instantaneous

You heal someone within range for 10 + 10 HP per spell level (normally 70 at 6th level). This spell also ends blindness, deafness, and disease. A good, all-rounder spell that replaces Cure Wounds, but suffers a lot from being 6th level and above. Perfect for when somebody needs to take hits and Healing Word just isn’t going to be enough health to keep them alive.

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 a great reason to play cleric, and is easier to access than the Heal spell.

1. 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 Comments

  1. Do you play a Grave Cleric? This is the only reason i can think you’d consider Spare the Dying at all and rate Cure Wounds higher than Healing Word.

    • Well, I personally play a life domain cleric in my current campian, and Spare the Dying has saved my party multiple times. Cure Wounds is probably higher than Healing Word because it heals more despite needing to touch the target.

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