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Cleric Spell List — D&D 5e

Clerics are divine spellcasters who channel the power of their deity to heal allies, protect the faithful, and smite enemies. They have access to the entire cleric spell list and prepare a selection each day. Domain spells grant additional always-prepared spells based on their divine domain.

At a Glance

Casting Stat
Wisdom
Spell List Type
prepared
Prepare Formula
Wisdom modifier + cleric level
Ritual Casting
Yes
Cantrips Known
3 at 1st level, increasing to 5 at 10th level
Unique Mechanic
Domain spells are always prepared and don't count against your prepared spell limit. Clerics can also prepare spells with the ritual tag and cast them as rituals even if not prepared.

Key Spells

The most impactful spells on the Cleric list and why they matter.

SpellLevelWhy It Matters
Healing Word1stBonus action ranged healing that can save dying allies from a distance
Bless1stOne of the best 1st-level buffs, adding 1d4 to attacks and saves for 3 targets
Spiritual Weapon2ndBonus action attack every turn with no concentration, excellent action economy
Spirit Guardians3rdPowerful concentration AoE that slows enemies and deals constant damage
Revivify3rdBrings dead allies back to life within 1 minute, requires 300gp diamond
Death Ward4thPrevents the next instance of dropping to 0 HP, no concentration needed
Greater Restoration5thRemoves debilitating conditions like petrification and level reduction
Heal6thRestores 70 HP as an action, the best emergency healing spell in the game
GuidanceCantripAdd 1d4 to any ability check, spam it before skill checks for huge value
Sacred FlameCantripDexterity save cantrip that ignores cover, reliable damage option

Common Mistakes

Common Mistake
Forgetting that domain spells are ALWAYS prepared - you don't choose them during daily prep
Common Mistake
Not using bonus action spells like Healing Word and Spiritual Weapon together effectively
Common Mistake
Wasting concentration on Lesser Restoration when it doesn't require concentration
Common Mistake
Attempting to cast two leveled spells in one turn when using bonus action spells
Common Mistake
Not ritually casting Detect Magic or Ceremony to preserve spell slots

DM Tips

DM Tip
Clerics can change their prepared spells after a long rest - let players adjust for the adventure ahead
DM Tip
Domain spells are thematic - use story hooks that reward clerics for leaning into their domain
DM Tip
The 300gp material component for Revivify is consumed - track diamond availability in your world
DM Tip
Spirit Guardians is very powerful in confined spaces - design tactical combat areas accordingly
DM Tip
Clerics get Divine Intervention at 10th level - prepare for potential campaign-altering moments

Sources & Further Reading