The Cleric class is a support class that is meant to protect and heal their allies. Do what you can to stop your allies from taking damage and be prepared to heal them when they do. Here is a list of the best Cleric spells, and how to use them.
- The Best Level 1 Cleric Spells
- The Best Level 2 Cleric Spells
- The Best Level 3 Cleric Spells
- The Best Level 4, Level 5 and Level 6 Cleric Spells
- The Best Level 7, Level 8 and Level 9 Cleric Spells
Table of Contents
Best Cleric first level spells
#1 Shield of Faith
School: Abjuration
Casting Time: 1 Bonus Action
Level: 1
Range: 60 feet
Duration: Concentration, up to 10 minutes
Spell Source: Players Handbook, page 275
Description: Shield of Faith is one of the most useful spells any low-level Cleric can take advantage of. This spell causes a field of shimmering light to fall in the area surrounding a creature of your choice, including yourself. For the duration, this creature gains a bonus of plus two to their AC.
#2 Inflict Wounds
School: Necromancy
Casting Time: 1 Action
Level: 1
Range: Touch
Duration: Instantaneous
Spell Source: Players Handbook, page 253
Description: Inflict Wounds is a spell that allows you to make a melee spell attach against a creature you can reach. On a successful hit, the target takes 3d10 necrotic damage. At spell slot levels of second level or higher, this spell does an additional 1d10 per spell slot. This is an incredibly useful Cleric spell because it is one of the few that can deal massive amounts of damage very quickly.
#3 Command
School: Enchantment
Casting Time: 1 Action
Level: 1
Range: 60 feet
Duration: 1 round
Spell Source: Players Handbook, page 223
Description: Command is a spell that lets you attempt to control the mind of another creature for a short duration. Speak a one-word command to a creature within range. If they fail on a Wisdom saving throw, they must follow the spoken command on their next turn. It is up to the DM what you are allowed to command another creature to do, but several options are listed: Approach, Drop, Flee, Grovel, Halt.
Best Cleric second level spells
#1 Prayer of Healing
School: Evocation
Casting Time: 10 Minutes
Level: 2
Range: 30 feet
Duration: Instantaneous
Spell Source: Players Handbook, page 267
Description: Prayer of Healing is a spell of the utmost importance for the low-level cleric. This spell can target up to six creatures you can see within range. These creatures regain hit points equal to 2d8 + your spellcasting ability modifier. When this spell is cast at third level or higher, the healing increases by 1d8 per additional spell slot level.
#2 Calm Emotions
School: Enchantment
Casting Time: 1 Action
Level: 2
Range: 60 feet
Duration: Concentration, up to 1 minute
Spell Source: Players Handbook, page 221
Description: Calm Emotions is a really cool spell that comes in handy, especially if any of your party members tend to cause trouble. This spell allows you to attempt to suppress the emotions of a group of people. All humanoid creatures within a twenty-foot radius of where you target must make a Charisma saving throw or be affected by the spell. Affected creatures lose the charmed or frightened effect or lose interest in a particular creature.
#3 Warding Bond
School: Abjuration
Casting Time: 1 Action
Level: 2
Range: Touch
Duration: 1 hour
Spell Source: Players Handbook, page 287
Description: Warding Bond is a powerful and useful spell that many Clerics may find useful. However, it can be dangerous. This spell creates a bond between you and a target. While within sixty feet of you, the target gains a plus one to AC and saving throws, and resistance to all damage. Keep in mind, though, that every time they take damage, you will as well.
Best Cleric third level spells
#1 Revivify
School: Necromancy
Casting Time: 1 Action
Level: 3
Range: Touch
Duration: Instantaneous
Spell Source: Players Handbook, page 272
Description: Revivify is a spell that will save the lives of your party members at some point. That is because this spell allows you to bring back to life one creature that has died within the last minute. This spell cannot be used to raise someone from the dead who has died of old age. The dead creature will return to life with 1 hit point, and this spell does not restore lost body parts.
#2 Spirit Guardians
School: Conjuration
Casting Time: 1 Action
Level: 3
Range: Self (15-foot-radius)
Duration: Concentration, up to 10 minutes
Spell Source: Players Handbook, page 278
Description: Spirit Guardians is a unique spell that is flavored based upon your alignment. If you are good or neutral, a fey or angelic creature will fly around you at a distance of 15 feet, while a fiend with appear if you are evil. When creatures attempt to enter this zone, they must succeed on a Wisdom saving throw or take 3d8 radiant (good/neutral) or necrotic (evil) damage, or half as much on a success.
#3 Mass Healing Word
School: Evocation
Casting Time: 1 Bonus Action
Level: 3
Range: 60 feet
Duration: Instantaneous
Spell Source: Players Handbook, page 258
Description: Mass Healing Word is another spell that most Clerics should definitely consider taking. Up to six creatures of your choice that you can see within range regain hit points regain hit points equal to 1d4 + your spellcasting ability modifier. This amount increases at fourth level and higher, with an additional 1d4 hit points healed per spell slot. This spell might not seem that great, given how little it heals, but it can be used in the midst of battle as a bonus action, and that cannot be overlooked.
Best Cleric fourth level, fifth level and sixth level spells
#1 Word of Recall
School: Conjuration
Casting Time: 1 Action
Level: 6
Range: 5 feet
Duration: Instantaneous
Spell Source: Players Handbook, page 289
Description: Word of Recall is an amazing and awesome ability that will save your party time, energy, and potentially hit points. This spell allows you and five willing creatures within five feet of you to instantly teleport to a previously designated safe space. This safe space could be anywhere you have been previously, such as an inn or tavern. The biggest use for this spell is either teleporting away when in grave danger, or saving time getting back home after an adventure.
#2 Divination (Ritual)
School: Divination
Casting Time: 1 Action
Level: 4
Range: Self
Duration: Instantaneous
Spell Source: Players Handbook, page 234
Description: Divination is a spell that allows you to ask your DM a simple question about something that should occur within seven days. The DM must reply truthfully but may be misleading or unclear.
#3 Heroes’ Feast
School: Conjuration
Casting Time: 10 Minutes
Level: 6
Range: 30 feet
Duration: Instantaneous
Spell Source: Players Handbook, page 251
Description: Heroes’ Feast allows you to conjure a great feast for yourself and your allies. The feast takes a single hour to occur and, at the end of it, grants a number of benefits. You and up to twelve others can partake. For twenty-four hours, these creatures gain 2d10 hit points and hit point maximum, advantage on all Wisdom saving throws, and are healed of poison and other diseases.
Best Cleric seventh level, eigth level and ninth level spells
#1 Mass Heal
School: Evocation
Casting Time: 1 Action
Level: 9
Range: 60 feet
Duration: Instantaneous
Spell Source: Players Handbook, page 258
Description: Mass Heal is the absolute best high-level Cleric spell that D&D 5e has to offer. While other healing spells heal a relatively small amount of damage, to a limited number of individuals, this spell does far more. This spell grants you a well of seven-hundred hit points that you may distribute to as many creatures as you can see within range. This spell also ends diseases and cures blindness and deafness.
#2 Conjure Celestial
School: Conjuration
Casting Time: 1 Minute
Level: 7
Range: 90 feet
Duration: Concentration, up to 1 hour
Spell Source: Players Handbook, page 225
Description: Conjure Celestial is a high-level Cleric spell that summons a celestial which will follow your commands and fight for you until it is reduced to zero hit points. Use this spell to avoid your allies taking damage or run away from an overwhelming fight.
#3 Holy Aura
School: Abjuration
Casting Time: 1 Action
Level: 8
Range: Self
Duration: Concentration, up to 1 minute
Spell Source: Players Handbook, page 251
Description: Holy Aura is a spell that causes bright light to shed on a thirty-foot area around you. Creatures of your choice within that range shed light five feet, have advantage on saving throws, and other creatures have disadvantage on attack rolls made against them until the spell ends.