5e SRD:Cleric Spell List

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Cleric Spells

Cantrips (0 Level)

Abjur
  • ResistanceOnce before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice.
Conj
Div
  • GuidanceOnce before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice.
Ench
Evoc
  • LightUntil the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
  • Sacred FlameFlame-like radiance descends on a creature that you can see within range.
Illus
Necro
Trans
  • MendingThis spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin.
  • ThaumaturgyYou manifest a minor wonder, a sign of supernatural power, within range.

1st-Level Spells

Abjur
  • 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 undead.
  • 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.
Conj
Div
  • 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 located.
  • 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.
Ench
  • BaneWhenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
  • BlessWhenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
  • CommandYou speak a one-word command to a creature you can see within range.
Evoc
  • Cure WoundsA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
  • 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.
Illus
Necro
  • Inflict WoundsMake a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
Trans
  • Create or Destroy WaterYou either create or destroy water.
  • 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.

2nd-Level Spells

Abjur
  • AidYour spell bolsters your allies with toughness and resolve.
  • Lesser RestorationYou touch a creature and can end either one disease or one condition afflicting it.
  • Protection from PoisonYou touch a creature. If it is poisoned, you neutralize the poison.
  • Warding BondThis spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.
Conj
Div
  • 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 entity about the results of a specific course of action that you plan to take within the next 30 minutes.
  • Find TrapsYou sense the presence of any trap within range that is within line of sight.
  • Locate ObjectYou sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
Ench
  • Calm EmotionsYou attempt to suppress strong emotions in a group of people.
  • Hold PersonThe target must succeed on a Wisdom saving throw or be paralyzed for the duration.
  • 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.
Evoc
  • Continual FlameA flame, equivalent in brightness to a torch, springs forth from an object that you touch.
  • 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.
  • Spiritual WeaponYou create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.
Illus
  • 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.
Necro
  • Blindness/DeafnessYou can blind or deafen a foe.
  • Gentle ReposeYou touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
Trans
  • Enhance AbilityYou touch a creature and bestow upon it a magical enhancement.

3rd-Level Spells

Abjur
  • Beacon of HopeThis spell bestows hope and vitality.
  • Dispel MagicAny spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability.
  • 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 object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph.
  • 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.
  • 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.
Conj
  • 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 24 hours.
  • Spirit GuardiansYou call forth spirits to protect you.
Div
  • 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 unfamiliar to you (such as behind a door, around a corner, or in a grove of trees).
  • TonguesThis spell grants the creature you touch the ability to understand any spoken language it hears.
Ench
Evoc
  • DaylightA 60-foot-radius sphere of light spreads out from a point you choose 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 ability modifier.
  • SendingYou send a short message of twenty-five words or less to a creature with which you are familiar.
Illus
Necro
  • Animate DeadThis spell creates an undead servant.
  • Bestow CurseYou touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell.
  • RevivifyYou touch a creature that has died within the last minute. That creature returns to life with 1 hit point.
  • 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.
Trans
  • 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 duration.
  • 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 (creatures crossing molten lava can still take damage from the heat).

4th-Level Spells

Abjur
  • BanishmentYou attempt to send one creature that you can see within range to another plane of existence.
  • Death WardYou touch a creature and grant it a measure of protection from death.
  • Freedom of MovementFor the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
Conj
  • 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.
Div
  • DivinationYour magic and an offering put you in contact with a god or a god's servants.
  • Locate CreatureYou sense the direction to the creature's location, as long as that creature is within 1,000 feet of you.
Ench
Evoc
Illus
Necro
Trans
  • 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.
  • 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 purpose.

5th-Level Spells

Abjur
  • Dispel Evil and GoodShimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane.
  • Greater RestorationYou imbue a creature you touch with positive energy to undo a debilitating effect.
  • Planar BindingWith this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service.
Conj
  • Insect PlagueSwarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range.
Div
  • CommuneYou contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no.
  • Legend LoreName or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named.
  • ScryingYou can see and hear a particular creature you choose that is on the same plane of existence as you.
Ench
  • 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 activity as you decide.
Evoc
  • Flame StrikeA vertical column of divine fire roars down from the heavens in a location you specify.
  • HallowYou touch a point and infuse an area around it with holy (or unholy) power.
  • Mass Cure WoundsA wave of healing energy washes out from a point of your choice within range.
Illus
Necro
  • ContagionYour touch inflicts disease.
  • Raise DeadYou return a dead creature you touch to life, provided that it has been dead no longer than 10 days.
Trans

6th-Level Spells

Abjur
  • 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.
Conj
  • Heroes' FeastYou bring forth a great feast, including magnificent food and drink.
  • Planar AllyYou beseech an otherworldly entity for aid.
  • Word of RecallYou and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary.
Div
  • 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.
  • True SeeingThis spell gives the willing creature you touch the ability to see things as they actually are.
Ench
Evoc
  • Blade BarrierYou create a vertical wall of whirling, razor-sharp blades made of magical energy.
  • HealA surge of positive energy washes through the creature, causing it to regain 70 hit points.
Illus
Necro
  • Create UndeadChoose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control.
  • HarmYou unleash a virulent disease on a creature that you can see within range.
Trans

7th-Level Spells

Abjur
  • 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 closed to conceal the glyph (such as a book, a scroll, or a treasure chest).
Conj
  • Conjure CelestialYou summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range.
  • Plane ShiftYou and up to eight willing creatures who link hands in a circle are transported to a different plane of existence.
Div
Ench
Evoc
  • Divine WordYou utter a divine word, imbued with the power that shaped the world at the dawn of creation.
  • Fire StormA storm made up of sheets of roaring flame appears in a location you choose within range.
Illus
Necro
  • 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. If its soul is free and willing, the target returns to life with all its hit points.
Trans
  • EtherealnessYou step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane.
  • RegenerateYou touch a creature and stimulate its natural healing ability.

8th-Level Spells

Abjur
  • Antimagic FieldA 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane.
  • Holy AuraDivine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you.
Conj
Div
Ench
Evoc
  • EarthquakeYou create a seismic disturbance at a point on the ground that you can see within range.
Illus
Necro
Trans
  • Control WeatherYou take control of the weather within 5 miles of you for the duration.

9th-Level Spells

Abjur
Conj
  • GateYou conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence.
Div
Ench
Evoc
  • Mass HealA flood of healing energy flows from you into injured creatures around you.
Illus
Necro
  • 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 already on that plane).
  • True ResurrectionYou touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.
Trans



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