Cleric
Clerics are devoted agents of divine power, chosen to serve the will of their chosen deity or higher power. As pious healers and spiritual leaders, they draw upon their faith to wield potent divine magic. Wearing armor and armed with both weapons and faith, clerics protect their allies in battle while also mending their wounds. They possess a wide array of spells, ranging from curative blessings to destructive smites. Additionally, they can turn the tide of conflict by channeling the might of their deity to repel undead foes. Beyond their spellcasting, clerics often hold positions of influence within religious organizations, guiding and inspiring their followers. The domains they choose reflect their deity’s portfolio, granting them specialized abilities and shaping their role in the adventuring party. With a blend of faith, compassion, and martial prowess, clerics act as beacons of hope, offering guidance and salvation in a troubled world.
Class Features
As a cleric, you gain the following features.
Hit Points
Proficiencies
Armor: Light Armor, Medium Armor, Shield
Weapon: Simple Weapon
Saving Throw: Wisdom, Charisma
Skills: You have 2 of the following skills: History, Insight, Medicine, Persuasion, Religion.
Starting Gold
You start with 5d4 x 10 gold pieces (GP) unless you choose to take the equipment below
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) mace or (b) warhammer
- (a) scale mail or (b) leather armor or (c) chain mail
- (a) crossbow, light or (b) any simple weapon
- (a) priest's pack or (b) explorer's pack
- (a) any holy symbol
- (a) any shield
Cleric Features Table
LVL | Pro+ | Features | Cantrips Known | Spell Slots per Spell Level | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Spellcasting, Divine Domain, Divine Domain Feature | 3 | 2 | – | – | – | – | – | – | – | – |
2nd | +2 | Channel Divinity (1/rest), Channel Divinity: Turn Undead, Divine Domain Feature | 3 | 3 | – | – | – | – | – | – | – | – |
3rd | +2 | – | 3 | 4 | 2 | – | – | – | – | – | – | – |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | – | – | – | – | – | – | – |
5th | +3 | Destroy Undead (CR 1/2) | 4 | 4 | 3 | 2 | – | – | – | – | – | – |
6th | +3 | Channel Divinity (2/rest), Divine Domain Feature | 4 | 4 | 3 | 3 | – | – | – | – | – | – |
7th | +3 | – | 4 | 4 | 3 | 3 | 1 | – | – | – | – | – |
8th | +3 | Destroy Undead (CR 1), Ability Score Improvement, Divine Domain Feature | 4 | 4 | 3 | 3 | 2 | – | – | – | – | – |
9th | +4 | – | 4 | 4 | 3 | 3 | 3 | 1 | – | – | – | – |
10th | +4 | Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | – | – | – | – |
11th | +4 | Destroy Undead (CR 2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
13th | +5 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
14th | +5 | Destroy Undead (CR 3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
15th | +5 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
17th | +6 | Destroy Undead (CR 4), Divine Domain Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Channel Divinity (3/rest) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Divine Intervention Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features at Level
Spellcasting
As a conduit for divine power, you can cast cleric spells.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol (see Equipment) as a spellcasting focus for your cleric spells.
Divine Domain
Choose one domain related to your deity, such as Life. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Domain Spells
Each domain has a list of spells—its domain spells— that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Divine Domain Feature
Your Divine Domain grants you abilities at this level.
Channel Divinity (1/rest)
You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Divine Domain Feature
Your Divine Domain grants you abilities at this level.
Ability Score Improvement
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.
Destroy Undead (CR 1/2)
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
Cleric Level | Destroys Undead of CR . . . |
---|---|
5th | 1/2 or lower |
8th | 1 or lower |
11th | 2 or lower |
14th | 3 or lower |
17th | 4 or lower |
Channel Divinity (2/rest)
You can use your Channel Divinity twice between rests.
Divine Domain Feature
Your Divine Domain grants you abilities at this level.
Destroy Undead (CR 1)
When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below CR 1.
Ability Score Improvement
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.
Divine Domain Feature
Your Divine Domain grants you abilities at this level.
Divine Intervention
You can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Destroy Undead (CR 2)
When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below CR 2.
Ability Score Improvement
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.
Destroy Undead (CR 3)
When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below CR 3.
Ability Score Improvement
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.
Destroy Undead (CR 4)
When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below CR 4.
Divine Domain Feature
Your Divine Domain grants you abilities at this level.
Channel Divinity (3/rest)
You can use your Channel Divinity three times between rests. When you finish a short or long rest, you regain your expended uses.
Ability Score Improvement
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.
Divine Intervention Improvement
Your call for intervention succeeds automatically, no roll required.
Divine Domain
The Divine Domain is the domain or aspect of divinity to which the cleric has dedicated themselves and from which they draw their divine power and abilities. When creating a cleric character, players choose a Divine Domain, which significantly influences the cleric’s role, strengths, and thematic flavor within the game.
Domain of Seasons
Clerics of the Domain of Seasons are conduits for the natural cycles that govern the world. They have a deep connection to the rhythms of life, death, and rebirth, mirroring the ever-changing seasons. These clerics are often worshipers of deities tied to nature, agriculture, or the passage of time.
LVL | Spells |
---|---|
1st | Goodberry, Ice Knife |
3rd | Heat Metal, Moonbeam |
5th | Sleet Storm, Plant Growth |
7th | Freedom of Movement, Ice Storm |
9th | Insect Plague, Tree Stride |
Domain of Seasons Features Table
LVL | Pro+ | Features | Cantrips Known | Spell Slots per Spell Level | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Bonus Proficiency, Seasonal Aspect | 3 | 2 | – | – | – | – | – | – | – | – |
2nd | +2 | – | 3 | 3 | – | – | – | – | – | – | – | – |
3rd | +2 | – | 3 | 4 | 2 | – | – | – | – | – | – | – |
4th | +2 | – | 4 | 4 | 3 | – | – | – | – | – | – | – |
5th | +3 | – | 4 | 4 | 3 | 2 | – | – | – | – | – | – |
6th | +3 | Divine Cycle | 4 | 4 | 3 | 3 | – | – | – | – | – | – |
7th | +3 | – | 4 | 4 | 3 | 3 | 1 | – | – | – | – | – |
8th | +3 | Seasonal Ward | 4 | 4 | 3 | 3 | 2 | – | – | – | – | – |
9th | +4 | – | 4 | 4 | 3 | 3 | 3 | 1 | – | – | – | – |
10th | +4 | – | 5 | 4 | 3 | 3 | 3 | 2 | – | – | – | – |
11th | +4 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
12th | +4 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
13th | +5 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
14th | +5 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
15th | +5 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
16th | +5 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
17th | +6 | Eternal Season | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | – | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | – | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | – | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency in the Nature skill.
Seasonal Aspect
Starting at 1st level, you can change your divine aspect with the seasons, choosing from Spring, Summer, Autumn, or Winter. You can change your seasonal aspect during a short or long rest. Each aspect grants you a unique feature:
- Spring: When an ally within 30 feet takes damage, you can use your reaction to heal them for an amount equal to your Wisdom modifier.
- Summer: Your weapon attacks deal an additional 1d4 fire damage.
- Autumn: Enemies within 30 feet have disadvantage on saving throws against being frightened.
- Winter: You gain resistance to cold damage.
Divine Cycle
Starting at 6th level, whenever you cast a spell that heals hit points or deals damage, you can invoke an additional effect based on your current seasonal aspect, without expending a spell slot:
- Spring: The target gains temporary hit points equal to your Wisdom modifier.
- Summer: The spell deals additional fire damage equal to your Wisdom modifier.
- Autumn: The target is frightened until the end of your next turn.
- Winter: The target’s speed is reduced by 10 feet until the end of your next turn.
Seasonal Ward
At 8th level, you can add your Wisdom modifier to the AC of an ally within 30 feet as a reaction.
Eternal Season
When you reach 17th level, your connection to the divine cycles becomes so profound that you can manifest two seasonal aspects simultaneously.
Domain of the Hearth
Clerics of the Domain of the Hearth are the keepers of home, sanctuary, and community. They serve deities of protection, healing, and home. With a heart full of kindness and a resolve as strong as a fortified wall, these clerics are a blessing in any community and a terror to any who would harm those under their care.
LVL | Spells |
---|---|
1st | Alarm, Sanctuary |
3rd | Warding Bond, Zone of Truth |
5th | Glyph of Warding, Dispel Magic |
7th | Private Sanctum, Stone Shape |
9th | Circle of Power, Greater Restoration |
Domain of the Hearth Features Table
LVL | Pro+ | Features | Cantrips Known | Spell Slots per Spell Level | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Bonus Proficiency, Sacred Sanctuary | 3 | 2 | – | – | – | – | – | – | – | – |
2nd | +2 | – | 3 | 3 | – | – | – | – | – | – | – | – |
3rd | +2 | – | 3 | 4 | 2 | – | – | – | – | – | – | – |
4th | +2 | – | 4 | 4 | 3 | – | – | – | – | – | – | – |
5th | +3 | – | 4 | 4 | 3 | 2 | – | – | – | – | – | – |
6th | +3 | Warding Ritual | 4 | 4 | 3 | 3 | – | – | – | – | – | – |
7th | +3 | – | 4 | 4 | 3 | 3 | 1 | – | – | – | – | – |
8th | +3 | Hearthguard | 4 | 4 | 3 | 3 | 2 | – | – | – | – | – |
9th | +4 | – | 4 | 4 | 3 | 3 | 3 | 1 | – | – | – | – |
10th | +4 | – | 5 | 4 | 3 | 3 | 3 | 2 | – | – | – | – |
11th | +4 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
12th | +4 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
13th | +5 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
14th | +5 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
15th | +5 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
16th | +5 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
17th | +6 | Home's Defender | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | – | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | – | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | – | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency in the Cooking utensils and the Medicine skill.
Sacred Sanctuary
Starting at 1st level, you can use your action to designate a 20-foot-radius circle as a sacred sanctuary for 1 minute. Allies within this circle gain temporary hit points equal to your Wisdom modifier at the start of each of their turns. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Warding Ritual
At 6th level, during a short or long rest, you can perform a warding ritual that blesses up to three creatures of your choice. Until the next rest, the chosen creatures have resistance to damage from traps and gain a +1 bonus to AC and saving throws while within 10 feet of you.
Hearthguard
Starting at 8th level, when an ally within 30 feet of you takes damage, you can use your reaction to grant that ally resistance to that damage type until the start of your next turn.
Home's Defender
At 17th level, you can call upon the ultimate protection for your allies. As an action, you can create a divine barrier around a 30-foot-radius circle centered on you. The barrier lasts for 1 minute and grants all allies inside it immunity to conditions and resistance to all damage. You can use this feature once per long rest.
Life Domain
The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non‑evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re‑Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).
LVL | Spells |
---|---|
1st | bless, cure wounds |
3rd | lesser restoration, spiritual weapon |
5th | beacon of hope, revivify |
7th | death ward, guardian of faith |
9th | mass cure wounds, raise dead |
Life Domain Features Table
LVL | Pro+ | Features | Cantrips Known | Spell Slots per Spell Level | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Bonus Proficiency, Disciple of Life | 3 | 2 | – | – | – | – | – | – | – | – |
2nd | +2 | Channel Divinity: Preserve Life | 3 | 3 | – | – | – | – | – | – | – | – |
3rd | +2 | – | 3 | 4 | 2 | – | – | – | – | – | – | – |
4th | +2 | – | 4 | 4 | 3 | – | – | – | – | – | – | – |
5th | +3 | – | 4 | 4 | 3 | 2 | – | – | – | – | – | – |
6th | +3 | Blessed Healer | 4 | 4 | 3 | 3 | – | – | – | – | – | – |
7th | +3 | – | 4 | 4 | 3 | 3 | 1 | – | – | – | – | – |
8th | +3 | Divine Strike | 4 | 4 | 3 | 3 | 2 | – | – | – | – | – |
9th | +4 | – | 4 | 4 | 3 | 3 | 3 | 1 | – | – | – | – |
10th | +4 | – | 5 | 4 | 3 | 3 | 3 | 2 | – | – | – | – |
11th | +4 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
12th | +4 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
13th | +5 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
14th | +5 | Divine Strike | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
15th | +5 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
16th | +5 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
17th | +6 | Supreme Healing | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | – | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | – | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | – | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Disciple of Life
Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Channel Divinity: Preserve Life
You can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
Blessed Healer
The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
Divine Strike
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target.
Divine Strike
Extra damage increases to 2d8.
Supreme Healing
When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
L | Title | Class | Range |
---|---|---|---|
2 | Aid | Cleric, Paladin | 30 feet |
3 | Animate Dead | Cleric, Wizard | 10 feet |
8 | Antimagic Field | Cleric, Wizard | Self |
9 | Astral Projection | Cleric, Warlock, Wizard | 10 feet |
2 | Augury | Cleric | Self |
1 | Bane | Bard, Cleric | 30 feet |
4 | Banishment | Cleric, Paladin, Sorcerer, Warlock, Wizard | 60 feet |
3 | Beacon of Hope | Cleric | 30 feet |
3 | Bestow Curse | Bard, Cleric, Wizard | Touch |
6 | Blade Barrier | Cleric | 90 feet |
1 | Bless | Cleric, Paladin | 30 feet |
2 | Blindness/Deafness | Bard, Cleric, Sorcerer, Wizard | 30 feet |
2 | Calm Emotions | Bard, Cleric | 60 feet |
3 | Clairvoyance | Bard, Cleric, Sorcerer, Wizard | 1 mile |
1 | Command | Cleric, Paladin | 60 feet |
5 | Commune | Cleric | Self |
7 | Conjure Celestial | Cleric | 90 feet |
5 | Contagion | Cleric, Druid | Touch |
2 | Continual Flame | Cleric, Wizard | Touch |
4 | Control Water | Cleric, Druid, Wizard | 300 feet |
8 | Control Weather | Cleric, Druid, Wizard | Self |
3 | Create Food and Water | Cleric, Paladin | 30 feet |
1 | Create or Destroy Water | Cleric, Druid | 30 feet |
6 | Create Undead | Cleric, Warlock, Wizard | 10 feet |
1 | Cure Wounds | Bard, Cleric, Druid, Paladin, Ranger | Touch |
3 | Daylight | Cleric, Druid, Paladin, Ranger, Sorcerer | 60 feet |
4 | Death Ward | Cleric, Paladin | Touch |
1 | Detect Evil and Good | Cleric, Paladin | Self |
1 | Detect Magic | Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard | Self |
1 | Detect Poison and Disease | Cleric, Druid, Paladin, Ranger | Self |
5 | Dispel Evil and Good | Cleric, Paladin | Self |
3 | Dispel Magic | Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard | 120 feet |
4 | Divination | Cleric | Self |
7 | Divine Word | Cleric | 30 feet |
8 | Earthquake | Cleric, Druid, Sorcerer | 500 feet |
2 | Enhance Ability | Bard, Cleric, Druid, Sorcerer | Touch |
7 | Etherealness | Bard, Cleric, Sorcerer, Warlock, Wizard | Self |
6 | Find the Path | Bard, Cleric, Druid | Self |
2 | Find Traps | Cleric, Druid, Ranger | 120 feet |
7 | Fire Storm | Cleric, Druid, Sorcerer | 150 feet |
5 | Flame Strike | Cleric | 60 feet |
6 | Forbiddance | Cleric | Touch |
4 | Freedom of Movement | Bard, Cleric, Druid, Ranger | Touch |
9 | Gate | Cleric, Sorcerer, Wizard | 60 feet |
5 | Geas | Bard, Cleric, Druid, Paladin, Wizard | 60 feet |
2 | Gentle Repose | Cleric, Wizard | Touch |
3 | Glyph of Warding | Bard, Cleric, Wizard | Touch |
5 | Greater Restoration | Bard, Cleric, Druid | Touch |
4 | Guardian of Faith | Cleric | 30 feet |
0 | Guidance | Cleric, Druid | Touch |
1 | Guiding Bolt | Cleric | 120 feet |
5 | Hallow | Cleric | Touch |
6 | Harm | Cleric | 60 feet |
6 | Heal | Cleric, Druid | 60 feet |
1 | Healing Word | Bard, Cleric, Druid | 60 feet |
6 | Heroes' Feast | Cleric, Druid | 30 feet |
2 | Hold Person | Bard, Cleric, Druid, Sorcerer, Warlock, Wizard | 60 feet |
8 | Holy Aura | Cleric | Self |
1 | Inflict Wounds | Cleric | Touch |
5 | Insect Plague | Cleric, Druid, Sorcerer | 300 feet |
5 | Legend Lore | Bard, Cleric, Wizard | Self |
2 | Lesser Restoration | Bard, Cleric, Druid, Paladin, Ranger | Touch |
0 | Light | Bard, Cleric, Sorcerer, Wizard | Touch |
4 | Locate Creature | Bard, Cleric, Druid, Paladin, Ranger, Wizard | Self |
2 | Locate Object | Bard, Cleric, Druid, Paladin, Ranger, Wizard | Self |
3 | Magic Circle | Cleric, Paladin, Warlock, Wizard | 10 feet |
5 | Mass Cure Wounds | Bard, Cleric, Druid | 60 feet |
9 | Mass Heal | Cleric | 60 feet |
3 | Mass Healing Word | Cleric | 60 feet |
3 | Meld Into Stone | Cleric, Druid | Touch |
0 | Mending | Bard, Cleric, Druid, Sorcerer, Wizard | Touch |
6 | Planar Ally | Cleric | 60 feet |
5 | Planar Binding | Bard, Cleric, Druid, Wizard | 60 feet |
7 | Plane Shift | Cleric, Druid, Sorcerer, Warlock, Wizard | Touch |
2 | Prayer of Healing | Cleric | 30 feet |
3 | Protection From Energy | Cleric, Druid, Ranger, Sorcerer, Wizard | Touch |
1 | Protection from Evil and Good | Cleric, Paladin, Warlock, Wizard | Touch |
2 | Protection from Poison | Cleric, Druid, Paladin, Ranger | Touch |
1 | Purify Food and Drink | Cleric, Druid, Paladin | 10 feet |
5 | Raise Dead | Bard, Cleric, Paladin | Touch |
7 | Regenerate | Bard, Cleric, Druid | Touch |
3 | Remove Curse | Cleric, Paladin, Warlock, Wizard | Touch |
0 | Resistance | Cleric, Druid | Touch |
7 | Resurrection | Bard, Cleric | Touch |
3 | Revivify | Cleric, Paladin | Touch |
0 | Sacred Flame | Cleric | 60 feet |
1 | Sanctuary | Cleric | 30 feet |
5 | Scrying | Bard, Cleric, Druid, Warlock, Wizard | Self |
3 | Sending | Bard, Cleric, Wizard | Unlimited |
1 | Shield of Faith | Cleric, Paladin | 60 feet |
2 | Silence | Bard, Cleric, Ranger | 120 feet |
0 | Spare the Dying | Cleric | Touch |
3 | Speak with Dead | Bard, Cleric | 10 feet |
3 | Spirit Guardians | Cleric | Self |
2 | Spiritual Weapon | Cleric | 60 feet |
4 | Stone Shape | Cleric, Druid, Wizard | Touch |
7 | Symbol | Bard, Cleric, Wizard | Touch |
0 | Thaumaturgy | Cleric | 30 feet |
3 | Tongues | Bard, Cleric, Sorcerer, Warlock, Wizard | Touch |
9 | True Resurrection | Cleric, Druid | Touch |
6 | True Seeing | Bard, Cleric, Sorcerer, Warlock, Wizard | Touch |
2 | Warding Bond | Cleric | Touch |
3 | Water Walk | Cleric, Druid, Ranger, Sorcerer | 30 feet |
6 | Word of Recall | Cleric | 5 feet |
2 | Zone of Truth | Bard, Cleric, Paladin | 60 feet |
Credits: SRD 5.1