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

5e cleric spells

Welcome to our top ten Cleric spell list! We went through every available spell in their arsenal and came out with a list that we believe to have the most reliable and efficient spells a Cleric can wield. We wanted to have a good mixture of utility, efficient damage dealing, and role-playing when creating this list, as every campaign should have a good mixture of all three of those aspects. So without further ado, here is our Cleric Spells 5E Top 10 List!

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.

9. 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 six 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 five bonus attacks!

8. 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.

7. 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.

6. 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.

5. Light

  • School: Evocation
  • Level: Cantrip
  • Casting Time: One Action
  • Range: Touch
  • Components: Verbal, Material (a firefly or phosphorescent moss)
  • Duration: One Hour

For one hour, an item you touch will brighten up a twenty-foot radius, and dimly light an additional twenty feet beyond that. If the item is attached to a hostile being, that being must make a successful Dexterity check to avoid their item from being affected by the light spell. Not only does Light cut the need to worry about the weather with a torch it, but can also be used to redirect a potential thread in a different direction.

See Also: Our Forge Cleric 5E Guide

4. Sacred Flame

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

You send a flame-like radiance at a target that can only be prevented by making a successful Dexterity check. If your target fails the check, Sacred Flames deals 1d8 fire damage, and the amount of damage you can roll for increases at the seventh (2d8), eleventh (3d8), and seventeenth (4d8).

3. 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. 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 the other reason you play as a Cleric – every team is in need of a healer, and this is the best healing spell available in the game.

1. 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 and restored to one hit point. 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 is one of the two reasons I would play a Cleric. This spell not only made our Cleric Spells 5E Top 10, it also landed on our list of the best cantrips for clerics.

Walter Wertz
About Walter Wertz 42 Articles
Walter Wertz is a freelance writer that works on entry level DND campaigns, game reviews, and social media. He has previously written articles on the Pokemon TCG and Magic the Gatherimg for POJO.

1 Comment

  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.

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