Cleric Spells


Clerics gain their spells from their deity. Unlike wizards, clerics do not need to research or add spells. They automatically gain all spells of their power level.

A cleric must choose which of his spells to prepare that day. They also automatically prepare domain spells. These spells are tied directly to an aspect of their deity and are always available to cast.

Clerics use spell slots and can cast any prepared spell into a slot of equivalent or higher level.

0 level spells, known as Cantrips, do not need to be prepared and do not use a spell slot. They can be cast at will.

Some spells (marked as ritual spells) can be cast without being prepared that day. Spells cast as a ritual take 10 minutes to set up and cast.

Spell List



A touched object no larger than 10 feet in any dimension begins to shed bright light in any color you choose. This effect ends if you cast Light again, you dismiss it, or after 1 hour.

Sacred Flame

Flame like radiance descends on a creature you can see within 60 feet. If the target does not dodge, it takes damage from the flame. This flame is precise enough to negate cover on the targeted creature.


You manifest a minor wonder within 30 feet. You can create one of the following effects:

  • Your voice booms up to three times as loud as normal for up to 1 minute
  • You cause flames to flicker, brighten, dim or change color for 1 minute
  • You case harmless tremors in the ground for 1 minute
  • You create an instantaneous sound such as a rumble of thunder, cry of a raven or ominous whispers.
  • Instantly cause an unlocked door or window to fly open or slam shut.
  • Alter the appearance of your eyes for up to 1 minute.

Up to 3 of the effects can be active at one time.

First Level Spells

Bless (domain)

You bless up to 3 creatures within 30 feet of you with divine favor. They gain a small bonus in combat situations.

Cure Wounds (domain)

A creature you touch regains some vitality. This spell has no effect on the undead or constructs.


You speak a one word command to a creature within range, attempting to overwhelm their willpower.
Some commands that would be obeyed may be:

  • Approach
  • Drop
  • Flee
  • Grovel
  • Halt

This spell has no effect on the undead, if the target does not understand your language or if your command is directly harmful to the target.

Detect Magic (ritual)

For up to 10 minutes you are able to sense the presence of magic within 30 feet. If you sense magic in this way you can use an action to see a faint aura around any visible creature or object in the area that bears magic and you can learn what school of magic is present (if any).

The spell can penetrate most barriers, but it can be blocked by stone, common metal, lead, and significant amounts of wood or dirt.

Guiding Bolt

A flash of light streaks toward a creature of your choice within 120 feet. If you succesfully hit, the target takes radiant damage and is covered with a mystical glowing light that makes them easier to hit until your next turn.

Healing Word (bonus action)

A creature of your choice that you can see within 60 feet gains a small amount of vitality back.

This spell has no effect on the undead or constructs.

Inflict Wounds

Touching a creature in combat causes terrible necrotic wounds to manifest.


You ward a creature within 30 feet, helping to prevent it from being directly attacked. Any enemy must overcome your willpower in order to attack the warded target. The spell ends if the warded creature attacks or causes harm to an enemy.

Shield of Faith

A shimmering field appears and surrounds a creature of your choice within 60 feet, acting as well as a physical shield. This lasts as you concentrate on it, for up to 10 minutes.

Cleric Spells

Lost Mines of Phandelver Cyrael Cyrael