Are you ready to smite the unholy, bless your allies, and alter reality? Good, because you’re a cleric, and you’re here to perform miracles!
Clerics are one of the most versatile classes in fifth edition, with 14 official subclasses available to choose from. But the cleric’s history causes many players to hear “cleric” and think “healer.” Understandably so—several domains help you specialize as a support caster. While healing is miraculous and vital, the cleric spell list can do so much more than that.
Below, we review 10 of our favorite spells for the 2014 cleric. With these spells, you can bend luck, restore allies, banish fiends, and ask your Dungeon Master silly questions.
- Bane / Bless
- Cure Wounds / Mass Cure Wounds
- Divination
- Greater Restoration
- Guidance
- Healing Word / Mass Healing Word
- Heroes’ Feast
- Revivify
- Spirit Guardians
- Spiritual Weapon
1. Bane / Bless
1st-level enchantment
We discuss bless in our "Best Spells for the 2014 Paladin" article, so let’s take this opportunity to look at its spiteful counterpart, bane. Where bless protects your party by providing a 1d4 bonus to attack rolls and saving throws, bane weakens your foes, imposing a 1d4 penalty to their attack rolls and saving throws if they fail a Charisma saving throw.
So, which should you use? Do you bless your friends to boost their luck, or do you bane your enemies, making them less likely to hit with an attack or resist magic? The answer may depend on the terrain, your allies’ fighting style, and the type of enemies you’re facing.
If your enemies are shooting arrows and not slinging spells, or if your spellcaster allies mostly use spells that require a saving throw, you may want to cast bane on your opponents. Conversely, if your allies are mostly martial combatants who would benefit from that boost to attack rolls, or your allies are frequently being forced to make saving throws to resist enemy effects, then you may prefer to bless them. Also keep in mind your enemy’s likely strengths and weaknesses; many undead and beasts are more likely to fail a Charisma saving throw than, say, a dragon.
2. Cure Wounds / Mass Cure Wounds
1st-level evocation / 5th-level evocation
If your friend’s arm isn’t supposed to be bending in that direction, use this straightforward healing spell to put things back where they should be. Cure wounds restores more hit points on average than its sibling, healing word, but you must use your action to physically touch the target.
When you reach higher levels, you’ll gain access to mass cure wounds, a potent healing spell designed to restore your entire party. Unlike its 1st-level counterpart, this spell can hit up to six creatures in a 30-foot-radius sphere centered anywhere within 60 feet of the caster. Throw some healing to your allies, then jump back behind cover!
3. Divination
4th-level divination
Put your DM on the spot! Sure, you can use divination to peer into the secrets of the cosmos and further the plot in a critical moment. But you can also use it to ask your deity, "Hey, so—these boots, what are we thinking? The lavender or the periwinkle?"
For a mere 4th-level spell slot, you can talk somewhat directly to a deity. To cast divination, ask a specific question about a goal, activity, or event in the next week, and the DM must offer "a truthful reply." The DM may still choose to be cryptic or vague, and the deity may respond through omens and signs rather than a voice in your character’s head. And, of course, you may alter the course of history in those seven days, changing the outcome from what your deity predicted.
4. Greater Restoration
5th-level abjuration
If you or an ally is suffering from a serious ailment, greater restoration can likely help. This spell cures the target of an effect reducing its maximum hit points, a curse, a level of exhaustion, a reduction to an ability score, or an effect that had charmed or petrified it. In addition, many unique monster abilities or spells (such as geas) explicitly say that they can be cured by this spell.
Keep in mind that this spell is pricey, at 100 gp per casting. So if you don’t need rejuvenative magic quite this potent, you may be better off with lesser restoration or remove curse.
5. Guidance
Divination cantrip
Those of us who have been playing Baldur’s Gate 3 may have gotten a little spoiled by this popular cantrip. Your cleric can cast guidance on any willing target by touching them, adding 1d4 to an ability check of their choice for the next minute. Just remember that this spell requires verbal and somatic components, which is to say it’s often clearly visible. Your DM may (very reasonably!) rule that you cannot cast guidance on an ally while they are talking to an NPC, for example.
When I first read the guidance spell, I foolishly scoffed at the value of 1d4. After playing a few sessions and watching several players fail an ability check by 4 or less, I reevaluated that take. The highest DC you’re likely to encounter is 25, so the chances that 1d4 might be all it takes to turn your roll from a failure into a success are higher than you might think! We play Dungeons & Dragons to tell a story, and helping your friend pass an Investigation or Stealth check could prove critical to that story.
Besides, what better use is there for magic than helping your friends succeed?
6. Healing Word / Mass Healing Word
1st-level evocation and 3rd-level evocation
"Hey! You’re…uh… you’re healed now!" And that’s all it takes!
Healing word allows you to use your bonus action to heal an ally within 60 feet of you. Use this spell instead of cure wounds if you need to heal an ally far away, or if you want to use your action to do something else. (If you need to use that action to help another ally, consider using a healer’s kit or casting the spare the dying cantrip.)
When you reach 5th level in cleric, you’ll be able to cast mass healing word, restoring hit points to up to six allies within 60 feet of you. If a tough enemy has knocked multiple allies unconscious, this spell can turn the tide of the encounter.
7. Heroes’ Feast
6th-level conjuration
You know it, you love it, you cast it before you enter a dragon’s lair or lich’s tower. Heroes’ feast is arguably the most powerful buff spell in fifth edition D&D. After eating this magical meal, you will be immune to poison and the frightened condition, your hit point maximum will increase by 2d10, and you will gain advantage on all Wisdom saving throws. (Just don’t forget its price tag of 1,000 gp per casting!)
Wisdom saving throws are one of the most common saving throws that monsters will force you to make. Many enemy abilities that can make you charmed require a Wisdom saving throw, as do common spells your party might face, like hold person or slow.
Perhaps most importantly, the spell is fun. Take this opportunity to describe the spectacular meal conjured by your magic!
8. Revivify
3rd-level necromancy
Imposing your will over the bounds of life and death is the cleric’s greatest expression of power. When an ally falls, your friends aren’t looking to you for a fireball. In that moment, a suggestion isn’t what will change history. Revivify will.
Revivify can bring the dead back to life if they have died within the last minute. It cannot, however, restore missing body parts or bring someone back if they've died of old age. If you’ve run out the clock or, even worse, an ally has been disintegrated, you will need more powerful magic such as true resurrection.
9. Spirit Guardians
3rd-level conjuration
Spirit guardians is another staple for many clerics, and for good reason. If you ever find yourself swarmed by minions, conjuring some spirit guardians to protect you and your allies is a great use of your concentration. They’ll create a protective 15-foot aura around you, dealing necrotic or radiant damage to any creature that starts their turn there or enters the area on their turn.
This is a great opportunity to be creative and express your character’s beliefs, story, or personality through their magic. Remember, you decide what your spirit guardians look like! Are you an infernal cleric, with ethereal imps circling you protectively? A priest of Bahamut, with little pseudodragons swooping down at your enemies? If your table is less serious, maybe you’re protected by a gaggle of geese or a collection of teddy bears!
10. Spiritual Weapon
2nd-level evocation
What’s a cleric without their spectral, floating greataxe? As a bonus action, you can summon a spiritual weapon anywhere within 60 feet of you. For up to 1 minute, that weapon will attack whatever foe you indicate if you use your bonus action to command it. This spell doesn’t require concentration, so you can combine it with spells that do, such as bane or spirit guardians. Also keep in mind that although you can’t cast two spells on a turn, using your bonus action to command an already-conjured spiritual weapon doesn’t count as casting a spell.
If you think your spiritual weapon is going to land most of its attacks (maybe the druid has cast faerie fire or the monk is knocking many enemies prone, or you just know that they have low AC), you may want to upcast this spell to 4th or even 6th level to deal more damage.
Again, this spell presents a great opportunity to be creative with your spellcasting. What form does your spiritual weapon take? If your deity is associated with a weapon, you can lean on that. But you could, of course, come up with something goofy like a lollipop. Or you could use the spell to nod to your character’s story, perhaps changing your spiritual weapon to match that of another character you’ve become close with.
Building a Cleric
Now that you’ve prepared some spells, it’s time to hop into D&D Beyond’s character builder! Once you’ve made your character, don some armor, grab that mace, and tell your friends to emotionally prepare for the possibility that you might not heal them every turn.
Damen Cook (@damen_joseph) is a lifelong fantasy reader, writer, and gamer. If he woke up tomorrow in Faerûn, he would bolt through the nearest fey crossing and drink from every stream and eat fruit from every tree in the Feywild until he found that sweet, sweet wild magic.
As printed in the 2014 rules, I do not think Cure Wounds deserves to be the second-ranked Cleric spell. While it would make sense for a Cleric’s primary heal spell to be high ranked—and I think the expectation of “Cleric = Healer” disproportionately increased its ranking—the simple reality is that Cure Wounds is bad action economy under 2014. Monsters can deal a lot of damage, particularly with multi attack and legendary actions. Cure Wounds, however, does very little healing, so you are spending your action to give less to your ally than they likely already took; and less than they are likely about to take. Even if you are casting it with high level spell slots, it means you are likely casting it when fighting something that is able to deal far more damage than even your boosted Cure Wounds is healing.
Fortunately, it seems Wizards has recognised this problem, and seems to be something they are working to address in playtesting for the revised 5e rules. Doubling the number of dice you use—as was in a recent playtest for the revised Cure Wounds—really makes the spell feel more like a game-changer and life-saver and less like a bandaid the monster can easily rip off.
2014 or 2024?
Is 2014, 5e is 2014.
Indeed, as it currently is Cure Wounds sits low on the priority list.
Contenders I'd take over Cure Wounds:
Other spells worth a look but probably not top 10 material
The extra 2 HP from Cure Wounds doesn't make up for it taking an Action and having zero range. Healing Word is better in almost every circumstance.
With Healing Word you can Toll the Dead/Sacred Flame and still help your party heal. With Cure Wounds you're done for the turn as there are no Cleric Bonus Action cantrips
How's about we call it 5e rather than 2014?!
Sometime later this year, there will be a revised version of 5e. It will still be 5e - nothing in the core systems will be changing (you’ll still be doing attack rolls, saving throws, using the same action economy, having the same basic system for character development, etc.) but there will be tweaks and refinements to some of the game elements based on lessons Wizards has learned over the past decade.
But, those tweaks will still result in a game that is 5e—a revised 5e, but 5e nonetheless. Calling it 2014 in this article just clarifies this is talking about the original version of 5e, not the revised 2024 version of the rules.
If Bless/Bane weren't concentration spells, they would rank higher, but their limits compared to Shield of Faith just don't do it for me. I agree with Balianor that Sanctuary is a far better spell than people realize and sometimes much better than Cure Wounds (especially because the duration and it is not a concentration spell). My current cleric does have cure wounds, but she is a tempest cleric/storm sorcerer mix, so she casts Cure Wounds then uses Tempestuous Magic to fly back 10' (with no aoo) and get out of harm's way again.
Divination can be one of those "make the DM angry" spells - yes, it can further the plot, although it could annoy your DM enough for them to say, "you see your impending doom" before the DM engages in a "monsters sent specifically to kill the cleric" encounter.
I run a Tempest Cleric multiclassed into Monk for slightly different flavour on those kind of shenanigans. My calm centre is right in the eye of the storm :D
Shield of Faith is a bit situational I find. The extra AC can be useful but I prefer leaving my Concentration free for other stuff - usually Call Lightning if I'm outdoors
None of this unnecessary confusion would occur were Wizards to refer to 1D&D as simply 1D&D or 5.5e. When the new edition isn't even out yet, calling 5e 2014 is wildly confusing as it's 2024 and the rules still apply and people in future will likely look at the title and view it as outdated or something.
But in the world where the 2024 PHB is gonna stupidly likely just going to be called 5e and nothing else, I see why people'd title this about the "2014 cleric" though something like the "cleric from the 2014 PHB" would be less confusing. And 1D&D isn't even out yet, no one will currently think this is about One D&D if it's just titled 5e. And while Wizards trying not to confuse those in the future while repeating the same terminology is hypocritical, it doesn't make sense to confuse those in the present for the sake of clarity those from the future'll have when deciding whether or not to click onto this.
And you can literally often see the dates of publications of articles in the search results and when they view it, and it'd hardly waste anyone's time if they're looking for stuff on 1D&D and the intro - as opposed to the title - clarified what version it's about. So I really find the title annoying and actively unhelpful. There's already 10 years of material about 5e being called 5e, so calling it 2014 here hardly makes a dent in people in the future seeing the proper results for their edition.
But these are just my rambling thoughts. Apologies if I seem argumentative, I merely find the fact that 1D&D is called 5e confusing and that we're now changing the names we refer to the current material as to accommodate that due to how clearly confusing it is. (I'm tired sorry for lackluster grammar and poorly organized thoughts :))
As with any spell, the situation will dictate how useful a spell is. And, of course, higher level concentration spells are generally better than lower level ones. (I would say thought that Call Lightning is not a "cleric spell" as not all clerics can use the spell.) I merely was comparing Bless/Bane (C) to Shield of Faith (C) and think that the latter is more useful for my clerics (at low levels anyway).
I usually don't take that many concentration spells in the first place - I also prefer to save concentration for more potent spells. I never understand players who have like 12 spell slots and more than half are concentration spells. My cleric currently has 4 concentration spells (not counting cantrips like Guidance), but 2 of them are class (fog cloud) and race (hex) related. If the spell is a concentration spell, it generally lowers it in my "best spell" rankings.
Using the year system is dumb and makes no sense. I'll be using the terms 5E and the new dumb one that I'm not learning.
Broooo you gotta stop calling it a "2014" [insert class here]. No one knows what you're talking about.
This! No one is calling 5th edition "2014"...that's just silly.
Our party's cleric cast his first Spiritual Weapon as a Mario-style Thwomp and it's stuck for years. Floating Thwomp FTW!
Bless is a 5% to 20% increase to hit and save for multiple partymembers though. That's quite huge in my opinion. Better than a 10% lower chance to get hit for a single partymember.
It's also kind of weird to me to only take a couple concentration spells because they're often really situational. Shield of faith doesn't help against an enemy that only throws spells with saving throws but is great against a group of melee minions. Holy weapon is great when a melee partymember is attacking a lot but is useless when stealthing into an enemy camp. I don't see why you'd limit yourself to only have a few concentration spells when you get so many prepared spells as a full caster.
What's also nice about having high and low level concentration spells is that you're more flexible in when to drop or cast one. Taking only lvl 7+ concentration spells, using all 7+ spellslots and being unable to cast any concentration spells with the lower level spellslots is quite unoptimal.
Thing is, it's not clearer. They get comments on every one of these articles asking if "2014" is a typo, and they'll continue to get those comments until they give the new rules a real name. Nobody calls AD&D's Cleric "1977 Cleric", nobody calls 3.5's Cleric "2003 Cleric", and nobody is going to call 5e's Cleric "2014 Cleric". The sooner they get over that, the less ridiculous they'll look.
When I read 2014 Cleric, I thought it was to emphasize that later additions like Tasha's and Xanathar's are out of scope :|
Gameplay and balance aside... I loath Guidance. If I hear "I cast guidance" one more time - like it is in BG3 (every roll/social encounter) - I'll turd myself.
Alternate title, "the 10 Best Cleric Spells".