Spell Slots 5e Cleric
Preparing and Casting Spells. The Cleric table shows how many spell slots you have to cast your cleric 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. Casting spells expends a slot of the spell’s level or higher. You regain all spell slots when you take a long rest. You prepare a list of cleric spells that are available for you to cast, choosing from all cleric spells. When you do, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (min 1). The spells must be.
Note: The text in this shaded box was taken from a different Open Game License product. Nothing in the text should be interpreted as “rules” or “mechanics”.
In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.
Class Features
As a cleric, you gain the following class features.
Hit Points
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a mace or (b) a warhammer (if proficient)
- (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a priest’s pack or (b) an explorer’s pack
- A shield and a holy symbol
Level | Proficiency Bonus | Features | Cantrips Known | Spell Slots per Spell Level | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Spellcasting, Divine Domain | 3 | 2 | – | – | – | – | – | – | – | – |
2nd | +2 | Channel Divinity (1/rest), 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 | Ability Score Improvement, Destroy Undead (CR 1), 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 |
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. Your chosen domain 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.
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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.
Channel Divinity
At 2nd level, 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.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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.
Divine Intervention
Beginning at 10th level, 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.
At 20th level, your call for intervention succeeds automatically, no roll required.
Cleric Spells
Cantrips (0 Level)
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
Spell Slots Per Level 5e Cleric
9th Level
Tasha’s Cauldron of Everything has something to say about “peace” being boring. Clerics that worship the short list of peace-oriented gods are not only more than capable of bringing the harm; they are essential members for most parties! Unlike most implementations of a Pacifist class, the Peace Cleric is instead about keeping the party together, as a strong unit, to tackle problems together. So, let’s bring on the togetherness, with our Peace Cleric 5E guide.
The Tranquility Bringer: Peace Cleric 5E
To say the Peace Cleric is just an aggressive cleric in disguise would be incorrect. The Peace Cleric brings some options to solve problems without violence through their spells and first class features. However, after that, the Cleric excels in a 10 minute buff that allows the party’s Tank to take the damage when others would get dangerously harmed. The Barbarian is going to be one happy fella with a Peace Cleric at their side, which is pretty ironic!
Domain Spells
First, we get a list of spells that the Cleric can use their spell slots to cast all the time.
- 1st Level – Heroism, Sanctuary
- 3rd Level – Aid, Warding Bond
- 5th Level – Beacon of Hope, Sending
- 7th Level – Aura of Purity, Otiluke’s Resilient Sphere
- 9th Level – Greater Restoration, Rary’s Telepathic Bond
Heroism is a bit situational, more useful for the Frighten immunity than the temporary hitpoints. Still, if your Fighter is getting hit every turn, getting 3-5 health per turn will keep them alive. Sanctuary tends to be a more useful spell for avoiding damage, but against monsters with high Wisdom saves, it’s kinda worthless. So, both of these spells are fine, though usually situational.
Aid is a good spell, boosting your temporary HP gain by a lot… though 5 hp isn’t a huge amount. This is just not usually going to be enough to stop things. Warding Bond allows you to take half the damage that a target takes, and the target gets a +1 bonus to AC and saves. That’s pretty stellar, since the Cleric has decent health.
Beacon of Hope is, again, situational. It can be good for ensuring you max out your healing spells, but you’re spending a 3rd level spell slot to ensure your healing spells are good… That’s somewhat strange. Use this for the Wisdom save or death save advantage instead, since that’ll save you against casters. Sending just delivers a message, so situational.
Aura of Purity gives immunity to becoming diseased and resistance to poison, as well as advantage on most dangerous condition effects. Because the list of effects is so large, you can find a ton of situations where this will be useful, like against Mummies… But you’re essentially using this for advantage against one or two specific conditions in a fight. At least it lasts 10 minutes, so you can use your Concentration for a long time. Otiluke’s Resilient Sphere is a Paralysis effect, but doesn’t allow for the target to be attacked or damaged at all. The creature that is inside can’t make a save every turn, however. If you need a creature to be out of the fight for a minute, then this might work better than Banishment.
Greater Restoration is one of the best situational healing spells, in that you never know when you might need it. Now it’s always in your pocket, which is undeniably good. Rary’s Telepathic Bond lasts an hour, which is perfect for out-of-combat situations, or when the party needs to split. It’s also a Ritual spell, so it doesn’t need to necessarily spend 5th level slots.
All in all, I’m not a huge fan of this list. A lot of spells are at their most useful in only specific cases, which isn’t necessarily bad. But, domain spell lists are at their best when you are able to find a reason to cast them a ton; they’re here to replace your situational spells that you memorized in the morning. That being said, there’s enough here to work just fine.
Implement of Peace
At 1st level, you have a proficiency to choose from!
You gain proficiency in the Insight, Performance, or Persuasion skill (your choice).
In order of what you should prefer, from least to greatest, Performance is first. 5E didn’t give Performance the best reputation, since it does so little right out of the box. Most DMs allow it to work for money-making, or distraction making. You could get creative with it, but it’s rare that Performance will do anything more than Persuasion.
That being said, Persuasion suffers from your Charisma. As a Cleric, your Charisma will likely not be insanely high. Persuasion is probably the job for the Rogue, Bard, or Sorcerer in your party. If you need to be the party’s talker, then this will be here for you.
However, Insight is great for you! Your Wisdom is kind of insane. Nobody will be able to get past your extremely high ability to read the room, or understand lies. You’ll be critical for conversations with thieves, vagabonds, politicians, or even Paladins! You’ll be one of the best conversationalists in the room, just by understanding everything that was said!
Emboldening Bond
The final level 1 domain power is your main gimmick, and… it’s actually pretty impressive!
You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You essentially have a 10-minute Guidance that you can place on 2-6 characters. Early on, this ability will be difficult to use. Try to use it after you’ve just taken a Short Rest and know you’ll be able to use it for the full 10 minutes (or close to the full 10 minutes). Unlike Guidance, this doesn’t use your concentration, nor is it touch range. So, it’s like an incredible, Mass Guidance that isn’t burnt when used. Pretty fantastic!
A d4 means you gain an average of 2-3 to that attack roll, ability check, or saving throw. A 10% to 15% chance to succeed is solid, especially if you can apply it to multiple people for 600 rounds. You’ll be able to buff your entire party at a +4 Proficiency Bonus; so at level 9.
This is a great ability, and it only gets better as time goes on. Use it wisely and you’ll see just how powerful peace can be!
Channel Divinity: Balm of Peace
Your channel divinity option is extremely strong, for a few reasons!
You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action
Okay, so this is better than it seems. Being able to spend an action to move is good. This means you can cover double the amount of ground in a turn; 60 feet in a round, without needing to take the Dash action. Admittedly, this is still an action, but you’re basically taking Dash and Disengage at the same exact time; you don’t provoke either! When you’re surrounded by enemies, that extra distance can really matter.
In addition, you heal all creatures that you move next to by a decent amount (if you want to). This means this is an escape, a heal, and a movement option all at once! Unfortunately, it doesn’t heal too much, so it’s better as an area-of-effect heal than a single target one.
All in all, it’s solid! You’ll find this useful every now and then, and it’s arguably one of the best Channels, just because of how many roles it fills.
Protective Bond
At level 6, you get a new buff for your Emboldening Bond which changes its usefulness.
The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.
This is most useful when you have a specific party member who wants to take damage. This is usually a Barbarian, and having a spell that guarantees that your Barbarian eats a ton of damage will make your Barbarian pretty happy; the damage does not say it ignores Resistance, so the Barbarian’s Rage will cover your party quite nicely. It does teleport the creature as well, which can be perfect or an unfortunate but necessary cost.
You can also use this as a… really weird teleport option. Say, for example, there’s a person in a jail cell. You’re outside of it. You use your action to Bond with them, and then prick yourself with a needle. The person in the cell can then use their reaction to teleport out and take the needle damage, moving them out of the jail cell with no spell slots used! That’s really neat!
Mostly, however, this lets you put as much damage as possible on a single target, allowing you to heal one specific person more than others. That’s what you want as a healer, and you can also make sure that everyone who was bonded to each other will stay alive. Perfect!
Potent Spellcasting
Your level 8 damage boost is a Cantrip spam buff.
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
On average, a Cleric gets to 20 Wisdom by the end of their career; any higher requires specific magic items. So this adds 5 damage to your cleric cantrips, if you want to have a safe guess.
That’s stellar, but obviously not useful if you plan on being a weapon-oriented Peace cleric. Just sit back and let your cantrips speak for themselves.
If you want to use weapons, consider asking your DM for the Optional Rule for Clerics, adding a d8 to both cantrips and weapon attacks rather than just your cantrips. Cantrips do tend to be a little better than weapons, however, so you might want to keep this around.
Expansive Bond
Spell Slot 5e Cleric
You’ve waited for 9 levels for the final ability of a peace cleric, but here it is; level 17 itself!
The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else’s damage, the creature has resistance to that damage.
Fine! That’s good!
Doubling the range of your main gimmick is wonderful, since it lets you expand the battlefield greatly. This can help you avoid most Area of Effect spells or Mass spells, which is good at this point; there are a ton of level 9 spells that don’t work as well when you’re 60 feet apart.
You also guarantee that your Protective Bond lands on someone with Resistance. Theoretically, if nobody wants to use their reaction on anything else, this gives your “party” resistance four times per round. That’s not terrible! It’s a huge source of damage reduction, but your party has to be willing to take hits. Hopefully your party has learned to work as a team at this point, because this feature is now incredible, rather than just fine.
Best Race for Peace Clerics
Like most clerics, Peace clerics want as much Wisdom as they can manage. High Wisdom boosts the DC of spells like Sanctuary, making them much more useful in fights. Afterwards, keeping yourself alive becomes a priority; Dexterity increases your AC and saves, and Constitution increases your health.
Hill Dwarf
Because of that, Hill Dwarf might work well for you! Hill Dwarves gain +2 Constitution, +1 Wisdom. Not bad at all, if your primary objective is to survive! Dwarves are good, in that they don’t need Strength to be good in heavy armor (if you’re willing to eventually gain proficiency in them). So, in the very late game, you can consider getting that proficiency and having low Dexterity and low Strength! Dwarven Resilience and Dwarven Toughness will keep you alive super well. Sometimes, to be peaceful, you have to take a beating!
Wildhunt Shifter
These hunters from Eberron: Rising from the Last War might not be the first thing you think of when it comes to Peace. But, their Shifting ability is actually pretty fantastic for you! These guys get +2 Wisdom, +1 Dexterity, which is a really good stat spread. Shifting gives you a huge amount of temporary hit points once per rest. Natural Tracker is good for your skillset, and when you’ve shifted, you have advantage on Wisdom checks and can’t have advantage rolled against you for attacks. So, you can shift to talk to people, and roll advantage on Insight. That’s pretty cool! And, you’ll be tankier if it breaks into a fight, since it’s harder to sneak attack or even hit you. Walk in harmony with nature, friend!
Spell Slots 5e Cleric
Conclusion – Our Take on the Peace Domain
Spell Slots Per Level 5e Cleric
The Peace Domain is a stellar option for a cool support build. It’s one of the better late-game options for a Cleric, but you will feel a little limited early on. If you’re looking for a build that really blossoms at level 9, then do consider the Peace domain! For more on new subclasses in Tasha’s Cauldron fo Everything, see our guide.