DnD 5e Cleric Spells

Spell Name
Spell Level
Casting Time
Range
Duration
School
Earthquake
8th-level
1 Action
500 Feet
Up To 1 Minute
Evocation

Casting Time

1 Action,

Range

500 Feet

Duration

Up To 1 Minute

School

Evocation

Components

  • V
  • S
  • M

Materials Required

A Pinch Of Dirt, A Piece Of Rock, And A Lump Of Clay

Spell Description

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This spell can have additional effects depending on the terrain in the area, as determined by the GM.

Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

A fissure that opens beneath a structure causes it to automatically collapse (see below).

Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

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Holy Aura
8th-level
1 Action
Self
Up To 1 Minute
Abjuration

Casting Time

1 Action,

Range

Self

Duration

Up To 1 Minute

School

Abjuration

Class

Components

  • V
  • S
  • M

Materials Required

A Tiny Reliquary Worth At Least 1,000 Gp Containing A Sacred Relic, Such As A Scrap Of Cloth From A Saint’S Robe Or A Piece Of Parchment From A Religious Text

Spell Description

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends

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Astral Projection
9th-level
1 Hour
10 Feet
Special
Necromancy

Casting Time

1 Hour,

Range

10 Feet

Duration

Special

School

Necromancy

Components

  • V
  • S
  • M

Materials Required

For Each Creature You Affect With This Spell, You Must Provide One Jacinth Worth At Least 1,000 Gp And One Ornately Carved Bar Of Silver Worth At Least 100 Gp, All Of Which The Spell Consumes

Spell Description

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut–something that can happen only when an effect specifically states that it does–your soul and body are separated, killing you instantly.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.

The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation.

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

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Gate
9th-level
1 Action
60 Feet
Up To 1 Minute
Conjuration

Casting Time

1 Action,

Range

60 Feet

Duration

Up To 1 Minute

School

Conjuration

Components

  • V
  • S
  • M

Materials Required

A Diamond Worth At Least 5,000 Gp

Spell Description

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.

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Mass Heal
9th-level
1 Action
60 Feet
Instantaneous
Conjuration

Casting Time

1 Action,

Range

60 Feet

Duration

Instantaneous

School

Conjuration

Class

Components

  • V
  • S

Spell Description

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.

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True Resurrection
9th-level
1 Hour
Touch
Instantaneous
Necromancy

Casting Time

1 Hour,

Range

Touch

Duration

Instantaneous

School

Necromancy

Class

Components

  • V
  • S
  • M

Materials Required

A Sprinkle Of Holy Water And Diamonds Worth At Least 25,000 Gp, Which The Spell Consumes

Spell Description

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.

The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.

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