Clerics share a lot of their spells with other classes in 168澳洲幸运5开奖网:Dungeons & Dragons, regardless of if they're divine or necromantic in origin, but there are a handful that is unique to their own skillset. Fortunately, you don't have to pick and choose and keep them forever because Clerics, unlike other magic-based classes, can take any spell they want from the Cleric spell list after every long rest.

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As a Cleric, however, your spell slots are limited, so carefully picking🏅 and choosing what you take is important. Working with the other casters in your party is a good way to ensure a decent range of spells available.

9 Thaumaturgy 🍸

dungeons and dragons tiefling looking at a flame in her hand in front of a blue background with a city in the fog
via Wizards of the Coast

Thaumaturgy is 168澳洲幸运5开奖网:one of the best Cleric Cantrips because it can have so many uses that are i🎐ncredibly situation specific. The effect✃s are best used as brief distractions, like causing your voice to become three times as loud, causing flames to act abnormally, or even causing a noise to appear somewhat close by.

The effects are harmless, and once someone knows that you're casting Thaumaturgy, it can become fairly easy to write off, but that doesn't make it any less useful when the time for it finally arrives.

8 ꦗ 𒈔 Blade Barrier

Dungeons And Dragons - A group of Adventurers fighting off a swarm of undead in a crypt
Essentials Kit Playing The Game By Suzanne Helmigh

Blade Barrier can be a bit of a ridiculous spe🌊ll, especially for sixth-level. When cast, your Cleric can make a straight wall up to 100 feet long, 20 feet high, and five feet thick. Alternatively, you can opt for a ring, wh🀅ich is 60 feet in diameter, but the same height and thickness.

Anyone hidden by the wall has three-quarters cover, so ranged attacks will have disadvantage 168澳洲幸运5开奖网:on their attacks without the right🔯 ꧋feats. Any creature that walks through the barrier, regardless of if they're friend or foe, will have to make a Dexterity save or take 6d10 damage or half as much on a successful save.

7 Harm

Dungeons and Dragons a mage casting at a dracolich above an injured party
Artwork via Wizards of the Coast

A lot of Cleric spells are aimed at support roles and at healing, which is why it's nice when you can finally get access to spells that can genuinely deal a serious amount of Damage. Harm requires your target to make a Constitution save, and if they fail, they will take 14d6 damage, cut in half if they succeed on their save.

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Although it can't technically kill your target, it can drop them down to one. Assuming that your target failed their save, their maximum HP is reduced by the amount of damage that they took until a spell like Lesser Restoration or Lay on Hands is cast on them.

6 Word Of Recall 💎

Dungeons and Dragons elven mage raising her hand as it glows with blue with symbols in the background
via Wizards of the Coast

Word of Recall is a sixth-level spell that provides Clerics with their own teleportation option. You need to cast the spell in an area you've designated as a sanctuary, specifically one where you have a strong connection to your deity (so most likely a temple of sorts).

It only takes a single action to cast and doesn't require any components, so if you and your party get caught in a bad situation or are up against an enemy who is threatening a TPK, this spell provides a quick way out.

5 ꦆ Conjure Celestial 🥃

dungeons and dragons mage raising a staff with lightning flashing in the background
via Wizards of the Coast

Conjure Celestial essentially lets you summon a friend to the battlefield. This seventh-level spell takes a minute to cast and summons a Celestial with a CR of 4 or less; It's friends to you and to others, and while you can issue commands to it, the GM will take control of all its stats.

If you cast the spell at ninth level you can summon a Celestial with a CR of 5 or lower (although it's a bit of a waste to use Conjure Celestial for your cleric's ninth-level spot).

4 Divine Word 🍌🦹

dungeons and dragons a party sitting togetherlooking down at the member wearing the blue cloak
via Wizards of the Coast

Divine Word can be an absurdly powerful spell, especially for a seventh-level Bonus Action. Requiring only the ability to speak, Divine Word deafens your target for one minute if they're 50 hit points or less.

If they have 40 hp or less, they'll be deafened and blinded for 10 minutes. 30 hp or less will blind, deafen, and stun your target for an hour.

If your target has 20 hp, they will be instantly killed. If you're targeting a Celestial, Elemental, Fey, or Fiend, and they fail their Charisma save, they're shunted back to their original plane of existence immediately for 24 hours.

3 Temple Of The God𝕴s

Dungeons and Dragons elven mage casting a spell in a forest area
via Wizards of the Coast

If you're familiar with the spell Forbiddance, Temple of the Gods is pretty much the same, except it doesn't require expensive materials, and it doesn't deal any damage to creatures that enter the holy area. Temple of the Gods is a seventh-level spell that takes an hour to cast and lasts 24 hours, throwing up a holy temple that you and your party can go into (it's 120 feet big, which makes it pretty comfortable).

Related: 168澳洲幸运5开💞奖网:Dungeons & Dragons: Tips To Be A Better DM

Tꦫhe temple is designed as you see fit and can be to any deity or figure, allowing you to pick and choose what type of creature it opposes who will either not be allowed to enter or have all of their abilities nullified if they do enter. As a big bonus, if you cast Temple of the Gods in the same spot every day for a year, it becomes permanent.

2 Holy Aura

A dwarven spellcaster in bejeweled clothes surrounded in flames
Guardian of Faith by Matthew Stawicki

Holy Aura is an eighth-level spell that requires a few material components to cast, specifically a tiny reliquary worth at least 1000 gold that contains a sacred relic. However, this expensive component isn't consumed upon casting, so you theoretically only need one.

This spell lets you gi🎉ve every enemy in a 30-foot radius disadvantage on their attacks and can blind undead and fiends if they fail a Constitution save. Holy Aura is a great support spell for Clerics once you reach le▨vel 15 and will generally be useful throughout the rest of your campaign.

1 Mass Heal

Dungeons and Dragons half elven cleric raising one hand from the player's handbook
Player's Handbok 5e via Wizards of the Coast

Generally, a lot of people consider the main utility of Clerics to be healing and to focus on healing, yet when you have access to so many great spells, that can be 168澳洲幸运5开奖网:really frustrating and a seriꦕous mistake. Mass Heal can help to counteract this i💦ssue, but only in the late game.

As a ninth-level spell, it can restore up to 700 hp between targets of your choice and cures any disease or status effect like blinded and deafened. Although you won't be able to use it until you reach level 17, it's still a great option to try and subvert the heal-bot expectations.

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