Cleric Spells in Baldur's Gate 3 are regulated forms of magic energy. In BG 3, there are certain classes can cast spells to damage enemies, buff companions or create other effects. Wizards and Clerics have different sets of spells, while characters of other classes may cast a spell using scrolls.
Cleric Spells uses the Wisdom Spellcaster Profiency, similar to Druids, Rangers and Monks. It is theorized that this is because the way Clerics cast magic like the other three classes is a process in which they harmonize with their specific source of Magic. In this case, their Divine God and then use that to cast spells.
- The Life Domain is the pinnacle of divine preservation and restoration. The theme of these Cleric Spells revolves around potent healing and protection, ensuring your Cleric Spells are centered on keeping your party thriving during the most grueling encounters.
- The Light Domain channels the scorching brilliance of fire and light to banish darkness and enemies alike. The theme of these Cleric Spells revolves around radiant damage and fire-based destruction, allowing the Cleric Spells to act as both a source of illumination and of wielded fire.
- The Trickery Domain domain favors stealth, misdirection, and charm. The theme of these Cleric Spells revolves around illusions and manipulation, granting a unique suite of Cleric Spells that allow you to infiltrate restricted areas and unique but risky advantage for certain social situations.
- The Knowledge Domain focuses on the pursuit of ancient lore and psychic powers. The theme of your Cleric Spells revolves around the usage of the mind for telepathic debuffs, gathering information, communication and spell enhancement. Enabling you to use of these Cleric Spells to defeat foes with the power of the mind and uncover secrets that others might miss.
- The Nature Domain is magic using the wrath of nature. The theme of these Cleric Spells revolves around that provides large assortment of plant based AoEs and also some nature oriented buffs. Letting you manifest Cleric Spells that mirror the ferocity and resilience of the natural world.
- The Tempest Domain harnesses the fury of storms. The theme of these Cleric Spells revolves around wind, thunder and lightning. Providing you with high-impact Cleric Spells that push enemies back and the wrath of thunder and lightning based spells.
- The War Domain is for those who bring divine judgment to the battlefield through martial prowess. The theme of these Cleric Spells revolves around combat buffs, physical enhancement, and weapon enhanced based offense providing Cleric Spells that is built to empower the front-line.
All Cleric Spells in Baldurs Gate 3
You can search by Name, Level, School and Casting Time. Just type into the search box what you are looking for.
Quick Search of All Spells
| Name | Level | School | Casting time | Description |
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Cantrip | Abjuration | Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks.
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Cantrip | Necromancy | 1~8 Damage
Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls.
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Cantrip | Necromancy | 1~10 Damage
Explode a corpse, causing it to impale those around it.
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Cantrip | Divination | The target gains a +1d4 bonus to Ability Checks
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Cantrip | Abjuration | Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks
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Cantrip | Evocation | Action |
Infuse an object with an aura of light.
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Cantrip | Conjuration | Action |
Project a puff of noxious gas.
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Cantrip | Conjuration | Action |
A flickering flame appears in your hand. It sheds bright light in a 9m radius and deals 1d8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action.
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Cantrip | Abjuration | Action |
Make a target more resistant to spell effects and conditions: it receives a +1d4 bonus to Saving Throws.
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Cantrip | Evocation | Action |
Engulf a target in a flame-like radiance
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Cantrip | Transmutation | Bonus Action |
Your staff or club becomes magical: it deals 4
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Cantrip | Transmutation | Action |
Gain Advantage on Intimidation and Performance Checks. |
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Cantrip | Necromancy | Action |
1~12 Damage
Ring the bell of impending doom. If the target is at full health, you deal 1d8 Necrotic damage instead.
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Cantrip | Transmutation | Action |
Strike at a creature with a thorny, vine-like whip and pull it 3m closer to you.
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
Convince a beast not to attack you.
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Lv 1 | Abjuration | Bonus Action Level 1 Spell Slot |
You or an ally cannot be target until you attack or harm a creature. You can still take damage from area spells.
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
Up to 3 creatures receive a -1d4 penalty to Attack Rolls and Saving Throws
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Lv 1 | Enchantment |
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Bless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws. |
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Lv 1 | Evocation | Action Level 1 Spell Slot |
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
Charm a humanoid to prevent in from attacking you. You gain Advantage on Charisma Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them. |
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
Command a creature to flee, move closer, freeze, drop to the ground or drop their weapon.
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Lv 1 | Transmutation | Action Level 1 Spell Slot |
Call forth rain or destroy a water-based surface. |
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Lv 1 | Evocation |
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Heal a creature you can touch. (Life Domain) |
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Lv 1 | Illusion | Action Level 1 Spell Slot |
Magically change all aspects of your appearance.
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Lv 1 | Evocation |
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Your prayer empowers you with divine radiance. Your weapon attacks deal an additional 1∼4 Radiant Damage. |
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Lv 1 | Evocation | Action Level 1 Spell Slot |
All targets within the light turn visible, and Attack Rolls against them have Advantage.
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Lv 1 | Necromancy | Action Level 1 Spell Slot |
Gain 7 temporary hit points.
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Lv 1 | Conjuration | Level 1 Spell Slot |
The cloud Blinds and Heavily Oscures creatures within it.
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Lv 1 | Evocation | Action Level 1 Spell Slot |
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Lv 1 | Evocation | Bonus Action Level 1 Spell Slot |
Heal a creature you can see
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Lv 1 | Necromancy | Action Level 1 Spell Slot |
Putrefy a creature with the nectrotic energy filling your hands.
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Lv 1 | Abjuration | Action Level 1 Spell Slot |
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
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Lv 1 | Necromancy | Action Level 1 Spell Slot |
2~16 Damage
Possibly Poisons the target.
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Lv 1 | Abjuration | Bonus Action Level 1 Spell Slot |
Protect a creature from attacks increase: Increase its Armour Class by 2
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Lv 1 | Enchantment | Level 1 Spell Slot |
Put creatures into a magical slumber. Select targets up to a combined 24 hit points.
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Lv 1 | Divination Spell | Action Level 1 Spell Slot |
Gain the ability to comprehend and communicate with beasts.
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Lv 1 | Evocation | Level 1 Spell Slot |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
5 Healing Heal your allies and increase their hit point maximum by 5 hit points
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Protect a creature from attacks: increase its Armour Class up to 16.
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Lv 2 | Necromancy | Action Level 2 Spell Slot |
Limit a foes sight range. It is easier to hit, and the creature will miss more often.
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Humanoids can't be Charmed, Frightened, or become enraged.
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
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Lv 2 | Conjuration | Action Level 2 Spell Slot |
2~12 Damage Summon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light. |
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Lv 2 | Evocation | Level 2 Spell Slot |
Summon a strong wind that clears all sounds and pushes creatures back 5m, forcing them Off Balance. (Tempest Domain) |
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits.
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Cure a creature from disease, poison, paralysis or blindness. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls.
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Always Prepared |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth checks.
Always Prepared |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
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Lv 2 | Abjuration |
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Touch a creature to neutraise all poisons affecting it, and grants it protection against poisonous influences. Grants Advantage on Saving Throws against being Poisoned, and grant it Resistance to Poison damage. |
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Lv 2 | Necromancy |
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Weaken a foe: they deal half damage with weapon attacks using Strength.
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Always Prepared |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw. On Save: Targets still take half damage. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4 Piercing damage for every 1.5m it moves.
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Summons a floating, spectral weapon that attacks your enemies alongside you.
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage.
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Ward an ally. They gain Resistance to all damage, and a +1 bonus to their Armour Class and Saving Throws
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
Create an undead servant from a corpse.
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Your allies will regain the maximum hit points possible when headed. They also gain Advantage on Wisdom Saving Throws and Death Saving Throws.
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
Curse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs ot of its actions.
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Call down lightning to hit all targets within range. Each turn, can call down lightning again without expending a spell slot.
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Radiate a holy power that emboldens nearby allies. Their weapons attacks deal an additional 1 - 4 Radiant damage.
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
Put an ally in a protective coma. They become Resistant to all damage except Physic Damage. Disease and poison have no effect.
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Lv 3 | Illusion | Action Level 3 Spell Slot |
Project an image so frightening it makes targets drop everything and become Fearful. They will be easier to hit and cannot move. (Trickery Domain) |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity. On Save: Targets still take half damage. |
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Inscribe a circle of arcane glyphs on the ground that trigger a magical effect when stepped on by an enemy. When stepped on by an enemy, the selected magical effect will trigger.
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Lv 3 | Evocation | Bonus Action Level 3 Spell Slot |
4-7 Healing Heal up to 6 allies.
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered. 10 turns
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Touch a creature or object to remove all Curses and Hexes affecting it.
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
Revive a companion. They return to life with 1 hit point.
Always Prepared |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Call forth spirits to protect the area around you. On Save: Targets still take half damage.
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit. 10 Turns
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Call forth a storm that disrupts the Concentration of spellcasters, douses fires, and creates an ice surface.
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
Grant a semblance of life to a humanoid corpse, allowing it to answer up to 5 questions.
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
3~18 Damage
Touch an enemy to siphon their life force and regain half as many hit points. For 10 turns, you can use Vampiric Touch again without expending an additional spell slot.
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Call forth spirits to protect you. Nearby enemies take 3-24 Radiant damage or 3-24 Necrotic damage per turn, and their movement speed is halved. On Save: Targets still take half damage |
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Temporarily Banish your target to another plane of existence.
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Lv 4 | Necromancy | Action Level 4 Spell Slot |
8~64 Damage
Plants take maximum damage from this spell, and have Disadvantage on the Saving Throw against it. On Save: Target still takes half damage.
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Lv 4 | Enchantment | Action Level 4 Spell Slott |
Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor.
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Protect a creature from death. The next time damage would reduce it to 0 hit points, it remains conscious with 1 hit point left.
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Lv 4 | Enchantment | Action Level 4 Spell Slot |
Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination.
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Snap an ally out of any Stun. Difficult Terrain can't slow them down, and they can't be magically Paralyzed or Restrained.
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Lv 4 | Conjuration | Level 4 Spell Slot |
Summon a giant vine capable of dragging creatures toward itself.
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Call forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of hit points.
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Lv 4 | Evocation | Action Level 4 Spell Slot |
6-40 Damage Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range. 2 Turns |
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Lv 4 | Evocation | Action Level 4 Spell Slot |
Enclose a target in a sphere of shimmering force, reducing its movement speed by half, and blocking all incoming and outgoing damage. 3 Turns
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Lv 4 | Transmutation | Action Level 4 Spell Slot |
Transform a creature into a harmless sheep.
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing. and Slashing damage.
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Lv 4 | Evocation | Action Level 4 Spell Slott |
5-40 Damage
Create a blazing wall of fire, burning anyone who dares stand too close. |
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Lv 5 | Necromancy | Action Level 5 Spell Slo |
Poison a target and possibly afflict them with a disease of your choice.
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Lv 5 | Abjuration | Action Level 5 Spell Slot |
Aberration, celestials, elementals, fey, fiends, and undead have Disadvantage on Attack Rolls against you.
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Lv 5 | Evocation |
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10 - 60 Damage
Create a shockwave of either divine or malevolent thunder that damages nearby creatures and possibly knocks them Prone. 1 Turn On Save: Targets still take half damage
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Lv 5 | Enchantment | Action Level 5 Spell Slo |
Make a humanoid fight alongside you.
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Lv 5 | Evocation | Action Level 5 Spell Slot |
10-60 Damage 5d6 Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels. On Save: Targets still take half damage.
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Lv 5 | Abjuration | Action Level 5 Spell Slo |
Touch a creature and negate any Charm, Petrification, Stun, or curse afflicting it.
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Lv 5 | Enchantment | Action Level 5 Spell Slo |
Paralyse a creature. It can't move, act or react. Attacks from within 3m are always Critical Hits.
No effect on undead
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Lv 5 | Conjuration | Action Level 5 Spell Slo |
4 ~ 40 Damage
Locust attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks.
On save: Targets still take half damage.
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Lv 5 | Evocation | Action Level 5 Spell Slo |
6-7 Healing 3d8+3
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Lv 5 | Abjuration | Action Level 5 Spell Slo |
Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally.
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Lv 5 | Illusion | Action Level 5 Spell Slot |
Disguise up to 4 memebers of your adventuring party.
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Lv 5 | Transmutation | Action Level 5 Spell Slo |
Throw a creature or object up to 18m with a thought. Once per turn, yhou can use Telekinesis again without expending a spell slot.
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Lv 5 | Evocation | Action Level 5 Spell Slot |
Raise a wall of non-magical, solid stone.
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Lv 6 | Evocation | Action Level 6 Spell Slot |
6-60 Damage Summons a wall of razor-sharp blades that turns the area into Difficult Terrain and damages anyone foolish enough to come close. 1 Turn
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Lv 6 | Necromancy | Action Level 6 Spell Slot |
Raise a corpse as a heinous mummy that fights by your sde. Until Long Rest
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Lv 6 | Necromancy | Action Level 6 Spell Slot |
14-84 Damage 14d6 Reduce a target's maximum hit points, but never below 1. Until Long Rest On Save: Targets still take half damage
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Lv 6 | Evocation | Action Level 6 Spell Slot |
70 Healing Heal a target's wounds and remove Blindness and any diseases.
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Lv 6 | Conjuration | Action Level 6 Spell Slot |
You and everyone around can't be poisoned, diseased, or frightened. Your HP increases, and you make Wisdom Saves with Advantage. Until Long Rest
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Lv 6 | Conjuration | Action Level 6 Spell Slot |
Beseech one of these otherworldly entities for aid.
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All Cleric Spells Gallery
Cantrips
Cleric Lvl 1 Spells
Cleric Lvl 2 Spells
Cleric Level 3 Spells
Cleric Level 4 Spells
Cleric Level 5 Spells
Cleric Level 6 Spells
Anonymousthis is not even close to being all the cleric spells. and no subclasses?

Anonymous
Anonymous







































































































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fextralife is probably one of the worst thing to happen to the human race right after the world wars
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+16
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