In the realm of Dungeons & Dragons 5th Edition (5e), Clerics stand as divine conduits, channeling the power of their deities to heal, protect, and vanquish evil. Their extensive spell list grants them unparalleled versatility, making them invaluable allies in any adventuring party.
Healing Word is a versatile spell that allows Clerics to quickly heal wounded allies. It restores a decent amount of hit points and can be cast as a bonus action, making it a convenient and effective way to keep your party in the fight.
Cure Wounds offers a more potent healing effect than Healing Word but requires an action to cast and has a touch range. It is valuable for quickly stabilizing downed allies or restoring significant health to those engaged in combat.
Mass Healing Word is a powerful area-of-effect healing spell that can restore hit points to multiple allies within its range. It is particularly useful in situations where your party is facing a significant amount of damage or needs to recover quickly from an encounter.
Bless is an invaluable buff spell that grants allies a +1d4 bonus to attack rolls and saving throws for the duration. It is especially effective for enhancing the combat capabilities of your party's melee fighters and spellcasters.
Shield of Faith provides a significant increase in the Armor Class (AC) of the target ally, making them more resilient against enemy attacks. It is a great way to protect key party members, such as the tank or the healer, from incoming damage.
Sanctuary grants immunity to attack rolls to an ally, essentially making them invisible to enemy attacks. It is a situational but highly effective spell for protecting vulnerable characters or preventing enemies from targeting your party's healer.
Guiding Bolt is a ranged attack cantrip that inflicts radiant damage and grants advantage on the next attack roll against the target. It is a versatile spell that can be used for both offense and support.
Spiritual Weapon summons a floating weapon that can be commanded to attack an enemy within its range. It is a potent damage-dealing spell that does not require concentration and can be used as a bonus action.
Augury is a divination spell that provides guidance on a specific course of action. It is useful for making important decisions or gaining insight into future events.
Divine Intervention is the ultimate divine power of Clerics. It allows the Cleric to roll a d100 and add their Cleric level. If the result is 100 or higher, the Cleric's deity intervenes to grant their request.
Raise Dead allows Clerics to resurrect a dead ally who has been deceased for up to 10 days. It requires a significant amount of time to cast but can be a lifesaver in desperate situations.
Resurrection is a more potent version of Raise Dead that can resurrect an ally who has been deceased for up to 100 years. It is an immensely powerful spell that can bring back lost companions or restore the life of a fallen hero.
Q: Can I use my Channel Divinity to heal an unconscious ally?
A: No, Channel Divinity cannot be used to heal unconscious allies.
Q: What is the difference between Healing Word and Cure Wounds?
A: Healing Word is a quick bonus action heal, while Cure Wounds is a more potent action-based heal.
Q: Can I cast Bless on myself?
A: Yes, you can cast Bless on yourself or any other target within range.
Q: How often can I use my Channel Divinity?
A: Clerics can use their Channel Divinity once per short rest.
Q: What is the casting time for Raise Dead?
A: Raise Dead has a casting time of 1 hour.
Q: Can I use Healing Word on an enemy?
A: No, Healing Word can only be cast on allies.
Q: What is the range of Guiding Bolt?
A: Guiding Bolt has a range of 60 feet.
Q: Can I cast Spiritual Weapon as a bonus action?
A: Yes, you can cast Spiritual Weapon as a bonus action.
Cleric spells 5e provide an incredibly versatile and powerful array of options for players. By mastering the art of spellcasting and utilizing their divine powers wisely, Clerics can become indispensable allies in any D&D adventure.
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