D&D 5e Cleric Spells, Channel Divinity & Healing Benchmark Calculator

Prepare your divine arsenal with mathematical precision. Calculate prepared spell limits, track Channel Divinity charges and Destroy Undead CR thresholds, explore Divine Domain spell lists, and evaluate healing action economy across all spell levels.

Cleric Configuration & Divine Domain

Spell Save DC 14
Spell Attack +6
Prepared Spells 8
Channel Divinity 1 / Short Rest
Destroy Undead CR 1/2 or lower
Cantrips Known 4
Divine Intervention Unlocked at Lvl 10

Life Domain

Proficiencies: Heavy Armor, Medium, Light, Shields | Simple Weapons

Signature Feature: Disciple of Life: Healing spells restore additional 2 + Spell Level hit points.

Domain Channel Divinity: Preserve Life: Heal up to 5x Cleric level in HP divided among bloodied creatures within 30 ft.

Domain Spells (Always Prepared)

Cleric Level Spells Granted Status

Available Spell Slots

Turn & Destroy Undead Battle Simulator

Test whether a specific undead monster succumbs to your holy wrath. Enter the monster's Challenge Rating (CR) and Wisdom saving throw modifier to simulate the encounter.

Healing Benchmark & Spell Value Matrix

Evaluate expected hit point restoration across standard divine healing spells at current Wisdom modifier (+3).

Spell Base Slot Casting Time Total Healing (Avg) Efficiency / Target Feature Bonus

The Divine Conduit: Cleric Spellcasting Mechanics & Preparation Mathematics

The Cleric represents one of the most flexible and mechanically resilient spellcasting classes in the entirety of Dungeons & Dragons 5th Edition. Unlike spontaneous casters such as Sorcerers or Bards, who are constrained by a rigid list of spells known, a Cleric has divine access to the entire Cleric spell list every single dawn. When you complete a long rest, you choose which spells to prepare for the coming adventuring day.

The mathematical formula governing your preparation pool is universally fixed across all editions of 5e:

Prepared Spells Formula: Total Prepared Spells = Cleric Level + Wisdom Modifier (Minimum 1)

For example, a 5th-level Cleric with a Wisdom score of 16 (modifier of +3) prepares 8 spells from the divine spell list. However, this number dramatically understates your real operational capability because of Domain Spells.

The Divine Domain Spell Bonus

At 1st level, your chosen deity blesses you with a specific Divine Domain (such as Life, Light, Tempest, or War). Each domain grants a curated package of two specific spells at 1st, 3rd, 5th, 7th, and 9th Cleric levels. By official rules, domain spells possess three critical tactical traits:

  1. Zero Opportunity Cost: Domain spells do not count against your daily limit of prepared spells. At level 9, a Cleric with 20 Wisdom prepares 14 standard spells plus 10 always-prepared domain spells, giving them 24 readily castable spells every round.
  2. Cross-Class Access: Many domain spells come from arcane spell lists completely inaccessible to base Clerics, including premier combat spells like Fireball (Light), Pass without Trace (Trickery), Call Lightning (Tempest), and Haste or Crusader’s Mantle (War).
  3. Cannot Be Swapped: Unlike your daily prepared list, domain spells are permanently locked to your soul. They are always active, ensuring your character maintains distinct thematic flavor regardless of daily preparation choices.

Ritual Casting Without Slot Expenditure

Clerics possess the Ritual Casting feature. If a spell on your prepared list has the ritual tag—such as Detect Magic, Silence, Augury, Divination, or Water Walk—you can cast it without expending a spell slot. The casting time increases by 10 minutes, but your limited spell slots remain entirely intact for combat encounters. Note that unlike Wizards, a Cleric must have the spell actively prepared to cast it as a ritual.

Channel Divinity & Turn Undead: Action Economy, Range & CR Thresholds

At 2nd level, Clerics unlock Channel Divinity, an energy reservoir fueled directly by divine patronage. You start with 1 use per short or long rest, expanding to 2 uses at level 6 and 3 uses at level 18. Because Channel Divinity recharges on a short rest (a 1-hour breather), effective adventuring parties can trigger these devastating abilities 3 to 6 times per adventuring day.

Turn Undead Mechanics

Every Cleric receives Turn Undead. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead creature within 30 feet that can see or hear you must make a Wisdom saving throw against your Cleric Spell Save DC:

Spell Save DC: 8 + Proficiency Bonus + Wisdom Modifier

If an undead creature fails this saving throw, it is Turned for 1 minute (10 rounds) or until it takes damage. A turned creature is subject to severe tactical restrictions:

  • It must spend its turns moving as far away from you as it can.
  • It cannot willingly move into a space within 30 feet of you.
  • It cannot take reactions of any kind (preventing opportunity attacks against your fleeing allies).
  • It can only take the Dash action or attempt to escape from an effect that prevents it from moving. If nowhere to move, it may use the Dodge action.

The Destroy Undead Escalation Ladder

Beginning at 5th level, Turn Undead transforms from a crowd-control displacement tool into an instantaneous lethal weapon known as Destroy Undead. When an undead creature fails its saving throw against your Turn Undead, it is instantly obliterated into dust if its Challenge Rating falls below the threshold:

Cleric Level Destroy Undead CR Threshold Common Monsters Obliterated
Level 5–7 CR 1/2 or lower Skeletons (CR 1/4), Zombies (CR 1/4), Shadows (CR 1/2), Warhorse Skeletons
Level 8–10 CR 1 or lower Ghouls (CR 1), Specters (CR 1), Scarecrows (CR 1), Bugbear Zombies
Level 11–13 CR 2 or lower Ghasts (CR 2), Minotaur Skeletons (CR 2), Ogres Zombies (CR 2), Poltergeists
Level 14–16 CR 3 or lower Wights (CR 3), Mummies (CR 3), Sword Wraiths
Level 17–20 CR 4 or lower Flameskulls (CR 4), Ghosts (CR 4), Banshees (CR 4)

Tactically, Destroy Undead eliminates action economy threats in large horde battles. Encounters featuring dozens of ghouls or shadows—which could otherwise drain Strength or paralyze party members—can be solved with a single standard action.

The Mathematics of 5e Healing: Why 'Yo-Yo Healing' Dominates Action Economy

One of the most persistent misconceptions among new tabletop players is that a Cleric’s primary duty is to keep all party members at maximum hit points during combat. In D&D 5th Edition, this playstyle is mathematically unviable due to bounded accuracy and monster damage scaling.

Monster DPR vs. In-Combat Healing Output

Consider an encounter against a standard CR 5 creature like a Hill Giant or Troll. A Troll deals an average of 19 damage per turn across three attacks. Meanwhile, casting a 1st-level Cure Wounds with 16 Wisdom restores an average of 7.5 HP (1d8 + 3). If you spend your action casting Cure Wounds on a healthy fighter who is taking 19 damage per round, you are losing a net of 11.5 hit points every turn while forfeiting your own offensive action.

Because monster damage scaling significantly outpaces in-combat single-target healing spells, optimal 5e tactics dictate reactive triage healing (colloquially called "yo-yo healing"):

  1. Consciousness Preservation: A character with 1 hit point fights at 100% combat effectiveness. They deal identical damage, cast identical spells, and impose identical threats as they do at full health.
  2. The Power of Healing Word: Healing Word requires only a Bonus Action and has a 60-foot range. When an ally falls to 0 hit points and becomes unconscious, casting Healing Word restores them to consciousness from across the battlefield, resets their death saving throws, and allows them to take their full turn when their initiative comes up.
  3. Main Action Economy: Because Healing Word consumes only a bonus action, the Cleric still has their full main action to cast a cantrip like Toll the Dead (dealing 1d12 / 2d12 necrotic damage), take the Dodge action, or swing a weapon.

How the Life Domain Rewrites the Math

The notable exception to this rule is the Life Domain. Through the Disciple of Life feature, whenever you cast a healing spell of 1st level or higher, the recipient gains additional hit points equal to 2 + the spell's level:

  • 1st-level Cure Wounds: Normal 1d8 + WIS (7.5 avg) → Life Cleric 1d8 + WIS + 3 (10.5 avg).
  • Goodberry Synergy: By official Sage Advice rulings from Lead Designer Jeremy Crawford, if a Life Cleric casts Goodberry (obtained via Magic Initiate or Druid multiclass), each berry restores 4 hit points instead of 1. A single 1st-level slot produces 40 hit points of out-of-combat healing.
  • Aura of Vitality: Available as an expanded Cleric spell in *Tasha’s Cauldron of Everything*, this 3rd-level spell allows you to spend a bonus action each round for 1 minute to heal 2d6 + 5 HP per round, yielding over 120 total HP across 10 rounds for a single slot.

Subclass Comparative Analysis: 9 Divine Domains Evaluated

Domain Armor & Weapons Channel Divinity Focus Standout Spells Optimal Role
Life Heavy Armor, Shields Preserve Life (Area burst heal) Bless, Revivify, Death Ward Ultimate support tank & party triage anchor.
Light Medium Armor, Shields Radiance of the Dawn (AoE radiant blast) Faerie Fire, Fireball, Wall of Fire Blaster caster; controls combat with burst fire damage.
War Heavy Armor, Martial Weapons Guided Strike (+10 attack bonus) Shield of Faith, Crusader’s Mantle Melee bruiser; lands critical attacks with Great Weapon Master.
Tempest Heavy Armor, Martial Weapons Destructive Wrath (Max lightning/thunder) Fog Cloud, Shatter, Destructive Wave Control tank with devastating max-damage thunder blasts.
Trickery Medium Armor, Shields Invoke Duplicity (Illusion clone) Pass without Trace, Polymorph, Dimension Door Subterfuge specialist with game-breaking stealth buffs.
Knowledge Medium Armor, Shields Knowledge of the Ages (Any proficiency) Command, Augury, Arcane Eye, Scrying Investigation master & social interrogator.
Nature Heavy Armor, Shields Charm Animals & Plants Spike Growth, Plant Growth, Wind Wall Elemental defender with Dampen Elements reaction resistance.
Death Medium Armor, Martial Weapons Touch of Death (Flat necrotic burst) Animate Dead, Vampiric Touch, Cloudkill Aggressive necromancer utilizing twin cantrip attacks.
Forge Heavy Armor, Shields Artisan's Blessing (Craft metal gear) Heat Metal, Protection from Energy, Wall of Fire Indestructible frontline AC fortress (+1 AC bonus).

The Definitive 5e Cleric Spell Tier List by Spell Level

To maximize spell slot efficiency, prepare these universally recognized high-impact spells at each tier:

1st-Level Spells

  • Bless (S-Tier): Mathematically the most powerful 1st-level concentration spell in 5e. Adding +1d4 (+12.5% on average) to attack rolls and all saving throws for three allies routinely turns missed attacks into hits and prevents party wipes from dragon breath weapons and control spells.
  • Healing Word (S-Tier): 60-foot bonus action resuscitation. The quintessential combat emergency tool.
  • Guiding Bolt (A-Tier): Deals 4d6 radiant damage on a ranged attack roll and grants advantage to the next attack roll against the target before your next turn.

2nd-Level Spells

  • Spiritual Weapon (S-Tier): Cast as a bonus action, it does NOT require concentration. Deals 1d8 + WIS force damage every single round for 1 minute using your bonus action, drastically improving round-over-round DPR.
  • Aid (S-Tier): Increases current and maximum HP of three creatures by 5 hit points for 8 hours without requiring concentration. Can be cast right before combat or upcast to heal multiple unconscious allies simultaneously.
  • Silence (A-Tier): A 20-foot sphere that prevents all sound. Completely neutralizes spellcasters whose spells have verbal components when paired with a grappler who keeps them inside the sphere.

3rd-Level Spells

  • Spirit Guardians (S+-Tier): The undisputed crown jewel of the Cleric spell list. Flaring spirits surround you in a 15-foot radius, halving enemy movement speed and dealing 3d8 radiant or necrotic damage every time a creature enters the area or starts its turn there. Combined with the Dodge action, a Cleric becomes an impenetrable meat grinder.
  • Revivify (S-Tier): Returns a creature that died within the last minute to life with 1 HP for 300 gp of diamond dust. Non-negotiable insurance policy for any adventuring party.
  • Dispel Magic (A-Tier): Removes magical conditions, enemy buffs, and persistent hazards.

4th & 5th-Level Spells

  • Banishment (S-Tier, 4th): Charisma saving throw to banish an enemy to another plane. If the target is an outsider (fiend, fey, elemental, aberration), they are permanently banished if you hold concentration for the full minute.
  • Death Ward (A-Tier, 4th): Prevents a creature from dropping to 0 HP, leaving them at 1 HP instead. Lasts 8 hours without concentration.
  • Holy Weapon (A-Tier, 5th): Imbues a weapon with +2d8 radiant damage per hit for 1 hour. Cast on a Fighter or Monk with 3 to 4 attacks per round, this adds massive sustained damage.
  • Greater Restoration (S-Tier, 5th): Cures exhaustion levels, charmed/petrified conditions, ability score reductions, and maximum hit point reductions.

Divine Intervention: Mechanics, Probabilities & 20th-Level Climax

Beginning at 10th level, a Cleric can beseech their deity for direct aid via Divine Intervention. As an action, you describe the assistance you seek and roll a percentile die (d100):

Success Condition: Result on d100 ≤ Cleric Level

At 10th level, you have a exactly a 10% chance of divine manifestation. Each level increases your success probability by 1%, reaching 19% at level 19. If your deity intervenes, you cannot use this feature again for 7 days. If the roll fails, you regain the ability after a long rest.

At 20th level, your connection to the divine becomes absolute: your Divine Intervention automatically succeeds with no die roll required. The Dungeon Master determines the exact manifestation of divine power, with official rules stating that the effect of any Cleric spell or domain spell is always appropriate.

Frequently Asked Questions

Can a Cleric wear metal armor and use metal shields?

Yes! Unlike Druids, who have an explicit cultural and mechanical taboo against metal armor, Clerics have no restrictions against wearing metal. A Life, War, Tempest, or Forge Cleric can wear full plate armor (AC 18) and wield a steel shield (AC +2) without any penalty.

Does casting a bonus action spell like Healing Word prevent casting Guiding Bolt?

Yes. Under Player's Handbook rules on Bonus Action spells (Chapter 10), if you cast a spell using a bonus action on your turn (such as Healing Word or Spiritual Weapon), the only other spell you can cast with your main action on that same turn is a cantrip with a casting time of 1 action (such as Sacred Flame or Toll the Dead). You cannot cast two leveled spells in the same turn under this rule.

Can a Cleric use a shield as their Holy Symbol for spellcasting?

Yes. The rules for spellcasting components allow a holy symbol to be emblazoned directly upon a shield. When holding this shield, you satisfy both the Material (M) and Somatic (S) components of your Cleric spells, allowing you to cast spells while holding a weapon in your other hand.

Explore Related Combat & Character Tools