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Clerics are conduits of divine power who serve as intermediaries between the mortal world and the distant planes of the gods. Their magic reflects their deity's domains and interests, ranging from healing and protection to destruction and deception.
As a cleric, you draw magic directly from your deity's divine influence. You don't require a spellbook, but instead prepare a list of cleric spells available to cast each day. You select a number of spells equal to your Wisdom modifier + your cleric level (minimum of one spell).
You can prepare different spells after each long rest, choosing from the entire cleric spell list. Additionally, your Divine Domain grants you domain spells that are always prepared and don't count against your prepared spell total.
At 1st level, clerics choose a Divine Domain that reflects their deity's sphere of influence. Popular domains include Life (healing), Light (radiance), Knowledge (information), Tempest (storms), War (combat), and many others. Each domain provides unique abilities and domain spells that are always prepared.
Clerics excel at healing, support, and protection magic. Signature cleric spells include Sacred Flame, Prayer of Healing, and Flame Strike.
Wisdom is your spellcasting ability for cleric spells.
You can cast any cleric spell as a ritual if that spell has the ritual tag and you have it prepared.
Starting at 2nd level, you can channel divine energy directly from your deity to power magical effects.
122 cleric spells for D&D 5e, by level.
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