Top 5 Best Cleric Cantrips in D&D 5e

This post may contain affiliate links. If you buy something we may get a small commission at no extra cost to you. (Learn more).

Clerics are such an important class in the adventuring party. As human extensions of the deities they serve, clerics do mass healing, mass damage, and are a mass amount of fun to play!

Spell slots are important to conserve in fifth edition, especially at lower levels, as there’s a really limited number of them.

Cantrips, however, can be some of the most useful spells in the game anyway!

Here are the best ones to check out for clerics.

 

5. Cure Wounds

Okay so this spell might be the OG Cleric cantrip.

Cure Wounds is one of the single most useful spells that Clerics can access. Because normally, the Cleric plays a healing role in the party, and the Barbarian sure won’t be healing anyone!

Cure Wounds allows the Cleric to heal another character for 1d8 plus their spellcasting modifier. That can make a big difference!

 

4. Guidance

Let’s face it – sometimes Clerics play more of a supporting role. There’s nothing wrong with that. In fact, it’s totally necessary for a successful party!

One of the most useful cantrips that Clerics can use is Guidance, which allows them to lend 1d4 to another player to an ability check. Think of it as acting as a sort of mentor in whichever check it is they’re making!

Note: The creature must be willing, and the creature must be touched for the cantrip to work. It requires Concentration, and lasts for up to one minute.

 

3. Sacred Flame

Are you fighting undead and having a difficult time getting a blow in?

Fear not, because Clerics can cast Sacred Flame, a cantrip that causes 1d8 radiant damage – and boy, do the undead really hate radiant damage!

It costs one action, rolls against a dexterity saving throw, and has a range of sixty feet for a whopping 1d8 at first level.

It increases in power at 5th, 11th, and 17th level. And it can do some mad damage for a first level spell, so it’s definitely one to keep on your list – especially if you’re playing a War Cleric!

 

2. Toll the Dead

There’s something pretty ominous about hearing an ominous bell so realistically that you literally take necrotic damage, but that’s exactly what Toll the Dead does.

At the cost of one action, this cantrip targets one creature within sixty feet and does 1d8 necrotic damage. This one is from Xanathar’s Guide to Everything.

And I’ll do you one better – if the target has taken any previous damage (any damage at all!) you’ll instead roll 1d12.

This cantrip grows in power at 5th, 11th, and 17th level, too. It’s a hugely powerful spell, especially for a cantrip.

 

1. Spare the Dying

Pardon the pun, but Spare the Dying is literally a lifesaver!

At a mere touch, the cleric can stabilize another character, whether that’s an NPC you might want to question, or another player at the table whose death saving rolls aren’t going so well.

The range is touch, and it costs one action, though be warned: Spare the Dying has no effect on the undead or constructs.

Browse: Tabletop Games