In Dungeons & Dragons 5e (updated for 2026 play), when do clerics get spell slots back is key for divine casters. Primarily on long rests, with nuances for domains and feats.
This detailed article covers rules, exceptions, multiclassing, and 2026 errata for optimal cleric play.
Core Rule: Long Rest Recovery
Clerics regain all expended spell slots after a long rest (PHB p.188). Minimum 8 hours, with 1 hour light activity allowed. No half-casting recovery.
2026 One D&D keeps this, adding optional short rest scaling for high-level clerics.
- Slots scale by level: 4/3/3/3/2/1
- Channel Divinity separate
- Preparation daily
Short Rest Options and Exceptions
Life Domain: Heal restores slots (1/short rest). Feats like Magic Initiate add once/day slots. Artificer multiclass enables short rest slots.
2026 rules clarify no overlap abuse.
- Battlemaster maneuvers indirect
- Potions of Spell Recovery rare
- Group rest coordination
Domain-Specific Recoveries
Knowledge: Arcane Recovery-like once/day. Forge: Minor slot refund on infusions. Twilight: Temp HP aids rest survival.
Custom lineages from Tasha's enhance.
- Peace Domain: Group slots
- Order: Embolden share
- Death: Necrotic tweaks
Multiclass and Item Interactions
- Warlock slots separate
- Rest in anti-magic risky
- Bag of holding camps
Paladin/Cleric: Slots pooled by total level. Items like Pearl of Power (1 3rd slot/short). 2026 DMG adds slot batteries.
Planar Binding summons aid resting.