Cantrips |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Guidance
|
|
1 action |
Touch |
Concentration, up to 1 minute |
d4 |
VS |
|
| Notes: | You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. |
Spare The Dying
|
|
1 action |
Touch |
Instantaneous |
|
VS |
|
| Notes: | You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. |
Toll the Dead
|
|
1 Action |
60 Ft |
Instantaneous |
1d8 |
VS |
|
| Notes: | You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. |
Healing Word
|
|
1 Bonus Action |
60 ft |
Instantaneous |
1d4 |
D |
|
| Notes: | A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |
Level 1 Spells 5 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Toll the Dead
|
|
1 Action |
60 Ft |
Instantaneous |
1d8 + |
VS |
|
| Notes: | You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. |
Burning Hands
|
|
1 Action |
Self (15ft cone) |
Instanious |
3d6 |
VS |
|
| Notes: | As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. |
Healing Word
|
|
1 Bonus Action |
60 ft |
Instantaneous |
1d4 + |
D |
|
| Notes: | A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |
Bless
|
|
1 Action |
30 ft |
Concentration, up to 1 minute |
|
VSM |
|
| Notes: | You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. |
Create or Destroy Water
|
|
1 Action |
30 ft |
Instantaneous |
|
VSM |
|
| Notes: | You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. At Higher Levels. |
Detect Magic
|
|
1 Action |
Self |
Concentration, up to 10 minutes |
|
VS |
|
| Notes: | For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. |
Guiding Bolt
|
|
1 Action |
120 ft |
1 Round |
4d6 |
VS |
|
| Notes: | A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. |
Sanctuary
|
+7 |
1 Bonus Action |
30 ft |
1 Minute |
|
VSM |
|
| Notes: | You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. |
Level 2 Spells 3 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Toll the Dead
|
|
1 Action |
60 Ft |
Instantaneous |
1d8 + |
VS |
|
| Notes: | You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. |
Burning Hands
|
|
1 Action |
Self (15ft cone) |
Instanious |
3d6 + |
VS |
|
| Notes: | As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. |
Healing Word
|
|
1 Bonus Action |
60 ft |
Instantaneous |
1d4 + |
D |
|
| Notes: | A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |
Guiding Bolt
|
|
1 Action |
120 ft |
1 Round |
4d6 + |
VS |
|
| Notes: | A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. |
Aid
|
|
1 Action |
30 ft |
8 Hours |
5 |
VSM |
|
| Notes: | Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. |
Enhance ability
|
|
1 Action |
Touch |
1 Hour |
2d6 |
VSM |
|
| Notes: | You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. |
Prayer of Healing
|
|
10 Minutes |
30 ft |
Instantaneous |
2d8 + 2 |
V |
|
| Notes: | Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |
Spiritual Weapon
|
|
1 Bonus Action |
60 ft |
1 Minute |
1d8 |
VS |
|
| Notes: | You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon. |