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SPELLCA STING A BILITY: ________________ SPELL SA V E DC: ________________ SPELL A TTA CK BONUS: ________________

First Second Third Forth Fifth Sixth Seventh Eight Ninth Tenth

Spell _______ _______ _______ _______ _______ _______ _______ _______ _______ _______

slots
Bless Ceremony (Ritual)
Enchantment Abjuration

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Hour
Range: 30 feet Range: Touch
Components: V, S, M (a sprinkling of holy water) Components: V, S, M (25 gp worth of powdered silver,which the
Duration: Concentration, up to 1 minute spell consumes)
Duration: Instantaneous
You bless up to three c reatures of your c hoic e within range.
Whenever a target makes an attac k roll or a saving throw before You perform a spec ial religious c eremony that is infused with
the spell ends, the target c an roll a d4 and add the number rolled magic . When you c ast the spell, c hoose one of the following rites,
to the attac k roll or saving throw. the target of whic h must be within 10 feet of you throughout the
c asting.
At higher level Atonement. You touc h one willing c reature whose alignment has
c hanged, and you make a DC 20 Wisdom (Insight) c hec k. On a
When you c ast this spell using a spell slot of 2nd level or higher, suc c essful c hec k, you restore the target to its original alignment.
you c an target one additional c reature for eac h slot level above Bless Water. You touc h one vial of water and c ause it to bec ome
1st. holy water.
Coming of Age. You touc h one humanoid who is a young adult. For
the next 24 hours, whenever the target makes an ability c hec k, it
c an roll a d4 and add the number rolled to the ability c hec k. A
c reature c an benefit from this rite only onc e.
Dedic ation. You touc h one humanoid who wishes to be dedic ated
to your god’s servic e. For the next 24 hours, whenever the target
makes a saving throw, it c an roll a d4 and add the number rolled to
the save. A c reature c an benefit from this rite only onc e.
Funeral Rite. You touc h one c orpse, and for the next 7 days, the
target c an’t bec ome undead by any means short of a wish spell.
Wedding. You touc h adult humanoids willing to be bonded together
in marriage. For the next 7 days, eac h target gains a +2 bonus to
AC while they are within 30 feet of eac h other. A c reature c an
benefit from this rite again only if widowed.
Command Compelled Duel
Enchantment Enchantment

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Bonus Action
Range: 60 feet Range: 30 feet
Components: V Components: V
Duration: 1 round Duration: Concentration, up to 1 minute

You speak a one-word c ommand to a c reature you c an see within You attempt to c ompel a c reature into a duel.
range. One c reature that you c an see within range must make a Wisdom
The target must suc c eed on a Wisdom saving throw or follow the saving throw. On a failed save, the c reature is drawn to you,
c ommand on its next turn. The spell has no effec t if the target is c ompelled by your divine demand. For the duration, it has
undead, if it doesn’t understand your language, or if your c ommand disadvantage on attac k rolls against c reatures other than you, and
is direc tly harmful to it. S ome typic al c ommands and their effec ts must make a Wisdom saving throw eac h time it attempts to move
follow. You might issue a c ommand other than one desc ribed here. to a spac e that is more than 30 feet away from you; if it suc c eeds
If you do so, the DM determines how the target behaves. If the on this saving throw, this spell doesn’t restric t the target’s
target c an’t follow your c ommand, the spell ends. movement for that turn.

Approach The spell ends if you attac k any other c reature, if you c ast a spell
The target moves toward you by the shortest and most direc t route, that targets a hostile c reature other than the target, if a c reature
ending its turn if it moves within 5 feet of you. friendly to you damages the target or c asts a harmful spell on it, or
if you end your turn more than 30 feet away from the target.
Drop
The target drops whatever it is holding and then ends its turn.

Flee
The target spends its turn moving away from you by the fastest
available means.

Grovel
The target falls prone and then ends its turn.

Halt
The target doesn’t move and takes no ac tions. A flying c reature
stays aloft, provided that it is able to do so. If it must move to stay
aloft, it flies the minimum distanc e needed to remain in the air.

At higher level

When you c ast this spell using a spell slot of 2nd level or higher,
you c an affec t one additional c reature for eac h slot level above
1st. The c reatures must be within 30 feet of eac h other when you
target them

Cure Wounds Detect Evil and Good


Evocation Divination

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: Self
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 10 minutes

A c reature you touc h regains a number of hit points equal to 1d8 + For the duration, you know if there is an aberration, c elestial,
your spellc asting ability modifier. This spell has no effec t on elemental, fey, fiend, or undead within 30 feet of you, as well as
undead or c onstruc ts. where the c reature is loc ated. S imilarly, you know if there is a
plac e or objec t within 30 feet of you that has been magic ally
At higher level c onsec rated or desec rated.

When you c ast this spell using a spell slot of 2nd level or higher, The spell c an penetrate most barriers, but it is bloc ked by 1 foot of
the healing inc reases by 1d8 for eac h slot level above 1st. stone, 1 inc h of c ommon metal, a thin sheet of lead, or 3 feet of
wood or dirt.
Detect Magic (Ritual) Detect Poison and Disease
Divination Divination

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: Self Range: Self
Components: V, S Components: V, S, M (a yew leaf)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes

For the duration, you sense the presenc e of magic within 30 feet of For the duration, you c an sense the presenc e and loc ation of
you. If you sense magic in this way, you c an use your ac tion to see poisons, poisonous c reatures, and diseases within 30 feet of you.
a faint aura around any visible c reature or objec t in the area that You also identify the kind of poison, poisonous c reature, or disease
bears magic , and you learn its sc hool of magic , if any. in eac h c ase.

The spell c an penetrate most barriers, but is bloc ked by 1 foot of The spell c an penetrate most barriers, but is bloc ked by 1 foot of
stone, 1 inc h of c ommon metal, a thin sheet of lead, or 3 feet of stone, 1 inc h of c ommon metal, a thin sheet of lead, or 3 feet of
wood or dirt. wood or dirt.

Divine Favor Heroism


Evocation Enchantment

Level: 1 Level: 1
Casting time: 1 Bonus Action Casting time: 1 Action
Range: Self Range: Touch
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

Your prayer empowers you with divine radianc e. Until the spell A willing c reature you touc h is imbued with bravery.
ends, your weapon attac ks deal and extra 1d4 radiant damage on a Until the spell ends, the c reature is immune to being frightened
hit. and gains temporary hit points equal to your spellc asting ability
modifier at the start of eac h of its turns. When the spell ends, the
target loses any remaining temporary hit points from this spell.

At higher level

When you c ast this spell using a spell slot of 2nd level or higher,
you c an target one additional c reature for eac h slot level above
1st.

Protection from Evil and Good Purify Food and Drink (Ritual)
Abjuration Transmutation

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: 10 feet
Components: V, S, M (holy water or powdered silver and iron, Components: V, S
which the spell consumes) Duration: Instantaneous
Duration: Concentration, up to 10 minutes
All nonmagic al food and drink within a 5-foot-radius sphere
Until the spell ends, one willing c reature you touc h is protec ted c entered on a point of your c hoic e within range is purified and
against c ertain types of c reatures: aberrations, c elestials, rendered free of poison and disease.
elementals, fey, fiends, and undead.

The protec tion grants several benefits. Creatures of those types


have disadvantage on attac k rolls against the target. The target
also c an’t be c harmed, frightened, or possessed by them. If the
target is already c harmed, frightened, or possessed by suc h a
c reature, the target has advantage on any new saving throw
against the relevant effec t.
Sanctuary Searing Smite
Abjuration Evocation

Level: 1 Level: 1
Casting time: 1 Bonus Action Casting time: 1 Bonus Action
Range: 30 feet Range: Self
Components: V, S, M (a small silver mirror) Components: V
Duration: 1 minute Duration: Concentration, up to 1 minute

You ward a c reature within range against attac k. The next time you hit a c reature with a melee weapon attac k
Until the spell ends, any c reature who targets the warded c reature during the spell’s duration, your weapon flares with white-hot
with an attac k or a harmful spell must first make a Wisdom saving intensitity, and the attac k deals an extra 1d6 fire damage to the
throw. On a failed save, the c reature must c hoose a new target or target and c auses the target to ignite in flames.
lose the attac k or spell. This spell doesn’t protec t the warded
c reature from area effec ts, suc h as the explosion of a fireball. At the start of eac h of its turns until the spell ends, the target must
make a Constitution saving throw. On a failed save, it takes 1d6 fire
If the warded c reature makes an attac k or c asts a spell that affec ts damage. On a suc c essful save, the spells ends. If the target or a
an enemy c reature, this spell ends. c reature within 5 feet of it uses an ac tion to put out the flames, or
if some other effec t douses the flames (suc h as the target being
submerged in water), the spell ends.

At higher level

When you c ast this spell using a spell slot of 2nd level or higher,
the initial extra damage dealt by the attac k inc reases by 1d6 for
eac h slot

Shield of Faith Thunderous Smite


Abjuration Evocation

Level: 1 Level: 1
Casting time: 1 Bonus Action Casting time: 1 Bonus Action
Range: 60 feet Range: Self
Components: V, S, M (a small parchment with a bit of holy text Components: V
written on it) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 10 minutes
The first time you hit with a melee weapon attac k during this spell’s
A shimmering field appears and surrounds a c reature of your duration, your weapon rings with thunder that is audible within 300
c hoic e within range, granting it a +2 bonus to AC for the duration. feet of you, and the attac k deals an extra 2d6 thunder damage to
the target. Additionally, if the target is a c reature, it must suc c eed
on a S trength saving throw or be pushed 10 feet away from you and
knoc ked prone.

Wrathful Smite Aid


Evocation Abjuration

Level: 1 Level: 2
Casting time: 1 Bonus Action Casting time: 1 Action
Range: Self Range: 30 feet
Components: V Components: V, S, M (a tiny strip of white cloth)
Duration: Concentration, up to 1 minute Duration: 8 hours

The next time you hit with a melee weapon attac k during this Your spell bolsters your allies with toughness and resolve.
spell’s duration, your attac k deals an extra 1d6 psyc hic damage. Choose up to three c reatures within range. Eac h target’s hit point
Additionally, if the target is a c reature, it must make a Wisdom maximum and c urrent hit points inc rease by 5 for the duration.
saving throw or be frightened of you until the spell ends. As an
ac tion, the c reature c an make a Wisdom c hec k against your spell At higher level
save DC to steel its resolve and end this spell.
When you c ast this spell using a spell slot of 3rd level or higher, a
target’s hit points inc rease by an additional 5 for eac h slot level
above 2nd.
Branding Smite Find Steed
Evocation C onjuration

Level: 2 Level: 2
Casting time: 1 Bonus Action Casting time: 10 Minutes
Range: Self Range: 30 feet
Components: V Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous

The next time you hit a c reature with a weapon attac k before this You summon a spirit that assumes the form of an unusually
spell ends, the weapon glemas with astral radianc e as you strike. intelligent, strong, and loyal steed, c reating a long-lasting bond
The attac k deals an extra 2d6 radiant damage to the target, whic h with it. Appearing in an unoc c upied spac e within range, the steed
bec omes visible if it is invisible, and the target sheds dim light in a takes on a form that you c hoose, suc h as a warhorse, a pony, a
5-foot radius and c an’t bec ome invisible until the spell ends. c amel, an elk, or a mastiff. (Your DM might allow other animals to
be summoned as steeds.) The steed has the statistic s of the
At higher level c hosen form, though it is a c elestial, fey, or fiend (your c hoic e)
instead of its normal type. Additionally, if your steed has an
When you c ast this spell using a spell slot of 3rd level or higher, the Intelligenc e of 5 or less, its Intelligenc e bec omes 6, and it gains
extra damage inc reases by 1d6 for eac h slot level above 2nd. the ability to understand one language of your c hoic e that you
speak.

Your steed serves you as a mount, both in c ombat and out, and you
have an instinc tive bond with it that allows you to fight as a
seamless unit. While mounted on your steed, you c an make any
spell you c ast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind


no physic al form. You c an also dismiss your steed at any time as an
ac tion, c ausing it to disappear. In either c ase, c asting this spell
again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you c an c ommunic ate with
it telepathic ally. You c an’t have more than one steed bonded by
this spell at a time. As an ac tion, you c an release the steed from
its bond at any time, c ausing it to disappear.

Lesser Restoration Locate Object


Abjuration Divination

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: Self
Components: V, S Components: V, S, M (a forked twig)
Duration: Instantaneous Duration: Concentration, up to 10 minutes

You touc h a c reature and c an end either one disease or one Desc ribe or name an objec t that is familiar to you. You sense the
c ondition afflic ting it. The c ondition c an be blinded, deafened, direc tion to the objec t’s loc ation, as long as that objec t is within
paralyz ed, or poisoned. 1,000 feet of you. If the objec t is in motion, you know the direc tion
of its movement.

The spell c an loc ate a spec ific objec t known to you, as long as you
have seen it up c lose – within 30 feet – at least onc e. Alternatively,
the spell c an loc ate the nearest objec t of a partic ular kind, suc h as
a c ertain kind of apparel, jewelry, furniture, tool, or weapon.

This spell c an’t loc ate an objec t if any thic kness of lead, even a
thin sheet, bloc ks a direc t path between you and the objec t.
Magic Weapon Protection from Poison
Transmutation Abjuration

Level: 2 Level: 2
Casting time: 1 Bonus Action Casting time: 1 Action
Range: Touch Range: Touch
Components: V, S Components: V, S
Duration: Concentration, up to 1 hour Duration: 1 hour

You touc h a nonmagic al weapon. Until the spell ends, that weapon You touc h a c reature. If it is poisoned, you neutraliz e the poison. If
bec omes a magic weapon with a +1 bonus to attac k rolls and more than one poison afflic ts the target, you neutraliz e one poison
damage rolls. that you know is present, or you neutraliz e one at random.

At higher level For the duration, the target has advantage on saving throws
against being poisoned, and it has resistanc e to poison damage.
When you c ast this spell using a spell slot of 4th level or higher, the
bonus inc reases to +2.
When you use a spell slot of 6th level or higher, the bonus
inc reases to +3.

Zone of Truth
Enchantment

Level: 2
Casting time: 1 Action
Range: 60 feet
Components: V, S
Duration: 10 minutes

You c reate a magic al z one that guards against dec eption in a 15-
foot-radius sphere c entered on a point of your c hoic e within range.
Until the spell ends, a c reature that enters the spell’s area for the
first time on a turn or starts its turn there must make a Charisma
saving throw. On a failed save, a c reature c an’t speak a deliberate
lie while in the radius. You know whether eac h c reature suc c eeds
or fails on its saving throw.

An affec ted c reature is aware of the spell and c an thus avoid


answering questions to whic h it would normally respond with a lie.
S uc h c reatures c an be evasive in its answers as long as it remains
within the boundaries of the truth.

- Generated and printed at Dnd-Spells.com

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