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0 Level (Cantrips) Guiding Bolt: Ranged spell attack that deals 4d6

radiant damage and gives the next attack role on the


Guidance: For up to 1 minute, a target can add 1d4
target advantage because of the radiance.
to one ability check of its choice.
Healing Word: A creature of your choice that you
Light: Object shines like a torch.
can see within range regains hit points equal to 1d4
Mending: Makes minor repairs on an object.
+ your spellcasting ability modifier. At higher
Resistance: For up to 1 minute, a target can add
levels increases 1d4 per level above 1st.
1d4 to one saving throw of its choice.
Inflict Wounds: Melee spell attack that deals 3d10
Sacred Flame: Radiant light deals 1d8 radiant
necrotic damage on a hit. When cast at higher spell
damage on a failed Dex check. This damage
slots the damage increases by 1d10 per level above
increases by 1d8 at 5th, 11th, and 17th level.
1st.
Spare the Dying: You touch a living creature that
Protection from Evil & Good: Creatures of the
has 0 hit points. The creature becomes stable.
selected type have disadvantage against the affected
Thaumaturgy: You manifest a minor wonder, a
target.
sign of supernatural power, within 30 feet for up to
Purify Food and Drink: Purifies any nonmagical
a minute.
food and drink in a 5 ft sphere.
1st Level Sanctuary: Shields a creature from attacks. Any
Bane: Up to three creatures make a Cha save. On a attacker must make a Wis save or choose a new
failure, they subtract 1d4 from every attack or target or lose the attack altogether.
saving throw. Shield of Faith: Gives a target +2 AC for up to 10
Bless: Bless up to three creatures of your choice minutes.
within range. Whenever a target makes an attack 2nd Level
roll or a saving throw before the spell ends, the
Aid: 3 creatures within 30 ft gain 5 HP (even if they
target can add 1d4 to the attack roll or saving throw.
are at full health) for 8 hours. When used at higher
When cast at higher levels the damage increases by
spell slots, the HP increases by 5 for each slot above
1d8 for every level above 4th. 2nd.
Command: Speak a one-word command to a Augury: Using a divining tool, you receive an omen
creature you can see within range. The target must about what will happen in the next 30 minutes.
succeed on a W is saving throw or follow the Blindness/Deafness: Blinds or Deafens a foe who
command on its next turn. fails a Con save. If they succeed, the spell ends.
Create or Destroy Water: Create or destroy up to Calm Emotions: All humanoids in a 20 ft radius
10 gallons of water. Alternatively, create 30 ft of make a Cha save, those who fail become calmed.
rain or destroy 30 ft of fog. Continual Flame: Makes a permanent, heatless torch.
Cure Wounds: Heals a target by 1d8+your Wis Enhance Ability: Choose one for the next hour:
modifier. Can be cast at higher levels for an Bear’s Endurance. The target has advantage
additional 1d8 per level above 2nd. on Constitution checks. It also gains 2d6
Detect Evil and Good: For 10 minutes you can temporary hit points, which are lost when the
detect good or evil creatures within 30 ft of you. spell ends.
You also know where there are magically good or Bull’s Strength. The target has advantage on
evil items/places. Str checks, and his or her carrying capacity
Detect Magic: Detects spells and magic items doubles.
within 60 ft. Cat’s Grace. The target has advantage on Dex
checks. It also doesn’t take damage from
Detect Poison and Disease: Detect and identify
falling 20 feet or less if it isn’t incapacitated.
poisons and diseases 30 ft from you for up to 10
minutes.
Eagle’s Splendor. The target has advantage Beacon of Hope: For up to a minute, any number of
on Cha checks. creatures within 30 ft have advantage on W is saving
Fox’s Cunning. The target has advantage on throws and death saving throws, and regains the
Int checks. maximum number of hit points possible healing.
Owl’s Wisdom. The target has advantage on Bestow Curse: On a failed Wis save, target is cursed.
Wis checks. Choose between that target having disadvantage on
When cast at higher level slots, you can target an one anything with one ability score (saves and
additional creature. checks), disadvantage on attacks against you, a failed
Find Traps: You sense the presence of any trap Wis score each turn makes the turn pointless, or your
within range that is within line of sight. attacks/spells do an extra 1d8 necrotic damage.
Gentle Repose: Preserves a corpse and prevents it Clairvoyance: Creates a small sensor that you can use
from decay or undeath. to spy with.
Hold Person: Paralyzes one humanoid on failed Create Food and Water: Creates 45 lb of food and
Wisdom save. 30 gallons of water.
Lesser Restoration: You touch a creature and can Daylight: A 60-foot-radius sphere of light spreads out
end either one disease or one condition afflicting it. from a point you choose within range. The sphere is
The condition can be blinded, deafened, paralyzed, or bright light and sheds dim light for an additional 60
poisoned. feet.
Locate Object: Describe or name an object that is Dispel Magic: Cancels magical spells and effects.
familiar to you. You sense the direction to the object’s Feign Death: Puts a creature into a willing, death-like
location, as long as that object is within 1,000 feet of coma.
you. If the object is in motion, you know the direction Glyph of Warding: Places a magical Glyph on an
of its movement. item of your choice. When the item is triggered (Ex:
Prayer of Healing: Up to six creatures within 30 ft Opening a door or picking up a jar) the glyph either
each regain hit points equal to 2d8 + your spellcasting casts a 3rd level or lower spell or explodes in a 20 ft
modifier. At higher spell slots the healing increases radius dealing 5d8 acid, cold, fire, lightning or thunder
1d8 per level above 2nd. damage on a failed Dex save. (Halves damage if
Protection from Poison: Gives target resistance and successful)
advantage against poison for 1 hour. Also cures any Magic Circle: Creates a 10 ft wide, 20 ft tall cylinder
poison. that can have certain affects against a type of creature
Silence: For up to ten minutes, no sound can be of your choice. (See PHB for more details)
created within or pass through a 20-foot-radius sphere. Mass Healing Word: Up to 6 targets heal 1d4 +
Any creature or object entirely inside the sphere is spellcasting modifier HP. At higher spell slots, the
immune to thunder damage, and creatures are deaf healing increases by 1d4 per level above 3rd.
inside it. Meld into Stone: You become one with a stone
Spiritual Weapon: Summons a spectral weapon that surface or object of your choice for up to 8 hours.
floats around and deals 1d8 + spellcasting modifier on Protection from Energy: Willing creature you touch
a successful attack. At higher spell slots the damage has resistance to one damage type of your choice.
increases by 1d8 for every level above 2nd. Remove Curse: At your touch, all curses affecting
Warding Bond: Gives a target +1 to AC and saving one creature or object end.
throws and also resistance to all damage for 1 hour. If Revivify: Brings a creature back to life that has died
it takes damage, you take the same amount. in the past hour and heals 1 HP.
Zone of Truth: 15 foot sphere where any creature Sending: You send a short message of twenty-five
that fails a Cha save must speak the truth. words or less to a creature with which you are
familiar.
3rd Level Speak with Dead: You can talk to dead people.
Animate Dead: Creates an undead servant.
Spirit Guardians: Summons 15 ft of spirits around Blinding Sickness: Target has disadvantage
you that deal 3d8 radiant or necrotic damage on a on Wis saves and checks and becomes
failed Wis save. (half on success) At higher spell slots, blinded.
the damage increases by 1d8 per level above 3rd. Filth Fever: Target has disadvantage on Str
Tongues: This spell grants the creature you touch the checks, saves, and attacks that use Str.
ability to understand any spoken language it hears. Flesh Rot: Rots targets flesh and it has
Moreover, when the target speaks, any creature that disadvantage on Cha checks and is vulnerable
knows at least one language and can hear the target to al damage.
understands what it says. Mindfire: Target has disadvantage on Int
Water Walk: Allows up to 10 creatures to walk on checks, saves, and becomes confused.
water for 1 hour. Seizure: Target has disadvantage on Dex
checks, save, and attacks that use Dex.
4th Level Slimy Doom: Target bleeds uncontrollably
Banishment: You attempt to send one creature that
and has disadvantage on Con checks, saves,
you can see within range to another plane of
and becomes stunned until the end of its next
existence. The target must succeed on a Charisma
turn.
saving throw or be banished.
Dispel Evil and Good: You can break an
Control Water: Until the spell ends, you control any
enchantment caused by a good/evil creature or attempt
freestanding water inside an area you choose that is a
to banish a creature. That creature must succeed on a
cube up to 100 feet on a side.
Cha save or be sent back to their home plane.
Death Ward: For 8 hours, one creature, if it drops to
Flame Strike: Creates a column of divine fire that is
0 HP, it instead drops to 1 and the spell ends.
10 ft wide, and 40 ft high. On a failed Dex save, any
Freedom of Movement: For an hour, a target’s
creature inside takes 4d6 fire damage and 4d6 radiant
movement is unaffected by difficult terrain, and spells
damage. (half on success) At higher level slots the
and other magical effects can neither reduce the
damage increases by 1d6 per level above 5th.
target’s speed nor cause the target to be paralyzed or
Geas: If the target can understand you, it makes a Wis
restrained.
save. On a failure, it becomes charmed and must obey
Guardian of Faith: Large spectral guardian that lasts
a command you give. (Not suicidal, that ends the
for 8 hours deals 20 radiant damage on anything that
spell) If it disobeys, it take 5d10 psychic damage.
comes within 10 ft of it and fails a Dex save. (half on
Greater Restoration: You can reduce the target’s
success) The guardian leaves when it deals 60
exhaustion level by one, or end one of the following
damage.
effects on the target:
Locate Creature: Describe or name a creature that is
• One effect that charmed or petrified the
familiar to you. You sense the direction to the
target
creature’s location, as long as that object is within
• One curse, including the target’s attunement
1,000 feet of you. If the creature is in motion, you
to a cursed magic item
know the direction of its movement.
• Any reduction to one of the target’s ability
Stone Shape: You touch a stone object of Medium
scores
size or smaller or a section of stone no more than 5
• One effect reducing the target’s hit point
feet in any dimension and form it into any shape that
maximum
suits your purpose.
Hallow: A 24 hour casting time spell that creates a
5th Level holy/unholy zone of power up to 60 ft wide.
Commune: You summon your deity or a divine proxy Celestials, elementals, fey, fiends, and undead can’t
and can ask them up to 3 yes/no questions. The more enter it. You also choice one of the following affects:
you cast this spell, the more likely you get no answer. Courage. Affected creatures can’t be
Contagion: Melee spell attack that causes one of the frightened while in the area.
following diseases on hit:
Darkness. Darkness fills the area. Normal modified by how well you know the target and the
light, as well as magical light created by spells sort of physical connection you have to it.
of a lower level than the slot you used to cast
this spell, can’t illuminate the area.
Daylight. Bright light fills the area. Magical
darkness created by spells o f a lower level
than the slot you used to cast this spell can’t
6th Level
extinguish the light. Blade Barrier: Creates a wall of razor sharp blades
Energy Protection. Affected creatures in the that deals 6d10 slashing damage to any creature who
area have resistance to one damage type of enters and fails a Dex save. (half on success)
your choice, except for bludgeoning, piercing, Create Undead: You can cast this spell only at night.
or slashing. Choose up to three corpses of Medium or Small
Energy Vulnerability. Affected creatures in humanoids within range. Each corpse becomes a
the area have vulnerability to one damage type ghoul under your control.
of your choice, except for bludgeoning, Find the Path: Allows you to find the shortest, most
piercing, or slashing. direct physical route to a specific fixed location that
Everlasting Rest. Dead bodies interred in the you are familiar with on the same plane of existence.
area can’t be turned into undead. Forbiddance: A 10 minute ritual that creates a ward
Extradimensional Interference. Affected that covers up to 40k square ft of floor space for 1
creatures can’t move or travel using day. Creatures can’t teleport into the area and deals
teleportation or by extradimensional or 5d10 radiant/necrotic damage to a creature type of
interplanar means. your choice. You may also designate a password to
Fear. Affected creatures are frightened while allow creatures in that know it.
in the area. Harm: On a failed Con save, a target takes 14d6
Silence. No sound can emanate from within necrotic damage and its maximum HP decreases by
the area, and no sound can reach into it. that amount. (On a success it just takes half damage)
Tongues. Affected creatures can communicate Heal: Target heals 70 HP and is cured of all disease,
with any other creature in the area. blindness, and deafness. At higher spell slots, the
Insect Plague: Creates a 20ft sphere of biting locusts healing increases by 10 per level above 6th.
that deal 4d10 piercing damage on a failed Con save Heroes’ Feast: In 10 minutes, a grand feast is
on anyone inside or entering. (half on a successful summoned that up to 12 creatures can partake in. For
save) 24 hours they gain 2d10 HP, immunity to poison and
Mass Cure Wounds: Up to 6 creatures in a 30 ft fear, and are cured of all diseases and poisons.
sphere heal 3d8+ spellcasting modifier. At higher Planar Ally: In 10 minutes, summons a celestial,
levels it increases by 1d8 for each level above 5th. elemental, or fiend sent by your deity. You may ask
Planar Binding: You attempt to bind a celestial, an them to perform a task, but they aren’t obligated to do
elemental, a fey, or a fiend to your service. Takes 1 so and if they do, they will expect payment in the
hour to cast and the target must be in range! At the form of gold, sacrifice, or magic items.
end, on a failed Cha save, the creature serves you for True Seeing: Lets you see all things as they really are.
24 hours. Word of Recall: You and up to five willing creatures
Raise Dead: You return a dead creature you touch to within 5 feet of you instantly teleport to a previously
life, provided that it has been dead no longer than 10 designated sanctuary.
days. 7th Level
Scrying: You can see and hear a particular creature Conjure Celestial: You summon a celestial of
you choose that is on the same plane of existence as challenge rating 4 or lower for up to 1 hour.
you. The target must make a Wis save, which is Divine Word: Choose any number of creatures within
30 ft of you. They must succeed on a Cha save or have
one of the following happen depending on their HP: save, the target is driven insane for 1
• 50 HP or less: deafened for 1 minute minute.
• 40 HP or less: deaf & blind for 10 minutes 6. Pain. Each target must make a
• 30 HP or less: blind, deaf, & stunned for 1 Constitution saving throw and becomes
hour incapacitated with excruciating pain for 1
• 20 HP or less: killed instantly minute on a failed save.
Etherealness: You step into the borders of the 7. Sleep. Each target must make a Wisdom
Ethereal Plane and can see both planes but aren’t saving throw and falls unconscious for 10
affected by anything on the plane. minutes on a failed save. A creature
Fire Storm: Creates an up to 100ft storm of raining awakens if it takes damage or if someone
fire that deals 7d10 fire damage on a failed Dex save. uses an action to shake or slap it awake.
(half on successful save) 8. Stunning. Each target must make a
Plane Shift: You and up to eight willing creatures Wisdom saving throw and becomes
who link hands in a circle are transported to a stunned for 1 minute on a failed save.
different plane of existence.
Regenerate: Target heals 4d8 +15 HP and regains 1
8th Level
Antimagic Field: Creates a 10ft sphere were magic of
HP at the start of each turn for 1 hour. Severed body
any kind does not work.
members restored after two minutes.
Control Weather: You take control of the weather
Resurrection: You touch a dead creature that has
within 5 miles of you.
been dead for no more than a century, that didn’t die
Earthquake: Create a 100 ft radius earthquake that
of old age, and that isn’t undead and it returns to life
creates fissures and destroys most buildings.
with all its hit points.
Holy Aura: Bathes you in divine light for up to a
Symbol: You inscribe a harmful glyph either on a
minute and any creatures of your choice in a 30 ft
surface (such as a section of floor, a wall, or a table)
radius have advantage on all saving throws and
or within an object and choose a trigger and one of the
everything else has disadvantage on attack rolls
following affects.
against them. Any fiend or undead that attacks must
1. Death. Each target must make a
succeed on a Con save or become blinded until the
Constitution saving throw, taking 10d 10
spell ends.
necrotic damage on a failed save, or half
as much damage on a successful save. 9th Level
2. Discord. Each target must make a Astral Projection: You and up to 8 willing creatures
Constitution saving throw. On a failed project your astral bodies onto the Astral Plane while
save, a target bickers and argues with your material bodies remain unconscious.
other creatures for 1 minute. Gate: Creates a portal to location on a different plane.
3. Fear. Each target must make a Wisdom Can only travel through the front portal.
saving throw and becomes frightened for 1 Mass Heal: Heals up to 700 HP divided among any
minute on a failed save. While frightened, number of creatures. They also are cured of all
the target drops whatever it is holding and diseases and any blindness/deafness.
must move at least 30 feet away from the
glyph on each of its turns, if able. True Resurrection: Brings someone back to life and
4. Hopelessness. Each target must make a full HP if they have been dead for less than 200 years
Charisma saving throw. On a failed save, and didn’t die of old age.
the target is overwhelmed with despair for
1 minute.
5. Insanity. Each target must make an
Intelligence saving throw. On a failed

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