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Cleric [Life Domain] (10) Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME


frosty snowman Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

0 +4 PROFICIENCY BONUS
14
ARMOR
CLASS
-1 25
INITIATIVE SPEED

11 PERSONALITY TRAITS

Hit Point Maximum 53


0 Strength
DEXTERITY
-1 Dexterity

-1 0 Constitution
+2 Intelligence
CURRENT HIT POINTS IDEALS

9 ●
+6 Wisdom

+7 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

0 -1 Acrobatics (Dex) SUCCESSES

11 10x(1d8+0

+6 Animal Handling (Wis) FAILURES
)

+6 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
0

+2 ●
+3 Deception (Cha)
+6 History (Int)
NAME ATK BONUS DAMAGE/TYPE

14 ●
+6 Insight (Wis)
Scimitar +4 1d6+0 slashing
Amulet
+3 Intimidation (Cha) Crossbow, light +3 1d8-1 piercing Backpack
+2 Investigation (Int)
WISDOM
+6 Medicine (Wis)
Warhammer +4 1d8+0 bludgeoning Bedroll
+2

+2 Nature (Int) Clothes, common


15
+2 Perception (Wis) Number of Crossbow bolt x20


+7 Performance (Cha)
+7 Persuasion (Cha)
Attacks: 1 Incense x5
CHARISMA

+6 Religion (Int) Leather
+3 -1
-1
Sleight of Hand (Dex)
Stealth (Dex)
Mess kit
17 +2 Survival (Wis) Pouch
SKILLS ATTACKS & SPELLCASTING Rations (1 day)
12 PASSIVE WISDOM (PERCEPTION)
x10
CP
Reliquary
Tool Proficiencies: Bagpipes SP Rope, hempen
Weapon Proficiencies: Battleaxe; Dagger;
Glaive; Greataxe; Greatsword; Light hammer; EP
Shield
Mace; Maul; Morningstar; Quarterstaff;
Rapier; Scimitar; Shortsword; Sickle; Simple;
Tinderbox
Spear; Warhammer

Armor Proficiencies: Heavy; Light; Medium;


GP
15 Torch x10
Shields PP Vestements
Language Proficiencies: Celestial; Common;
Dwarvish; Elvish; Goblin; Undercommon Waterskin
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

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AGE HEIGHT WEIGHT
frosty
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

after christmas stopped you remained


in the north pole waiting for santa and
the elves to come back, soon you
realized if you didn't find santa soon
you would melt and Christmas would
never be able to return , you left the
north pole, while on your mission you
met the misfits a group of mismatched
Christmas inspired spirits on their
journey to also save santa clause and
return Christmas and santa to the
north pole.

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Guidance Animate Dead
Light Beacon of Hope (Domain)
Sacred Flame Bestow Curse
Spare the Dying Clairvoyance
Thaumaturgy Create Food and Water
Daylight
Dispel Magic

Glyph of Warding

SPELL
Magic Circle
LEVEL
SLOTS TOTAL SLOTS EXPENDED Mass Healing Word

1 4 Protection from Energy


7
Remove Curse
EPAR
SPELL NAME
ED
PR

Bane

Bless (Domain)
4 3
Command

Create or Destroy Water Banishment


SPELLS KNOWN

Cure Wounds (Domain) Control Water

Detect Evil and Good Death Ward (Domain)

Detect Magic Divination

Detect Poison and Disease Freedom of Movement

Guiding Bolt Guardian of Faith (Domain)

Healing Word Locate Creature


8
Inflict Wounds Stone Shape

Protection from Evil and Good

2 3
Aid

Augury
Blindness/Deafness
5 2
Calm Emotions

Continual Flame Commune


9
Enhance Ability Contagion

Find Traps Dispel Evil and Good

Gentle Repose Flame Strike

Hold Person Geas

Lesser Restoration (Domain) Greater Restoration

Locate Object Hallow

Prayer of Healing Insect Plague

Protection from Poison Legend Lore

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Revivify (Domain)
Revivify (Domain)

Sending
Sending

Speak with
Speak with Dead
Dead

Spirit Guardians
Spirit Guardians

Tongues
Tongues

Water Walk
Water Walk

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Purify Food and Drink

Sanctuary
Shield of Faith
4 3
SPELLS KNOWN

2 3
Silence

Spiritual Weapon (Domain)


Warding Bond
5 2
Zone of Truth

Mass Cure
Mass Cure Wounds
Wounds (Domain)
(Domain)
9
Planar Binding
Planar Binding

Raise Dead
Raise Dead (Domain)
(Domain)

Scrying
Scrying

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

Darkvision: 120 ft.


Damage Immunities: cold

---------------Actions--------------
Channel Divinity: Preserve Life. Distribute 50 HPs healing among any
creatures within 30 ft., each can be restored to at most 1/2 their HP
max.

Channel Divinity: Turn Undead. Undead within 30 feet must make a DC


14 Wisdom save or be turned for 1 min. or until damaged.

Grappler. Restrain a creature you are grappling.

-------------Reactions-------------
frostbite . If hit the enemy must roll a 10 con save if the fail they roll a
percentile die below 70 they fail and are frozen , 70 and above they
succeed and arent frozen .

-----------Other Traits------------
Blessed Healer. When you cast spells that heal a creature other than
you, you regain 2 + spell's level HPs.

Channel Divinity. Channel divine power using Turn Undead or one of


your domain Channel Divinity options. (use twice/rest).

Destroy Undead. Destroy CR 1 or less creatures who fail turn save.

Disciple of Life. 1st level or greater healing spells increase healing by 2


+ spell's level HPs.

Divine Intervention. You call for aid from your deity, succeeding if you
make a percentile roll less than or equal to your cleric level.

Divine Strike. Add 1d8 radiant damage to a successful weapon attack's


damage (use once/turn).

Grappler Feat. Advantage on attacks against creature you grapple; can


use an action to pin the creature.

Shelter the Faithful. You and your companions can expect free healing
at an establishment of your faith.
Page 1

Aid Animate Dead Augury (ritual)


Cleric Level 2 Abjuration DC 14 Spell Mod +6 Cleric Level 3 Necromancy DC 14 Spell Mod +6 Cleric Level 2 Divination DC 14 Spell Mod +6
1 Act. 30 ft V,S,M 8 hrs 1 min 10 ft V,S,M Inst 1 min Self V,S,M Inst
A tiny strip of white cloth A drop of blood, a piece of flesh, and a pinch of bone Specially marked sticks, bones, or similar tokens
dust worth at least 25 gp

Your spell bolsters your allies with toughness This spell creates an undead servant. Choose a By casting gem-inlaid sticks, rolling dragon
and resolve. Choose up to three creatures pile of bones or a corpse of a Medium or Small bones, laying out ornate cards, or employing
within range. Each target's hit point humanoid within range. Your spell imbues the some other divining tool, you receive an omen
maximum and current hit points increase by 5 target with a foul mimicry of life, raising it as from an otherworldly entity about the results
for the duration. At Higher Levels. When you an undead creature. The target becomes a of a specific course of action that you plan to
cast this spell using a spell slot of 3rd level or skeleton if you chose bones or a zombie if you take within the next 30 minutes. The GM
higher, a target's hit points increase by an chose a corpse (the GM has the creature's chooses from the following possible omens: •
additional 5 for each slot level above 2nd. game statistics). On each of your turns, you Weal, for good results • Woe, for bad results •
can use a bonus action to mentally command Weal and woe, for both good and bad results •
any creature you made with this spell if the Nothing, for results that aren't especially good
creature is within 60 feet of you (if you control or bad The spell doesn't take into account any
multiple creatures, you can command any or possible circumstances that might change the
all of them at the same time, issuing the same outcome, such as the casting of additional
command to each one). You decide what action spells or the loss or gain of a companion. If you
the creature will take and where it will move cast the spell two or more times before
during its next turn, or you can issue a general completing your next long rest, there is a
command, such as to guard a particular cumulative 25 percent chance for each casting
chamber or corridor. If you issue no after the first that you get a random reading.
commands, the creature only defends itself The GM makes this roll in secret.

Bane Banishment Beacon of Hope


Cleric Level 1 Enchantment DC 14 Spell Mod +6 Cleric Level 4 Abjuration DC 14 Spell Mod +6 Cleric Level 3 Abjuration DC 14 Spell Mod +6
1 Act. 30 ft V,S,M Conc, 1 min 1 Act. 60 ft V,S,M Conc, 1 min 1 Act. 30 ft V,S Conc, 1 min
A drop of blood An item distasteful to the target

Up to three creatures of your choice that you You attempt to send one creature that you can This spell bestows hope and vitality. Choose
can see within range must make Charisma see within range to another plane of existence. any number of creatures within range. For the
saving throws. Whenever a target that fails The target must succeed on a Charisma saving duration, each target has advantage on
this saving throw makes an attack roll or a throw or be banished. If the target is native to Wisdom saving throws and death saving
saving throw before the spell ends, the target the plane of existence you're on, you banish throws, and regains the maximum number of
must roll a d4 and subtract the number rolled the target to a harmless demiplane. While hit points possible from any healing.
from the attack roll or saving throw. At Higher there, the target is incapacitated. The target
Levels. When you cast this spell using a spell remains there until the spell ends, at which
slot of 2nd level or higher, you can target one point the target reappears in the space it left
additional creature for each slot level above or in the nearest unoccupied space if that
1st. space is occupied. If the target is native to a
different plane of existence than the one
you're on, the target is banished with a faint
popping noise, returning to its home plane. If
the spell ends before 1 minute has passed, the
target reappears in the space it left or in the
nearest unoccupied space if that space is
occupied. Otherwise, the target doesn't return.
At Higher Levels. When you cast this spell

Bestow Curse Bless Blindness/Deafness


Cleric Level 3 Necromancy DC 14 Spell Mod +6 Cleric Level 1 Enchantment DC 14 Spell Mod +6 Cleric Level 2 Necromancy DC 14 Spell Mod +6
1 Act. Touch V,S Conc, 1 min 1 Act. 30 ft V,S,M Conc, 1 min 1 Act. 30 ft V 1 min
A sprinkling of holy water

You touch a creature, and that creature must You bless up to three creatures of your choice You can blind or deafen a foe. Choose one
succeed on a Wisdom saving throw or become within range. Whenever a target makes an creature that you can see within range to make
cursed for the duration of the spell. When you attack roll or a saving throw before the spell a Constitution saving throw. If it fails, the
cast this spell, choose the nature of the curse ends, the target can roll a d4 and add the target is either blinded or deafened (your
from the following options: • Choose one number rolled to the attack roll or saving choice) for the duration. At the end of each of
ability score. While cursed, the target has throw. At Higher Levels. When you cast this its turns, the target can make a Constitution
disadvantage on ability checks and saving spell using a spell slot of 2nd level or higher, saving throw. On a success, the spell ends. At
throws made with that ability score. • While you can target one additional creature for each Higher Levels. When you cast this spell using a
cursed, the target has disadvantage on attack slot level above 1st. spell slot of 3rd level or higher, you can target
rolls against you. • While cursed, the target one additional creature for each slot level
must make a Wisdom saving throw at the start above 2nd.
of each of its turns. If it fails, it wastes its
action that turn doing nothing. • While the
target is cursed, your attacks and spells deal
an extra 1d8 necrotic damage to the target. A
remove curse spell ends this effect. At the
GM's option, you may choose an alternative
curse effect, but it should be no more powerful
than those described above. The GM has final
Page 1 (reverse)

Animate Dead (reverse)


against hostile creatures. Once given an order,
the creature continues to follow it until its task
is complete. The creature is under your control
for 24 hours, after which it stops obeying any
command you've given it. To maintain control
of the creature for another 24 hours, you must
cast this spell on the creature again before the
current 24-hour period ends. This use of the
spell reasserts your control over up to four
creatures you have animated with this spell,
rather than animating a new one. At Higher
Levels. When you cast this spell using a spell
slot of 4th level or higher, you animate or
reassert control over two additional undead
creatures for each slot level above 3rd. Each of
the creatures must come from a different
corpse or pile of bones.

Banishment (reverse)
using a spell slot of 5th level or higher, you can
target one additional creature for each slot
level above 4th.

Bestow Curse (reverse)


say on such a curse's effect. At Higher Levels.
If you cast this spell using a spell slot of 4th
level or higher, the duration is concentration,
up to 10 minutes. If you use a spell slot of 5th
level or higher, the duration is 8 hours. If you
use a spell slot of 7th level or higher, the
duration is 24 hours. If you use a 9th level
spell slot, the spell lasts until it is dispelled.
Using a spell slot of 5th level or higher grants a
duration that doesn't require concentration.
Page 2

Calm Emotions Clairvoyance Command


Cleric Level 2 Enchantment DC 14 Spell Mod +6 Cleric Level 3 Divination DC 14 Spell Mod +6 Cleric Level 1 Enchantment DC 14 Spell Mod +6
1 Act. 60 ft V,S Conc, 1 min 10 mins 1 mile V,S,M Conc, 10 mins 1 Act. 60 ft V 1 Rnd
A focus worth at least 100 gp, either a jeweled horn
for hearing or a glass eye for seeing

You attempt to suppress strong emotions in a You create an invisible sensor within range in You speak a one-word command to a creature
group of people. Each humanoid in a a location familiar to you (a place you have you can see within range. The target must
20-foot-radius sphere centered on a point you visited or seen before) or in an obvious succeed on a Wisdom saving throw or follow
choose within range must make a Charisma location that is unfamiliar to you (such as the command on its next turn. The spell has no
saving throw; a creature can choose to fail this behind a door, around a corner, or in a grove effect if the target is undead, if it doesn't
saving throw if it wishes. If a creature fails its of trees). The sensor remains in place for the understand your language, or if your
saving throw, choose one of the following two duration, and it can't be attacked or otherwise command is directly harmful to it. Some
effects. You can suppress any effect causing a interacted with. When you cast the spell, you typical commands and their effects follow.
target to be charmed or frightened. When this choose seeing or hearing. You can use the You might issue a command other than one
spell ends, any suppressed effect resumes, chosen sense through the sensor as if you were described here. If you do so, the GM
provided that its duration has not expired in in its space. As your action, you can switch determines how the target behaves. If the
the meantime. Alternatively, you can make a between seeing and hearing. A creature that target can't follow your command, the spell
target indifferent about creatures of your can see the sensor (such as a creature ends. Approach. The target moves toward you
choice that it is hostile toward. This benefiting from see invisibility or truesight) by the shortest and most direct route, ending
indifference ends if the target is attacked or sees a luminous, intangible orb about the size its turn if it moves within 5 feet of you. Drop.
harmed by a spell or if it witnesses any of its of your fist. The target drops whatever it is holding and
friends being harmed. When the spell ends, then ends its turn. Flee. The target spends its
the creature becomes hostile again, unless the turn moving away from you by the fastest
GM rules otherwise. available means. Grovel. The target falls prone

Commune (ritual) Contagion Continual Flame


Cleric Level 5 Divination DC 14 Spell Mod +6 Cleric Level 5 Necromancy DC 14 Spell Mod +6 Cleric Level 2 Evocation DC 14 Spell Mod +6
1 min Self V,S,M 1 min 1 Act. Touch V,S 7 days 1 Act. Touch V,S,M Until dispelled
Incense and a vial of holy or unholy water Ruby dust worth 50 gp, which the spell consumes

You contact your deity or a divine proxy and Your touch inflicts disease. Make a melee spell A flame, equivalent in brightness to a torch,
ask up to three questions that can be answered attack against a creature within your reach. springs forth from an object that you touch.
with a yes or no. You must ask your questions On a hit, you afflict the creature with a disease The effect looks like a regular flame, but it
before the spell ends. You receive a correct of your choice from any of the ones described creates no heat and doesn't use oxygen. A
answer for each question. Divine beings aren't below. At the end of each of the target's turns, continual flame can be covered or hidden but
necessarily omniscient, so you might receive it must make a Constitution saving throw. not smothered or quenched.
“unclear” as an answer if a question pertains to After failing three of these saving throws, the
information that lies beyond the deity's disease's effects last for the duration, and the
knowledge. In a case where a one-word creature stops making these saves. After
answer could be misleading or contrary to the succeeding on three of these saving throws,
deity's interests, the GM might offer a short the creature recovers from the disease, and the
phrase as an answer instead. If you cast the spell ends. Since this spell induces a natural
spell two or more times before finishing your disease in its target, any effect that removes a
next long rest, there is a cumulative 25 percent disease or otherwise ameliorates a disease's
chance for each casting after the first that you effects apply to it. Blinding Sickness. Pain
get no answer. The GM makes this roll in grips the creature's mind, and its eyes turn
secret. milky white. The creature has disadvantage on
Wisdom checks and Wisdom saving throws
and is blinded. Filth Fever. A raging fever

Control Water Create Food and Water Create or Destroy Water


Cleric Level 4 Transmutation DC 14 Spell Mod +6 Cleric Level 3 Conjuration DC 14 Spell Mod +6 Cleric Level 1 Transmutation DC 14 Spell Mod +6
1 Act. 300 ft V,S,M Conc, 10 mins 1 Act. 30 ft V,S Inst 1 Act. 30 ft V,S,M Inst
A drop of water and a pinch of dust A drop of water if creating water or a few grains of
sand if destroying it

Until the spell ends, you control any You create 45 pounds of food and 30 gallons of You either create or destroy water. Create
freestanding water inside an area you choose water on the ground or in containers within Water. You create up to 10 gallons of clean
that is a cube up to 100 feet on a side. You can range, enough to sustain up to fifteen water within range in an open container.
choose from any of the following effects when humanoids or five steeds for 24 hours. The Alternatively, the water falls as rain in a
you cast this spell. As an action on your turn, food is bland but nourishing, and spoils if 30-foot cube within range, extinguishing
you can repeat the same effect or choose a uneaten after 24 hours. The water is clean and exposed flames in the area. Destroy Water.
different one. Flood. You cause the water level doesn't go bad. You destroy up to 10 gallons of water in an
of all standing water in the area to rise by as open container within range. Alternatively,
much as 20 feet. If the area includes a shore, you destroy fog in a 30-foot cube within range.
the flooding water spills over onto dry land. If At Higher Levels. When you cast this spell
you choose an area in a large body of water, using a spell slot of 2nd level or higher, you
you instead create a 20-foot tall wave that create or destroy 10 additional gallons of
travels from one side of the area to the other water, or the size of the cube increases by 5
and then crashes down. Any Huge or smaller feet, for each slot level above 1st.
vehicles in the wave's path are carried with it
to the other side. Any Huge or smaller vehicles
struck by the wave have a 25 percent chance of
capsizing. The water level remains elevated
until the spell ends or you choose a different
Page 2 (reverse)

Command (reverse)
and then ends its turn. Halt. The target doesn't
move and takes no actions. A flying creature
stays aloft, provided that it is able to do so. If it
must move to stay aloft, it flies the minimum
distance needed to remain in the air. At
Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can affect
one additional creature for each slot level
above 1st. The creatures must be within 30 feet
of each other when you target them.

Contagion (reverse)
sweeps through the creature's body. The
creature has disadvantage on Strength checks,
Strength saving throws, and attack rolls that
use Strength. Flesh Rot. The creature's flesh
decays. The creature has disadvantage on
Charisma checks and vulnerability to all
damage. Mindfire. The creature's mind
becomes feverish. The creature has
disadvantage on Intelligence checks and
Intelligence saving throws, and the creature
behaves as if under the effects of the confusion
spell during combat. Seizure. The creature is
overcome with shaking. The creature has
disadvantage on Dexterity checks, Dexterity
saving throws, and attack rolls that use
Dexterity. Slimy Doom. The creature begins to
bleed uncontrollably. The creature has
disadvantage on Constitution checks and
Constitution saving throws. In addition,
whenever the creature takes damage, it is
stunned until the end of its next turn.

Control Water (reverse)


effect. If this effect produced a wave, the wave
repeats on the start of your next turn while the
flood effect lasts. Part Water. You cause water
in the area to move apart and create a trench.
The trench extends across the spell's area, and
the separated water forms a wall to either side.
The trench remains until the spell ends or you
choose a different effect. The water then
slowly fills in the trench over the course of the
next round until the normal water level is
restored. Redirect Flow. You cause flowing
water in the area to move in a direction you
choose, even if the water has to flow over
obstacles, up walls, or in other unlikely
directions. The water in the area moves as you
direct it, but once it moves beyond the spell's
area, it resumes its flow based on the terrain
conditions. The water continues to move in
the direction you chose until the spell ends or
you choose a different effect. Whirlpool. This
effect requires a body of water at least 50 feet
square and 25 feet deep. You cause a whirlpool
to form in the center of the area. The
whirlpool forms a vortex that is 5 feet wide at
the base, up to 50 feet wide at the top, and 25
feet tall. Any creature or object in the water
Page 3

Cure Wounds Daylight Death Ward


Cleric Level 1 Evocation DC 14 Spell Mod +6 Cleric Level 3 Evocation DC 14 Spell Mod +6 Cleric Level 4 Abjuration DC 14 Spell Mod +6
1 Act. Touch V,S Inst 1 Act. 60 ft V,S 1 hr 1 Act. Touch V,S 8 hrs

A creature you touch regains a number of hit A 60-foot-radius sphere of light spreads out You touch a creature and grant it a measure of
points equal to 1d8 + your spellcasting ability from a point you choose within range. The protection from death. The first time the
modifier. This spell has no effect on undead or sphere is bright light and sheds dim light for target would drop to 0 hit points as a result of
constructs. At Higher Levels. When you cast an additional 60 feet. If you chose a point on taking damage, the target instead drops to 1
this spell using a spell slot of 2nd level or an object you are holding or one that isn't hit point, and the spell ends. If the spell is still
higher, the healing increases by 1d8 for each being worn or carried, the light shines from in effect when the target is subjected to an
slot level above 1st. the object and moves with it. Completely effect that would kill it instantaneously
covering the affected object with an opaque without dealing damage, that effect is instead
object, such as a bowl or a helm, blocks the negated against the target, and the spell ends.
light. If any of this spell's area overlaps with
an area of darkness created by a spell of 3rd
level or lower, the spell that created the
darkness is dispelled.

Detect Evil and Good Detect Magic (ritual) Detect Poison and Disease (ritual)
Cleric Level 1 Divination DC 14 Spell Mod +6 Cleric Level 1 Divination DC 14 Spell Mod +6 Cleric Level 1 Divination DC 14 Spell Mod +6
1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M Conc, 10 mins
A yew leaf

For the duration, you know if there is an For the duration, you sense the presence of For the duration, you can sense the presence
aberration, celestial, elemental, fey, fiend, or magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures,
undead within 30 feet of you, as well as where in this way, you can use your action to see a and diseases within 30 feet of you. You also
the creature is located. Similarly, you know if faint aura around any visible creature or identify the kind of poison, poisonous
there is a place or object within 30 feet of you object in the area that bears magic, and you creature, or disease in each case. The spell can
that has been magically consecrated or learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1
desecrated. The spell can penetrate most penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin
barriers, but it is blocked by 1 foot of stone, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
inch of common metal, a thin sheet of lead, or sheet of lead, or 3 feet of wood or dirt.
3 feet of wood or dirt.

Dispel Evil and Good Dispel Magic Divination (ritual)


Cleric Level 5 Abjuration DC 14 Spell Mod +6 Cleric Level 3 Abjuration DC 14 Spell Mod +6 Cleric Level 4 Divination DC 14 Spell Mod +6
1 Act. Self V,S,M Conc, 1 min 1 Act. 120 ft V,S Inst 1 Act. Self V,S,M Inst
Holy water or powdered silver and iron Incense and a sacrificial offering appropriate to your
religion, together worth at least 25 gp, which the spell
consumes

Shimmering energy surrounds and protects Choose one creature, object, or magical effect Your magic and an offering put you in contact
you from fey, undead, and creatures within range. Any spell of 3rd level or lower with a god or a god's servants. You ask a single
originating from beyond the Material Plane. on the target ends. For each spell of 4th level question concerning a specific goal, event, or
For the duration, celestials, elementals, fey, or higher on the target, make an ability check activity to occur within 7 days. The GM offers
fiends, and undead have disadvantage on using your spellcasting ability. The DC equals a truthful reply. The reply might be a short
attack rolls against you. You can end the spell 10 + the spell's level. On a successful check, the phrase, a cryptic rhyme, or an omen. The spell
early by using either of the following special spell ends. At Higher Levels. When you cast doesn't take into account any possible
functions. Break Enchantment. As your this spell using a spell slot of 4th level or circumstances that might change the outcome,
action, you touch a creature you can reach that higher, you automatically end the effects of a such as the casting of additional spells or the
is charmed, frightened, or possessed by a spell on the target if the spell's level is equal to loss or gain of a companion. If you cast the
celestial, an elemental, a fey, a fiend, or an or less than the level of the spell slot you used. spell two or more times before finishing your
undead. The creature you touch is no longer next long rest, there is a cumulative 25 percent
charmed, frightened, or possessed by such chance for each casting after the first that you
creatures. Dismissal. As your action, make a get a random reading. The GM makes this roll
melee spell attack against a celestial, an in secret.
elemental, a fey, a fiend, or an undead you can
reach. On a hit, you attempt to drive the
creature back to its home plane. The creature
must succeed on a Charisma saving throw or
Page 3 (reverse)

Dispel Evil and Good (reverse)


be sent back to its home plane (if it isn't there
already). If they aren't on their home plane,
undead are sent to the Shadowfell, and fey are
sent to the Feywild.
Page 4

Enhance Ability Find Traps Flame Strike


Cleric Level 2 Transmutation DC 14 Spell Mod +6 Cleric Level 2 Divination DC 14 Spell Mod +6 Cleric Level 5 Evocation DC 14 Spell Mod +6
1 Act. Touch V,S,M Conc, 1 hr. 1 Act. 120 ft V,S Inst 1 Act. 60 ft V,S,M Inst
Fur or a feather from a beast Pinch of sulfur

You touch a creature and bestow upon it a You sense the presence of any trap within A vertical column of divine fire roars down
magical enhancement. Choose one of the range that is within line of sight. A trap, for from the heavens in a location you specify.
following effects; the target gains that effect the purpose of this spell, includes anything Each creature in a 10-foot-radius,
until the spell ends. Bear's Endurance. The that would inflict a sudden or unexpected 40-foot-high cylinder centered on a point
target has advantage on Constitution checks. effect you consider harmful or undesirable, within range must make a Dexterity saving
It also gains 2d6 temporary hit points, which which was specifically intended as such by its throw. A creature takes 4d6 fire damage and
are lost when the spell ends. Bull's Strength. creator. Thus, the spell would sense an area 4d6 radiant damage on a failed save, or half as
The target has advantage on Strength checks, affected by the alarm spell, a glyph of much damage on a successful one. At Higher
and his or her carrying capacity doubles. Cat's warding, or a mechanical pit trap, but it would Levels. When you cast this spell using a spell
Grace. The target has advantage on Dexterity not reveal a natural weakness in the floor, an slot of 6th level or higher, the fire damage or
checks. It also doesn't take damage from unstable ceiling, or a hidden sinkhole. This the radiant damage (your choice) increases by
falling 20 feet or less if it isn't incapacitated. spell merely reveals that a trap is present. You 1d6 for each slot level above 5th.
Eagle's Splendor. The target has advantage on don't learn the location of each trap, but you
Charisma checks. Fox's Cunning. The target do learn the general nature of the danger
has advantage on Intelligence checks. Owl's posed by a trap you sense.
Wisdom. The target has advantage on Wisdom
checks. At Higher Levels. When you cast this
spell using a spell slot of 3rd level or higher,
you can target one additional creature for each

Freedom of Movement Geas Gentle Repose (ritual)


Cleric Level 4 Abjuration DC 14 Spell Mod +6 Cleric Level 5 Enchantment DC 14 Spell Mod +6 Cleric Level 2 Necromancy DC 14 Spell Mod +6
1 Act. Touch V,S,M 1 hr 1 min 60 ft V 30 days 1 Act. Touch V,S,M 10 days
A leather strap, bound around the arm or a similar A pinch of salt and one copper piece placed on each of
appendage the corpse's eyes, which must remain there for the
duration

You touch a willing creature. For the duration, You place a magical command on a creature You touch a corpse or other remains. For the
the target's movement is unaffected by that you can see within range, forcing it to duration, the target is protected from decay
difficult terrain, and spells and other magical carry out some service or refrain from some and can't become undead. The spell also
effects can neither reduce the target's speed action or course of activity as you decide. If the effectively extends the time limit on raising
nor cause the target to be paralyzed or creature can understand you, it must succeed the target from the dead, since days spent
restrained. The target can also spend 5 feet of on a Wisdom saving throw or become under the influence of this spell don't count
movement to automatically escape from charmed by you for the duration. While the against the time limit of spells such as raise
nonmagical restraints, such as manacles or a creature is charmed by you, it takes 5d10 dead.
creature that has it grappled. Finally, being psychic damage each time it acts in a manner
underwater imposes no penalties on the directly counter to your instructions, but no
target's movement or attacks. more than once each day. A creature that can't
understand you is unaffected by the spell. You
can issue any command you choose, short of
an activity that would result in certain death.
Should you issue a suicidal command, the
spell ends. You can end the spell early by using
an action to dismiss it. A remove curse, greater
restoration, or wish spell also ends it. At
Higher Levels. When you cast this spell using a

Glyph of Warding Greater Restoration Guardian of Faith


Cleric Level 3 Abjuration DC 14 Spell Mod +6 Cleric Level 5 Abjuration DC 14 Spell Mod +6 Cleric Level 4 Conjuration DC 14 Spell Mod +6
1 hr Touch V,S,M Until dispelled 1 Act. Touch V,S,M Inst 1 Act. 30 ft V 8 hrs
Incense and powdered diamond worth at least 200 Diamond dust worth at least 100 gp, which the spell
gp, which the spell consumes consumes

When you cast this spell, you inscribe a glyph You imbue a creature you touch with positive A Large spectral guardian hovers in an
that harms other creatures, either upon a energy to undo a debilitating effect. You can unoccupied space of your choice that you can
surface (such as a table or a section of floor or reduce the target's exhaustion level by one, or see. It occupies the space and is indistinct
wall) or within an object that can be closed end one of the following effects on the target: • except for a sword and shield that have the
(such as a book, a scroll, or a treasure chest) to One effect that charmed or petrified the target symbol of your deity. Any hostile creature
conceal the glyph. If you choose a surface, the • One curse, including the target's attunement that moves within 10 feet of the guardian for
glyph can cover an area of the surface no to a cursed magic item • Any reduction to one the first time must pass a Dexterity save. It
larger than 10 feet in diameter. If you choose of the target's ability scores • One effect takes 20 radiant damage on a failed save, or
an object, that object must remain in its place; reducing the target's hit point maximum half damage on a success. The guardian
if the object is moved more than 10 feet from vanishes when it has dealt a total of 60
where you cast this spell, the glyph is broken, damage.
and the spell ends without being triggered.
The glyph is nearly invisible and requires a
successful Intelligence (Investigation) check
against your spell save DC to be found. You
decide what triggers the glyph when you cast
the spell. For glyphs inscribed on a surface,
the most typical triggers include touching or
standing on the glyph, removing another
Page 4 (reverse)

Enhance Ability (reverse)


slot level above 2nd.

Geas (reverse)
spell slot of 7th or 8th level, the duration is 1
year. When you cast this spell using a spell slot
of 9th level, the spell lasts until it is ended by
one of the spells mentioned above.

Glyph of Warding (reverse)


object covering the glyph, approaching within
a certain distance of the glyph, or
manipulating the object on which the glyph is
inscribed. For glyphs inscribed within an
object, the most common triggers include
opening that object, approaching within a
certain distance of the object, or seeing or
reading the glyph. Once a glyph is triggered,
this spell ends. You can further refine the
trigger so the spell activates only under
certain circumstances or according to physical
characteristics (such as height or weight),
creature kind (for example, the ward could be
set to affect aberrations or drow), or
alignment. You can also set conditions for
creatures that don't trigger the glyph, such as
those who say a certain password. When you
inscribe the glyph, choose explosive runes or a
spell glyph. Explosive Runes. When triggered,
the glyph erupts with magical energy in a
20-foot-radius sphere centered on the glyph.
The sphere spreads around corners. Each
creature in the area must make a Dexterity
saving throw. A creature takes 5d8 acid, cold,
fire, lightning, or thunder damage on a failed
saving throw (your choice when you create the
Page 5

Guidance Guiding Bolt Hallow


Cleric - Divination cantrip DC 14 Spell Mod +6 Cleric Level 1 Evocation DC 14 Spell Mod +6 Cleric Level 5 Evocation DC 14 Spell Mod +6
1 Act. Touch V,S Conc, 1 min 1 Act. 120 ft V,S 1 Rnd 24 hrs Touch V,S,M Until dispelled
Herbs, oils, and incense worth at least 1,000 gp,
which the spell consumes

You touch one willing creature. Once before A flash of light streaks toward a creature of You touch a point and infuse an area around it
the spell ends, the target can roll a d4 and add your choice within range. Make a ranged spell with holy (or unholy) power. The area can
the number rolled to one ability check of its attack against the target. On a hit, the target have a radius up to 60 feet, and the spell fails if
choice. It can roll the die before or after takes 4d6 radiant damage, and the next attack the radius includes an area already under the
making the ability check. The spell then ends. roll made against this target before the end of effect a hallow spell. The affected area is
your next turn has advantage, thanks to the subject to the following effects. First,
mystical dim light glittering on the target until celestials, elementals, fey, fiends, and undead
then. At Higher Levels. When you cast this can't enter the area, nor can such creatures
spell using a spell slot of 2nd level or higher, charm, frighten, or possess creatures within it.
the damage increases by 1d6 for each slot level Any creature charmed, frightened, or
above 1st. possessed by such a creature is no longer
charmed, frightened, or possessed upon
entering the area. You can exclude one or
more of those types of creatures from this
effect. Second, you can bind an extra effect to
the area. Choose the effect from the following
list, or choose an effect offered by the GM.
Some of these effects apply to creatures in the
area; you can designate whether the effect

Healing Word Hold Person Inflict Wounds


Cleric Level 1 Evocation DC 14 Spell Mod +6 Cleric Level 2 Enchantment DC 14 Spell Mod +6 Cleric Level 1 Necromancy DC 14 Spell Mod +6
1 B.A. 60 ft V Inst 1 Act. 60 ft V,S,M Conc, 1 min 1 Act. Touch V,S Inst
A small, straight piece of iron

A creature of your choice that you can see Choose a humanoid that you can see within Make a melee spell attack against a creature
within range regains hit points equal to 1d4 + range. The target must succeed on a Wisdom you can reach. On a hit, the target takes 3d10
your spellcasting ability modifier. This spell saving throw or be paralyzed for the duration. necrotic damage. At Higher Levels. When you
has no effect on undead or constructs. At At the end of each of its turns, the target can cast this spell using a spell slot of 2nd level or
Higher Levels. When you cast this spell using a make another Wisdom saving throw. On a higher, the damage increases by 1d10 for each
spell slot of 2nd level or higher, the healing success, the spell ends on the target. At Higher slot level above 1st.
increases by 1d4 for each slot level above 1st. Levels. When you cast this spell using a spell
slot of 3rd level or higher, you can target one
additional humanoid for each slot level above
2nd. The humanoids must be within 30 feet of
each other when you target them.

Insect Plague Legend Lore Lesser Restoration


Cleric Level 5 Conjuration DC 14 Spell Mod +6 Cleric Level 5 Divination DC 14 Spell Mod +6 Cleric Level 2 Abjuration DC 14 Spell Mod +6
1 Act. 300 ft V,S,M Conc, 10 mins 10 mins Self V,S,M Inst 1 Act. Touch V,S Inst
A few grains of sugar, some kernels of grain, and a Incense worth at least 250 gp, which the spell
smear of fat consumes, and four ivory strips worth at least 50 gp
each

Swarming, biting locusts fill a 20-foot-radius Name or describe a person, place, or object. You touch a creature and can end either one
sphere centered on a point you choose within The spell brings to your mind a brief summary disease or one condition afflicting it. The
range. The sphere spreads around corners. The of the significant lore about the thing you condition can be blinded, deafened, paralyzed,
sphere remains for the duration, and its area is named. The lore might consist of current tales, or poisoned.
lightly obscured. The sphere's area is difficult forgotten stories, or even secret lore that has
terrain. When the area appears, each creature never been widely known. If the thing you
in it must make a Constitution saving throw. A named isn't of legendary importance, you gain
creature takes 4d10 piercing damage on a no information. The more information you
failed save, or half as much damage on a already have about the thing, the more precise
successful one. A creature must also make this and detailed the information you receive is.
saving throw when it enters the spell's area for The information you learn is accurate but
the first time on a turn or ends its turn there. might be couched in figurative language. For
At Higher Levels. When you cast this spell example, if you have a mysterious magic axe
using a spell slot of 6th level or higher, the on hand, the spell might yield this
damage increases by 1d10 for each slot level information: “Woe to the evildoer whose hand
above 5th. touches the axe, for even the haft slices the
hand of the evil ones. Only a true Child of
Stone, lover and beloved of Moradin, may
awaken the true powers of the axe, and only
Page 5 (reverse)

Hallow (reverse)
applies to all creatures, creatures that follow a
specific deity or leader, or creatures of a
specific sort, such as orcs or trolls. When a
creature that would be affected enters the
spell's area for the first time on a turn or starts
its turn there, it can make a Charisma saving
throw. On a success, the creature ignores the
extra effect until it leaves the area. Courage.
Affected creatures can't be frightened while in
the area. Darkness. Darkness fills the area.
Normal light, as well as magical light created
by spells 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 of a lower level
than the slot you used to cast this spell can't
extinguish the light. Energy Protection.
Affected creatures in the area have resistance
to one damage type of your choice, except for
bludgeoning, piercing, or slashing. Energy
Vulnerability. Affected creatures in the area
have vulnerability to one damage type of your
choice, except for bludgeoning, piercing, or
slashing. Everlasting Rest. Dead bodies
interred in the area can't be turned into
undead. Extradimensional Interference.

Legend Lore (reverse)


with the sacred word Rudnogg on the lips.”
Page 6

Light Locate Creature Locate Object


Cleric - Evocation cantrip DC 14 Spell Mod +6 Cleric Level 4 Divination DC 14 Spell Mod +6 Cleric Level 2 Divination DC 14 Spell Mod +6
1 Act. Touch V,M 1 hr 1 Act. Self V,S,M Conc, 1 hr 1 Act. Self V,S,M Conc, 10 mins
A firefly or phosphorescent moss A bit of fur from a bloodhound A forked twig

You touch one object that is no larger than 10 Describe or name a creature that is familiar to Describe or name an object that is familiar to
feet in any dimension. Until the spell ends, the you. You sense the direction to the creature's you. You sense the direction to the object's
object sheds bright light in a 20-foot radius location, as long as that creature is within location, as long as that object is within 1,000
and dim light for an additional 20 feet. The 1,000 feet of you. If the creature is moving, feet of you. If the object is in motion, you know
light can be colored as you like. Completely you know the direction of its movement. The the direction of its movement. The spell can
covering the object with something opaque spell can locate a specific creature known to locate a specific object known to you, as long
blocks the light. The spell ends if you cast it you, or the nearest creature of a specific kind as you have seen it up close—within 30
again or dismiss it as an action. If you target (such as a human or a unicorn), so long as you feet—at least once. Alternatively, the spell can
an object held or worn by a hostile creature, have seen such a creature up close—within 30 locate the nearest object of a particular kind,
that creature must succeed on a Dexterity feet—at least once. If the creature you such as a certain kind of apparel, jewelry,
saving throw to avoid the spell. described or named is in a different form, such furniture, tool, or weapon. This spell can't
as being under the effects of a polymorph locate an object if any thickness of lead, even a
spell, this spell doesn't locate the creature. thin sheet, blocks a direct path between you
This spell can't locate a creature if running and the object.
water at least 10 feet wide blocks a direct path
between you and the creature.

Magic Circle Mass Cure Wounds Mass Healing Word


Cleric Level 3 Abjuration DC 14 Spell Mod +6 Cleric Level 5 Evocation DC 14 Spell Mod +6 Cleric Level 3 Evocation DC 14 Spell Mod +6
1 min 10 ft V,S,M 1 hr 1 Act. 60 ft V,S Inst 1 B.A. 60 ft V Inst
Holy water or powdered silver and iron worth at least
100 gp, which the spell consumes

You create a 10-foot-radius, 20-foot-tall A wave of healing energy washes out from a As you call out words of restoration, up to six
cylinder of magical energy centered on a point point of your choice within range. Choose up creatures of your choice that you can see
on the ground that you can see within range. to six creatures in a 30-foot-radius sphere within range regain hit points equal to 1d4 +
Glowing runes appear wherever the cylinder centered on that point. Each target regains hit your spellcasting ability modifier. This spell
intersects with the floor or other surface. points equal to 3d8 + your spellcasting ability has no effect on undead or constructs. At
Choose one or more of the following types of modifier. This spell has no effect on undead or Higher Levels. When you cast this spell using a
creatures: celestials, elementals, fey, fiends, or constructs. At Higher Levels. When you cast spell slot of 4th level or higher, the healing
undead. The circle affects a creature of the this spell using a spell slot of 6th level or increases by 1d4 for each slot level above 3rd.
chosen type in the following ways: • The higher, the healing increases by 1d8 for each
creature can't willingly enter the cylinder by slot level above 5th.
nonmagical means. If the creature tries to use
teleportation or interplanar travel to do so, it
must first succeed on a Charisma saving
throw. • The creature has disadvantage on
attack rolls against targets within the cylinder.
• Targets within the cylinder can't be charmed,
frightened, or possessed by the creature.
When you cast this spell, you can elect to
cause its magic to operate in the reverse

Meld into Stone (ritual) Planar Binding Prayer of Healing


Cleric Level 3 Transmutation DC 14 Spell Mod +6 Cleric Level 5 Abjuration DC 14 Spell Mod +6 Cleric Level 2 Evocation DC 14 Spell Mod +6
1 Act. Touch V,S 8 hrs 1 hr 60 ft V,S,M 24 hrs 10 mins 30 ft V Inst
A jewel worth at least 1,000 gp, which the spell
consumes

You step into a stone object or surface large With this spell, you attempt to bind a celestial, Up to six creatures of your choice that you can
enough to fully contain your body, melding an elemental, a fey, or a fiend to your service. see within range each regain hit points equal
yourself and all the equipment you carry with The creature must be within range for the to 2d8 + your spellcasting ability modifier.
the stone for the duration. Using your entire casting of the spell. (Typically, the This spell has no effect on undead or
movement, you step into the stone at a point creature is first summoned into the center of constructs. At Higher Levels. When you cast
you can touch. Nothing of your presence an inverted magic circle in order to keep it this spell using a spell slot of 3rd level or
remains visible or otherwise detectable by trapped while this spell is cast.) At the higher, the healing increases by 1d8 for each
nonmagical senses. While merged with the completion of the casting, the target must slot level above 2nd.
stone, you can't see what occurs outside it, and make a Charisma saving throw. On a failed
any Wisdom (Perception) checks you make to save, it is bound to serve you for the duration.
hear sounds outside it are made with If the creature was summoned or created by
disadvantage. You remain aware of the another spell, that spell's duration is extended
passage of time and can cast spells on yourself to match the duration of this spell. A bound
while merged in the stone. You can use your creature must follow your instructions to the
movement to leave the stone where you best of its ability. You might command the
entered it, which ends the spell. You otherwise creature to accompany you on an adventure,
can't move. Minor physical damage to the to guard a location, or to deliver a message.
stone doesn't harm you, but its partial The creature obeys the letter of your
destruction or a change in its shape (to the instructions, but if the creature is hostile to
Page 6 (reverse)

Magic Circle (reverse)


direction, preventing a creature of the
specified type from leaving the cylinder and
protecting targets outside it. At Higher Levels.
When you cast this spell using a spell slot of
4th level or higher, the duration increases by 1
hour for each slot level above 3rd.

Planar Binding (reverse) Meld into Stone (reverse)


you, it strives to twist your words to achieve extent that you no longer fit within it) expels
its own objectives. If the creature carries out you and deals 6d6 bludgeoning damage to you.
your instructions completely before the spell The stone's complete destruction (or
ends, it travels to you to report this fact if you transmutation into a different substance)
are on the same plane of existence. If you are expels you and deals 50 bludgeoning damage
on a different plane of existence, it returns to to you. If expelled, you fall prone in an
the place where you bound it and remains unoccupied space closest to where you first
there until the spell ends. At Higher Levels. entered.
When you cast this spell using a spell slot of a
higher level, the duration increases to 10 days
with a 6th-level slot, to 30 days with a 7th
level slot, to 180 days with an 8th-level slot,
and to a year and a day with a 9th-level spell
slot.
Page 7

Protection from Energy Protection from Evil and Good Protection from Poison
Cleric Level 3 Abjuration DC 14 Spell Mod +6 Cleric Level 1 Abjuration DC 14 Spell Mod +6 Cleric Level 2 Abjuration DC 14 Spell Mod +6
1 Act. Touch V,S Conc, 1 hr 1 Act. Touch V,S,M Conc, 10 mins 1 Act. Touch V,S 1 hr
Holy water or powdered silver and iron, which the
spell consumes

For the duration, the willing creature you Until the spell ends, one willing creature you You touch a creature. If it is poisoned, you
touch has resistance to one damage type of touch is protected against certain types of neutralize the poison. If more than one poison
your choice: acid, cold, fire, lightning, or creatures: aberrations, celestials, elementals, afflicts the target, you neutralize one poison
thunder. fey, fiends, and undead. The protection grants that you know is present, or you neutralize
several benefits. Creatures of those types have one at random. For the duration, the target
disadvantage on attack rolls against the target. has advantage on saving throws against being
The target also can't be charmed, frightened, poisoned, and it has resistance to poison
or possessed by them. If the target is already damage.
charmed, frightened, or possessed by such a
creature, the target has advantage on any new
saving throw against the relevant effect.

Purify Food and Drink (ritual) Raise Dead Remove Curse


Cleric Level 1 Transmutation DC 14 Spell Mod +6 Cleric Level 5 Necromancy DC 14 Spell Mod +6 Cleric Level 3 Abjuration DC 14 Spell Mod +6
1 Act. 10 ft V,S Inst 1 hr Touch V,S,M Inst 1 Act. Touch V,S Inst
A diamond worth at least 500 gp, which the spell
consumes

All nonmagical food and drink within a You return a dead creature you touch to life, At your touch, all curses affecting one creature
5-foot-radius sphere centered on a point of provided that it has been dead no longer than or object end. If the object is a cursed magic
your choice within range is purified and 10 days. If the creature's soul is both willing item, its curse remains, but the spell breaks its
rendered free of poison and disease. and at liberty to rejoin the body, the creature owner's attunement to the object so it can be
returns to life with 1 hit point. This spell also removed or discarded.
neutralizes any poisons and cures nonmagical
diseases that affected the creature at the time
it died. This spell doesn't, however, remove
magical diseases, curses, or similar effects; if
these aren't first removed prior to casting the
spell, they take effect when the creature
returns to life. The spell can't return an
undead creature to life. This spell closes all
mortal wounds, but it doesn't restore missing
body parts. If the creature is lacking body
parts or organs integral for its survival—its
head, for instance—the spell automatically
fails. Coming back from the dead is an ordeal.
The target takes a -4 penalty to all attack rolls,

Revivify Sacred Flame Sanctuary


Cleric Level 3 Necromancy DC 14 Spell Mod +6 Cleric - Evocation cantrip DC 14 Spell Mod +6 Cleric Level 1 Abjuration DC 14 Spell Mod +6
1 Act. Touch V,S,M Inst 1 Act. 60 ft V,S Inst 1 B.A. 30 ft V,S,M 1 min
Diamonds worth 300 gp, which the spell consumes A small silver mirror

You touch a creature that has died within the Flame-like radiance descends on a creature You ward a creature within range against
last minute. That creature returns to life with 1 that you can see within range. The target must attack. Until the spell ends, any creature who
hit point. This spell can't return to life a succeed on a Dexterity saving throw or take targets the warded creature with an attack or a
creature that has died of old age, nor can it 1d8 radiant damage. The target gains no harmful spell must first make a Wisdom
restore any missing body parts. benefit from cover for this saving throw. The saving throw. On a failed save, the creature
spell's damage increases by 1d8 when you must choose a new target or lose the attack or
reach 5th level (2d8), 11th level (3d8), and 17th spell. This spell doesn't protect the warded
level (4d8). creature from area effects, such as the
explosion of a fireball. If the warded creature
makes an attack or casts a spell that affects an
enemy creature, this spell ends.
Page 7 (reverse)

Raise Dead (reverse)


saving throws, and ability checks. Every time
the target finishes a long rest, the penalty is
reduced by 1 until it disappears.
Page 8

Scrying Sending Shield of Faith


Cleric Level 5 Divination DC 14 Spell Mod +6 Cleric Level 3 Evocation DC 14 Spell Mod +6 Cleric Level 1 Abjuration DC 14 Spell Mod +6
10 mins Self V,S,M Conc, 10 mins 1 Act. UnlimitedV,S,M 1 Rnd 1 B.A. 60 ft V,S,M Conc, 10 mins
A focus worth at least 1,000 gp, such as a crystal A short piece of fine copper wire A small parchment with a bit of holy text written on
ball, a silver mirror, or a font filled with holy water it

You can see and hear a particular creature you You send a short message of twenty-five A shimmering field appears and surrounds a
choose that is on the same plane of existence words or less to a creature with which you are creature of your choice within range, granting
as you. The target must make a Wisdom familiar. The creature hears the message in its it a +2 bonus to AC for the duration.
saving throw, which is modified by how well mind, recognizes you as the sender if it knows
you know the target and the sort of physical you, and can answer in a like manner
connection you have to it. If a target knows immediately. The spell enables creatures with
you're casting this spell, it can fail the saving Intelligence scores of at least 1 to understand
throw voluntarily if it wants to be observed. the meaning of your message. You can send
Knowledge Save Modifier Secondhand (you the message across any distance and even to
have heard of the target) +5 Firsthand (you other planes of existence, but if the target is on
have met the target) +0 Familiar (you know a different plane than you, there is a 5 percent
the target well) -5 Connection Save Modifier chance that the message doesn't arrive.
Likeness or picture -2 Possession or garment
-4 Body part, lock of hair, bit of nail, or the
like -10 On a successful save, the target isn't
affected, and you can't use this spell against it
again for 24 hours. On a failed save, the spell
creates an invisible sensor within 10 feet of the
target. You can see and hear through the

Silence (ritual) Spare the Dying Speak with Dead


Cleric Level 2 Illusion DC 14 Spell Mod +6 Cleric - Necromancy cantrip DC 14 Spell Mod +6 Cleric Level 3 Necromancy DC 14 Spell Mod +6
1 Act. 120 ft V,S Conc, 10 mins 1 Act. Touch V,S Inst 1 Act. 10 ft V,S,M 10 mins
Burning incense

For the duration, no sound can be created You touch a living creature that has 0 hit You grant the semblance of life and
within or pass through a 20-foot-radius points. The creature becomes stable. This spell intelligence to a corpse of your choice within
sphere centered on a point you choose within has no effect on undead or constructs. range, allowing it to answer the questions you
range. Any creature or object entirely inside pose. The corpse must still have a mouth and
the sphere is immune to thunder damage, and can't be undead. The spell fails if the corpse
creatures are deafened while entirely inside it. was the target of this spell within the last 10
Casting a spell that includes a verbal days. Until the spell ends, you can ask the
component is impossible there. corpse up to five questions. The corpse knows
only what it knew in life, including the
languages it knew. Answers are usually brief,
cryptic, or repetitive, and the corpse is under
no compulsion to offer a truthful answer if you
are hostile to it or it recognizes you as an
enemy. This spell doesn't return the creature's
soul to its body, only its animating spirit.
Thus, the corpse can't learn new information,
doesn't comprehend anything that has
happened since it died, and can't speculate
about future events.

Spirit Guardians Spiritual Weapon Stone Shape


Cleric Level 3 Conjuration DC 14 Spell Mod +6 Cleric Level 2 Evocation DC 14 Spell Mod +6 Cleric Level 4 Transmutation DC 14 Spell Mod +6
1 Act. Self V,S,M Conc, 10 mins 1 B.A. 60 ft V,S 1 min 1 Act. Touch V,S,M Inst
A holy symbol Soft clay, which must be worked into roughly the
desired shape of the stone object

You call forth spirits to protect you. They flit You create a floating, spectral weapon within You touch a stone object of Medium size or
around you to a distance of 15 feet for the range that lasts for the duration or until you smaller or a section of stone no more than 5
duration. If you are good or neutral, their cast this spell again. When you cast the spell, feet in any dimension and form it into any
spectral form appears angelic or fey (your you can make a melee spell attack against a shape that suits your purpose. So, for example,
choice). If you are evil, they appear fiendish. creature within 5 feet of the weapon. On a hit, you could shape a large rock into a weapon,
When you cast this spell, you can designate the target takes force damage equal to 1d8 + idol, or coffer, or make a small passage
any number of creatures you can see to be your spellcasting ability modifier. As a bonus through a wall, as long as the wall is less than
unaffected by it. An affected creature's speed is action on your turn, you can move the weapon 5 feet thick. You could also shape a stone door
halved in the area, and when the creature up to 20 feet and repeat the attack against a or its frame to seal the door shut. The object
enters the area for the first time on a turn or creature within 5 feet of it. The weapon can you create can have up to two hinges and a
starts its turn there, it must make a Wisdom take whatever form you choose. Clerics of latch, but finer mechanical detail isn't
saving throw. On a failed save, the creature deities who are associated with a particular possible.
takes 3d8 radiant damage (if you are good or weapon (as St. Cuthbert is known for his mace
neutral) or 3d8 necrotic damage (if you are and Thor for his hammer) make this spell's
evil). On a successful save, the creature takes effect resemble that weapon. At Higher Levels.
half as much damage. At Higher Levels. When When you cast this spell using a spell slot of
you cast this spell using a spell slot of 4th level 3rd level or higher, the damage increases by
or higher, the damage increases by 1d8 for 1d8 for every two slot levels above 2nd.
each slot level above 3rd.
Page 8 (reverse)

Scrying (reverse)
sensor as if you were there. The sensor moves
with the target, remaining within 10 feet of it
for the duration. A creature that can see
invisible objects sees the sensor as a luminous
orb about the size of your fist. Instead of
targeting a creature, you can choose a location
you have seen before as the target of this spell.
When you do, the sensor appears at that
location and doesn't move.
Page 9

Thaumaturgy Tongues Warding Bond


Cleric - Transmutation cantrip DC 14 Spell Mod +6 Cleric Level 3 Divination DC 14 Spell Mod +6 Cleric Level 2 Abjuration DC 14 Spell Mod +6
1 Act. 30 ft V Up to 1 min 1 Act. Touch V,M 1 hr 1 Act. Touch V,S,M 1 hr
A small clay model of a ziggurat A pair of platinum rings worth at least 50 gp each,
which you and the target must wear for the duration

You manifest a minor wonder, a sign of This spell grants the creature you touch the This spell wards a willing creature you touch
supernatural power, within range. You create ability to understand any spoken language it and creates a mystic connection between you
one of the following magical effects within hears. Moreover, when the target speaks, any and the target until the spell ends. While the
range: • Your voice booms up to three times as creature that knows at least one language and target is within 60 feet of you, it gains a +1
loud as normal for 1 minute. • You cause can hear the target understands what it says. bonus to AC and saving throws, and it has
flames to flicker, brighten, dim, or change resistance to all damage. Also, each time it
color for 1 minute. • You cause harmless takes damage, you take the same amount of
tremors in the ground for 1 minute. • You damage. The spell ends if you drop to 0 hit
create an instantaneous sound that originates points or if you and the target become
from a point of your choice within range, such separated by more than 60 feet. It also ends if
as a rumble of thunder, the cry of a raven, or the spell is cast again on either of the
ominous whispers. • You instantaneously connected creatures. You can also dismiss the
cause an unlocked door or window to fly open spell as an action.
or slam shut. • You alter the appearance of
your eyes for 1 minute. If you cast this spell
multiple times, you can have up to three of its
1-minute effects active at a time, and you can
dismiss such an effect as an action.

Water Walk (ritual) Zone of Truth


Cleric Level 3 Transmutation DC 14 Spell Mod +6 Cleric Level 2 Enchantment DC 14 Spell Mod +6
1 Act. 30 ft V,S,M 1 hr 1 Act. 60 ft V,S 10 mins
A piece of cork

This spell grants the ability to move across any You create a magical zone that guards against
liquid surface—such as water, acid, mud, deception in a 15-foot-radius sphere centered
snow, quicksand, or lava—as if it were on a point of your choice within range. Until
harmless solid ground (creatures crossing the spell ends, a creature that enters the spell's
molten lava can still take damage from the area for the first time on a turn or starts its
heat). Up to ten willing creatures you can see turn there must make a Charisma saving
within range gain this ability for the duration. throw. On a failed save, a creature can't speak
If you target a creature submerged in a liquid, a deliberate lie while in the radius. You know
the spell carries the target to the surface of the whether each creature succeeds or fails on its
liquid at a rate of 60 feet per round. saving throw. An affected creature is aware of
the spell and can thus avoid answering
questions to which it would normally respond
with a lie. Such a creature can be evasive in its
answers as long as it remains within the
boundaries of the truth.
Page 9 (reverse)

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