RYE Cleric Speel Book D&D Next Spellbook Card Generator
RYE Cleric Speel Book D&D Next Spellbook Card Generator
RYE Cleric Speel Book D&D Next Spellbook Card Generator
Cleric (*)(Grave) 1st level Enchantment Cleric (*)(Life) 1st level Enchantment Cleric 1st level Transmutation
CURE WOUNDS DETECT EVIL AND GOOD DETECT POISON AND DISEASE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 10 V, S, M Concentration, up to 10
minutes minutes
A creature you touch regains a number of hit
points equal to 1d8 + your spellcasting ability For the duration, you know if there is an a yew leaf
modi er. This spell has no effect on undead or aberration, celestial, elemental, fey, end, or
constructs. undead within 30 feet of you, as well as where For the duration, you can sense the presence and
At Higher Levels: When you cast this spell the creature is located. Similarly, you know if location of poisons, poisonous creatures, and
using a spell slot of 2nd level or higher, the there is a place of object within 30 feet of you diseases within 30 feet of you. You also identify
healing increases by 1d8 for each slot level that has been magically consecrated or the kind of poison, poisonous creature, or
above 1st. desecrated. disease in each case.
The spell can penetrate most barriers, but it is The spell can penetrate most barriers, but is
blocked by 1 foot of stone, 1 inch of common blocked by 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or 3 feet of wood or metal, a thin sheet of lead, or 3 feet of wood or
dirt. dirt.
Cleric (*)(Life) 1st level Evocation Cleric 1st level Divination Cleric 1st level Divination
Cleric 1st level Evocation Cleric 1st level Evocation Cleric 1st level Necromancy
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PROTECTION FROM EVIL AND GOOD PURIFY FOOD AND DRINK (RITUAL) SANCTUARY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 10 feet 1 bonus action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S Instantaneous V, S, M 1 minute
minutes
All nonmagical food and drink within a 5-foot- a small silver mirror
holy water or powdered silver and iron, which the radius sphere centered on a point of your choice
spell consumes within range is puri ed and rendered free of You ward a creature within range against attack.
poison and disease. Until the spell ends, any creature who targets
Until the spell ends, one willing creature you the warded creature with an attack or a harmful
touch is protected against certain types of spell must rst make a Wisdom saving throw. On
creatures - aberrations, celestials, elementals, a failed save, the creature must choose a new
fey, ends, and undead. target or lose the attack or spell. This spell
The protection grants several bene ts. doesn't protect the warded creature from area
Creatures of those types have disadvantage on effects, such as the explosion of a reball.
attack rolls against the target. The target also If the warded creature makes an attack or casts a
can't be charmed, frightened, or possessed by spell that affects an enemy creature, this spell
them. If the target is already charmed, ends.
frightened, or possessed by such a creature, the
target has advantage on any new saving throw
against the relevant effect.
Cleric 1st level Abjuration Cleric 1st level Transmutation Cleric 1st level Abjuration
Cleric 1st level Evocation Cleric (*)(War) 1st level Abjuration Cleric (Peace) 1st level Enchantment
Cleric (Peace) 1st level Abjuration Cleric 2nd level Abjuration Cleric 2nd level Enchantment
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CONTINUAL FLAME ENHANCE ABILITY FIND TRAPS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S, M Concentration, up to 1 V, S Instantaneous
hour
ruby dust worth 50 gp, which the spell consumes You sense the presence of any trap within range
fur or a feather from a beast that is within line of sight. A trap, for the purpose
A ame, equivalent in brightness to a torch, of this spell, includes anything that would in ict
springs forth from an object that you touch. The You touch a creature and bestow upon it a magical a sudden or unexpected effect you consider
effect looks like a regular ame, but it creates no enhancement. Choose one of the following effects -
the target gains the effect until the spell ends. harmful or undesirable, which was speci cally
heat and doesn't use oxygen. A continual ame Bear's Endurance: The target has advantage on intended as such by its creator. Thus, the spell
can be covered or hidden but not smothered or Constitution checks. It also gains 2d6 temporary hit would sense an area affected by the alarm spell, a
quenched. points, which are lost when the spell ends. glyph of warding, or a mechanical pit trap, but it
Bull's Strength: The target has advantage on would not reveal a natural weakness in the oor,
Strength checks, and his or her carrying capacity an unstable ceiling, or a hidden sinkhole.
doubles. This spell merely reveals that a trap is present.
Cat's Grace: The target has advantage on Dexterity You don't learn the location of each trap, but you
checks. It also doesn't take damage from falling 20
feet or less if it isn't incapacitated. do learn the general nature of the danger posed
Eagle's Splendor: The target has advantage on by a trap you sense.
Charisma checks.
Fox's Cunning: The target has advantage on
Intelligence checks.
Owl's 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 slot level above 2nd.
Cleric 2nd level Evocation Cleric 2nd level Transmutation Cleric 2nd level Divination
Cleric 2nd level Transmutation Cleric 2nd level Enchantment Cleric 2nd level Divination
Cleric 2nd level Evocation Cleric 2nd level Abjuration Cleric 2nd level Illusion
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SPIRITUAL WEAPON ZONE OF TRUTH AID
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action 60 feet 1 action 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 minute V, S 10 minutes V, S, M 8 hours
You create a oating, spectral weapon within You create a magical zone that guards against a tiny strip of white cloth
range that lasts for the duration or until you cast deception in a 15-foot-radius sphere centered
this spell again. When you cast the spell, you can on a point of your choice within range. Until the Your spell bolsters your allies with toughness
make a melee spell attack against a creature spell ends, a creature that enters the spell's area and resolve. Choose up to three creatures within
within 5 feet of the weapon. On a hit, the target for the rst time on a turn or starts its turn there range. Each target's hit point maximum and
takes force damage equal to 1d8 + your must make a Charisma saving throw. On a failed current hit points increase by 5 for the duration.
spellcasting ability modi er. save, a creature can't speak a deliberate lie while At Higher Levels: When you cast this spell
As a bonus action on your turn, you can move the in the radius. You know whether each creature using a spell slot of 3rd level or higher, a target's
weapon up to 20 feet and repeat the attack succeeds or fails on its saving throw. hit points increase by an additional 5 for each
against a creature within 5 feet of it. An affected creature is aware of the spell and slot level above 2nd.
The weapon can take whatever form you choose. can thus avoid answering questions to which it
Clerics of deities who are associated with a would normally respond with a lie. Such
particular weapon (as St. Cuthbert is known for creatures can be evasive in its answers as long as
his mace and Thor for his hammer) make this it remains within the boundaries of the truth.
spell's effect resemble that weapon.
At Higher Levels: When you cast this spell
using a spell slot 3rd level of or higher, the
damage increases by 1d8 for every two slot
levels above the 2nd.
Cleric (*)(War)(Life) 2nd level Evocation Cleric 2nd level Enchantment Cleric (Peace) 2nd level Abjuration
Cleric (Peace) 2nd level Abjuration Cleric (*)(Life) 3rd level Abjuration Cleric 3rd level Conjuration
Cleric (*)(Light) 3rd level Evocation Cleric (*)(Trickery)(Arcana) 3rd level Abjuration Cleric 3rd level Necromancy
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GLYPH OF WARDING [1/3] MASS HEALING WORD MELD INTO STONE (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour Touch 1 bonus action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled or V Instantaneous V, S 8 hours
triggered
As you call out words of restoration, up to six You step into a stone object or surface large enough to
incense and powdered diamond worth at least 200 creatures of your choice that you can see within fully contain your body, melding yourself and all the
gp, which the spell consumes range regain hit points equal to 1d4 + your equipment you carry with the stone for the duration.
spellcasting ability modi er. This spell has no Using your movement, you step into the stone at a
When you cast this spell, you inscribe a glyph that point you can touch. Nothing of your presence
harms other creatures, either upon a surface (such as
effect on undead or constructs. remains visible or otherwise detectable by nonmagical
a table or a section of oor or wall) or within an object At Higher Levels: When you cast this spell senses.
that can be closed (such as a book, a scroll, or a using a spell slot of 4th level or higher, the While merged with the stone, you can't see what
treasure chest) to conceal the glyph. If you choose a healing increases by 1d4 for each slot level occurs outside it, and any Wisdom (Perception) checks
surface, the glyph can cover an area of the surface no above 3rd. you make to hear sounds outside it are made with
larger than 10 feet in diameter. If you choose an disadvantage. You remain aware of the passage of
object, that object must remain in its place, if the time and can cast spells on yourself while merged in
object is moved more than 10 feet from where you the stone. You can use your movement to leave the
cast this spell, the glyph is broken and the spell ends stone where you entered it, which ends the spell. You
without being triggered. otherwise can't move.
The glyph is nearly invisible and requires a successful Minor physical damage to the stone doesn't harm you,
Intelligence (Investigation) check against your spell but its partial destruction or a change in its shape (to
save DC to be found. the extent that you no longer t within it) expels you
You decide what triggers the glyph when you cast the and deals 6d6 bludgeoning damage to you. The stone's
spell. For glyphs inscribed on a surface, the most complete destruction (or transmutation into a
typical triggers include touching or standing on the different substance) expels you and deals 50
glyph, removing another object covering the glyph, bludgeoning damage to you. If expelled, you fall prone
approaching within a certain distance of the glyph, or in an unoccupied space closest to where you rst
manipulating the object on which the glyph is entered.
inscribed. For glyphs inscribed within an
Cleric 3rd level Abjuration Cleric 3rd level Evocation Cleric 3rd level Transmutation
Cleric 3rd level Abjuration Cleric (*)(Life)(Grave) 3rd level Necromancy Cleric 3rd level Evocation
Cleric (*)(War) 3rd level Conjuration Cleric 3rd level Divination Cleric 3rd level Transmutation
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BEACON OF HOPE SENDING
CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Unlimited
COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M 1 round
minute
A short piece of ne copper wire
This spell bestows hope and vitality. Choose any
number of creatures within range. For the You send a short message of twenty- ve words
duration, each target has advantage on Wisdom or less to a creature with you are familiar. The
saving throws and death saving throws, and creature hears the message in its mind,
regains the maximum number of hit points recognizes you as the sender if it knows you, and
possible from any healing. can answer in a like manner immediately. The
spell enables creatures with Intelligence scores
of at least 1 to understand the meaning of your
message.
You can send the message across any distance
and even to other planes of existence, but if the
target is on a different plane than you, there is a
5 percent chance that the message doesn't
arrive.
Cleric (Peace) 3rd level Abjuration Cleric (Peace) 3rd level Evocation
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