RYE Cleric Speel Book D&D Next Spellbook Card Generator

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BANE BLESS CREATE OR DESTROY WATER

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 action 30 feet 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Instantaneous
minute minute
a drop of water if creating water or a few grains of
a drop of blood a sprinkling of holy water sand if destroying it
Up to three creatures of your choice that you can You bless up to three creatures of your choice You either create or destroy water.
see within range must make Charisma saving within range. Whenever a target makes an attack Create Water: You create up to 10 gallons of
throws. Whenever a target that fails this saving roll or a saving throw before the spell ends, the clean water within range in an open container.
throw makes an attack roll or a saving throw target can roll a d4 and add the number rolled to Alternatively, the water falls as rain in a 30-foot
before the spell ends, the target must roll a d4 the attack roll or saving throw. cube within range, extinguishing exposed ames
and subtract the number rolled from the attack At Higher Levels: When you cast this spell in the area.
roll or saving throw. using a spell slot of 2nd level or higher, you can Destroy Water: You destroy up to 10 gallons of
At Higher Levels: When you cast this spell target one additional creature for each slot level water in an open container within range.
using a spell slot of 2nd level or higher, you can above 1st. Alternatively, you destroy fog in a 30-foot cube
target one additional creature for each slot level within range.
above 1st. At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, you
create or destroy 10 additional gallons of water,
or the size of the cube increases by 5 feet, for
each slot level above 1st.

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

GUIDING BOLT HEALING WORD INFLICT WOUNDS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 bonus action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 round V Instantaneous V, S Instantaneous
A ash of light streaks toward a creature of your A creature of your choice that you can see within Make a melee spell attack against a creature you
choice within range. Make a ranged spell attack range regains hit points equal to 1d4 + your can reach. On a hit, the target takes 3d10
against the target. On a hit, the target takes 4d6 spellcasting ability modi er. This spell has no necrotic damage.
radiant damage, and the next attack roll made effect on undead or constructs. At Higher Levels: When you cast this spell
against this target before the end of your next At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the
turn has advantage, thanks to the mystical dim using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level
light glittering on the target until then. healing increases by 1d4 for each slot level above 1st.
At Higher Levels: When you cast this spell above 1st.
using a spell slot of 2nd level or higher, the
damage increases by 1d6 for each slot level
above 1st.

Cleric 1st level Evocation Cleric 1st level Evocation Cleric 1st level Necromancy
        
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1

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           

1
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

SEARING SMITE SHIELD OF FAITH HEROISM


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 bonus action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S, M Concentration, up to 10 V, S Concentration, up to 1
minute minutes minute
The next time you hit a creature with a melee a small parchment with a bit of holy text written on A willing creature you touch is imbued with
weapon attack during the spell's duration, your it bravery. Until the spell ends, the creature is
weapon ares with white-hot intensity, and the immune to being frightened and gains temporary
attack deals an extra 1d6 re damage to the A shimmering eld appears and surrounds a hit points equal to your spellcasting ability
target and causes the target to ignite in ames. creature of your choice within range, granting it modi er at the start of each of its turns. When
At the start of each of its turns until the spell a +2 bonus to AC for the duration. the spell ends, the target loses any remaining
ends, the target must make a Constitution saving temporary hit points from this spell.
throw. On a failed save, it takes 1d6 re damage.
On a successful save, the spell ends. If the target At Higher Levels: When you cast this spell
or a creature within 5 feet of it uses an action to using a spell slot of 2nd level or higher, you can
put out the ames, or if some other effect douses target 1 additional creature for each slot level
the ames (such as the target being submerged above 1st.
in water), the spell ends.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the initial
extra damage dealt by the attack increases by
1d6 for each slot above the 1st.

Cleric 1st level Evocation Cleric (*)(War) 1st level Abjuration Cleric (Peace) 1st level Enchantment

SANCTUARY AID CALM EMOTIONS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action 30 feet 1 action 30 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 minute V, S, M 8 hours V, S Concentration, up to 1
minute
a small silver mirror a tiny strip of white cloth
You attempt to suppress strong emotions in a
You ward a creature within range against attack. Your spell bolsters your allies with toughness group of people. Each humanoid in a 20-foot-
Until the spell ends, any creature who targets and resolve. Choose up to three creatures within radius sphere centered on a point you choose
the warded creature with an attack or a harmful range. Each target's hit point maximum and within range must make a Charisma saving
spell must rst make a Wisdom saving throw. On current hit points increase by 5 for the duration. throw a creature can choose to fail this saving
a failed save, the creature must choose a new At Higher Levels: When you cast this spell throw if it wishes. If a creature fails its saving
target or lose the attack or spell. This spell using a spell slot of 3rd level or higher, a target's throw, choose one of the following two effects.
doesn't protect the warded creature from area hit points increase by an additional 5 for each You can suppress any effect causing a target to
effects, such as the explosion of a reball. slot level above 2nd. be charmed or frightened. When this spell ends,
If the warded creature makes an attack or casts a any suppressed effect resumes, provided that its
spell that affects an enemy creature, this spell duration has not expired in the meantime.
ends. Alternatively, you can make a target indifferent
about creatures of your choice that it is hostile
toward. This indifference ends if the target is
attacked or harmed by a spell or if it witnesses
any of its friends being harmed. When the spell
ends, the creature becomes hostile again, unless
the DM rules otherwise.

Cleric (Peace) 1st level Abjuration Cleric 2nd level Abjuration Cleric 2nd level Enchantment
        
        
1

1
     
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  

  

  

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1

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1

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  


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           

2
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

HEAT METAL HOLD PERSON LOCATE OBJECT


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 10
minute minute minutes
a piece of iron and a ame a small, straight piece of iron a forked twig
Choose a manufactured metal object, such as a Choose a humanoid that you can see within Describe or name an object that is familiar to
metal weapon or a suit of heavy or medium range. The target must succeed on a Wisdom you. You sense the direction to the object's
metal armor, that you can see within range. You saving throw or be paralyzed for the duration. At location, as long as that object is within 1,000
cause the object to glow red-hot. Any creature in the end of each of its turns, the target can make feet of you. If the object is in motion, you know
physical contact with the object takes 2d8 re another Wisdom saving throw. On a success, the the direction of its movement.
damage when you cast the spell. Until the spell spell ends on the target. The spell can locate a speci c object known to
ends, you can use a bonus action on each of your At Higher Levels: When you cast this spell you, as long as you have seen it up close - within
subsequent turns to cause this damage again. using a spell slot of 3rd level or higher, you can 30 feet - at least once. Alternatively, the spell can
If a creature is holding or wearing the object and target on additional humanoid for each slot level locate the nearest object of a particular kind,
takes the damage from it, the creature must above 2nd. The humanoids must be within 30 such as a certain kind of apparel, jewelry,
succeed on a Constitution saving throw or drop feet of each other when you target them. furniture, tool, or weapon.
the object if it can. If it doesn't drop the object, it This spell can't locate an object if any thickness
has disadvantage on attack rolls and ability of lead, even a thin sheet, blocks a direct path
checks until the start of your next turn. between you and the object.
At Higher Levels: When you cast this spell
using a spell slot of 3rd level or higher, the
damage increases by 1d8 for each slot above
2nd.

Cleric 2nd level Transmutation Cleric 2nd level Enchantment Cleric 2nd level Divination

PRAYER OF HEALING PROTECTION FROM POISON SILENCE (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes 30 feet 1 action Touch 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S 1 hour V, S Concentration, up to 10
minutes
Up to six creatures of your choice that you can You touch a creature. If it is poisoned, you
see within range each regain hit points equal to neutralize the poison. If more than one poison For the duration, no sound can be created within
2d8 + your spellcasting ability modi er. This spell af icts the target, you neutralize on poison that or pass through a 20-foot-radius sphere
has no effect on undead or constructs. you know is present, or you neutralize one at centered on a point you choose within range.
At Higher Levels: When you cast this spell random. Any creature or object entirely inside the sphere
using a spell slot of 3rd level or higher, the For the duration, the target has advantage on is immune to thunder damage, and creatures are
healing increases by 1d8 for each slot level saving throws against being poisoned, and it has deafened while entirely inside it. Casting a spell
above 2nd. resistance to poison damage. that includes a verbal component is impossible
there.

Cleric 2nd level Evocation Cleric 2nd level Abjuration Cleric 2nd level Illusion
        
        
2

2
     
     
     
                 
              
  

  

  

  
           
  
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                 
                    
           
2

2
        
        
2

2
     
     
     
                 
              
  


           
  
                 
                 
                    
           
2

2
        
        
2

2
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

2
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

WARDING BOND BEACON OF HOPE CREATE FOOD AND WATER


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S Concentration, up to 1 V, S Instantaneous
minute
a pair of platinum rings worth at least 50 gp each, You create 45 pounds of food and 30 gallons of
which you and target must wear for the duration This spell bestows hope and vitality. Choose any water on the ground or in containers within
number of creatures within range. For the range, enough to sustain up to fteen humanoids
This spell wards a willing creature you touch and duration, each target has advantage on Wisdom or ve steeds for 24 hours. The food is bland but
creates a mystic connection between you and saving throws and death saving throws, and nourishing, and spoils if uneaten after 24 hours.
the target until the spell ends. While the target is regains the maximum number of hit points The water is clean and doesn't go bad.
within 60 feet of you, it gains a +1 bonus to AC possible from any healing.
and saving throws, and it has resistance to all
damage. Also, each time it takes damage, you
take the same amount of damage.
The spell ends if you drop to 0 hit points or if you
and the target become separated by more than
60 feet. It also ends if the spell is cast again on
either of the connected creatures. You can also
dismiss the spell as an action.

Cleric (Peace) 2nd level Abjuration Cleric (*)(Life) 3rd level Abjuration Cleric 3rd level Conjuration

DAYLIGHT DISPEL MAGIC FEIGN DEATH (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 120 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 hour V, S Instantaneous V, S, M 1 hour
A 60-foot-radius sphere of light spreads out Choose any creature, object, or magical effect a pinch of graveyard dirt
from a point you choose within range. The within range. Any spell of 3rd level or lower on
sphere is bright light and sheds dim light for an the target ends. For each spell of 4th level or You touch a willing creature and put it into a
additional 60 feet. higher on the target, make an ability check using cataleptic state that is indistinguishable from
If you chose a point on an object you are holding your spellcasting ability. The DC equals 10 + the death.
or one that isn't being worn or carried, the light spell's level. On a successful check, the spell For the spell's duration, or until you use an action
shines from the object with and moves with it. ends. to touch the target and dismiss the spell, the
Completely covering the affected object with an At Higher Levels: When you cast this spell target appears dead to all outward inspection
opaque object, such as a bowl or a helm, blocks using a spell slot of 4th level or higher, you and to spells used to determine the target's
the light. automatically end the effects of a spell on the status. The target is blinded and incapacitated,
If any of this spell's area overlaps with an area of target if the spell's level is equal to or less than and its speed drops to 0. The target has
darkness created by a spell of or lower, the spell the level of the spell slot you used. resistance to all damage except psychic damage.
that created the darkness is dispelled. If the target is diseased or poisoned when you
cast the spell, or becomes diseased or poisoned
while under the spell's effect, the disease and
poison have no effect until the spell ends.

Cleric (*)(Light) 3rd level Evocation Cleric (*)(Trickery)(Arcana) 3rd level Abjuration Cleric 3rd level Necromancy
        
        
2

3
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
2

3
        
        
2

3
     
     
     
                 
              
  


           
  
                 
                 
                    
           
2

3
        
        
2

3
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

3
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

REMOVE CURSE REVIVIFY SENDING


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action Unlimited
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S, M 1 round
At your touch, all curses affecting one creature diamonds worth 300 gp, which the spell consumes A short piece of ne copper wire
or object end. If the object is a cursed magic item,
its curse remains, but the spell breaks its owner's You touch a creature that has died within the last You send a short message of twenty- ve words
attunement to the object so it can be removed or minute. That creature returns to life with 1 hit or less to a creature with you are familiar. The
discarded. point. This spell can't return to life a creature creature hears the message in its mind,
that has died of old age, nor can it restore any recognizes you as the sender if it knows you, and
missing body parts. 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 3rd level Abjuration Cleric (*)(Life)(Grave) 3rd level Necromancy Cleric 3rd level Evocation

SPIRIT GUARDIANS TONGUES WATER WALK (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (15-foot-radius) 1 action Touch 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, M 1 hour V, S, M 1 hour
minutes
a small clay model of a ziggurat a piece of cork
a holy symbol
This spell grants the creature you touch the This spell grants the ability to move across any
You call forth spirits to protect you. They it ability to understand any spoken language it liquid surface - such as water, acid, mud, snow,
around you to a distance of 15 feet for the hears. Moreover, when the target speaks, any quicksand, or lava - as if it were harmless solid
duration. If you are good or neutral, their creature that knows at least one language and ground (creatures crossing molten lava can still
spectral form appears angelic or fey (your can hear the target understands what it says. take damage from the heat). Up to ten willing
choice). If you are evil, they appear endish. creatures you can see within range gain this
When you cast this spell, you can designate any ability for the duration.
number of creatures you can see to be If your target a creature submerged in a liquid,
unaffected by it. An affected creature's speed is the spell carries the target to the surface of the
halved in the area, and when the creature enters liquid at a rate of 60 feet per round.
the area for the rst time on a turn or starts its
turn there, it must make a Wisdom saving throw.
On a failed save, the creature takes 3d8 radiant
damage (if you are good or neutral) or 3d8
necrotic damage (if you are evil). On a successful
save, the creature takes half as much damage.
At Higher Levels: When you cast this spell
using a spell slot of 4th level or higher, the
damage increases by 1d8 for each slot level
above 3rd.

Cleric (*)(War) 3rd level Conjuration Cleric 3rd level Divination Cleric 3rd level Transmutation
        
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3

3
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  

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3

3
        
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3

3
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  


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           
3

3
        
        
3

3
     
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  


           
  
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           

3
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
  
  
3

     
     
    


 

   

     
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3

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3

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     
    

   
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3

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