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S

  • casting time you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw
  • range it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can

  • components and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action
  • duration it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move

the creature can use the Dodge action.;(PHB 59) Cleric

Cleric M;Instantaneous;(a holy symbol)As an action

M;1 hour;(a firefly or phosphorescent moss)You touch one object that is no larger than 10 feet in any dimension. Until the spell ends

  • casting time that creature must succeed on a Dexterity saving throw to avoid the spell. ;(PHB 255) Cleric
  • range

Cleric the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature

S

  • casting time such as broken chain link
  • range two halves of a broken key

  • components a torn clack
  • duration or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension

you mend it

Cleric M;Instantaneous;(two lodestones)This spell repairs a single break or tear in an object you touch

S

  • casting time up to 1 minute;(a miniature cloak)You touch one willing creature. Once before the spell ends
  • range the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.;(PHB 272) Cleric

Cleric M;Concentration

S;Instantaneous;Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8)

  • casting time and 17th level (4d8). ;(PHB 272) Cleric
  • range

Cleric 11th level (3d8)

S;Instantaneous;You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.;(PHB 277) Cleric

Cleric

a sign of supernatural power

  • casting time brighten
  • range dim

  • components or change color for 1 minute.
    • You cause harmless tremors in the ground for 1 minute.
    • You create an instantaneous sound that originates from a point of your choice within range
  • duration such as a rumble of thunder

the cry of a raven

Cleric within range. You create one of the following magical effects within range.
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker

S;Instantaneous;You point at one creature you can see within range

  • casting time it instead takes 1d12 necrotic damage.
    The spell's damage increases by one die when you reach 5th level (2d8 or 2d12)
  • range 11th level (3d8 or 3d12)

  • components and 17th level (4d8 or 4d12).;(XGE 169) Cleric (**)
  • duration

Cleric and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take ld8 necrotic damage. If the target is missing any of its hit points

M;Instantaneous;(a holy symbol)You utter a divine word

  • casting time 11th level (3d6)
  • range and 17th level (4d6).;(XGE 171) Cleric (**)

Cleric and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6)

0;Channel Divinity: Turn Undead;Divine Domane;1 action;Self (30-foot radius);V 0;Channel Divinity: Turn Undead;Divine Domane;1 action;Self (30-foot radius);V
0;Light;Evocation Cantrip;1 action;Touch;V 0;Light;Evocation Cantrip;1 action;Touch;V
0;Mending;Transmutation Cantrip;1 minute;Touch;V 0;Mending;Transmutation Cantrip;1 minute;Touch;V
0;Resistance;Abjuration Cantrip;1 action;Touch;V 0;Resistance;Abjuration Cantrip;1 action;Touch;V
0;Sacred Flame;Evocation Cantrip;1 action;60 feet;V 0;Sacred Flame;Evocation Cantrip;1 action;60 feet;V
0;Spare the Dying;Necromancy Cantrip;1 action;Touch;V 0;Spare the Dying;Necromancy Cantrip;1 action;Touch;V
0;Thaumaturgy;Transmutation Cantrip;1 action;30 feet;V;Up to 1 minute;You manifest a minor wonder 0;Thaumaturgy;Transmutation Cantrip;1 action;30 feet;V;Up to 1 minute;You manifest a minor wonder
0;Toll the Dead;Necromancy Cantrip;1 action;60 feet;V 0;Toll the Dead;Necromancy Cantrip;1 action;60 feet;V
0;Word of Radiance;Evocation Cantrip;1 action;5 feet;V 0;Word of Radiance;Evocation Cantrip;1 action;5 feet;V

S

  • casting time the spell fails. Otherwise
  • range the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target

  • components the spell ends.
    At Higher Levels: When you cast this spell using a 2nd level spell slot or higher
  • duration you can affect one additional beast for each slot level above 1st. ;(PHB 212) Cleric [N]

Cleric M;24 hours;(a morsel of food)This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher

S

  • casting time up to 1 minute;(a drop of blood)Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends
  • range the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target one additional creature for each slot level above 1st. ;(PHB 216) Cleric [G]
  • duration

Cleric M;Concentration

S

  • casting time up to 1 minute;(a sprinkling of holy water)You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends
  • range the target can roll a d4 and add the number rolled to the attack roll or saving throw.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target one additional creature for each slot level above 1st. ;(PHB 219) Cleric [LF]
  • duration

Cleric M;Concentration

S;Instantaneous;As you hold your hands with thumbs touching and fingers spread

  • casting time or half as much damage on a successful one.
    The fire ignites any flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d6 for each slot level above 1st. ;(PHB 220) Cleric [LT]

Cleric a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save

S

  • casting time which the spell consumes)You perform a special religious ceremony that is infused with magic. When you cast the spell
  • range choose one of the following rites

  • components the target of which must be within 10 feet of you throughout the casting.
    Atonement: You touch one willing creature whose alignment has changed
  • duration and you make a DC 20 Wisdom (Insight) check. On a successful check

you restore the target to its original alignment.
Bless Water: You touch one vial of water and cause it to become holy water.
Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours

Cleric M;Instantaneous;(25 gp worth of powdered silver

S;1 hour;You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends
  • range the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. ;(PHB 221) Cleric [TK]
  • duration

Cleric and does so with advantage if you or your companions are fighting it. If it fails the saving throw

if it doesn't understand your language

  • casting time the DM determines how the target behaves. If the target can't follow your command
  • range the spell ends.
    Approach: The target moves toward you by the shortest and most direct route

  • components ending its turn if it moves within 5 feet of you.
    Drop: The target drops whatever it is holding and then ends its turn.
    Flee: The target spends its turn moving away from you by the fastest available means.
    Grovel: The target falls prone and then ends its turn.
    Halt: The target doesn't move and takes no actions. A flying creature stays aloft
  • duration 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

Cleric or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so

S

  • casting time the water falls as rain in a 30-foot cube within range
  • range extinguishing exposed flames in the area.
    Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively

  • components you destroy fog in a 30-foot cube within range.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration you create or destroy 10 additional gallons of water

or the size of the cube increases by 5 feet

Cleric M;Instantaneous;(a drop of water if creating water or a few grains of sand if destroying it)You either create or destroy water.
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively

S;Instantaneous;A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

Cleric the healing increases by 1d8 for each slot level above 1st. ;(PHB 230) Cleric [LF]

1;Animal Friendship;1st level Enchantment (*);1 action;30 feet;V 1;Animal Friendship;1st level Enchantment (*);1 action;30 feet;V
1;Bane;1st level Enchantment ;1 action;30 feet;V 1;Bane;1st level Enchantment ;1 action;30 feet;V
1;Bless;1st level Enchantment ;1 action;30 feet;V 1;Bless;1st level Enchantment ;1 action;30 feet;V
1;Burning Hands;1st level Evocation (*);1 action;Self (15-foot cone);V 1;Burning Hands;1st level Evocation (*);1 action;Self (15-foot cone);V
1;Ceremony (ritual);1st level Abjuration;1 hour;Touch;V 1;Ceremony (ritual);1st level Abjuration;1 hour;Touch;V
1;Charm Person;1st level Enchantment (*) ;1 action;30 feet;V 1;Charm Person;1st level Enchantment (*) ;1 action;30 feet;V
1;Command;1st level Enchantment ;1 action;60 feet;V;1 round;You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead 1;Command;1st level Enchantment ;1 action;60 feet;V;1 round;You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead
1;Create or Destroy Water;1st level Transmutation;1 action;30 feet;V 1;Create or Destroy Water;1st level Transmutation;1 action;30 feet;V
1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V

S;Concentration

  • casting time you know if there is an aberration
  • range celestial

  • components elemental
  • duration fey

fiend

or undead within 30 feet of you up to 10 minutes;For the duration

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

S

  • casting time up to 10 minutes;(a yew leaf)For the duration
  • range you can sense the presence and location of poisons

  • components poisonous creatures
  • duration and diseases within 30 feet of you. You also identify the kind of poison

poisonous creature

1 inch of common metal M;Concentration

S;1 hour;You make yourself

  • casting time armor
  • range weapons

  • components and other belongings on your person
  • duration look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin

fat

1 inch of common metal including your clothing

S;Concentration

  • casting time your weapon attacks deal and extra 1d4 radiant damage on a hit.;(PHB 234) Cleric [W]
  • range

1 inch of common metal up to 1 minute;Your prayer empowers you with divine radiance. Until the spell ends

up to 1 minute;Each object in a 20-foot cube within range is outlined in blue

  • casting time or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration
  • range objects and affected creatures shed dim light in a 10-foot radius.
    Any attack roll against an affected creature or object has advantage if the attacker can see it

  • components and the affected creature or object can't benefit from being invisible. ;(PHB 239) Cleric [LT][TW]
  • duration

1 inch of common metal green

S

  • casting time you gain 1d4+4 temporary hit points for the duration.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range you gain 5 additional temporary hit points for each slot level above 1st. ;(PHB 239) Cleric [D][G]

1 inch of common metal M;1 hour;(a small amount of alcohol or distilled spirits)Bolstering yourself with a necromantic facsimile of life

S;Concentration

  • casting time and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the radius of the fog increases by 20 feet for each slot level above 1st. ;(PHB 243) Cleric [TM]

1 inch of common metal up to 1 hour;You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners

S;1 round;A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit

  • casting time and the next attack roll made against this target before the end of your next turn has advantage
  • range thanks to the mystical dim light glittering on the target until then.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the damage increases by 1d6 for each slot level above 1st. ;(PHB 248) Cleric
  • duration

1 inch of common metal the target takes 4d6 radiant damage

1;Detect Evil and Good;1st level Divination;1 action;Self;V 1;Detect Evil and Good;1st level Divination;1 action;Self;V
1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V
1;Detect Poison and Disease;1st level Divination;1 action;Self;V 1;Detect Poison and Disease;1st level Divination;1 action;Self;V
1;Disguise Self;1st level Illusion (*);1 action;Self;V 1;Disguise Self;1st level Illusion (*);1 action;Self;V
1;Divine Favor;1st level Evocation (*);1 bonus action;Self;V 1;Divine Favor;1st level Evocation (*);1 bonus action;Self;V
1;Faerie Fire;1st level Evocation (*);1 action;60 feet;V;Concentration 1;Faerie Fire;1st level Evocation (*);1 action;60 feet;V;Concentration
1;False Life;1st level Necromancy (*);1 action;Self;V 1;False Life;1st level Necromancy (*);1 action;Self;V
1;Fog Cloud;1st level Conjuration (*);1 action;120 feet;V 1;Fog Cloud;1st level Conjuration (*);1 action;120 feet;V
1;Guiding Bolt;1st level Evocation;1 action;120 feet;V 1;Guiding Bolt;1st level Evocation;1 action;120 feet;V

the healing increases by 1d4 for each slot level above 1st. ;(PHB 250) Cleric

1 inch of common metal

S;Concentration

  • casting time the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends
  • range the target loses any remaining temporary hit points from this spell.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target 1 additional creature for each slot level above 1st. ;(PHB 250) Cleric [O][P]
  • duration

1 inch of common metal up to 1 minute;A willing creature you touch is imbued with bravery. Until the spell ends

S

  • casting time you learn its properties and how to use them
  • range whether it requires attunement to use

  • components and how many charges it has
  • duration if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell

you learn which spell created it.
If you instead touch a creature throughout the casting

you learn what spells M;Instantaneous;(a pearl worth at least 100 gp and an owl feather)You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object

S;Instantaneous;Make a melee spell attack against a creature you can reach. On a hit

  • casting time the damage increases by 1d10 for each slot level above 1st. ;(PHB 253) Cleric
  • range

you learn what spells the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S;Instantaneous;You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

you learn what spells the spell creates one more dart for each slot above 1st. ;(PHB 257) Cleric [A]

S

  • casting time up to 10 minutes;(holy water or powdered silver and iron
  • range which the spell consumes)Until the spell ends

  • components one willing creature you touch is protected against certain types of creatures - aberrations
  • duration celestials

elementals

fey M;Concentration

S;Instantaneous;All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.;(PHB 270) Cleric

fey

S;Instantaneous;A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time it is also poisoned until the end of your next turn.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d8 for each slot level above 1st. ;(PHB 271) Cleric [D]

fey the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save

S

  • casting time any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save
  • range the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects

  • components such as the explosion of a fireball.
    If the warded creature makes an attack or casts a spell that affects an enemy creature
  • duration this spell ends. ;(PHB 272) Cleric

fey M;1 minute;(a small silver mirror)You ward a creature within range against attack. Until the spell ends

1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
1;Heroism;1st level Enchantment (*);1 action;Touch;V 1;Heroism;1st level Enchantment (*);1 action;Touch;V
1;Identify (ritual);1st level Divination (*);1 minute;Touch;V 1;Identify (ritual);1st level Divination (*);1 minute;Touch;V
1;Inflict Wounds;1st level Necromancy;1 action;Touch;V 1;Inflict Wounds;1st level Necromancy;1 action;Touch;V
1;Magic Missile;1st level Evocation (*);1 action;120 feet;V 1;Magic Missile;1st level Evocation (*);1 action;120 feet;V
1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V 1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V
1;Purify Food and Drink (ritual);1st level Transmutation;1 action;10 feet;V 1;Purify Food and Drink (ritual);1st level Transmutation;1 action;10 feet;V
1;Ray of Sickness;1st level Necromancy (*);1 action;60 feet;V 1;Ray of Sickness;1st level Necromancy (*);1 action;60 feet;V
1;Sanctuary;1st level Abjuration;1 bonus action;30 feet;V 1;Sanctuary;1st level Abjuration;1 bonus action;30 feet;V

up to 1 minute;The next time you hit a creature with a melee weapon attack during the spell's duration

  • casting time and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends
  • range the target must make a Constitution saving throw. On a failed save

  • components it takes 1d6 fire damage. On a successful save
  • duration the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames

or if some other effect douses the flames (such as the target being submerged in water)

fey your weapon flares with white-hot intensity

S

  • casting time up to 10 minutes;(a small parchment with a bit of holy text written on it)A shimmering field appears and surrounds a creature of your choice within range
  • range granting it a +2 bonus to AC for the duration.;(PHB 275) Cleric [W]

fey M;Concentration

S;10 minutes;You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence

  • casting time beasts can give you information about nearby locations and monsters
  • range including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you

  • components at the DM's discretion.;(PHB 277) Cleric [N]
  • duration

fey but at minimum

S

  • casting time any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save
  • range the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects

  • components such as the explosion of a fireball.
    If the warded creature makes an attack or casts a spell that affects an enemy creature
  • duration this spell ends. ;(PHB 272) Cleric [P]

fey M;1 minute;(a small silver mirror)You ward a creature within range against attack. Until the spell ends

S

  • casting time rose petals
  • range or a cricket)This spell sends creatures into a magical slumber. Roll 5d8

  • components the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
    Starting with the creature that has the lowest current hit points
  • duration each creature affected by this spell falls unconscious until the spell ends

the sleeper takes damage

fey M;1 minute;(A pinch of find sand

S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st. ;(PHB 282) Cleric [TM]

fey a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S

  • casting time a target's hit points increase by an additional 5 for each slot level above 2nd. ;(PHB 211) Cleric [P]
  • range

fey M;8 hours;(a tiny strip of white cloth)Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

S

  • casting time bones
  • range or similar tokens worth at least 25 gp)By casting gem-inlaid sticks

  • components rolling dragon bones
  • duration laying out ornate cards

or employing some other divining tool

fey M;Instantaneous;(specially marked sticks

S

  • casting time up to 1 hour;(a handful of oak bark)You touch a willing creature. Until the spell ends
  • range the target's skin has a rough

  • components bark-like appearance
  • duration and the target's AC can't be less than 16

regardless of what kind of armor it is wearing.;(PHB 217) Cleric [N]

fey M;Concentration

1;Searing Smite;1st level Evocation (*);1 bonus action;Self;V;Concentration 1;Searing Smite;1st level Evocation (*);1 bonus action;Self;V;Concentration
1;Shield of Faith;1st level Abjuration;1 bonus action;60 feet;V 1;Shield of Faith;1st level Abjuration;1 bonus action;60 feet;V
1;Speak with Animals (ritual);1st level Divination (*);1 action;Self;V 1;Speak with Animals (ritual);1st level Divination (*);1 action;Self;V
1;Sanctuary;1st level Abjuration;1 bonus action;30 feet;V 1;Sanctuary;1st level Abjuration;1 bonus action;30 feet;V
1;Sleep;1st level Enchantment (*);1 action;90 feet;V 1;Sleep;1st level Enchantment (*);1 action;90 feet;V
1;Thunderwave;1st level Evocation (*);1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation (*);1 action;Self (15-foot cube);V
2;Aid;2nd level Abjuration;1 action;30 feet;V 2;Aid;2nd level Abjuration;1 action;30 feet;V
2;Augury (ritual);2nd level Divination;1 minute;Self;V 2;Augury (ritual);2nd level Divination;1 minute;Self;V
2;Barkskin;2nd level Transmutation (*);1 action;Touch;V 2;Barkskin;2nd level Transmutation (*);1 action;Touch;V

the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns

  • casting time the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target one additional creature for each slot level above 2nd. ;(PHB 219) Cleric [D]

fey the target can make a Constitution saving throw. On a success

S;Concentration

  • casting time choose one of the following two effects.
    You can suppress any effect causing a target to be charmed or frightened. When this spell ends
  • range any suppressed effect resumes

  • components provided that its duration has not expired in the meantime.
    Alternatively
  • duration 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

fey up to 1 minute;You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw

S

  • casting time which the spell consumes)A flame
  • range equivalent in brightness to a torch

  • components springs forth from an object that you touch. The effect looks like a regular flame
  • duration but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.;(PHB 227) Cleric

fey M;Until dispelled;(ruby dust worth 50 gp

S

  • casting time up to 1 hour;(fur or a feather from a beast)You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
    Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points
  • range which are lost when the spell ends.
    Bull's Strength: The target has advantage on Strength checks

  • components and his or her carrying capacity doubles.
    Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor: The target has advantage on 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
  • duration you can target one additional creature for each slot level above 2nd.;(PHB 237) Cleric

fey M;Concentration

S;Instantaneous;You sense the presence of any trap within range that is within line of sight. A trap

  • casting time includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable
  • range which was specifically intended as such by its creator. Thus

  • components the spell would sense an area affected by the alarm spell
  • duration a glyph of warding

or a mechanical pit trap

fey for the purpose of this spell

S

  • casting time up to 1 minute;(a bit of tallow
  • range a pinch of brimstone

  • components and a dusting of powdered iron)A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save
  • duration or half as much damage on a successful one.
    As a bonus action

you can move the sphere up to 30 feet. If you ram the sphere into a creature

fey M;Concentration

S

  • casting time which must remain there for the duration)You touch a corpse or other remains. For the duration
  • range the target is protected from decay and can't become undead.
    The spell also effectively extends the time limit on raising the target from the dead

  • components since days spent under the influence of this spell don't count against the time limit of spells such as raise dead. ;(PHB 245) Cleric [G]
  • duration

fey M;10 days;(a pinch of salt and one copper piece placed on each of the corpse's eyes

S

  • casting time up to 1 minute;(a legume seed)A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
    Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
    The gust disperses gas or vapor
  • range and it extinguishes candles

  • components torches
  • duration and similar unprotected flames in the area. It causes protected flames

such as those of lanterns

fey M;Concentration

S

  • casting time up to 1 minute;(a piece of iron and a flame)Choose a manufactured metal object
  • range such as a metal weapon or a suit of heavy or medium metal armor

  • components that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends
  • duration you can use a bonus action on each of your subsequent turns to cause this damage again.
    If a creature is holding or wearing the object and takes the damage from it

the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object

fey M;Concentration

2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails 2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails
2;Calm Emotions;2nd level Enchantment ;1 action;60 feet;V 2;Calm Emotions;2nd level Enchantment ;1 action;60 feet;V
2;Continual Flame;2nd level Evocation;1 action;Touch;V 2;Continual Flame;2nd level Evocation;1 action;Touch;V
2;Enhance Ability;2nd level Transmutation;1 action;Touch;V 2;Enhance Ability;2nd level Transmutation;1 action;Touch;V
2;Find Traps;2nd level Divination;1 action;120 feet;V 2;Find Traps;2nd level Divination;1 action;120 feet;V
2;Flaming Sphere;2nd level Conjuration (*);1 action;60 feet;V 2;Flaming Sphere;2nd level Conjuration (*);1 action;60 feet;V
2;Gentle Repose (ritual);2nd level Necromancy;1 action;Touch;V 2;Gentle Repose (ritual);2nd level Necromancy;1 action;Touch;V
2;Gust of Wind;2nd level Evocation (*);1 action;Self (60-foot line);V 2;Gust of Wind;2nd level Evocation (*);1 action;Self (60-foot line);V
2;Heat Metal;2nd level Transmutation (*);1 action;60 feet;V 2;Heat Metal;2nd level Transmutation (*);1 action;60 feet;V

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ;(PHB 251) Cleric [O]

fey M;Concentration

S;Instantaneous;You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded

  • casting time paralyzed
  • range or poisoned.;(PHB 255) Cleric [LF]

fey deafened

S

  • casting time up to 10 minutes;(a forked twig)Describe or name an object that is familiar to you. You sense the direction to the object's location
  • range as long as that object is within 1

  • components000 feet of you. If the object is in motion
  • duration you know the direction of its movement.
    The spell can locate a specific object known to you

as long as you have seen it up close - within 30 feet - at least once. Alternatively

fey M;Concentration

S;Concentration

  • casting time that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the bonus increases to +2. When you use a spell slot of 6th level or higher

  • components the bonus increases to +3. ;(PHB 257) Cleric [A][F][W]
  • duration

fey up to 1 hour;You touch a nonmagical weapon. Until the spell ends

S;1 minute;Three illusory duplicates of yourself appear in your space. Until the spell ends

  • casting time shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
    Each time a creature targets you with an attack during the spell's duration
  • range roll a d20 to determine whether the attack instead targets one of your duplicates.
    If you have three duplicates

  • components you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates
  • duration you must roll an 8 or higher. With one duplicate

you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate

fey the duplicates move with you and mimic your actions

S

  • casting time up to 1 minute;(several seeds of any moonseed plant and a piece of opalescent feldspar)A silvery beam of pale light shines down in a 5-foot radius
  • range 40-foot-high cylinder centered on a point within range. Until the spell ends

  • components dim light fills the cylinder.
    When a creature enters the spell's area for the first time on a turn or starts its turn there
  • duration it is engulfed in ghostly flames that cause searing pain

and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save

fey M;Concentration

S

  • casting time choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days
  • range placing the same effect on it each time

  • components the illusion lasts until it is dispelled.
    False Aura: You change the way the target appears to spells and magical effects
  • duration such as detect magic

that detect magical auras. You can make a nonmagical object appear magical

a magical object appear nonmagical M;24 hours;(a small square of silk)You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell

S

  • casting time up to 1 hour;(ashes from a burned leaf of mistletoe and a sprig of spruce)A veil of shadows and silence radiates from you
  • range masking you and your companions from detection. For the duration

  • components each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.;(PHB 264) Cleric [TK]
  • duration

a magical object appear nonmagical M;Concentration

the healing increases by 1d8 for each slot level above 2nd. ;(PHB 267) Cleric

a magical object appear nonmagical

2;Hold Person;2nd level Enchantment ;1 action;60 feet;V 2;Hold Person;2nd level Enchantment ;1 action;60 feet;V
2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V 2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V
2;Locate Object;2nd level Divination;1 action;Self;V 2;Locate Object;2nd level Divination;1 action;Self;V
2;Magic Weapon;2nd level Transmutation (*);1 bonus action;Touch;V 2;Magic Weapon;2nd level Transmutation (*);1 bonus action;Touch;V
2;Mirror Image;2nd level Illusion (*);1 action;Self;V 2;Mirror Image;2nd level Illusion (*);1 action;Self;V
2;Moonbeam;2nd level Evocation (*);1 action;120 feet;V 2;Moonbeam;2nd level Evocation (*);1 action;120 feet;V
2;Nystul's Magic Aura;2nd level Illusion (*);1 action;Touch;V 2;Nystul's Magic Aura;2nd level Illusion (*);1 action;Touch;V
2;Pass Without Trace;2nd level Abjuration (*);1 action;Self;V 2;Pass Without Trace;2nd level Abjuration (*);1 action;Self;V
2;Prayer of Healing;2nd level Evocation;10 minutes;30 feet;V;Instantaneous;Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
2;Prayer of Healing;2nd level Evocation;10 minutes;30 feet;V;Instantaneous;Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

S;1 hour;You touch a creature. If it is poisoned

  • casting time you neutralize on poison that you know is present
  • range or you neutralize one at random.
    For the duration

  • components the target has advantage on saving throws against being poisoned
  • duration and it has resistance to poison damage. ;(PHB 270) Cleric

a magical object appear nonmagical you neutralize the poison. If more than one poison afflicts the target

S;Concentration

  • casting time the target deals only half damage with weapon attacks that use Strength until the spell ends.
    At the end of each of the target's turns
  • range it can make a Constitution saving throw against the spell. On a success

  • components the spell ends. ;(PHB 271) Cleric [D][G]
  • duration

a magical object appear nonmagical up to 1 minute;A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit

S;Instantaneous;You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit

  • casting time you create one additional ray for each slot level above 2nd. ;(PHB 273) Cleric [LT]
  • range

a magical object appear nonmagical the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

S

  • casting time you see invisible creatures and objects as if they were visible
  • range and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.;(PHB 274) Cleric [TW]

a magical object appear nonmagical M;1 hour;(A pinch of Talc and a small sprinkling of powdered silver)For the duration

S

  • casting time painfully intense
  • range erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save

  • components or half as much damage on a successful one. A creature made of inorganic material such as stone
  • duration crystal

or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of or higher

a magical object appear nonmagical M;Instantaneous;(a chip of mica)A sudden loud ringing noise

S;Concentration

  • casting time no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage
  • range and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.;(PHB 275) Cleric

a magical object appear nonmagical up to 10 minutes;For the duration

S

  • casting time up to 10 minutes;(seven sharp thorns or seven small twigs
  • range each sharpened to a point)The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area

  • components it takes 2d4 piercing damage for every 5 feet it travels.
    The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. ;(PHB 277) Cleric [N]
  • duration

a magical object appear nonmagical M;Concentration

S;1 minute;You create a floating

  • casting time you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit
  • range the target takes force damage equal to 1d8 + your spellcasting ability modifier.
    As a bonus action on your turn

  • components you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
    The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
    At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher
  • duration the damage increases by 1d8 for every two slot levels above the 2nd. ;(PHB 278) Cleric [LF][W]

a magical object appear nonmagical spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell

M;Concentration

  • casting time throw itself onto a spear
  • range immolate itself

  • components or do some other obviously harmful act ends the spell.
    The target must make a Wisdom saving throw. On a failed save
  • duration it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time

the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example

a magical object appear nonmagical up to 8 hours;(a snake's tongue and either a bit of honeycomb or a drop of sweet oil)You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself

2;Protection from Poison;2nd level Abjuration;1 action;Touch;V 2;Protection from Poison;2nd level Abjuration;1 action;Touch;V
2;Ray of Enfeeblement;2nd level Necromancy (*);1 action;60 feet;V 2;Ray of Enfeeblement;2nd level Necromancy (*);1 action;60 feet;V
2;Scorching Ray;2nd level Evocation (*);1 action;120 feet;V 2;Scorching Ray;2nd level Evocation (*);1 action;120 feet;V
2;See Invisibility;2nd level Divination (*);1 action;Self;V 2;See Invisibility;2nd level Divination (*);1 action;Self;V
2;Shatter;2nd level Evocation (*);1 action;60 feet;V 2;Shatter;2nd level Evocation (*);1 action;60 feet;V
2;Silence (ritual);2nd level Illusion;1 action;120 feet;V 2;Silence (ritual);2nd level Illusion;1 action;120 feet;V
2;Spike Growth;2nd level Transmutation (*);1 action;150 feet;V 2;Spike Growth;2nd level Transmutation (*);1 action;150 feet;V
2;Spiritual Weapon;2nd level Evocation;1 bonus action;60 feet;V 2;Spiritual Weapon;2nd level Evocation;1 bonus action;60 feet;V
2;Suggestion;2nd level Enchantment (*);1 action;30 feet;V 2;Suggestion;2nd level Enchantment (*);1 action;30 feet;V

S

  • casting time which you and target must wear for the duration)This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you
  • range it gains a +1 bonus to AC and saving throws

  • components and it has resistance to all damage. Also
  • duration 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. ;(PHB 287) Cleric [P]

a magical object appear nonmagical M;1 hour;(a pair of platinum rings worth at least 50 gp each

S;10 minutes;You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends

  • casting time a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its 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 creatures can be evasive in its answers as long as it remains within the boundaries of the truth. ;(PHB 289) Cleric [O]
  • range

a magical object appear nonmagical a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save

up to 1 minute;Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.;(PHB 216) Cleric [TW]
  • range

a magical object appear nonmagical the aura moves with you

S

  • casting time a piece of flesh
  • range and a pinch of bone dust)This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life

  • components raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
    On each of your turns
  • duration you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures

you can command any or all of them at the same time

a magical object appear nonmagical M;Instantaneous;(a drop of blood

S;Concentration

  • casting time each target has advantage on Wisdom saving throws and death saving throws
  • range and regains the maximum number of hit points possible from any healing.;(PHB 217) Cleric [LF][P]

a magical object appear nonmagical up to 1 minute;This spell bestows hope and vitality. Choose any number of creatures within range. For the duration

S;Concentration

  • casting time and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell
  • range choose the nature of the curse from the following options.
    • Choose one ability score. While cursed

  • components the target has disadvantage on ability checks and saving throws made with that ability score.
    • While cursed
  • duration the target has disadvantage on attack rolls against you.
    • While cursed

the target must make a Wisdom saving throw at the start of each of its turns. If it fails

a magical object appear nonmagical up to 1 minute;You touch a creature

S;1 minute;Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher

  • casting time and when the spell ends if you are on the Ethereal Plane
  • range you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range

  • components you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
    While on the Ethereal Plane
  • duration you can see and hear the plane you originated from

which is cast in shades of gray

a magical object appear nonmagical you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn

S;Concentration

  • casting time centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example
  • range if you are in a room that can't accommodate the cloud).
    When you cast the spell

  • components choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save
  • duration or half as much damage on a successful one. On each of your turns until the spell ends

you can use your action to call down lightning in this way again

a magical object appear nonmagical up to 10 minutes;A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius

S

  • casting time up to 10 minutes;(a focus worth at least 100 gp
  • range either a jeweled horn for hearing or a glass eye for scrying)You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door

  • components around a corner
  • duration or in a grove of trees). The sensor remains in place for the duration

and it can't be attacked or otherwise interacted with. When you cast the spell

a magical object appear nonmagical M;Concentration

2;Warding Bond;2nd level Abjuration;1 action;Touch;V 2;Warding Bond;2nd level Abjuration;1 action;Touch;V
2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V 2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V
3;Aura of Vitality;3rd level Evocation;1 action;Self (30-foot radius);V;Concentration 3;Aura of Vitality;3rd level Evocation;1 action;Self (30-foot radius);V;Concentration
3;Animate Dead;3rd level Necromancy;1 minute;10 feet;V 3;Animate Dead;3rd level Necromancy;1 minute;10 feet;V
3;Beacon of Hope;3rd level Abjuration;1 action;30 feet;V 3;Beacon of Hope;3rd level Abjuration;1 action;30 feet;V
3;Bestow Curse;3rd level Necromancy;1 action;Touch;V 3;Bestow Curse;3rd level Necromancy;1 action;Touch;V
3;Blink;3rd level Transmutation (*);1 action;Self;V 3;Blink;3rd level Transmutation (*);1 action;Self;V
3;Call Lightning;3rd level Conjuration (*);1 action;120 feet;V 3;Call Lightning;3rd level Conjuration (*);1 action;120 feet;V
3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V 3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V

S;Instantaneous;You create 45 pounds of food and 30 gallons of water on the ground or in containers within range

  • casting time and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.;(PHB 229) Cleric
  • range

a magical object appear nonmagical enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing

up to 1 minute;Holy power radiates from you in an aura with a 30-foot radius

  • casting time the aura moves with you
  • range centered on you. While in the aura

  • components each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.;(PHB 230) Cleric [W]
  • duration

a magical object appear nonmagical awakening boldness in friendly creatures. Until the spell ends

S;1 hour;A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried

  • casting time such as a bowl or a helm
  • range blocks the light.
    If any of this spell's area overlaps with an area of darkness created by a spell of or lower

  • components the spell that created the darkness is dispelled. ;(PHB 230) Cleric [LT]
  • duration

a magical object appear nonmagical the light shines from the object with and moves with it. Completely covering the affected object with an opaque object

S;Instantaneous;Choose any creature

  • casting time or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target
  • range make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check

  • components the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. ;(PHB 234) Cleric [A][TK]

a magical object appear nonmagical object

S;Concentration

  • casting time you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn
  • range and when the spell ends if you are on the Ethereal Plane

  • components you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range
  • duration you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
    While on the Ethereal Plane

you can see and hear the plane you originated from

which is cast in shades of gray up to 1 hour;Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher

S

  • casting time cold
  • range fire

  • components lightning
  • duration or thunder. For the duration

the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level

which is cast in shades of gray M;1 hour;A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid

S

  • casting time or half as much damage on a successful one.
    The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the damage increases by 1d6 for each slot level above 3rd. ;(PHB 241) Cleric [LT]

which is cast in shades of gray M;Instantaneous;(a tiny ball of bat guano and sulfur)A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save

S

  • casting time which the spell consumes)When you cast this spell
  • range you inscribe a glyph that harms other creatures

  • components either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book
  • duration a scroll

or a treasure chest) to conceal the glyph. If you choose a surface

which is cast in shades of gray M;Until dispelled or triggered;(incense and powdered diamond worth at least 200 gp

S

  • casting time regardless of the weather outside.
    Until the spell ends
  • range you can command the interior to become dimly lit or dark. The dome is opaque from the outside

  • components of any color you choose
  • duration but it is transparent from the inside. ;(PHB 255) Cleric [TW]

which is cast in shades of gray M;8 hours;(A small crystal bead)A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
9 creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than 9 creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry

3;Create Food and Water;3rd level Conjuration;1 action;30 feet;V 3;Create Food and Water;3rd level Conjuration;1 action;30 feet;V
3;Crusader's Mantle;3rd level Evocation (*);1 action;Self;V;Concentration 3;Crusader's Mantle;3rd level Evocation (*);1 action;Self;V;Concentration
3;Daylight;3rd level Evocation;1 action;60 feet;V 3;Daylight;3rd level Evocation;1 action;60 feet;V
3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V
3;Elemental Weapon;3rd level Transmutation (*);1 action;Touch;V 3;Elemental Weapon;3rd level Transmutation (*);1 action;Touch;V
3;Feign Death (ritual);3rd level Necromancy;1 action;Touch;V 3;Feign Death (ritual);3rd level Necromancy;1 action;Touch;V
3;Fireball;3rd level Evocation (*);1 action;150 feet;V 3;Fireball;3rd level Evocation (*);1 action;150 feet;V
3;Glyph of Warding;3rd level Abjuration;1 hour;Touch;V 3;Glyph of Warding;3rd level Abjuration;1 hour;Touch;V
3;Leomund's Tiny Hut (Ritual);3rd level Evocation (*);1 minute;Self (10-foot-radius hemisphere);V 3;Leomund's Tiny Hut (Ritual);3rd level Evocation (*);1 minute;Self (10-foot-radius hemisphere);V

S;Instantaneous;You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage

  • casting time the damage increases by 1d8 for each slot level above 3rd.;(XGE 160) Cleric (**)
  • range

which is cast in shades of gray and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. AtHigher Levels. When you cast this spell using a spell slot of 4th level or higher

S

  • casting time which the spell consumes)You create a 10-foot-radius
  • range 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
    Choose one or more of the following types of creatures - celestials

  • components elementals
  • duration fey

fiends

which is cast in shades of gray M;1 hour;(holy water or powdered silver and iron worth at least 100 gp

up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

which is cast in shades of gray the healing increases by 1d4 for each slot level above 3rd. ;(PHB 258) Cleric [O]

S;8 hours;You step into a stone object or surface large enough to fully contain your body

  • casting time you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
    While merged with the stone
  • range you can't see what occurs outside it

  • components and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it
  • duration which ends the spell. You otherwise can't move.
    Minor physical damage to the stone doesn't harm you

but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled

which is cast in shades of gray melding yourself and all the equipment you carry with the stone for the duration. Using your movement

S

  • casting time which the spell consumes)For the duration
  • range you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.;(PHB 263) Cleric [K]

which is cast in shades of gray M;8 hours;(a pinch of diamond dust worth 25 gp sprinkled over the target

S;Instantaneous;This spell channels vitality into plants within a specific area. There are two possible uses for the spell

  • casting time choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
    You can exclude one or more areas of any size within the spell's area from being affected.
    If you cast this spell over 8 hours
  • range you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. ;(PHB 266) Cleric [N]

which is cast in shades of gray granting either immediate or long-term benefits.
If you cast this spell using 1 action

S;Concentration

  • casting time the willing creature you touch has resistance to one damage type of your choice: acid
  • range cold

  • components fire
  • duration lightning

or thunder.;(PHB 270) Cleric [F]

which is cast in shades of gray up to 1 hour;For the duration

S;Instantaneous;At your touch

  • casting time its curse remains
  • range but the spell breaks its owner's attunement to the object so it can be removed or discarded.;(PHB 271) Cleric

which is cast in shades of gray all curses affecting one creature or object end. If the object is a cursed magic item

S

  • casting time which the spell consumes)You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age
  • range nor can it restore any missing body parts.;(PHB 272) Cleric [G][LF]

which is cast in shades of gray M;Instantaneous;(diamonds worth 300 gp

3;Life Transference;3rd level Necromancy;1 action;30 feet;V 3;Life Transference;3rd level Necromancy;1 action;30 feet;V
3;Magic Circle;3rd level Abjuration;1 minute;10 feet;V 3;Magic Circle;3rd level Abjuration;1 minute;10 feet;V
3;Mass Healing Word;3rd level Evocation;1 bonus action;60 feet;V;Instantaneous;As you call out words of restoration 3;Mass Healing Word;3rd level Evocation;1 bonus action;60 feet;V;Instantaneous;As you call out words of restoration
3;Meld into Stone (ritual);3rd level Transmutation;1 action;Touch;V 3;Meld into Stone (ritual);3rd level Transmutation;1 action;Touch;V
3;Nondetection;3rd level Abjuration;1 action;Touch;V 3;Nondetection;3rd level Abjuration;1 action;Touch;V
3;Plant Growth;3rd level Transmutation (*);1 action or 8 hours;150 feet;V 3;Plant Growth;3rd level Transmutation (*);1 action or 8 hours;150 feet;V
3;Protection from Energy;3rd level Abjuration;1 action;Touch;V 3;Protection from Energy;3rd level Abjuration;1 action;Touch;V
3;Remove Curse;3rd level Abjuration;1 action;Touch;V 3;Remove Curse;3rd level Abjuration;1 action;Touch;V
3;Revivify;3rd level Necromancy;1 action;Touch;V 3;Revivify;3rd level Necromancy;1 action;Touch;V

S

  • casting time recognizes you as the sender if it knows you
  • range and 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

  • components but if the target is on a different plane than you
  • duration there is a 5 percent chance that the message doesn't arrive. ;(PHB 274) Cleric [P][TW]

which is cast in shades of gray M;1 round;(A short piece of fine copper wire)You send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind

S

  • casting time up to 1 minute;(a pinch of dust and a few drops of water)Until the spell ends
  • range freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured

  • components and exposed flames in the area are doused.
    The ground in the area is covered with slick ice
  • duration making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there

it must make a Dexterity saving throw. On a failed save

which is cast in shades of gray M;Concentration

S

  • casting time up to 1 minute;(a drop of molasses)You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
    An affected target's speed is halved
  • range it takes a -2 penalty to AC and Dexterity saving throws

  • components and it can't use reactions. On its turn
  • duration it can use either an action or a bonus action

not both. Regardless of the creature's abilities or magic items

which is cast in shades of gray M;Concentration

S

  • casting time allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
    Until the spell ends
  • range you can ask the corpse up to five questions. The corpse knows only what it knew in life

  • components including the languages it knew. Answers are usually brief
  • duration cryptic

or repetitive

which is cast in shades of gray M;10 minutes;(burning incense)You grant the semblance of life and intelligence to a corpse of your choice within range

S

  • casting time up to 10 minutes;(a holy symbol)You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral
  • range their spectral form appears angelic or fey (your choice). If you are evil

  • components they appear fiendish.
    When you cast this spell
  • duration you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area

and when the creature enters the area for the first time on a turn or starts its turn there

which is cast in shades of gray M;Concentration

S;Concentration

  • casting time which lit around you for the spell's duration. The spirits are intangible and invulnerable.
    Until the spell ends
  • range any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant

  • components necrotic
  • duration or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
    In addition

any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

which is cast in shades of gray up to 1 minute;You call forth spirits of the dead

M;1 hour;(a small clay model of a ziggurat)This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover

  • casting time any creature that knows at least one language and can hear the target understands what it says.;(PHB 283) Cleric
  • range

which is cast in shades of gray when the target speaks

S;Concentration

  • casting time the target takes 3d6 necrotic damage
  • range and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends

  • components you can make the attack again on each of your turns as an action.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration the damage increases by 1d6 for each slot level above 3rd. ;(PHB 285) Cleric [D][G]

which is cast in shades of gray up to 1 minute;The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit

S

  • casting time acid
  • range mud

  • components snow
  • duration quicksand

or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If your target a creature submerged in a liquid

which is cast in shades of gray M;1 hour;(a piece of cork)This spell grants the ability to move across any liquid surface - such as water

3;Sending;3rd level Evocation;1 action;Unlimited;V 3;Sending;3rd level Evocation;1 action;Unlimited;V
3;Sleet Storm;3rd level Conjuration (*);1 action;150 feet;V 3;Sleet Storm;3rd level Conjuration (*);1 action;150 feet;V
3;Slow;3rd level Transmutation (*);1 action;120 feet;V 3;Slow;3rd level Transmutation (*);1 action;120 feet;V
3;Speak with Dead;3rd level Necromancy;1 action;10 feet;V 3;Speak with Dead;3rd level Necromancy;1 action;10 feet;V
3;Spirit Guardians;3rd level Conjuration;1 action;Self (15-foot-radius);V 3;Spirit Guardians;3rd level Conjuration;1 action;Self (15-foot-radius);V
3;Spirit Shroud;3rd-level necromancy;1 bonus action;Self;V 3;Spirit Shroud;3rd-level necromancy;1 bonus action;Self;V
3;Tongues;3rd level Divination;1 action;Touch;V 3;Tongues;3rd level Divination;1 action;Touch;V
3;Vampiric Touch;3rd level Necromancy (*);1 action;Self;V 3;Vampiric Touch;3rd level Necromancy (*);1 action;Self;V
3;Water Walk (ritual);3rd level Transmutation;1 action;30 feet;V 3;Water Walk (ritual);3rd level Transmutation;1 action;30 feet;V

S

  • casting time up to 1 minute;(a tiny fan and a feather of exotic origin)A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long
  • range 15 feet high

  • components and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
    When the wall appears
  • duration each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save

or half as much damage on a successful one.
The strong wind keeps fog

smoke M;Concentration

S

  • casting time up to 1 hour;(a bit of bat fur)You create an invisible
  • range magical eye within range that hovers in the air for the duration.
    You mentally receive visual information from the eye

  • components which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
    As an action
  • duration you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move

but it can't enter another plane of existence. A solid barrier blocks the eye's movement

smoke M;Concentration

up to 10 minutes;Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage
  • range and its hit point maximum can't be reduced. In addition

  • components a non-hostile
  • duration living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.;(PHB 216) Cleric [TW]

smoke the aura moves with you

up to 10 minutes;Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. Each non-hostile creature in the aura (including you) can't become diseased
  • range has resistance to poison damage

  • components and has advantage on saving throws against effects that cause any of the following conditions: blinded
  • duration charmed

deafened

frightened the aura moves with you

S

  • casting time up to 1 minute;(an item distasteful to the target)You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.
    If the target is native to the plane of existence you're on
  • range you banish the target to a harmless demiplane. While there

  • components the target is incapacitated. The target remains there until the spell ends
  • duration at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
    If the target is native to a different plane of existence that the one you're on

the target is banished with a faint popping noise

frightened M;Concentration

S;Instantaneous;Necromantic energy washes over a creature of your choice that you can see within range

  • casting time or half as much damage on a successful one. This spell has no effect on undead or constructs.
    If you target a plant creature or a magical plant
  • range it makes the saving throw with disadvantage

  • components and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature
  • duration such as a tree or shrub

it doesn't make a saving throw

frightened draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save

S;Concentration

  • casting time a target is affected by this spell. Until the spell ends
  • range you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way

  • components it can make another Wisdom saving throw to try to end the effect.
    A target isn't compelled to move into an obviously deadly hazard
  • duration such as a fire pit

but it will provoke opportunity attacks to move in the designated direction. ;(PHB 224) Cleric [O]

frightened up to 1 minute;Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save

S

  • casting time up to 1 minute;(three nut shells)This spell assaults and twists creatures' minds
  • range spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
    An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
    1: The creature uses all its movement to move in a random direction. To determine the direction

  • components roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
    2-6: The creature doesn't move or take actions this turn.
    7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach
  • duration the creature does nothing this turn.
    9-10: The creature can act and move normally. At the end of its turns

an affected target can make a Wisdom saving throw. If it succeeds

frightened M;Concentration

S

  • casting time up to 10 minutes;(a drop of water and a pinch of dust)Until the spell ends
  • range you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn

  • components you can repeat the same effect or choose a different one.
    Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore
  • duration the flooding water spills over onto dry land.
    If you choose an area in a large body of water

you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller 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 effect. If this effect produced a wave

frightened M;Concentration

3;Wind Wall;3rd level Evocation (*);1 action;120 feet;V 3;Wind Wall;3rd level Evocation (*);1 action;120 feet;V
4;Arcane Eye;4th level Divination (*);1 action;30 feet;V 4;Arcane Eye;4th level Divination (*);1 action;30 feet;V
4;Aura of Life;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration 4;Aura of Life;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration
4;Aura of Purity;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration 4;Aura of Purity;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration
4;Banishment;4th level Abjuration;1 action;60 feet;V 4;Banishment;4th level Abjuration;1 action;60 feet;V
4;Blight;4th level Necromancy (*);1 action;30 feet;V 4;Blight;4th level Necromancy (*);1 action;30 feet;V
4;Compulsion;4th level Enchantment (*);1 action;30 feet;V 4;Compulsion;4th level Enchantment (*);1 action;30 feet;V
4;Confusion;4th level Enchantment (*);1 action;90 feet;V 4;Confusion;4th level Enchantment (*);1 action;90 feet;V
4;Control Water;4th level Transmutation;1 action;300 feet;V 4;Control Water;4th level Transmutation;1 action;300 feet;V

S;8 hours;You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage

  • casting time and the spell ends.
    If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage
  • range that effect is instead negated against the target

  • components and the spells ends.;(PHB 230) Cleric [D][G][LF]
  • duration

frightened the target instead drops to 1 hit point

one you can visualize

  • casting time such as 200 feet straight downward or upward to the northwest at a 45-degree angle
  • range 300 feet.
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
    If you would arrive in a place already occupied by an object or a creature

  • components you and any creature traveling with you each take 4d6 force damage
  • duration and the spell fails to teleport you. ;(PHB 233) Cleric [TK]

frightened or one you can describe by stating distance and direction

S

  • casting time together worth at least 25 gp
  • range which the spell consumes)Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal

  • components event
  • duration or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase

a cryptic rhyme

frightened M;Instantaneous;(incense and a sacrificial offering appropriate to your religion

S;Concentration

  • casting time it has advantage on the saving throw.
    While the beast is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

frightened up to 1 minute;You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S;Instantaneous;You convert raw materials into products of the same material. For example

  • casting time a rope from a patch of hemp
  • range and clothes from flax or wool.
    Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube

  • components or eight connected 5-foot cubes)
  • duration given a sufficient quantity of raw material. If you are working with metal

stone

or another mineral substance you can fabricate a wooden bridge from a clump of trees

S

  • casting time bound around the arm or a similar appendage)You touch a willing creature. For the duration
  • range the target's movement is unaffected by difficult terrain

  • components and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
    The target can also spend 5 feet of movement to automatically escape from nonmagical restraints
  • duration such as manacles or a creature that has it grappled. Finally

being underwater imposes no penalties on the target's movement or attacks. ;(PHB 244) Cleric [W]

or another mineral substance M;1 hour;(a leather strap

S;Concentration

  • casting time you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
    Until the spell ends
  • range you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns. ;(PHB 246) Cleric [N]

or another mineral substance up to 1 minute;You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell

S;Concentration

or another mineral substance up to 1 minute;You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.;(PHB 246) Cleric [TW]

or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage. ;(PHB 246) Cleric [LF][LT]

or another mineral substance

4;Death Ward;4th level Abjuration;1 action;Touch;V 4;Death Ward;4th level Abjuration;1 action;Touch;V
4;Dimension Door;4th level Conjuration (*);1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see 4;Dimension Door;4th level Conjuration (*);1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see
4;Divination (ritual);4th level Divination;1 action;Self;V 4;Divination (ritual);4th level Divination;1 action;Self;V
4;Dominate Beast;4th level Enchantment (*);1 action;60 feet;V 4;Dominate Beast;4th level Enchantment (*);1 action;60 feet;V
4;Fabricate;4th level Evocation (*);10 minutes;120 feet;V 4;Fabricate;4th level Evocation (*);10 minutes;120 feet;V
4;Freedom of Movement;4th level Abjuration;1 action;Touch;V 4;Freedom of Movement;4th level Abjuration;1 action;Touch;V
4;Grasping Vine;4th level Conjuration;1 bonus action;30 feet;V 4;Grasping Vine;4th level Conjuration;1 bonus action;30 feet;V
4;Greater Invisibility;4th level Illusion (*);1 action;Touch;V 4;Greater Invisibility;4th level Illusion (*);1 action;Touch;V
4;Guardian of Faith;4th level Conjuration;1 action;30 feet;V;8 hours;A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save
4;Guardian of Faith;4th level Conjuration;1 action;30 feet;V;8 hours;A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save

S

  • casting time 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save
  • range or half as much damage on a successful one.
    Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components the bludgeoning damage increases by 1d8 for each slot level above 4th. ;(PHB 252) Cleric [TM]
  • duration

or another mineral substance M;Instantaneous;(a pinch of dust and a few drops of water)A hail of rock-hard ice pounds to the ground in a 20-foot-radius

S

  • casting time up to 1 minute;(a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save
  • range the creature is enclosed for the duration.
    Nothing

  • components not physical objects
  • duration energy

or other spell effects

can pass through the barrier M;Concentration

S

  • casting time 3 feet by 2 feet by 2 feet
  • range constructed from rare materials worth at least 5

  • components000 gp
  • duration and a Tiny replica made from the same materials worth at least 50 gp)You hide a chest

and all its contents

can pass through the barrier M;Instantaneous;(an exquisite chest

S

  • casting time up to 1 hour;(a bit of fur from a bloodhound)Describe or name a creature that is familiar to you. You sense the direction to the creature's location
  • range as long as that creature is within 1

  • components000 feet of you. If the creature is moving
  • duration you know the direction of its movement.
    The spell can locate a specific creature known to you

or the nearest creature of a specific kind (such as a human or a unicorn)

can pass through the barrier M;Concentration

S

  • casting time up to 1 hour;(a caterpillar cocoon)This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
    The transformation lasts for the duration
  • range or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level

  • components if it doesn't have a challenge rating). The target's game statistics
  • duration including mental ability scores

are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form

can pass through the barrier M;Concentration

S

  • casting time which must be worked into roughly the desired shape of the stone object)You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So
  • range for example

  • components you could shape a large rock into a weapon
  • duration idol

or coffer

or make a small passage through a wall M;Instantaneous;(soft clay

S

  • casting time up to 1 hour;(diamond dust worth 100 gp
  • range which the spell consumes)This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends

  • components the target has resistance to nonmagical bludgeoning
  • duration piercing

and slashing damage.;(PHB 278) Cleric [W]

or make a small passage through a wall M;Concentration

S

  • casting time up to 1 minute;(a small piece of phosphorus)You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long
  • range 20 feet high

  • components and 1 foot think
  • duration or a ringed wall up to 20 feet in diameter

20 feet high

or make a small passage through a wall M;Concentration

S;Concentration

  • casting time Large targets count as four objects
  • range Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
    As a bonus action

  • components you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures
  • duration you can command any or all of them at the same time

issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn

or you can issue a general command up to 1 minute;Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects

4;Ice Storm;4th level Evocation (*);1 action;300 feet;V 4;Ice Storm;4th level Evocation (*);1 action;300 feet;V
4;Otiluke's Resilient Sphere;4th level Evocation (*);1 action;30 feet;V 4;Otiluke's Resilient Sphere;4th level Evocation (*);1 action;30 feet;V
4;Leomund's Secret Chest;4th level Conjuration (*);1 action;Touch;V 4;Leomund's Secret Chest;4th level Conjuration (*);1 action;Touch;V
4;Locate Creature;4th level Divination;1 action;Self;V 4;Locate Creature;4th level Divination;1 action;Self;V
4;Polymorph;4th level Transmutation (*);1 action;60 feet;V 4;Polymorph;4th level Transmutation (*);1 action;60 feet;V
4;Stone Shape;4th level Transmutation;1 action;Touch;V 4;Stone Shape;4th level Transmutation;1 action;Touch;V
4;Stoneskin;4th level Abjuration;1 action;Touch;V 4;Stoneskin;4th level Abjuration;1 action;Touch;V
4;Wall of Fire;4th level Evocation (*);1 action;120 feet;V 4;Wall of Fire;4th level Evocation (*);1 action;120 feet;V
5;Animate Objects;5th level Transmutation (*);1 action;120 feet;V 5;Animate Objects;5th level Transmutation (*);1 action;120 feet;V

S;Concentration

  • casting time remaining centered on you and hedging out creatures other than undead and constructs.
    The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
    If you move so that an affect creature is forced to pass through the barrier
  • range the spell ends. ;(PHB 213) Cleric [D][G]

or you can issue a general command up to 1 hour;A shimmering barrier extends out from you in a 10-foot radius and moves with you

S;Concentration

  • casting time yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog
  • range ending the spell. Its area is heavily obscured.
    When a creature enters the spell's area for the first time on a turn or starts its turn there

  • components that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save
  • duration or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
    The fog moves 10 feet away from you at the start of each of your turns

rolling along the surface of the ground. The vapors

being heavier than air up to 10 minutes;You create a 20-foot-radius sphere of poisonous

up to 10 minutes;Divine energy radiates from you

  • casting time the sphere moves with you
  • range centered on you. For the duration

  • components each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally
  • duration when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage

it instead takes no damage if it succeeds on the saving throw.;(PHB 221) Cleric [TW]

being heavier than air distorting and diffusing magical energy within 30 feet of you. Until the spell ends

S

  • casting time so you might receive unclear as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests
  • range the DM might offer a short phrase as an answer instead.
    If you cast the spell two or more times before finishing your next long rest

  • components there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret. ;(PHB 223) Cleric [O]
  • duration

being heavier than air M;1 minute;(incense and a vial of holy or unholy water)You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
Divine beings aren't necessarily omniscient

S;7 days;Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit

  • casting time it must make a Constitution saving throw. After failing three of these saving throws
  • range the disease's effects last for the duration

  • components and the creature stops making these saves. After succeeding on three of these saving throws
  • duration the creature recovers from the disease

and the spell ends.
Since this spell induces a natural disease in its target

being heavier than air you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns

S

  • casting time rope
  • range wood

  • components or something similar. You can also use this spell to create mineral objects such as stone
  • duration crystal

or metal. The object created must be no larger than a 5-foot cube

being heavier than air M;Special;(a tiny piece of matter of the same type of the item you plan to create)You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range - soft goods

S

  • casting time up to 1 minute;(a sunburst pendant worth at least 100gp)The Light of dawn shines down on a location you specify within range. Until the spell ends
  • range a 30-foot-radius

  • components 40-foot-high cylinder of bright light glimmers there. This light is sunlight.
    When the cylinder appears
  • duration each creature in it must make a Constitution saving throw

taking 4d10 radiant damage on a failed save

being heavier than air M;Concentration

creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage

  • casting time and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.;(PHB 231) Cleric [TM]
  • range

being heavier than air as well as 5d6 radiant or necrotic damage (your choice)

S

  • casting time up to 1 minute;(holy water or powdered silver and iron)Shimmering energy surrounds and protects you from fey
  • range undead

  • components and creatures originating from beyond the Material Plane. For the duration
  • duration celestials

elementals

fey M;Concentration

5;Antilife Shell;5th level Abjuration (*);1 action;Self (10-foot radius);V 5;Antilife Shell;5th level Abjuration (*);1 action;Self (10-foot radius);V
5;Cloudkill;5th level Conjuration (*);1 action;120 feet;V 5;Cloudkill;5th level Conjuration (*);1 action;120 feet;V
5;Circle of Power;5th level Abjuration (*);1 action;Self (30-foot radius);V;Concentration 5;Circle of Power;5th level Abjuration (*);1 action;Self (30-foot radius);V;Concentration
5;Commune (ritual);5th level Divination;1 minute;Self;V 5;Commune (ritual);5th level Divination;1 minute;Self;V
5;Contagion;5th level Necromancy;1 action;Touch;V 5;Contagion;5th level Necromancy;1 action;Touch;V
5;Creation;5th level Illusion (*);1 minute;30 feet;V 5;Creation;5th level Illusion (*);1 minute;30 feet;V
5;Dawn;5th level Evocation;1 action;60 feet;V 5;Dawn;5th level Evocation;1 action;60 feet;V
5;Destructive Wave;5th level Evocation (*);1 action;Self (30-foot radius);V;Instantaneous;You strike the ground 5;Destructive Wave;5th level Evocation (*);1 action;Self (30-foot radius);V;Instantaneous;You strike the ground
5;Dispel Evil and Good;5th level Abjuration;1 action;Self;V 5;Dispel Evil and Good;5th level Abjuration;1 action;Self;V

S;Concentration

  • casting time it has advantage on the saving throw.
    While the target is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

fey up to 1 minute;You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S

  • casting time 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save
  • range or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

  • components the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. ;(PHB 242) Cleric [LT][W]
  • duration

fey M;Instantaneous;(pinch of sulfur)A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius

forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you

  • casting time it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions
  • range but no more than once each day. A creature that can't understand you is unaffected by the spell.
    You can issue any command you choose

  • components short of an activity that would result in certain death. Should you issue a suicidal command
  • duration the spell ends.
    You can end the spell early by using an action to dismiss it. A remove curse

greater restoration

fey it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you

S

  • casting time which the spell consumes)You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one
  • range or end one of the following effects on the target.
    • One effect that charmed or petrified the target
    • One curse

  • components including the target's attunement to a cursed magic item
    • Any reduction to one of the target's ability scores
    • One effect reducing the target's hit point maximum ;(PHB 246) Cleric [P]
  • duration

fey M;Instantaneous;(diamond dust worth 100 gp

S

  • casting time oils
  • range and incense worth at least 1

  • components000 gp
  • duration which the spell consumes)You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet

and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
First

celestials M;Until dispelled;(herbs

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;(PHB 251) Cleric [W]

celestials M;Concentration

S;Concentration

  • casting time the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition
  • range weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon

  • components it becomes one for the duration.
    As a bonus action on your turn
  • duration you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save

a creature takes 4d8 radiant damage

celestials up to 1 hour;You imbue a weapon you touch with holy power. Until the spell ends

S

  • casting time up to 10 minutes;(a few grains of sugar
  • range some kernels of grain

  • components and a smear of fat)Swarming
  • duration biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration

and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears

celestials M;Concentration

S

  • casting time which the spell consumes
  • range and four ivory strips worth at least 50 gp each)Name or describe a person

  • components place
  • duration or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales

forgotten stories

celestials M;Instantaneous;(incense worth at least 250 gp

5;Dominate Person;5th level Enchantment (*);1 action;60 feet;V 5;Dominate Person;5th level Enchantment (*);1 action;60 feet;V
5;Flame Strike;5th level Evocation;1 action;60 feet;V 5;Flame Strike;5th level Evocation;1 action;60 feet;V
5;Geas;5th level Enchantment ;1 minute;60 feet;V;30 days;You place a magical command on a creature that you can see within range 5;Geas;5th level Enchantment ;1 minute;60 feet;V;30 days;You place a magical command on a creature that you can see within range
5;Greater Restoration;5th level Abjuration;1 action;Touch;V 5;Greater Restoration;5th level Abjuration;1 action;Touch;V
5;Hallow;5th level Evocation;24 hours;Touch;V 5;Hallow;5th level Evocation;24 hours;Touch;V
5;Hold Monster;5th level Enchantment (*) ;1 action;90 feet;V 5;Hold Monster;5th level Enchantment (*) ;1 action;90 feet;V
5;Holy Weapon;5th level Evocation;1 bonus action;Touch;V 5;Holy Weapon;5th level Evocation;1 bonus action;Touch;V
5;Insect Plague;5th level Conjuration;1 action;300 feet;V 5;Insect Plague;5th level Conjuration;1 action;300 feet;V
5;Legend Lore;5th level Divination;10 minutes;Self;V 5;Legend Lore;5th level Divination;10 minutes;Self;V

S;Instantaneous;A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

celestials the healing increases by 1d8 for each slot level above 5th. ;(PHB 258) Cleric [LF]

up to 1 hour;You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration

  • casting time speak
  • range and behave in whatever way you choose.
    You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action

  • components you can switch from using its senses to using your own
  • duration or back again. While you are using its senses

you are blinded and deafened in regard to your own surroundings. ;(PHB 260) Cleric [TW]

celestials but the invisibility ends if you attack or cast a spell.
You can use your action to move your illusory double up to twice your speed and make it gesture

S;Concentration

  • casting time it has advantage on the saving throw. On a failed save
  • range the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings

  • components though it can still hear you. If it takes any damage or is targeted by another spell
  • duration this spell ends

and none of the target's memories are modified.
While this charm lasts

celestials up to 1 minute;You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature

S

  • casting time000 gp
  • range which the spell consumes)With this spell

  • components you attempt to bind a celestial
  • duration an elemental

a fey

celestials M;24 hours;(a jewel worth at least 1

S

  • casting time which the spell consumes)You return a dead creature you touch to life
  • range provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body

  • components the creature returns to life with 1 hit point.
    This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't
  • duration however

remove magical diseases

curses M;Instantaneous;(a diamond worth at least 500 gp

S

  • casting time psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.
    Until the spell ends
  • range the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance

  • components though it can't extend to other planes of existence. ;(PHB 270) Cleric [P]
  • duration

curses M;1 hour;(pieces of eggshell from two different kinds of creatures)You forge a telepathic link among up to eight willing creatures of your choice within range

S

  • casting time up to 10 minutes;(a focus worth at least 1
  • range000 gp

  • components such as a crystal ball
  • duration a silver mirror

or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw

curses M;Concentration

S

  • casting time up to 1 hour;(a golden reliquary worth at least 500 gp)You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell
  • range choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
    The creature is an ally to you and your companions. In combat

  • components the creature shares your initiative count
  • duration but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any

it takes the Dodge action and uses its move to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

curses M;Concentration

M;1 round;(rare chalks and inks infused with precious gems with 50 gp

  • casting time you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
    Many major temples
  • range guilds

  • components and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell
  • duration you learn the sigil sequences for two destinations on the Material Plane

determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. ;(PHB 282) Cleric [A]

curses which the spell consumes)As you cast the spell

5;Mass Cure Wounds;5th level Evocation;1 action;60 feet;V 5;Mass Cure Wounds;5th level Evocation;1 action;60 feet;V
5;Mislead;5th level Illusion (*);1 action;Self;S;Concentration 5;Mislead;5th level Illusion (*);1 action;Self;S;Concentration
5;Modify Memory;5th level Enchantment (*);1 action;30 feet;V 5;Modify Memory;5th level Enchantment (*);1 action;30 feet;V
5;Planar Binding;5th level Abjuration;1 hour;60 feet;V 5;Planar Binding;5th level Abjuration;1 hour;60 feet;V
5;Raise Dead;5th level Necromancy;1 hour;Touch;V 5;Raise Dead;5th level Necromancy;1 hour;Touch;V
5;Rary's Telepathic Bond (ritual);5th level Divination (*);1 action;30 feet;V 5;Rary's Telepathic Bond (ritual);5th level Divination (*);1 action;30 feet;V
5;Scrying;5th level Divination;10 minutes;Self;V 5;Scrying;5th level Divination;10 minutes;Self;V
5;Summon Celestial;5th-level conjuration;1 action;90 feet;V 5;Summon Celestial;5th-level conjuration;1 action;90 feet;V
5;Teleportation Circle;5th level Conjuration (*);1 minute;10 feet;V 5;Teleportation Circle;5th level Conjuration (*);1 minute;10 feet;V

S;Concentration

  • casting time as part of the move used to enter the tree
  • range can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree

  • components using another 5 feet of movement. If you have no movement left
  • duration you appear within 5 feet of the tree you entered.
    You can use this transportation ability once per round for the duration. You must end each turn outside a tree. ;(PHB 283) Cleric [N]

curses up to 1 minute;You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and

S;Concentration

  • casting time razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long
  • range 20 feet high

  • components and 5 feet thick
  • duration or a ringed wall up to 60 feet in diameter

20 feet high

curses up to 10 minutes;You create a vertical wall of whirling

S

  • casting time one clay pot filled with brackish water
  • range and one 150 gp black onyx stone for each corpse.)You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)
    As a bonus action on each of your turns

  • components you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures
  • duration you can command any or all of them at the same time

issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn

or you can issue a general command M;Instantaneous;(one clay pot filled with grave dirt

S

  • casting time up to 1 day;(a set of divinatory tools - such as bones
  • range ivory sticks

  • components cards
  • duration teeth

or carved runes - worth 100 gp and an object from the location you wish to find)This spell allows you to find the shortest

or you can issue a general command M;Concentration

S

  • casting time rare incense
  • range and powdered ruby worth at least 1

  • components000 gp)You create a ward against magical travel that protects up to 40
  • duration000 square feet of floor space to a height of 30 feet above the floor. For the duration

creatures can't teleport into the area or use portals

or you can issue a general command M;1 day;(a sprinkling of holy water

S;Instantaneous;You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save

  • casting time or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw
  • range its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.;(PHB 249) Cleric

or you can issue a general command it takes 14d6 necrotic damage

S;Instantaneous;Choose a creature that you can see within range. A surge of positive energy washes through the creature

  • casting time deafness
  • range and any diseases affecting the target. This spell has no effect on constructs or undead.
    At Higher Levels: When you cast this spell using a spell slot of 7th level or higher

  • components the amount of healing increases by 10 for each slot level above 6th. ;(PHB 250) Cleric
  • duration

or you can issue a general command causing it to regain 70 hit points. The spell also ends blindness

S

  • casting time000 gp
  • range which the spell consumes)You bring forth a great feast

  • components including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time
  • duration and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast.
    A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison

becomes immune to poison and being frightened

or you can issue a general command M;Instantaneous;(a gem-encrusted bowl worth at least 1

S;Instantaneous;You beseech an otherworldly entity for aid. The being must be known to you - a god

  • casting time a demon prince
  • range or some other being of cosmic power. That entity sends a celestial

  • components an elemental
  • duration or a fiend loyal to it to aid you

making the creature appear in an unoccupied space within range. If you know a specific creature's name

or you can issue a general command a primordial

5;Tree Stride;5th level Conjuration (*);1 action;Self;V 5;Tree Stride;5th level Conjuration (*);1 action;Self;V
6;Blade Barrier;6th level Evocation;1 action;90 feet;V 6;Blade Barrier;6th level Evocation;1 action;90 feet;V
6;Create Undead;6th level Necromancy;1 minute;10 feet;V 6;Create Undead;6th level Necromancy;1 minute;10 feet;V
6;Find the Path;6th level Divination;1 minute;Self;V 6;Find the Path;6th level Divination;1 minute;Self;V
6;Forbiddance (ritual);6th level Abjuration;10 minutes;Touch;V 6;Forbiddance (ritual);6th level Abjuration;10 minutes;Touch;V
6;Harm;6th level Necromancy;1 action;60 feet;V 6;Harm;6th level Necromancy;1 action;60 feet;V
6;Heal;6th level Evocation;1 action;60 feet;V 6;Heal;6th level Evocation;1 action;60 feet;V
6;Heroes' Feast;6th level Conjuration;10 minutes;30 feet;V 6;Heroes' Feast;6th level Conjuration;10 minutes;30 feet;V
6;Planar Ally;6th level Conjuration;10 minutes;60 feet;V 6;Planar Ally;6th level Conjuration;10 minutes;60 feet;V

S

  • casting time up to 1 minute;(a magnifying glass)A beam of brilliant light flashes out from your hand in a 5-foot-wide
  • range 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save

  • components a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save
  • duration it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
    You can create a new line of radiance as your action on any turn until the spell ends.
    For the duration

a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. ;(PHB 279) Cleric

or you can issue a general command M;Concentration

S

  • casting time is made from mushroom powder
  • range saffron

  • components and fat
  • duration and is consumed by the spell)This spell gives the willing creature you touch the ability to see things as they actually are. For the duration

the creature has truesight

notices secret doors hidden by magic M;1 hour;(an ointment for the eyes that costs 25 gp

S

  • casting time the spell has no effect.
    You must designate a sanctuary by casting this spell within a location
  • range such as a temple

  • components dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity
  • duration the spell has no effect. ;(PHB 289) Cleric

notices secret doors hidden by magic M;Instantaneous;You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary

S;Concentration

  • casting time which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.
    The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial
  • range which has its own turns. It obeys any verbal commands that you issue to it (no action required by you)

  • components as long as they don't violate its alignment. If you don't issue any commands to the celestial
  • duration it defends itself from hostile creatures but otherwise takes no actions.
    The DM has the celestial's statistics.
    At Higher Levels: When you cast this spell using a 9th-level spell slot

you summon a celestial of challenge rating 5 or lower. ;(PHB 225) Cleric

notices secret doors hidden by magic up to 1 hour;You summon a celestial of challenge rating 4 or lower

imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save

  • casting time deafened
  • range and stunned for 1 hour
    • 20 hit points or fewer: killed instantly
    Regardless of its current hit points

  • components a celestial
  • duration an elemental

a fey

notices secret doors hidden by magic a creature suffers an effect based on its current hit points.
• 50 hit points or fewer: deafened for 1 minute
• 40 hit points or fewer: deafened and blinded for 10 minutes
• 30 hit points or fewer: blinded

S;Up to 8 hours;You step into the border regions of the Ethereal Plane

  • casting time you can move in any direction. If you move up or down
  • range every foot of movement costs an extra foot. You can see and hear the plane you originated from

  • components but everything there looks gray
  • duration and you can't see anything more than 60 feet away.
    While on the Ethereal Plane

you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you

notices secret doors hidden by magic in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time

S;Instantaneous;A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes

  • casting time or half as much damage on a successful one.
    The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose
  • range plant life in the area is unaffected by this spell. ;(PHB 242) Cleric

notices secret doors hidden by magic which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save

S

  • casting time metal rod worth at least 250 gp
  • range attuned to a particular plane of existence)You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms

  • components such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells
  • duration and you appear in or near that destination. If you are trying to reach the City of Brass

for example

notices secret doors hidden by magic M;Instantaneous;(a forked

S

  • casting time the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
    The target's severed body members (fingers
  • range legs

  • components tails
  • duration and so on)

if any

notices secret doors hidden by magic M;1 hour;(a prayer wheel and holy water)You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell

6;Sunbeam;6th level Evocation;1 action;Self (60-foot line);V 6;Sunbeam;6th level Evocation;1 action;Self (60-foot line);V
6;True Seeing;6th level Divination;1 action;Touch;V 6;True Seeing;6th level Divination;1 action;Touch;V
6;Word of Recall;6th level Conjuration;1 action;5 feet;V 6;Word of Recall;6th level Conjuration;1 action;5 feet;V
7;Conjure Celestial;7th level Conjuration;1 minute;90 feet;V 7;Conjure Celestial;7th level Conjuration;1 minute;90 feet;V
7;Divine Word;7th level Evocation;1 bonus action;30 feet;V;Instantaneous;You utter a divine word 7;Divine Word;7th level Evocation;1 bonus action;30 feet;V;Instantaneous;You utter a divine word
7;Etherealness;7th level Transmutation;1 action;Self;V 7;Etherealness;7th level Transmutation;1 action;Self;V
7;Fire Storm;7th level Evocation;1 action;150 feet;V 7;Fire Storm;7th level Evocation;1 action;150 feet;V
7;Plane Shift;7th level Conjuration;1 action;Touch;V 7;Plane Shift;7th level Conjuration;1 action;Touch;V
7;Regenerate;7th level Transmutation;1 minute;Touch;V 7;Regenerate;7th level Transmutation;1 minute;Touch;V

S

  • casting time000 gp
  • range which the spell consumes)You touch a dead creature that has been dead for no more than a century

  • components that didn't die of old age
  • duration and that isn't undead. If its soul is free and willing

the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't

however M;Instantaneous;(a diamond worth at least 1

S

  • casting time phosphorus
  • range and powdered diamond and opal with a total value of at least 1

  • components000 gp
  • duration which the spell consumes)When you cast this spell

you inscribe a harmful glyph either on a surface (such as a section of floor

a wall M;Until dispelled or triggered;(mercury

S

  • casting time up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god
  • range pantheon

  • components or philosophy is represented by the holy symbol used in the casting.
    You make all decisions about the temple's appearance. The interior is enclosed by a floor
  • duration walls

and a roof

a wall M;24 hours;You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space

S M;Concentration

  • casting time spells can't be cast
  • range summoned creatures disappear

  • components and even magic items become mundane. Until the spell ends
  • duration the sphere moves with you

centered on you.
Spells and other magical effects

a wall up to 1 hour;(a pinch of powdered iron or iron filings)A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere

S

  • casting time up to 8 hours;(burning incense and bits of earth and wood mixed in water)You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
    When you cast the spell
  • range you change the current weather conditions

  • components which are determined by the DM based on the climate and season.
    You can change precipitation
  • duration temperature

and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so

a wall M;Concentration

S

  • casting time up to 1 minute;(a pinch of dirt
  • range a piece of rock

  • components and a lump of clay)You create a seismic disturbance at a point on the ground that you can see within range. For the duration
  • duration an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
    The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save

the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it

a wall M;Concentration

S

  • casting time up to 1 minute;(a tiny reliquary worth at least 1
  • range000 gp containing a sacred relic

  • components such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text)Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws
  • duration and other creatures have disadvantage on attack rolls against them until the spell ends. In addition

when a fiend or an undead hits an affected creature with a melee attack

a wall M;Concentration

S

  • casting time a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save
  • range it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
    A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save

  • components it is no longer blinded.
    This spell dispels any darkness in its area that was created by a spell. ;(PHB 279) Cleric
  • duration

a wall M;Instantaneous;(fire and a piece of sunstone)Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save

S

  • casting time you must provide one jacinth worth at least 1
  • range000 gp and one ornately carved bar of silver worth at least 100 gp

  • components all of which the spell consumes)You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation
  • duration it doesn't need food or air and doesn't age.
    Your astral body resembles your mortal form in almost every way

replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you

a wall M;Special;(for each creature you affect with this spell

7;Resurrection;7th level Necromancy;1 hour;Touch;V 7;Resurrection;7th level Necromancy;1 hour;Touch;V
7;Symbol;7th level Abjuration;1 minute;Touch;V 7;Symbol;7th level Abjuration;1 minute;Touch;V
7;Temple of the Gods;7th level Conjuration;1 hour;120 feet;V 7;Temple of the Gods;7th level Conjuration;1 hour;120 feet;V
8;Antimagic Field;8th level Abjuration;1 action;Self (10-foot-radius sphere);V 8;Antimagic Field;8th level Abjuration;1 action;Self (10-foot-radius sphere);V
8;Control Weather;8th level Transmutation;10 minutes;Self (5-mile radius);V 8;Control Weather;8th level Transmutation;10 minutes;Self (5-mile radius);V
8;Earthquake;8th level Evocation;1 action;500 feet;V 8;Earthquake;8th level Evocation;1 action;500 feet;V
8;Holy Aura;8th level Abjuration;1 action;Self;V 8;Holy Aura;8th level Abjuration;1 action;Self;V
8;Sunburst;8th level Evocation;1 action;150 feet;V 8;Sunburst;8th level Evocation;1 action;150 feet;V
9;Astral Projection;9th level Necromancy;1 hour;10 feet;V 9;Astral Projection;9th level Necromancy;1 hour;10 feet;V

S

  • casting time up to 1 minute;(a diamond worth at least 5
  • range000 gp)You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening

  • components which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
    The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane
  • duration appearing in the unoccupied space nearest to the portal.
    Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
    When you cast this spell

you can speak the name of a specific creature (a pseudonym

title M;Concentration

S;Instantaneous;A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points

title divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.;(PHB 258) Cleric

S

  • casting time000 gp
  • range which the spell consumes)You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing

  • components the creature is restored to life with all its hit points.
    This spell closes all wounds
  • duration neutralizes any poison

cures all diseases

title M;Instantaneous;(a sprinkle of holy water and diamonds worth at least 25

S;Instantaneous;A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed

  • casting time paralyzed
  • range or stunned

  • components the condition ends. If the creature is prone
  • duration it can use its reaction to stand up. This spell has no effect on undead or constructs.;(PHB 266) Cleric

title frightened

9;Gate;9th level Conjuration;1 action;60 feet;V 9;Gate;9th level Conjuration;1 action;60 feet;V
9;Mass Heal;9th level Evocation;1 action;60 feet;V 9;Mass Heal;9th level Evocation;1 action;60 feet;V
9;True Resurrection;9th level Necromancy;1 hour;Touch;V 9;True Resurrection;9th level Necromancy;1 hour;Touch;V
9;Power Word Heal;9th level Evocation;1 action;Touch;V 9;Power Word Heal;9th level Evocation;1 action;Touch;V