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Sacred Flame

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

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), 11th level (3d8), and 17th level (4d8).

Cleric Evocation cantrip

Ceremony [1/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M (25gp worth of powdered silver, which the spell consumes)
  • durationInstantaneous

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be wthin 10 feet of you throughout the casting.
Wedding. You touch adult humanoids willing to be bonded together in a marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of eachother. A creature can benefit from this rite again only if widowed.
Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of wish spell.
Atonement. You touch one willing creature whose alignement has changed, and you make a DC20 WIS (Insight) check. On a succesful check, you restore the target to its original alignement.
Bless Water. You touvh 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 24h, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication. You touch one humanoid who wishes to be dedicated to your God's service. For the next 24h, whenever the target makes a

Cleric Abjuration

Ceremony [2/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M (25gp worth of powdered silver, which the spell consumes)
  • durationInstantaneous

saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

Cleric Abjuration

Life Transference

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You sacriface some of your health to mend another creature's injuries. You take 4d8 necrotic damage, and one creature of your choice that you can seewithin range regains a number of hit points equal to twice the necrotic damage you take.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Cleric Necromancy

Dawn

  • casting time1 action
  • range60 feet

  • componentsV, S, M (a sunburst pendant worth at least 100gp)
  • durationConcentration, up to 1 minute

The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.
When the cylinder appears, each creature in it must make a CON saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a succesful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.
If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.

Cleric Evocation

Holy Weapon

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S
  • durationConsentration, up to 1 hour

You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage ona hit. If the weapon isn't already a magic weapon, it becomes one for the duration.
As a bonus action on your turn, you can dismiss this spell and cause the weapun to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a CON saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minue. On a successful save, a creature takes half as much damage and isn''t blinded. At the end of each of its turns, a blinded creature can make a CON saving throw, ending the effect on itself on a success.

Cleric Evocation

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