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Guidance

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute


You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

Cleric Divination Cantrip

Light

  • casting timeAction
  • rangeTouch

  • componentsV, M
  • duration1 hour

a firefly or phosphorescent moss

You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, 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.

Covering the object with something opaque blocks the light. The spell ends if you cast it again.

Cleric Evocation Cantrip

Mending

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

two lodestones

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer tha 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item, but it can’t restore magic to such an object.

Cleric Transmutation Cantrip

Resistance

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute


You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.

Cleric Abjuration Cantrip

Sacred Flame

  • casting timeAction
  • 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 Half Cover or Three-Quarters Cover for this save.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Cleric Evocation Cantrip

Spare the Dying

  • casting timeAction
  • range15 feet

  • componentsV, S
  • durationInstantaneous


Choose a creature within range that ha 0 Hit Points and isn’t dead. The creature becomes Stable.
Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).

Cleric Necromancy Cantrip

Thaumaturgy

  • casting timeAction
  • range30 feet

  • componentsV
  • durationUp to 1 minute


You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
Altered Eyes. You alter the appearance of your eyes for 1 minute.
Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
Fire Play.You cause flames to flicker, brighten, dim, or change color for 1 minute.
Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
Phantom Sound.You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
Tremors. You cause harmless tremors in the ground for 1 minute.

Cleric Transmutation Cantrip

Toll the Dead

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous


You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.
Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12, 11 (3d8 or 3d12), and 17 (4d8 or 4d12).

Cleric Necromancy Cantrip

Word of Radiance

  • casting timeAction
  • rangeSelf

  • componentsV, M
  • durationInstantaneous

a sunburst token

Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.
Cantrip Upgrade.The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Cleric Evocation Cantrip

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Bane

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a drop of blood

Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.

Using a Higher-Level Spell Slot.You can target one additional creature for each spell slot level above 1.

Cleric 1st Level Enchantment

Bless

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a Holy Symbol worth 5+ GP

You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target add 1d4 to the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Cleric 1st Level Enchantment

Command

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

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. Choose the command from these options:

Approach.The target moves toward you by the shortest and most direct route, 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 has the Prone condition and then ends its turn.
Halt.On its turn, the target doesn’t move and takes no action or Bonus Action.

Using a Higher-Level Spell Slot.You can affect one additional creature for each spell slot above 1.

Cleric 1st Level Enchantment

Create or Destroy Water

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

a mix of water and sand

You do one of the following:
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.
Using a Higher-Level Spell Slot.You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.

Cleric 1st Level Transmutation

Cure Wounds

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot.The healing increases by 2d8 for each spell slot level above 1.

Cleric 1st Level Abjuration

Detect Evil and Good

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.
The spell is blocked by 1 foot of stone, dirt, or wood. 1 inch of metal. Or a thin sheet of lead.

Cleric 1st Level Divination

Detect Magic (Ritual)

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Cleric 1st Level Divination

Detect Poison and Disease (Ritual)

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood. 1 inch of metal. Or a thin sheet of lead.

Cleric 1st Level Divination

Guiding Bolt

  • casting timeAction
  • range120 feet

  • componentsV, S
  • duration1 round

You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Cleric 1st Level Evocation

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Healing Word

  • casting timeBonus Action
  • range60 feet

  • componentsV
  • durationInstantaneous

A creature of your choice that you can see within range regains Hit point equal to 2d4 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot.the healing increases by 2d4 for each spell slot level above 1.

Cleric 1st Level Abjuration

Inflict Wounds

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

Cleric 1st Level Necromancy

Protection from Evil and Good

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a flask of Holy Water worth 25+ GP, which the spell consumes

until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.

Cleric 1st Level Abjuration

Purify Food and Drink (Ritual)

  • casting timeAction
  • range10 feet

  • componentsV, S
  • durationInstantaneous

You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.

Cleric 1st Level Transmutation

Sanctuary

  • casting timeBonus Action
  • range30 feet

  • componentsV, S, M
  • duration1 minute

a shard of glass from a mirror

You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, cast a spell, or deals damage.

Cleric 1st Level Abjuration

Shield of Faith

  • casting timeBonus Action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a prayer scroll

A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Cleric 1st Level Abjuration

Aid

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a strip of white cloth

Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration.

Using a Higher-Level Spell Slot.Each target’s Hit Points increases by 5 for each spell slot level above 2.

Cleric 2nd Level Abjuration

Augury (Ritual)

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP

You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses from the Omens table.
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that aren't especially good or bad
The spell doesn't account for circumstances, such as other spells, that might change the results.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.

Cleric 2nd Level Divination

Blindness/Deafness

  • casting timeAction
  • range120 feet

  • componentsV
  • duration1 minute

One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Spell Slot. You can target one additional creature for each spell slot level above 2.

Cleric 2nd Level Transmutation

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Calm Emotions

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Each humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):

- The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.

- The creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature’s attitude returns to normal.

Cleric 2nd Level Enchantment

Continual Flame

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

ruby dust worth 50+ GP, which the spell consumes

A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.

Cleric 2nd Level Evocation

Enhance Ability

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

fur or a feather

You touch a creature and choose Strength, Dexterity, intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.

Using a Higher-Level Spell Slot.You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.

Cleric 2nd Level Transmutation

Find Traps

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger . Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.

Cleric 2nd Level Divination

Gentle Repose (Ritual)

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration10 days

2 copper Pieces, which the spell consumes

You touch a corpse or other remains. For the duration, 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, since days spent under the influence of this spell don’t count against the time limit of spells such as Raise Dead.

Cleric 2nd Level Necromancy

Hold Person

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a straight piece of iron

Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot.You can target one additional Humanoid for each spell slot level above 2.

Cleric 2nd Level Enchantment

Lesser Restoration

  • casting timeBonus Action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.

Cleric 2nd Level Abjuration

Locate Object

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, 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 if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you if you have seen it up close-within 30 feet-at least once. Alternatively, the spell can locate the nearest object of a particular kind of apparel, jewelry, furniture, tool, or weapon.

This spell can’t locate an object if any thickness of lead blocks a direct path between you and the object.

Cleric 2nd Level Divination

Prayer of Healing

  • casting time10 minutes
  • range30 feet

  • componentsV
  • durationInstantaneous

Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected by this spell again until that creature finishes a Long Rest.
Using a Higher-level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.

Cleric 2nd Level Abjuration

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Protection from Poison

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • duration1 hour

You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.

Cleric 2nd Level Abjuration

Silence (Ritual)

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, 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 has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.

Cleric 2nd Level Illusion

Spiritual Weapon

  • casting timeBonus Action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.
As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2.

Cleric 2nd Level Evocation

Warding Bond

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration

You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.

Cleric 2nd Level Abjuration

Zone of truth

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration10 minutes

You create a magical zone that guard against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know wether a creature succeeds or fails on this save.

An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.

Cleric 2nd Level Enchantment

Animate Dead [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of blood, a piece of flesh, and a pinch of bone dust

Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead: a Skeleton if you chose bones or a Zombie if you chose a corpse.
On each of your turns, you can take 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 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 on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current

Cleric 3rd Level Necromancy

Animate Dead [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of blood, a piece of flesh, and a pinch of bone dust

24-hour period ends. This use of the spell reassert your control over up to four creatures you have animated with this spell rather than animating a new creature.
Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.

Cleric 3rd Level Necromancy

Aura of Vitality

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.

Cleric 3rd Level Abjuration

Beacon of Hope

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.

Cleric 3rd Level Abjuration

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Bestow Curse

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You touch a creature , which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of you choice:
- Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.
- The target has Disadvantage on attack rolls against you.
- In combat, the target must succeed on a Wisdom saving throw at the start of each of its turn or be forced to take the Dodge action on that turn.
- If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.
Using a Higher-Level Spell Slot.If you cast this using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn’t require Concentration, and the duration becomes 8 hours (level 4-6 slot) or 24 hours (level 7-8 slot). If you use a level 9 spell slot, the spell last until dispelled.

Cleric 3rd Level Necromancy

Clairvoyance

  • casting time10 minutes
  • range1 mile

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing

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, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.

When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.

A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.

Cleric 3rd Level Divination

Create Food and Water

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range-both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.

Cleric 3rd Level Conjuration

Daylight

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration1 hour

For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet.
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.
If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.

Cleric 3rd Level Evocation

Dispel Magic

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends.

Using a Higher-Level Spell SlotYou automatically end a spell on a target if the spell’s level is equal to or less than the level of the spell slot you use.

Cleric 3rd Level Abjuration

Feign Death (Ritual)

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pinch of graveyard dirt

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the duration, the target appears dead to outward inspection and to spells used to determine the target’s status. The target has the Blinded and Incapacitated conditions, and its Speed is 0.

The target also has Resistance to all damage except Psychic damage, and it has Immunity to the Poisoned condition.

Cleric 3rd Level Necromancy

Glyph of Warding [1/3]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

powdered diamond worth at least 200 gp, which the spell consumes

You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object

Cleric 3rd Level Abjuration

Glyph of Warding [2/3]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

powdered diamond worth at least 200 gp, which the spell consumes

or seeing the glyph. Once a glyph is triggered, this spell ends.
You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Explosive Runes.When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.
Spell Glyph: You can store a prepared spell of or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.
When the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature

Cleric 3rd Level Abjuration

Glyph of Warding [3/3]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

powdered diamond worth at least 200 gp, which the spell consumes

that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
Using a Higher-Level Spell Slot.: The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Cleric 3rd Level Abjuration

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Magic Circle [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • duration1 hour

salt and powdered silver worth 100+ GP, which the spell consumes

You create a 10-foot-radius, 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, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:
- The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
- The creature has Disadvantage on attack rolls against targets within the cylinder.
- Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from the creature.
Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.

Using a

Cleric 3rd Level Abjuration

Magic Circle [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • duration1 hour

salt and powdered silver worth 100+ GP, which the spell consumes

Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.

Cleric 3rd Level Abjuration

Mass Healing Word

  • casting timeBonus Action
  • range60 feet

  • componentsV
  • durationInstantaneous

Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.

Cleric 3rd Level Abjuration

Meld into Stone (Ritual)

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • duration8 hours

You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can’t see what occurs outside it, 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 5 feet of movement to leave the stone where you entered it, 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 Force damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.

Cleric 3rd Level Transmutation

Protection from Energy

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.

Cleric 3rd Level Abjuration

Remove Curse

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

At your touch. All curses affecting one creature or object end. If the object is a cursed magic item, its curse remain, but the spell breaks its owner’s Attunement to the object so it can be removed or discarded.

Cleric 3rd Level Abjuration

Revivify

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.

Cleric 3rd Level Necromancy

Sending

  • casting timeAction
  • rangeUnlimited

  • componentsV, S, M
  • durationInstantaneous

a copper wire

You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive. You know if the delivery fails.

Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.

Cleric 3rd Level Divination

Speak with Dead

  • casting timeAction
  • range10 feet

  • componentsV, S, M
  • duration10 minutes

burning incense

You grant the semblance of life to a corpse of you choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the language it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

Cleric 3rd Level Necromancy

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Spirit guardians

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a prayer scroll

Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation, and whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.

Cleric 3rd Level Conjuration

Tongues

  • casting timeAction
  • rangeTouch

  • componentsV, M
  • duration1 hour

a miniature ziggurat

This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.

Cleric 3rd Level Divination

Water Walk (Ritual)

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • duration1 hour

a piece of cork

This spell grants the ability to move across any liquid surface-such as water, acid, mud, snow, quicksand, or lava-as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten wiling creatures of your choice within range gain this ability for the duration.
An affected target must take a Bonus Action to pass from the liquid’s surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.

Cleric 3rd Level Transmutation

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