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Wardaway

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a miniature clay hand

You hurl a disorienting magical force toward one creature within range. The target must make a Constitution saving throw, Constructs and Undead automatically succeed.
On a failed save, it takes 2d4 force damage, its speed is halved until the start of your next turn, and on its next turn it can take only an action or a bonus action (not both). On a success, it takes half damage only.
At Higher Levels: The damage increases by 2d4 for every slot level above 1st.

Cleric 1st level Abjuration

Laeral’s Silver Lance

  • casting time 1 action
  • range Self (120-foot line, 5-foot-wide)

  • components V, S, M
  • duration Instantaneous

a silver pin worth 250+ GP

Silver energy bursts out from you in a 120-foot-long, 5-foot-wide line. Each creature of your choice in the line makes a Strength saving throw. On a failed save, it takes 3d10 force damage and has the prone condition. On a success, it takes half damage.
At Higher Levels: The damage increases by 1d10 for each slot level above 3rd.

Cleric 3rd level Evocation

Holy Star of Mystra

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

You create a glowing mote of energy that hovers above you for the duration, shedding bright light in a 5-foot radius and dim light for an additional 5 feet. When you cast this spell and as a bonus action on later turns, you can unleash a shining bolt from the mote at a creature within 120 feet. Make a ranged spell attack on a hit, it deals force or radiant damage (your choice) equal to 4d10 + your spellcasting ability modifier.
While the mote persists, you have three-quarters cover. If you succeed on a saving throw against a spell of 7th level or lower that targets only you and doesn’t create an area, you can use your reaction to deflect it back at the caster, who must make a saving throw against their own spell save DC.

Cleric 8th level Evocation

Doomtide

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

soot and a dried eel

You create a 20-foot-radius sphere of inky fog within range. The fog is magical darkness and lasts for the duration or until a strong wind (such as gust of wind) disperses it. Each creature in the sphere when it appears must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage and subtracts 1d6 from its saving throws until the end of its next turn. On a success, it takes half damage. A creature also repeats this save when the sphere moves into its space, when it enters the sphere, or when it ends its turn inside it (once per turn). The sphere moves 10 feet away from you at the start of each of your turns.

Cleric 4th level Conjuration

Dirge

  • casting time 1 action
  • range Self (60-foot emanation)

  • components V
  • duration Concentration, up to 1 minute

Deathly power fills a 60-foot emanation originating from you. You can designate creatures to be unaffected. Any other creature can’t regain hit points while in the emanation. Whenever a creature enters the emanation or starts its turn there, it must make a Constitution saving throw. On a failed save, it takes 3d10 necrotic damage and has the prone condition. On a successful save, it takes half damage and its speed is halved. A creature makes this save only once per turn.

Cleric 6th level Enchantment

Deryan’s Helpful Homunculi (Ritual)

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 8 hours

powdered gemstones worth 100+ GP, which the spell consumes, and one set of artisan’s tools with which you have proficiency

You summon a group of helpful spirits, which appear as homunculi or another Construct of your choice but are intangible and invulnerable. They are considered proficient in Arcana and with the artisan’s tools used in the casting. If you are crafting an item, the spirits function as a single assistant, halving the crafting time.

Cleric 2nd level Conjuration

Inequality

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a drop of blood and water, mixed

You twist the fates of two creatures you can see, both of whom must be within range. Choose one target to favor and one to disfavor. The disfavored target must succeed on a Charisma saving throw or suffer the following effects: whenever the favored target makes an attack roll or saving throw, it can roll a d4 and add the number rolled, whenever the disfavored target makes an attack roll or saving throw, it must roll a d4 and subtract the number rolled, the disfavored target’s speed is halved while the favored target’s speed increases by half. These effects end if either target is reduced to 0 hit points or the spell ends. While affected, the favored target can’t benefit from bless, and the disfavored target can’t be affected by bane.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, you can link two other
creatures, favoring one, and disfavoring the other,
for each two slot levels above 2nd.

Cleric 2nd level Enchantment

Can’t Trip

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 round

Choose a willing creature within range that you can see. Until the end of your next turn, that creature is immune to the prone condition. If it is already prone and is not restrained, this spell sets it on its feet.
The number of creatures you can simultaneously target with this spell increases by 1 when you reach 5th level (2 creatures), 11th level (3 creatures), and 17th level (4 creatures).

Cleric Abjuration cantrip

Scapegoat

  • casting time 1 reaction
  • range Self

  • components S, M
  • duration Instantaneous

a magnet

You draw in the full force of a hazard. You gain vulnerability to the damage of the triggering effect. If another creature would take damage from failing the same saving throw, it has resistance to that damage. If it would take half damage from succeeding, it instead takes no damage on a success. This doesn’t prevent other effects of the saving throw.

Cleric 2nd level Abjuration

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Wealth of Health

  • casting time 10 minutes
  • range Touch

  • components V, S, M
  • duration 8 hours

up to five coins worth 1+ CP each

You infuse restorative magic into the coins used in the spell’s casting. For the duration, a creature can use a bonus action to consume an infused coin it is holding to regain 1d4 hit points. When the spell ends, any remaining coins lose this magic.
At Higher Levels: When cast using higher-level slots, greater denominations restore more hit points when consumed: silver pieces (2d6) at level 4, gold pieces (3d8) at level 6, and platinum pieces (4d10) at level 8.

Cleric 2nd level Transmutation

Mental Fortress

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

a clear crystal bead

You touch a creature, surrounding it with an impenetrable mental barrier that fortifies its mind. For the duration, the target has advantage on saving throws against being frightened, charmed, or cursed.

Cleric 2nd level Abjuration

Curse of Whispered Secrets

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 10 minutes

You curse a creature to unintentionally whisper secrets aloud. The target must make a Wisdom saving throw or be cursed for the duration. While cursed in this way, a creature occasionally utters secrets or sensitive information without realizing it. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Cleric 2nd level Divination

Life Tether

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Concentration, up to 1 minute

Choose a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, a sickly green tether forms between you and your target. Whenever you take damage, the tethered target takes half as much damage (round down) as necrotic damage. If the target drops to 0 hit points before this spell ends, you can take a bonus action to move the tether to a new creature you can see within range, the new target must succeed on a Wisdom saving throw or be tethered.
At Higher Levels: You can create additional tethers with a spell slot of level 4 (two tethers), 6 (three tethers), or 8 (four tethers).

Cleric 2nd level Necromancy

Holy Word

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You whisper a divine word under your breath, careful not to speak loudly, for such celestial power isn’t for the unworthy. Make a ranged spell attack against a target within range. On a hit, the target takes 1d8 radiant damage. If the target is Fey, Fiend, or Undead, its speed is reduced by 10 feet and it can’t take reactions until the end of its next turn.
The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Cleric Evocation cantrip

Bloat

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 1 round

a bean

You cause the gases within a creature you can see within range to expand rapidly. The target makes a Constitution saving throw, taking 3d10 necrotic damage on a failed save or half as much on a success. If the damage equals or exceeds the target’s Constitution score, it floats 5 feet vertically until the start of your next turn and can only move by pushing or pulling from fixed surfaces, as if climbing. When the spell ends, the target gently floats back to the ground.

Cleric 2nd level Necromancy

Momentary Ward

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration 1 round

a seashell

You create a shimmering semi-transparent ward around a creature you can see within range until the beginning of your next turn. The ward has hit points equal to 1d4 + your spellcasting ability modifier. Whenever the creature takes damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, the creature takes any remaining damage and the spell ends.
At Higher Levels: The ward’s hit points increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Cleric Abjuration cantrip

Misfortune

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Instantaneous

You trace the Perth (luck) rune in the air facing a creature you can see within range. The creature must make a Charisma saving throw or be filled with misfortune, becoming unaware of the upcoming consequences. If it fails the saving throw, the next attack roll or ability check it makes within 1 hour is made with disadvantage.

Cleric 2nd level Divination

Compliment

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Instantaneous

You congratulate and praise your companions, lifting the spirits of up to 3 allies within range. Complimented creatures can add +1 to an attack roll, saving throw, or ability check made before the start of your next turn.

Cleric Enchantment cantrip

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Bastion

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 minute

You touch one willing creature, surrounding it with an illuminated shield of light. The next time the protected creature takes damage, roll 1d4 and reduce the damage by the number rolled. The spell then ends.
At Higher Levels: The damage reduction increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Cleric Abjuration cantrip

Lament of the Hollow

  • casting time 1 bonus action
  • range Self (15-foot cone)

  • components V, S
  • duration Instantaneous

Haunting spectral images of lost souls and twisted faces flicker around you as you emit a wail filled with sorrow and despair. Each creature in a 15-foot cone must make a Wisdom saving throw. On a failed save, a creature takes 2d6 psychic damage and can’t take reactions until the end of its next turn. On a successful save, it takes half as much damage and suffers no additional effects.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Cleric 2nd level Enchantment

Last Breath

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a pinch of grave dirt and a drop of the caster’s blood

You touch a Medium or smaller corpse that has died within the last minute and briefly reanimate it with a flicker of necrotic energy. The reanimated corpse rises as an undead creature with hit points equal to your spellcasting ability modifier + your proficiency bonus (minimum 1 hit point). It uses the statistics of a zombie, replacing the Undead Fortitude trait with: if it is reduced to 0 hit points, it collapses and cannot be reanimated again by this spell. On each of your turns, you can use a bonus action to mentally command it, determining its actions on its next turn. It obeys your commands to the best of its ability if not commanded, it takes no action. The creature remains animated for the duration or until it drops to 0 hit points.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the maximum size of corpse you can target increases by one category for every two slot levels above 2nd (up to Gargantuan at 8th level). Additionally, the reanimated creature gains 2 additional hit points for each slot level above 2nd.

Cleric 2nd level Necromancy

Stolen Glory

  • casting time 1 reaction
  • range 60 feet

  • components V
  • duration Instantaneous

As a reaction, when you and another creature you can see within 60 feet of you simultaneously roll a d20 (such as for initiative, a contested ability check, or the same saving throw), you can swap your results on the d20. The target receives your result, and you receive theirs, before adding any ability score modifiers. You can cast this spell after seeing the results on the dice, but before success or failure is declared.

Cleric 2nd level Enchantment

Healing Dream

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration 1 hour

a bear's claw, a strip of dreamwillow bark, or a crushed petal of a blue lotus flower

Up to ten creatures of your choice within range are guaranteed a good night of restful sleep. If they start a long rest within the next hour, they are guaranteed to have good dreams, even if they possess features that shorten their long rests, such as an elf’s Trance feature. Additionally, they regain all their Hit Dice instead of half, and they can spend up to 4 hours, rather than 2 hours, performing light activities and still gain the benefits of the long rest.

Cleric 1st level Enchantment

Sputter of Hope

  • casting time 1 reaction
  • range 30 feet

  • components V
  • duration Instantaneous

As a reaction, you snatch a creature from the brink of death and fuel it with your own vitality. You take 2d8 necrotic damage, and the target regains hit points equal to the damage you took. If prone, the target can immediately use its reaction to stand up.

Cleric 2nd level Necromancy

Allana's Library Rats

  • casting time 1 action
  • range 30 feet

  • components V, M
  • duration 10 minutes

key words whispered to a wooden token depicting a little mouse

You describe key words about a topic. This spell creates 1d4+1 rats made of force energy that run from your hand toward written materials, such as books or scrolls. When a rat of force hits written material containing one or more key words, the rat is absorbed by the item, which begins glowing with yellow light. The item remains glowing for up to 10 minutes or until dispelled. The spell can locate a specific book or scroll or written material known to you, as long as you have clear recollection of its name, author, or contents, and only if it is present within range. Like the locate object spell, this spell cannot locate a target if a sheet of lead or similar material blocks a direct path between you and it.

Cleric 1st level Divination

Breath of the Dying

  • casting time 1 bonus action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You release a dark, chilling breath that clings to the spirit of a creature on the verge of death. Choose a creature within range that has 0 hit points. That creature regains a number of hit points equal to 1d12 + your spellcasting ability modifier.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d12 for each slot level above 1st.

Cleric 1st level Necromancy

Throes of Ecstasy

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a hazel or oak wand

Choose a humanoid that you can see within range. The target must succeed on a Constitution saving throw or become overcome with euphoria, rendering it incapacitated for the duration. The target automatically fails Wisdom saving throws, and attack rolls against it have advantage. At the end of each of its turns, the target can make another Constitution saving throw. On a successful save, the spell ends on the target and it gains one level of exhaustion. If the spell continues for its maximum duration, the target gains three levels of exhaustion when the spell ends. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd. The humanoids must be within 30 feet of each other when you target them.

Cleric 3rd level Transmutation

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Proselytize

  • casting time 1 action
  • range Self (10-foot radius)

  • components V, S, M
  • duration Instantaneous

a holy symbol or religious tome, text, or pamphlet

You imbue your words with darkness and fear, bringing creatures around you to their knees. Every creature within 10 feet of you must make a Wisdom saving throw. On a failed save, a creature is knocked prone and can’t take reactions until the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the effect increases by 10 feet for each slot level above 1st.

Cleric 1st level Enchantment

Lay to Rest

  • casting time 1 action
  • range Self (15-foot-radius sphere)

  • components V, S, M
  • duration Instantaneous

a pinch of grave dirt

A pulse of searing light rushes out from you. Each undead creature within 15 feet of you must make a Constitution saving throw. A target takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. An undead creature reduced to 0 hit points by this spell disintegrates in a burst of radiant motes, leaving anything it was wearing or carrying in the space it formerly occupied.

Cleric 5th level Evocation

Insightful Maneuver

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration Instantaneous

With a flash of insight, you know how to take advantage of your foe’s vulnerabilities. Make a melee spell attack. On a hit, the target has vulnerability to one type of damage (your choice) until the end of your turn. In addition, if the target has any other vulnerabilities, you learn them.

Cleric 1st level Divination

Grain of Truth (Ritual)

  • casting time 1 action
  • range Self

  • components V, S
  • duration Instantaneous

You gain a bit of supernatural insight or advice. The first Intelligence or Charisma ability check you make within 1 minute is made with advantage, and you can include twice your proficiency bonus. At the GM’s discretion, this spell can instead provide a piece of general advice equivalent to the benefit of an augury spell. At Higher Levels: At the GM’s discretion, casting this spell using a 4th-level spell slot can provide advice equivalent to a divination spell, a 5th-level spell slot can provide advice equivalent to a single answer from a commune spell, and a 6th-level spell slot can provide advice equivalent to three answers from a contact other plane spell.

Cleric 2nd level Divination

Broken Charge

  • casting time 1 reaction
  • range 10 feet

  • components V
  • duration Instantaneous

When an enemy that you can see moves to within 5 feet of you, you utter a perplexing word that alters the foe’s course. The enemy must make a Wisdom saving throw. On a failed save, it takes 2d4 psychic damage and uses the remainder of its speed to move in a direction of your choosing.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional 2d4 psychic damage for each slot level above 1st.

Cleric 1st level Enchantment

Astral Flood

  • casting time 1 action
  • range Self (30-foot cone)

  • components V, S, M
  • duration Instantaneous

a mixture of water and powdered silver

You channel energy from the Astral Sea to unleash a torrent of magic from you in a 30-foot cone. Each creature in the cone must succeed on a Dexterity saving throw or take 4d10 cold or radiant damage (chosen when you cast this spell).
Your choice of damage type determines an additional effect:
Cold Damage—The target has disadvantage on the next d20 test it makes before the end of your next turn.
Radiant Damage—The target can see only within 15 feet of itself, and it has the blinded condition for everything beyond that distance until the end of its next turn.
At Higher Levels: The damage increases by 1d10 for each spell slot level above 3rd.

Cleric 3rd level Evocation

Summer Winds

  • casting time 1 action
  • range Self (15-foot cone)

  • components V, S
  • duration Instantaneous

You unleash a blast of light and wind in a 15-foot cone. Your allies in the cone regain 2d6 hit points. Undead within the cone that are hostile to you must make a Constitution saving throw, taking 2d6 radiant damage on a failed save, or half as much on a successful one.
At Higher Levels: The damage and healing increase by 2d6 for each spell slot level above 2nd.

Cleric 2nd level Evocation

Chorus of the Lost

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a silver bell worth 10+ GP

You summon the eerie song and wailing of lost souls from a point you can see within range. Each creature in a 15-foot-radius sphere centered there must make a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage and has the frightened condition for the duration. On a successful save, it takes half as much damage and has the frightened condition until the end of its next turn. A frightened target repeats the save at the end of each of its turns, ending the spell on a success.
At Higher Levels: The damage increases by 1d6 for each spell slot level above 2nd.

Cleric 2nd level Necromancy

Second Breath

  • casting time 1 action
  • range 30 feet

  • components S, M
  • duration Instantaneous

a pufferfish scale

You cause a creature’s lungs to refill with air. Target a creature that has dropped to 0 hit points due to suffocation. The creature regains 1 hit point and can begin holding its breath again, restarting the time it can hold its breath, or breathe normally as long as it is not magically suffocating.

Cleric 1st level Abjuration

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Mercy’s Intervention

  • casting time 1 reaction
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

a meaningful memory of the target creature, which the spell erases

With a whispered plea to the forces beyond, you intervene in a dying creature’s final moments. When a creature within range makes a death saving throw after already failing two death saves while unconscious, you grant it advantage on the roll. If the saving throw succeeds, the creature stabilizes as though it had succeeded on three death saving throws. If the creature fails the saving throw despite the advantage, it remains unconscious and retains its failed saves but does not die, ignoring the failed roll. Once a creature has been targeted by this spell, it cannot be targeted by it again until it finishes a long rest.

Cleric 2nd level Necromancy

Haste Candy

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

a stick of cinnamon

Five sweets appear in your hand and are infused with magic. A creature can use its action to eat one of the sweets. Eating a sweet increases the creature’s speed by 10 feet for 1 hour. The sweets lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Cleric 1st level Transmutation

Another Round!

  • casting time 1 action
  • range Self

  • components V, M
  • duration 1 hour

a drop of water

You reinforce your body against the effects of intoxication. For the duration, you are immune to the intoxicated condition.
When you reach 5th level, you gain a +2 bonus on saving throws made to resist the effects of poison for the duration. When you reach 11th level, you also gain advantage on saving throws made to resist the effects of poison. When you reach 17th level, you become immune to the poisoned condition for the duration.

Cleric Transmutation cantrip

Mockery’s Snare

  • casting time 1 bonus action
  • range Touch

  • components S, M
  • duration Concentration, up to 1 minute

a piano wire

You imbue yourself or one willing creature you touch with the duplicitous power of Dol Azur, laying a trap to ensnare a foe in spectral bindings. The next time the imbued creature is hit with an attack before the spell ends, the attacking creature must make a Wisdom saving throw. On a failed save, it takes 3d8 necrotic damage and is restrained until the spell ends. On a successful save, it takes half as much damage, is not restrained, and the spell ends. While restrained by this spell, the creature can repeat the saving throw at the end of each of its turns, ending the spell on a success.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Cleric 2nd level Abjuration

Fury’s Chorus

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. On a failed save, a creature must use its reaction, if available, to make an opportunity attack whenever another creature, including an ally, moves out of its reach. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The calm emotions spell suppresses the effects of this spell.

Cleric 1st level Enchantment

Power Word: Stop

  • casting time 1 reaction
  • range 30 feet

  • components V, S
  • duration Instantaneous

You hold an open palm up to face the target, compelling it to make a Wisdom saving throw. On a failed save, the target is forced to take a different action from the one it originally chose. On a successful save, the target’s action proceeds as normal.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the target is forced to take a different action on a successful save, and loses its action on a failed save.

Cleric 2nd level Abjuration

Fireflies

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 hour

You summon a large volume of fireflies to illuminate a 15-foot-radius sphere for the duration. A few of the fireflies settle on hidden or invisible creatures, making them easier to find. Attack rolls against invisible creatures in the area are not made with disadvantage, though attack rolls made by invisible creatures are still made with advantage, as only their general position is revealed by the firefly light, not their precise movements. In addition, all Hide actions taken in the area are made with disadvantage.

Cleric 1st level Evocation

Throes of Ecstasy

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a hazel or oak wand

Choose a humanoid that you can see within range. The target must succeed on a Constitution saving throw or become overcome with euphoria, rendering it incapacitated for the duration. The target automatically fails Wisdom saving throws, and attack rolls against it have advantage. At the end of each of its turns, the target can make another Constitution saving throw. On a successful save, the spell ends on the target and it gains one level of exhaustion. If the spell continues for its maximum duration, the target gains three levels of exhaustion when the spell ends. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd. The humanoids must be within 30 feet of each other when you target them.

Cleric 3rd level Transmutation

Gloomspike

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

As part of the action used to cast this spell, you create a dark, crystal-like spike in your hand and make a ranged spell attack against one creature within range. Before making the attack roll, choose either piercing or necrotic damage for the spike. On a hit, the target takes 1d8 damage of the chosen type. Additionally, the target has disadvantage on the next saving throw it makes against a spell or effect that causes the frightened or charmed condition before the end of its next turn.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Cleric Evocation cantrip

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Adryon's Bane of Undead

  • casting time 1 action
  • range 15 feet

  • components V, S, M
  • duration Instantaneous

a chunk of silver or silver ore

You thrust your hand forward and a bolt of magic streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 force damage. The damage inflicted by this spell ignores any resistances the target might otherwise have against this type of damage. This spell affects only creatures of the Undead type. If cast on a creature of a different type, the target takes no damage, but the spell slot is still expended.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. The spell’s range increases by 15 feet for every 2 slot levels above 1st.

Cleric 1st level Evocation

Seal Mouth

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 hour

You attempt to magically lock a creature’s mouth shut. Make a melee spell attack against a creature within range. On a hit, the creature loses the ability to make bite attacks, breath attacks, and any other attacks that require a mouth unless it has another means of performing those attacks. In addition, the creature cannot speak or cast spells with verbal components for the duration.

Cleric 2nd level Transmutation

Healing Dream

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration 1 hour

a bear's claw, a strip of dreamwillow bark, or a crushed petal of a blue lotus flower

Up to ten creatures of your choice within range are guaranteed a good night of restful sleep. If they start a long rest within the next hour, they are guaranteed to have good dreams, even if they possess features that shorten their long rests, such as an elf’s Trance feature. Additionally, they regain all their Hit Dice instead of half, and they can spend up to 4 hours, rather than 2 hours, performing light activities and still gain the benefits of the long rest.

Cleric 1st level Enchantment

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