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Ceremony (ritual) [1/2]

  • casting time1 hour
  • rangeTouch

  • componentsV S M
  • durationInstantaneous

25 gp worth of powdered silver which the spell consumes

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 within 10 feet of you throughout the casting.
Atonement: You touch one willing creature whose alignment has changed 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 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 24 hours whenever the target makes a saving throw it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite: You touch one corpse

Cleric (XGE) 1st level Abjuration

Ceremony (ritual) [2/2]

  • casting time1 hour
  • rangeTouch

  • componentsV S M
  • durationInstantaneous

25 gp worth of powdered silver which the spell consumes

and for the next 7 days the target can't become undead by any means short of a wish spell.
Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Cleric (XGE) 1st level Abjuration

Create or Destroy Water

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationInstantaneous

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 the water falls as rain in a 30-foot cube within range extinguishing exposed flames in the area.
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.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you create or destroy 10 additional gallons of water or the size of the cube increases by 5 feet for each slot level above 1st.

Cleric 1st level Transmutation

Detect Evil and Good

  • casting time1 action
  • rangeSelf

  • componentsV S
  • durationConcentration up to 10 minutes

For the duration you know if there is an aberration celestial elemental fey fiend or undead within 30 feet of you as well as where the creature is located. Similarly you know if there is a place of object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers but it is blocked by 1 foot of stone 1 inch of common metal a thin sheet of lead or 3 feet of wood or dirt.

Cleric 1st level Divination

Detect Poison and Disease

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • durationConcentration up to 10 minutes

a yew leaf

For the duration you can sense the presence and location of poisons poisonous creatures and diseases within 30 feet of you. You also identify the kind of poison poisonous creature or disease in each case.
The spell can penetrate most barriers but is blocked by 1 foot of stone 1 inch of common metal a thin sheet of lead or 3 feet of wood or dirt.

Cleric 1st level Divination

Guiding Bolt

  • casting time1 action
  • range120 feet

  • componentsV S
  • duration1 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 the target takes 4d6 radiant damage and the next attack roll made against this target before the end of your next turn has advantage 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 the damage increases by 1d6 for each slot level above 1st.

Cleric 1st level Evocation

Healing Word

  • casting time1 bonus action
  • range60 feet

  • componentsV
  • durationInstantaneous

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 the healing increases by 1d4 for each slot level above 1st.

Cleric 1st level Evocation

Heroism

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationConcentration up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends 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 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 you can target 1 additional creature for each slot level above 1st.

Cleric (Peace) 1st level Enchantment

Inflict Wounds

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationInstantaneous

Make a melee spell attack against a creature you can reach. On a hit the target takes 3d10 necrotic damage.
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.

Cleric 1st level Necromancy

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Protection from Evil and Good

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationConcentration up to 10 minutes

holy water or powdered silver and iron which the spell consumes

Until the spell ends one willing creature you touch is protected against certain types of creatures - aberrations celestials elementals fey fiends and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed frightened or possessed by them. If the target is already charmed frightened or possessed 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 time1 action
  • range10 feet

  • componentsV S
  • durationInstantaneous

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.

Cleric 1st level Transmutation

Sanctuary

  • casting time1 bonus action
  • range30 feet

  • componentsV S M
  • duration1 minute

a small silver mirror

You ward a creature within range against attack. Until the spell ends 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 the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature this spell ends.

Cleric (Peace) 1st level Abjuration

Guidance

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationConcentration up to 1 minute

You touch one willing creature. Once before the spell ends the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Cleric Divination cantrip

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

Toll the Dead

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationInstantaneous

You point at one creature you can see within range 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 it instead takes 1d12 necrotic damage.
The spell's damage increases by one die when you reach 5th level (2d8 or 2d12) 11th level (3d8 or 3d12) and 17th level (4d8 or 4d12).

Cleric (XGE) Necromancy cantrip

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