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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

Word of Radiance

  • casting time1 action
  • range5 feet

  • componentsV, M (a holy symbol)
  • durationInstantaneous

You utter a divine word, 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), 11th level (3d6), and 17th level (4d6).

Cleric (XGE) Evocation cantrip

Ceremony (ritual) [1/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M (25 gp 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 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, 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

Cleric (XGE) 1st level Abjuration

Ceremony (ritual) [2/2]

  • casting time1 hour
  • rangeTouch

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

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

Life Transference

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, 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, the damage increases by 1d8 for each slot level above 3rd.

Cleric (XGE) 3rd level Necromancy

Spirit Shroud

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

You call forth spirits of the dead, which lit around you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, 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, the damage increases by 1d8 for every two slot levels above 3rd.

Cleric (TCE) 3rd-level necromancy

Aura of Vitality

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration, up to 1 minute

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Cleric (TCE) 3rd level Evocation

Aura of Life

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration, up to 10 minutes

Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

Cleric (TCE) 4th level Abjuration

Aura of Purity

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration, up to 10 minutes

Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

Cleric (TCE) 4th level Abjuration

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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 Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful 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 (XGE) 5th level Evocation

Holy Weapon

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S
  • durationConcentration, 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 on a 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 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, and it is blinded for 1 minute. 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 Constitution saving throw, ending the effect on itself on a success.

Cleric (XGE) 5th level Evocation

Summon Celestial

  • casting time1 action
  • range90 feet

  • componentsV, S, M (a golden reliquary worth at least 500 gp)
  • durationConcentration, up to 1 hour

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, 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, the creature shares your initiative count, 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, use the higher level whenever the spell's level appears in the stat block.

Cleric (TCE) 5th-level conjuration

Sunbeam

  • casting time1 action
  • rangeSelf (60-foot line)

  • componentsV, S, M (a magnifying glass)
  • durationConcentration, up to 1 minute

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, 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.

Cleric (TCE) 6th level Evocation

Temple of the Gods [1/2]

  • casting time1 hour
  • range120 feet

  • componentsV, S, M (a holy symbol worth at least 5 gp)
  • duration24 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, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, 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, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.
The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter

Cleric (XGE) 7th level Conjuration

Temple of the Gods [2/2]

  • casting time1 hour
  • range120 feet

  • componentsV, S, M (a holy symbol worth at least 5 gp)
  • duration24 hours

the temple, the magic there hinders it. Whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.
In addition, the sensors created by divination spells can't appear inside the temple, and creatures within can't be targeted by divination spells.
Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.
Casting this spell on the same spot every day for a year makes this effect permanent.

Cleric (XGE) 7th level Conjuration

Sunburst

  • casting time1 action
  • range150 feet

  • componentsV, S, M (fire and a piece of sunstone)
  • durationInstantaneous

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, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, 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, it is no longer blinded.
This spell dispels any darkness in its area that was created by a spell.

Cleric (TCE) 8th level Evocation

Power Word Heal

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.

Cleric (TCE) 9th level Evocation

Cocoon

  • casting time1 action
  • rangeV, S, M (a caterpillar cocoon)

  • components30 feet
  • durationConcentration, up to 10 Minutes

You conjure and launch a projectile of thick, sticky webbing at one creature in range. Make a ranged spell attack against the target. On a hit, the target must make a Strength saving throw. On a failed save, the creature is restrained for as long as the spell remains or until it breaks free.
A creature restrained in this way can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained and the spell ends.

Cleric (MToUS) 1st level Conjuration

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Ensorcelled Snare

  • casting time1 action
  • rangeS, M (10 feet of rope or string)

  • componentsTouch
  • durationConcentration, up to 1 Minute

A magical snare encloses around the feet of a creature you touch. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor.
The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success.
Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
The spell automatically fails if the target is a Large or bigger creature.

Cleric (MToUS) 1st level Abjuration

Feather Blade

  • casting time1 action
  • rangeV, S, M (a feather)

  • componentsSelf
  • durationConcentration, up to 24 Hours

When the spell is cast, 1d10 magical feathers form along each of your arms. Each feather grants you an extra 5 feet of movement per turn until the spell ends. As a bonus action on each of your turns until the spell ends you may pluck one of the feathers and throw it as a ranged weapon attack dealing 1d4 piercing damage, counting as magical for the sake of overcoming resistances. Once a feather has been used in this way it does not return to you and you lose the 5 feet extra movement speed it granted.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4, for each slot above 1st.

Cleric (MToUS) 1st level Transmutation

Thorn Throw

  • casting time1 action
  • rangeV, S

  • components60 feet
  • durationInstantaneous

Weaving together strings of natural magic, you create a large barbed thorn and fling it at one creature within range. Make a ranged spell attack against the target. On a hit the thorn lodges into the target and they take 1d6 piercing damage and must succeed a Constitution saving throw. On a failed save the target's speed is reduced by 10 feet until the start of your next turn. Casting this spell again on the same target only requires a bonus action.

Cleric (MToUS) 1st level Conjuration

Water Whip

  • casting time1 bonus action
  • rangeV, S

  • componentsSelf
  • durationConcentration, up to 1 Minute

Drawing moisture from the air, you create a coil of water that wraps around your arm. The Water Whip takes a free action at the end of each of your turns until the spell ends. You mentally command the water to attack a creature within range otherwise the water takes no actions. Make a melee spell attack against the target. On a hit, the target takes 2d4 cold damage and if the creature is Large or smaller, the target must succeed on a DC 12 Strength saving throw or suffer one additional effect of your choice:
The target is knocked prone
The target is pulled 5 feet towards you
The target is pushed 5 feet away from you

Cleric (MToUS) 1st level Conjuration

Wisp Trail

  • casting time1 action
  • rangeV, S

  • components500 feet
  • duration1 Hour

For the duration of the spell, for every 60 feet you move, you make a friendly wisp where you last stepped. The wisp emits dim light in a 30-foot radius and will only disappear when the spell ends or if you retrace your steps. While you are within the spells range you have a telepathic link to the wisps and can relay small pieces of information such as danger, being followed and safe.

Cleric (MToUS) 1st level Evocation

Apex Arrow

  • casting time1 action
  • rangeV, S, M (an arrow)

  • components60 feet
  • durationInstantaneous

You shoot an arcane arrow of pure wild energy at one creature in range. Make a ranged spell attack against the target. On a hit the target takes 2d8 radiant damage. If there is another enemy with higher maximum hit points within 30 feet, they take the damage instead.

Cleric (MToUS) 2nd level Conjuration

Discombobulation

  • casting time1 action
  • rangeV, S, M (an eggshell)

  • components60 feet
  • durationConcentration, up to 1 Minute

You baffle and befuddle the mind of a creature you can see within range that can hear and understand you.
The target must succeed on a Wisdom saving throw. On a failed save, the affected target can't take reactions and must roll a d4 at the start of each of its turns to determine what is does:
1-2: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
3: The creature doesn't move or take actions this turn.
4: 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, the creature does nothing this turn.
At the end of each of its turns, an affected target can make a Wisdom Saving throw. If it succeeds, this effect ends.

Cleric (MToUS) 2nd level Enchantment

Hydro Nova

  • casting time1 action
  • rangeV, S, M (water)

  • componentsSelf
  • durationInstantaneous

A ring of water forms around you and explodes outwards with force. Every creature within 5 feet of you must make a Strength saving throw. On a failed save, the creature takes 2d4 force damage and is pushed back 10 feet, or half as much damage on a successful one without being pushed. Objects that aren't being carried or worn are also thrown 10 feet away from you.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 and the push back increases by 5 feet for each spell slot above 2nd.

Cleric (MToUS) 2nd level Evocation

Moon Dust

  • casting time1 bonus action
  • rangeV, S

  • componentsSelf (15-foot cone)
  • durationInstantaneous

Your hands shimmer with an iridescent light. As you hold them out, a sheet of Sparkling dust shoots forth from your outstretched fingertips. Each creature in a 15-foot cone in front of you must make a Constitution saving throw. A creature takes 2d6 radiant damage on a failed save, or half as much on a successful one. On a failed save, a target is blinded until the end of your next turn.

Cleric (MToUS) 2nd level Evocation

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Thunderfoot

  • casting time1 action
  • rangeV, S

  • componentsSelf
  • durationConcentration, up to 1 Minute

The air becomes heavy around you and with each footstep you take, thunder cracks and bellows in the area. Until the spell ends, any creature within 10 feet of you whilst you are moving takes 1d8 thunder damage.

Cleric (MToUS) 2nd level Evocation

Bile Fang

  • casting time1 action
  • rangeV, S

  • componentsSelf
  • durationConcentration, up to 1 Hour

Your face twists into a bestial maw as you grow two sharp fangs that drip with deadly toxins and acid.
Until the spell ends, on your turn you may substitute one of your attacks to make a melee spell attack on a target within 5 feet. On a hit, the target takes 2d6 acid damage and if they're wearing any armour it takes a cumulative -1 penalty to the AC it offers. If the armour is reduced to an AC of 10 or a shield drops to +0 bonus they are destroyed.

Cleric (MToUS) 3rd level Transmutation

Snow Flurry

  • casting time1 action
  • rangeV, S

  • componentsSelf (60-foot cone)
  • durationInstantaneous

A blast of cold air erupts from your hands and covers the area in an icy mist that coats the floor in dangerous frost. The area counts as difficult terrain. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 2d8 cold damage on a failed save, or half as much damage on a successful one.
The mist spreads around corners, and its area is lightly obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage is increased by ld8 for each slot above 3rd.

Cleric (MToUS) 3rd level Evocation

Storm Roar

  • casting time1 action
  • rangeV, S

  • componentsSelf (30-foot cone)
  • durationInstantaneous

You roar a wave of thunderous energy across the land ahead of you. Each creature in a 30-foot cone originating from you must make a Constitution saving throw. On a failed save a creature takes 2d6 thunder damage and is deafened until the start of your next turn. On a successful save, the creature takes half damage and isn't deafened.
If a creature fails their save they must also make a Dexterity saving throw. On a failed save they take 2d6 lightning damage and are knocked prone. On a successful save they take half as much damage and are not prone.

Cleric (MToUS) 3rd level Evocation

Tar Pit

  • casting time1 action
  • rangeV, S, M (a tiny vial of tar)

  • components60 feet
  • durationConcentration, up to 1 Hour

You create an oily mass of tar at a point of your choice within range. The tar fills a 20-foot cube from that point for the duration. The area of tar is difficult terrain and any creature in the tar when it appears or that ends its turn there must succeed a Strength saving throw. On a failed save they are restrained as long as they remain in the Tar Pit or until they break free.
Creatures can attempt to break free by using their action to retake the Strength saving throw. If they succeed they are no longer restrained. If the Tar Pit is targeted with any sort of flame, it ignites. Creatures take 1d4 fire damage per round whilst within the ignited tar. The flames last for rounds equal to your wisdom modifier, after which the flames are extinguished the spell ends, destroying the Tar Pit.

Cleric (MToUS) 3rd level Conjuration

Toxic Touch

  • casting time1 action
  • rangeV, S

  • componentsTouch
  • durationInstantaneous

You touch a creature within range and send a rush of noxious energy through their being. The target must make a Constitution Saving throw. It takes 6d6 poison damage on a failed save, or half as much damage on a successful one.
If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Cleric (MToUS) 3rd level Evocation

Winter's Bite

  • casting time1 action
  • rangeV, S

  • components30 feet
  • durationInstantaneous

You gesture in front of you and a line of sharp icicles jut out of the ground in a 30-foot long, 5-foot wide line, piercing all creatures within reach. The area is considered difficult terrain.
Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 cold and 2d6 piercing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the length increases by 10 feet for each level above third.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the length increases by 10 feet for each level above third.

Cleric (MToUS) 3rd level Evocation

Conjure Plants

  • casting time1 action
  • rangeV, S

  • components60 feet
  • durationConcentration, up to 1 Hour

You call on nature to aid you, and summon plants that rise from the earth and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
One plant of challenge rating 2 or lower
Two plants of challenge rating 1 or lower
Four plants of challenge rating 1/2 or lower
Eight plants of challenge rating 1/4 or lower
The plant disappears when it drops to 0 hit points or when the spell ends. The summoned plants are friendly to you and your companions. Roll initiative for the summoned plants as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creature's stats.
At Higher Levels. When you cast this spell using certain higher-level Spell Slots, you choose one of the summoning options above, and more plants appear - twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Cleric (MToUS) 3rd level Conjuration

Ice Armour

  • casting time1 action
  • rangeV, S

  • componentsTouch
  • duration1 Hour

You lay your hand on the target and encase them in a set of armour made from sheets of solid ice and jagged frost. For the duration you grant them immunity to cold damage and piercing damage as well as resistance to bludgeoning damage.
If a creature hits them with a melee attack while they are wearing Ice Armour then the attacker, and all creatures within 5 feet of them, must make a Dexterity saving throw. A creature takes 1d6 cold damage on a failed save or half as much on a successful one.

Cleric (MToUS) 3rd level Abjuration

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Northern Waters

  • casting time1 action
  • rangeV, S

  • componentsTouch
  • duration1 Hour

You touch a body of water and imbue it with the icy cold of the far north. You choose an area of water that you can see within range and that fits up to a 60 foot cube. Creatures take 1d4 cold damage for every 5 feet of movement in the water.

Cleric (MToUS) 3rd level Transmutation

Steam Geyser

  • casting time1 action
  • rangeV, S

  • components60 feet
  • durationInstantaneous

You create a column of steam, from a point you can see within range, that bursts from the ground or water. The geyser is 5 feet wide and 60 feet high.
When the geyser appears, each creature within its area must make a Strength saving throw. On a failed save, the creature is thrown up to 60 feet into the air and takes 1d8 fire damage and 1d8 cold damage. If they cannot fly, they immediately fall 60 feet back down to the ground.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the height of the geyser, and subsequent fall damage, is increased by 10 feet for every spell slot above 3rd.

Cleric (MToUS) 3rd level Evocation

The Root Way

  • casting time1 action
  • rangeV, S

  • components60 feet
  • durationInstantaneous

You sink into the ground and magically teleport to an unoccupied space you can see within range. Upon arrival at your new location, 1d6 flailing roots sprout from the ground around you in the first available unoccupied space.
At the end of your turn, each of these roots make a melee weapon attack using your spellcasting modifier against a target of your choice within 15 feet. On a hit they deal 1d6 bludgeoning damage and retract into the ground.

Cleric (MToUS) 3rd level Evocation

Mudslide

  • casting time1 action
  • rangeV, S

  • components60 feet
  • durationConcentration, up to 1 Hour

You summon a torrent of water, clay, and stone to wash away the enemies in front of you. The mudslide is 100 feet long and 15 feet wide and moves from the point of its origin in a direction you choose.
Each creature in the line must make a Dexterity saving throw. A creature takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails their save is pushed 20 feet in the direction of the mudslide and must make a Strength check on their subsequent turn to escape the torrent.
The Mudslide also affects any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the Mudslide increases in width by 5 feet for each spell slot above 4th.

Cleric (MToUS) 4th level Evocation

River's Wrath

  • casting time1 action
  • rangeV, S

  • components60 feet
  • durationConcentration, up to 1 Minute

Summoning the elemental energy of the water plane, a 20-foot long, 5 foot wide torrent of continuous water rises from the ground. The current moves in a direction of your choosing.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Strength saving throw , taking 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
As a bonus action on your turn you can extend the river by 10 feet in any direction from either end. If the extended river hits a new creature, that creature must make the same saving throw against the river's damage as the initial cast.
A creature caught in River's Wrath can move by swimming. Because of the force of the river, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, the creature is pushed 10 feet downriver in accordance with your chosen direction of the current.

Cleric (MToUS) 4th level Enchantment

Sand Shift

  • casting time1 action
  • rangeV, S

  • componentsSelf
  • durationInstantaneous

A column of biting sand surrounds you. As part of this spell you move up to 30 feet in any direction to an unoccupied space you can see within range. Your movement does not provoke opportunity attacks and you are immune to difficult terrain.
While travelling in this way you are able to pass through creatures. Whenever you pass through creatures in this way, they must make a Dexterity saving throw. They take 2d6 slashing damage on a failed save or half as much damage on a successful one.

Cleric (MToUS) 4th level Conjuration

Faerie Sparks

  • casting time1 action
  • rangeV, S, M (a small piece of stone and metal)

  • componentsSelf (15-foot cone)
  • durationConcentration, up to 1 Minute

Striking together your piece of stone and metal you create a shower of fiery, magical sparks that burst outwards from your location.
Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 4d6 fire damage and is blinded on a failed save, or half as much damage and is not blinded on a successful save.

Cleric (MToUS) 4th level Evocation

Vile Tide

  • casting time1 action
  • rangeV, S

  • componentsSelf (30-foot cone)
  • durationInstantaneous

Throwing your hands forward, you summon a wave of poisonous sludge that splashes out and washes over the area in front of you.
Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 3d6 poison damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is frightened until the start of your next turn.

Cleric (MToUS) 4th level Evocation

Bones of the Moon [1/2]

  • casting time1 action
  • rangeV, S

  • components60 feet
  • durationInstantaneous

You cause two pillars of solid quartz to burst from places on the ground you can see within range. Both pillars are cylindrical and have a diameter of 5 feet and height of up to 30 feet.
The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Both pillars have AC 17 and 50 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.
If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must either move

Cleric (MToUS) 5th level Transmutation

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Bones of the Moon [2/2]

  • casting time1 action
  • rangeV, S

  • components60 feet
  • durationInstantaneous

off the pillar or fall off it.
Alternatively, the pillars can be created to rise from the ground and smash a creature between them, that creature must succeed on a Dexterity saving throw or takes 10d6 bludgeoning damage and is restrained.

Cleric (MToUS) 5th level Transmutation

Inner Flame

  • casting time1 action
  • rangeV, S

  • componentsTouch
  • durationConcentration, up to 10 Minutes

You choose a target within range and imbue them with a heart of flame. Until the spell ends, the target gains the following benefits:
• The target is immune to fire damage
• When the target is damaged from fire, they are healed by it instead
• The target emits bright light in a 30-foot radius and dim light for an additional 30 feet

Cleric (MToUS) 5th level Transmutation

Lowii Growth

  • casting time1 action
  • rangeV, S, M (venus fly trap head)

  • components60 feet
  • durationConcentration, up to 1 Hour

A giant carnivorous plant appears in an unoccupied space of your choice within range and lasts for the duration. The creature is Large and uses the stats of a Shambling Mound, but with these differences:
It has a movement speed of 0
It has a reach of 15 feet with the Slam attack
It has advantage against flying targets or targets in the air.
The plant disappears when it drops to 0 hit points or the spell ends.
The summoned creature is friendly to you and your companions. It acts independently of you but will always obey your commands. In combat, it rolls its own initiative and acts on its own turn. If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no action. The DM has the creature's stats.

Cleric (MToUS) 5th level Conjuration

Nailo's Hanging Homes

  • casting time1 minute
  • rangeV, S, M

  • components150 feet
  • duration24 Hours

You summon a number of plant-based shelters equal to your spell-casting ability modifier. They hang down from beams, branches, and trees. They are well hidden and indistinguishable from other foliage. Each shelter grants the resident food, water and comfortable sleep. You also gain the benefit of Speak with Plants while inside.

Cleric (MToUS) 5th level Transmutation

Scale Skin

  • casting time1 action
  • rangeV, S, M (a dragon scale)

  • componentsTouch
  • durationConcentration, up to 1 Hour

This spell turns the flesh of a willing creature you touch as hard as dragon scales. Until the spell ends, the target's base AC becomes 15 + its Constitution modifier while they aren't wearing armour.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the AC bonus increases by 1 for each slot level above 5th

Cleric (MToUS) 5th level Abjuration

Doom Bloom

  • casting time1 action
  • rangeV, S, M (a single burnt seed soaked in blood)

  • components60 feet
  • durationInstantaneous

Crumbling the seed in your hands, you corrupt the lifeforce of a target you can see within range. The target must make a Constitution saving throw. It takes 6d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. A humanoid killed by this spell explodes into a twisted mess of brambles, blood and bone, Each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save or half as much on a successful one. Any creature that fails their save is frightened until the start of your next turn.

Cleric (MToUS) 6th level Conjuration

Quagmire

  • casting time1 action
  • rangeV, S

  • components60 feet
  • durationConcentration, up to 1 Minute

The area you choose in a 20-foot square becomes hazardous and boggy as the ground splits open

Cleric (MToUS) 6th level Conjuration

Astral Eruption

  • casting time1 action
  • rangeV, S

  • components60 feet
  • durationConcentration, up to 1 Minute

Harnessing your knowledge of the astral plane you tear a tiny hole in the fabric of space and watch as the world begins to implode.
You create a 40-foot-radius centred on a point you can see within range. When a creature enters the spells area for the first time on a turn or starts its turn there, the creature must make a Strength saving throw. On a failed save, the creature takes 6d8 force damage and is pulled 20 feet towards the centre of the spell’s area.
Additionally, when the creature fails their save they must make a Dexterity saving throw. On a failed save, the creature falls prone.
When the spell ends it unleashes a burst of astral energy upon creatures within 20 feet of its point of origin, they each take 2d8 fire damage and 2d8 radiant damage.

Cleric (MToUS) 6th level Evocation

Dune

  • casting time1 action
  • rangeV, S

  • componentsSelf (30-foot cone)
  • durationInstantaneous

Your face grows gaunt as a torrent of sand and insects pour forth from your unnaturally elongated mouth. Each creature in a cone in front of you must make a Dexterity saving throw. A creature takes 6d6 slashing damage on a failed save, or half as much on a successful one. The area of the cone counts as lightly obscured.
On failed save, a target with a wisdom of 10 or lower is also frightened of you until the end of your next turn.

Cleric (MToUS) 6th level Evocation

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Starfall

  • casting time1 action
  • rangeV, S, M a meteor fragment)

  • components60 feet
  • durationConcentration, up to 1 Minute

You rip at the very fabric of the sky and call down a small celestial star to the battlefield. The star plummets to a point you choose within range and hovers 10 feet off the ground, emitting bright light in a 60-foot radius and dim light for an additional 60 feet. Until the spell ends, you can use your bonus action to use the star for one of the following effects:
Deals 3d6 radiant damage to a creature within 60 feet of the star.
A creature of your choice within 60 feet of the star regains 3d6 hit points.
The target emits bright light in a 30 foot radius and dim light for an additional 30 feet.

Cleric (MToUS) 6th level Evocation

Stone Glare

  • casting time1 action
  • rangeV, S, M (a petrified snake’s head)

  • componentsSelf (15-foot cone)
  • durationConcentration, up to 1 Minute

You turn your eyes to the creatures in front of you as you utter a series of forgotten arcane words. Your eyes gather a sickly green glow and the air becomes tense and heavy under your gaze. With a flash of green light, the air within a cone in front of you hardens. Each creature with a body made of flesh in that cone must make a Constitution saving throw. On a failed save, it is restrained as they begin to petrify. On a successful save they aren't affected.
A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the creature is no longer affected. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive

Cleric (MToUS) 7th level Transmutation

Wither Wind

  • casting time1 action
  • rangeV, S

  • components60 feet
  • durationConcentration, up to 1 Minute

You drain the very liteforce of a creature that you can see within range. On each of your turns for the duration, you can use your action to force the creature to make a Constitution saving throw. On a failed save it gains one level of Exhaustion.
The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell range or has cover from you. When the spell ends the target retains the exhaustion points inflicted until they are cured.
Refer to 'Exhaustion' Rules for more details.

Cleric (MToUS) 7th level Necromancy

Bones of the Forest

  • casting time1 action
  • rangeV, S

  • components60 feet
  • durationInstantaneous

You cause up to eight spikes of pointed wood to burst from places on the ground that you can see within range.
Each spike is 5 feet wide and 5 feet high. The ground where a spike appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each spike has AC 10 and 20 hit points.
When reduced to 0 hit points, a spike is broken into pieces of wood, which creates an area of difficult terrain with a 5-foot-radius that lasts until the rubble is cleared. The 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.
If a spike is created under a creature, that creature must succeed on a Dexterity saving throw or be impaled, taking 6d6 piercing damage, and the target is grappled.
A creature grappled by a spike or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

Cleric (MToUS) 7th level Transmutation

Monsoon

  • casting time1 action
  • rangeV, S

  • components100 feet
  • durationConcentration, up to 10 Minutes

You create a downpour of rain in the shape of a cylinder that is 60 feet tall with a 60-foot radius, centred on a point you can see within range directly above you. You don't need access to the sky for this spell. Each creature in the rain when it appears or that ends its turn there must succeed on a Constitution saving throw. A creature takes 1d6 cold damage, or half as much damage on a successful one.
A mass of 5-foot deep water falls every turn, magically held in place if the spell is cast in an area larger than the spell.
When the rainfall is 10 feet deep, creatures within the radius must use their swimming speed. When the rainfall is 20 feet deep, the area is classed as underwater for combat and additional effects.

Cleric (MToUS) 7th level Evocation

Ravine

  • casting time1 action
  • rangeV, S

  • components150 feet
  • durationConcentration, up to 10 Minutes

A huge crack in the ground begins to pull itself open into a seemingly endless ravine at a point you choose within range.
The ravine is 10 feet wide and 60 feet long. When the crack appears, each creature within its area that isn't flying must make a Dexterity saving throw. On a failed save, a creature plummets down into the ravine 60 feet and takes 6d6 bludgeoning damage.
If any creatures are within the ravine when the spell ends, they take 3d6 bludgeoning damage and are buried in the ground, becoming restrained until they break free. This area is considered difficult terrain except when flying.

Cleric (MToUS) 7th level Evocation

Death Meadow

  • casting time1 hour
  • rangeV, S

  • components120 feet
  • durationUntil Dispelled

You choose a point that you can see within range and infuse the area with deadly necrotic 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 of the Death Meadow spell. The affected area is subject to one of the following effects, determined each round by a d6, re-rolling sixes. A creature is subject to this effect when it moves inside the area each turn.
Death Dalia - A creature takes 10d8 necrotic damage and must make a Strength saving throw. On a failed save they are knocked prone.
Cursed Crocus - A creature's ability score (chosen at random) is reduced by 2d4, the reduction lasts until the target finishes a short or long rest.
Hex Rose - A creature takes 6d8 necrotic damage and is under the Hex spell
Blood Orchid -A creature takes 4d8 necrotic damage and you regain hit points equal to half the amount of damage dealt.
Umbral lvy - A creature takes 6d8 necrotic damage and must make a Strength saving throw. On a failed save it becomes restrained until the start of your next turn.

Cleric (MToUS) 8th level Necromancy

Magma Tide

  • casting time1 action
  • rangeV, S, M (a fire opal worth 1000 gp)

  • componentsSelf
  • durationConcentration, up to 5 minutes

In an area around you, magma begins to rise up and boil out of the ground, seeping outwards 5 feet in all directions from you, burning all in its path.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or takes 4d6 fire damage on a failed save, or half as much damage on a successful one.
At the start of the caster's subsequent turns the Magma Tide flows further, increasing outwards another 5 feet in all directions.

Cleric (MToUS) 8th level Evocation

Avalanche

  • casting time1 action
  • rangeV, S

  • components60 feet
  • durationConcentration, up to 1 Minute

You summon a wave of ice and snow to bury your enemies. The wave is up to 30 feet wide, 60 feet long, and 20 feet deep centred in front of you. The area of the spell is considered difficult terrain.
When the wave appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 10d8 cold damage, is buried in the snow, and becomes restrained as long as it remains in the snow or until it breaks free.
A creature restrained in the snow can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

Cleric (MToUS) 8th level Evocation

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Stampede

  • casting time2 actions
  • rangeV, S

  • components150 feet
  • durationConcentration, up to 1 Minute

You command the local fauna to march as one against your enemies. When the spell is first cast, the area around you turns wild with the braying, roaring, and screeching of native beasts

Cleric (MToUS) 9th level Evocation

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