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Guidance

  • casting time1 action
  • 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

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 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

Cleric

Cleric

Word of Radiance

  • casting time1 action
  • range5 feet

  • componentsV, M
  • durationInstantaneous

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.

Cleric Evocation cantrip

Cleric

Cleric

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

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

Cleric 1st level Evocation

Cleric

Cleric

Detect Magic (ritual)

  • casting time1 action
  • 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.

Cleric 1st level Divination

1 inch of metal

  • casting timeCleric
  • range

Cleric or a thin sheet of lead.

0 0
0 0
Tremors. You cause harmless tremors in the ground for 1 minute. Tremors. You cause harmless tremors in the ground for 1 minute.
0 0
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
1 1
Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
1 1
The spell is blocked by 1 foot of stone, dirt, or wood The spell is blocked by 1 foot of stone, dirt, or wood

Fog Cloud

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.

Cleric 1st level Conjuration

Cleric

Cleric

Guiding Bolt

  • casting time1 action
  • 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.

Cleric 1st level Evocation

Cleric

Cleric

Sanctuary

  • casting time1 bonus action
  • range30 feet

  • componentsV, S, M
  • duration1 minute

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.

Cleric 1st level Abjuration

Cleric

Cleric

Shocking Grasp

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can?t make Opportunity Attacks until the start of its next turn.

Cleric Evocation cantrip

Cleric

Cleric

Dancing Lights

  • casting time1 action
  • range120 feet

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

You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.

Cleric Evocation cantrip

1 1
Using a Higher-Level Spell Slot. The fog?s radius increases by 20 feet for each spell slot level above 1. Using a Higher-Level Spell Slot. The fog?s radius increases by 20 feet for each spell slot level above 1.
1 1
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
1 1
The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
0 0
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8). Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
0 0

Sorcerer

Cleric

Mage Hand

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

Cleric Conjuration cantrip

Sorcerer

Cleric

Mind Sliver

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

Cleric Enchantment cantrip

Sorcerer

Cleric

Minor Illusion

  • casting time1 action
  • range30 feet

  • componentsS, M
  • duration1 minute

You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.

Cleric Illusion cantrip

Sorcerer

Cleric

Thunderclap

  • casting time1 action
  • range5 feet

  • componentsS
  • durationInstantaneous

Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell?s thunderous sound can be heard up to 100 feet away.

Cleric Evocation cantrip

Sorcerer

Cleric

As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell?s range. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell?s range.
0 0
The hand can?t attack, activate magic items, or carry more than 10 pounds. The hand can?t attack, activate magic items, or carry more than 10 pounds.
0 0
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
0 0
Image. If you create an image of an object?such as a chair, muddy footprints, or a small chest?it must be no larger than a 5-foot Cube. The image can?t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it. Image. If you create an image of an object?such as a chair, muddy footprints, or a small chest?it must be no larger than a 5-foot Cube. The image can?t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
0 0
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Magic Missile

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

Cleric 1st level Evocation

1 1