Cantrips |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Toll The Dead
|
+6 |
1 Action |
60 |
Instantaneous |
1d8 (1d12) |
V S |
|
| | Notes: | The target must succeed on a Wisdom saving throw. If the target is missing any of its hit points, it takes 1d12 necrotic damage. |
|
Guidance
|
+6 |
1 Action |
Touch |
Concentration |
|
V S |
|
| | Notes: | 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. |
|
Thaumaturgy
|
+6 |
1 Action |
30 |
1 Min |
|
V |
|
| | Notes: | You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range. • Your voice booms up to three times as loud as normal for 1 minute. • You cause flames to flicker, brighten, dim, or change color for 1 minute. • You cause harmless tremors in the ground for 1 minute. • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. • You instantaneously cause an unlocked door or window to fly open or slam shut. • You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. |
|
Resistance
|
+6 |
1 Action |
Touch |
Concentration, 1 Min |
|
V S M (Small Cloth) |
5 |
| | Notes: | Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends. |
|
Druidcraft (Fairy - free)
|
+6 |
1 Action |
30 |
Instant |
|
V S |
|
| | Notes: | You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire. |
|
Channel Divinity: Order's Demand
|
+6 |
1 Action |
30 ft |
Instant |
|
|
1 per SR |
| | Notes: | As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw. |
|
Voice of Authority
|
+6 |
Always Active |
|
|
|
|
|
| | Notes: | Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. |
|
Faerie Fire
|
|
|
60ft |
1 Min, Concentration |
|
V |
1 Per LR |
| | Notes: | Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. |
|
Turn Undead (Domain)
|
|
1 Action |
30ft |
1 Min |
|
V S |
1 Per SR |
| | Notes: | a 2nd-level Cleric Channel Divinity feature that uses an action to force undead within 30 feet to make a Wisdom saving throw. On failure, they are turned for 1 minute, forcing them to flee and preventing them from taking actions, attacking, or moving closer |
Level 1 Spells 4 slots |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Toll The Dead
|
+6 |
1 Action |
60 |
Instantaneous |
1d8 (1d12) + |
V S |
|
| | Notes: | The target must succeed on a Wisdom saving throw. If the target is missing any of its hit points, it takes 1d12 necrotic damage. |
|
Command (Domain)
|
+6 |
1 Action |
60 |
1 round |
|
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. |
|
| | Notes: | You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. |
|
Heroism (Domain)
|
+6 |
1 Action |
Touch |
|
|
V S |
|
| | Notes: | 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 one additional creature for each slot level above 1st. |
|
Bless
|
+6 |
|
30 |
Concentration,1 min |
|
V S M (Holy water spritz) |
|
| | Notes: | You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. |
|
Healing Word
|
+6 |
1 Bonus Action |
60 |
|
1d4+4 |
V |
|
| | Notes: | 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. |
|
Sanctuary
|
+6 |
1 bonus action |
30 ft |
1 min |
|
V S M |
3 |
| | Notes: | 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. |
|
Prot. from Evil & Good
|
+6 |
1 Action |
Touch |
10 Min, Concentration |
|
V S M |
30 |
| | Notes: | 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. |
|
Cure Wounds
|
+6 |
1 Action |
Touch |
Instant |
1d8+Wis (Healing) |
V S |
|
| | Notes: | A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st. |
|
Bane
|
+6 |
1 action |
30 |
1 Min, Concentration |
|
V S M |
|
| | Notes: | Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. |
Level 2 Spells 3 slots |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Toll The Dead
|
+6 |
1 Action |
60 |
Instantaneous |
1d8 (1d12) + |
V S |
|
| | Notes: | The target must succeed on a Wisdom saving throw. If the target is missing any of its hit points, it takes 1d12 necrotic damage. |
|
Hold Person (Domain)
|
+6 |
1 Action |
60 |
1 min, Concentration |
|
V S M |
10 |
| | Notes: | Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. Component: Iron |
|
Zone of Truth (Domain)
|
+6 |
1 Action |
60 |
10 Min |
|
V S |
|
| | Notes: | create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. |
|
Blindness/Deafness
|
+6 |
1 Action |
30 |
1 min |
|
V |
|
| | Notes: | You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. |
|
Lesser Restoration
|
|
1 Action |
Touch |
Instant |
|
V S |
|
| | Notes: | You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. |