DnD 5e Cleric Spells

Spell Name
Spell Level
Casting Time
Range
Duration
School
Guidance
Cantrip
1 Action
Touch
Up To 1 Minute
Divination

Casting Time

1 Action,

Range

Touch

Duration

Up To 1 Minute

School

Divination

Components

  • V
  • S

Spell Description

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.

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Light
Cantrip
1 Action
Touch
1 hour
Evocation

Casting Time

1 Action,

Range

Touch

Duration

1 hour

School

Evocation

Components

  • V
  • M

Materials Required

A Firefly Or Phosphorescent Moss

Spell Description

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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Mending
Cantrip
1 Minute
Touch
Instantaneous
Transmutation

Casting Time

1 Minute,

Range

Touch

Duration

Instantaneous

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

Two Lodestones

Spell Description

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

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Resistance
Cantrip
1 Action
Touch
Up To 1 Minute
Abjuration

Casting Time

1 Action,

Range

Touch

Duration

Up To 1 Minute

School

Abjuration

Components

  • V
  • S
  • M

Materials Required

A Miniature Cloak

Spell Description

You touch one willing creature. 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.

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Sacred Flame
Cantrip
1 Action
60 Feet
Instantaneous
Evocation

Casting Time

1 Action,

Range

60 Feet

Duration

Instantaneous

School

Evocation

Class

Components

  • V
  • S

Spell Description

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).

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Spare the Dying
Cantrip
1 Action
Touch
Instantaneous
Necromancy

Casting Time

1 Action,

Range

Touch

Duration

Instantaneous

School

Necromancy

Components

  • V
  • S

Spell Description

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

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Thaumaturgy
Cantrip
1 Action
30 Feet
Up to 1 minute
Transmutation

Casting Time

1 Action,

Range

30 Feet

Duration

Up to 1 minute

School

Transmutation

Class

Components

  • V

Spell Description

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.

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Cure Wounds
1st-level
1 Action
Touch
Instantaneous
Evocation

Casting Time

1 Action,

Range

Touch

Duration

Instantaneous

School

Evocation

Components

  • V
  • S

Spell Description

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.

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Shield
1st-level
1 Reaction*
Self
1 Round
Abjuration

Casting Time

1 Reaction, Which You Take When You Are Hit By An Attack Or Targeted By The Magic Missile Spell

Range

Self

Duration

1 Round

School

Abjuration

Components

  • V
  • S

Spell Description

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

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Sanctuary
1st-level
1 Bonus Action
30 Feet
1 minute
Abjuration

Casting Time

1 Bonus Action,

Range

30 Feet

Duration

1 minute

School

Abjuration

Components

  • V
  • S
  • M

Materials Required

A Small Silver Mirror

Spell Description

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, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

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Purify Food and Drink
1st-level
1 Action
10 Feet
Instantaneous
Transmutation

Casting Time

1 Action,

Range

10 Feet

Duration

Instantaneous

School

Transmutation

Components

  • V
  • S

Spell Description

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.

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Protection from Evil and Good
1st-level
1 Action
Touch
Concentration up to 10 minutes
Abjuration

Casting Time

1 Action,

Range

Touch

Duration

Concentration up to 10 minutes

School

Abjuration

Components

  • V
  • S
  • M

Materials Required

Holy Water Or Powdered Silver And Iron, Which The Spell Consumes

Spell Description

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.

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Inflict Wounds
1st-level
1 Action
Touch
Instantaneous
Necromancy

Casting Time

1 Action,

Range

Touch

Duration

Instantaneous

School

Necromancy

Class

Components

  • V
  • S

Spell Description

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.

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Healing Word
1st-level
1 Bonus Action
60 Feet
Instantaneous
Evocation

Casting Time

1 Bonus Action,

Range

60 Feet

Duration

Instantaneous

School

Evocation

Class

Components

  • V

Spell Description

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.

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Guiding Bolt
1st-level
1 Action
120 Feet
1 round
Evocation

Casting Time

1 Action,

Range

120 Feet

Duration

1 round

School

Evocation

Class

Components

  • V
  • S

Spell Description

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.

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Detect Poison and Disease
1st-level
1 Action
Self
Up To 10 Minutes
Divination

Casting Time

1 Action,

Range

Self

Duration

Up To 10 Minutes

School

Divination

Components

  • V
  • S
  • M

Materials Required

A Yew Leaf

Spell Description

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 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.

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Detect Magic
1st-level
1 Action
Self
Up To 10 Minutes
Divination

Casting Time

1 Action,

Range

Self

Duration

Up To 10 Minutes

School

Divination

Components

  • V
  • S

Spell Description

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

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.

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Detect Evil and Good
1st-level
1 Action
Self
Up To 10 Minutes
Divination

Casting Time

1 Action,

Range

Self

Duration

Up To 10 Minutes

School

Divination

Class

Components

  • V
  • S

Spell Description

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 or 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.

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Create or Destroy Water
1st-level
1 Action
30 Feet
Instantaneous
Transmutation

Casting Time

1 Action,

Range

30 Feet

Duration

Instantaneous

School

Transmutation

Class

Components

  • V
  • S
  • M

Materials Required

A Drop Of Water If Creating Water Or A Few Grains Of Sand If Destroying It

Spell Description

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.

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Command
1st-level
1 Action
60 Feet
1 round
Enchantment

Casting Time

1 Action,

Range

60 Feet

Duration

1 round

School

Enchantment

Class

Components

  • V

Spell Description

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.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

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.

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Bless
1st-level
1 Action
30 Feet
Up To 1 Minute
Enchantment

Casting Time

1 Action,

Range

30 Feet

Duration

Up To 1 Minute

School

Enchantment

Class

Components

  • V
  • S
  • M

Materials Required

A Sprinkling Of Holy Water

Spell Description

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.

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Bane
1st-level
1 Action
30 Feet
Up To 1 Minute
Enchantment

Casting Time

1 Action,

Range

30 Feet

Duration

Up To 1 Minute

School

Enchantment

Class

Components

  • V
  • S
  • M

Materials Required

A Drop Of Blood

Spell Description

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.

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.

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Enhance Ability
2nd-level
1 Action
Touch
Up To 1 Hour.
Transmutation

Casting Time

1 Action,

Range

Touch

Duration

Up To 1 Hour.

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

Fur Or A Feather From A Beast

Spell Description

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.

Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.

Eagle’s Splendor. The target has advantage on Charisma checks.

Fox’s Cunning. The target has advantage on Intelligence checks.

Owl’s Wisdom. The target has advantage on Wisdom checks.

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.

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Gentle Repose
2nd-level
1 Action
Touch
10 days
Necromancy

Casting Time

1 Action,

Range

Touch

Duration

10 days

School

Necromancy

Class

Components

  • V
  • S
  • M

Materials Required

A Pinch Of Salt And One Copper Piece Placed On Each Of The Corpse’S Eyes, Which Must Remain There For The Duration

Spell Description

You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.

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Find Traps
2nd-level
1 Action
120 Feet
Instantaneous
Divination

Casting Time

1 Action,

Range

120 Feet

Duration

Instantaneous

School

Divination

Components

  • V
  • S

Spell Description

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

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Lesser Restoration
2nd-level
1 Action
Touch
Instantaneous
Abjuration

Casting Time

1 Action,

Range

Touch

Duration

Instantaneous

School

Abjuration

Components

  • V
  • S

Spell Description

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

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Locate Object
2nd-level
1 Action
Self
Up To 10 Minutes
Divination

Casting Time

1 Action,

Range

Self

Duration

Up To 10 Minutes

School

Divination

Components

  • V
  • S
  • M

Materials Required

A Forked Twig

Spell Description

Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close–within 30 feet–at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

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Hold Person
2nd-level
1 Action
60 Feet
Up To 1 Minute
Enchantment

Casting Time

1 Action,

Range

60 Feet

Duration

Up To 1 Minute

School

Enchantment

Components

  • V
  • S
  • M

Materials Required

A Small, Straight Piece Of Iron

Spell Description

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 one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

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Protection from Poison
2nd-level
1 Action
Touch
1 hour
Abjuration

Casting Time

1 Action,

Range

Touch

Duration

1 hour

School

Abjuration

Components

  • V
  • S

Spell Description

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

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Prayer of Healing
2nd-level
10 Minutes
30 Feet
Instantaneous
Evocation

Casting Time

10 Minutes,

Range

30 Feet

Duration

Instantaneous

School

Evocation

Class

Components

  • V

Spell Description

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

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Silence
2nd-level
1 Action
120 Feet
Up To 10 Minutes
Illusion

Casting Time

1 Action,

Range

120 Feet

Duration

Up To 10 Minutes

School

Illusion

Components

  • V
  • S

Spell Description

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

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Zone of Truth
2nd-level
1 Action
60 Feet
10 minutes
Enchantment

Casting Time

1 Action,

Range

60 Feet

Duration

10 minutes

School

Enchantment

Components

  • V
  • S

Spell Description

You 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.

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Warding Bond
2nd-level
1 Action
Touch
1 hour
Abjuration

Casting Time

1 Action,

Range

Touch

Duration

1 hour

School

Abjuration

Class

Components

  • V
  • S
  • M

Materials Required

A Pair Of Platinum Rings Worth At Least 50 Gp Each, Which You And The Target Must W Ear For The Duration

Spell Description

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

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Spiritual Weapon
2nd-level
1 Bonus Action
60 Feet
1 minute
Evocation

Casting Time

1 Bonus Action,

Range

60 Feet

Duration

1 minute

School

Evocation

Class

Components

  • V
  • S

Spell Description

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

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Continual Flame
2nd-level
1 Action
Touch
Until dispelled
Evocation

Casting Time

1 Action,

Range

Touch

Duration

Until dispelled

School

Evocation

Components

  • V
  • S
  • M

Materials Required

Ruby Dust Worth 50 Gp, Which The Spell Consumes

Spell Description

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

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Calm Emotions
2nd-level
1 Action
60 Feet
Up To 1 Minute
Enchantment

Casting Time

1 Action,

Range

60 Feet

Duration

Up To 1 Minute

School

Enchantment

Class

Components

  • V
  • S

Spell Description

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

#BBD0E0
»

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Blindness/Deafness
2nd-level
1 Action
30 Feet
1 minute
Necromancy

Casting Time

1 Action,

Range

30 Feet

Duration

1 minute

School

Necromancy

Components

  • V

Spell Description

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.

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Augury
2nd-level
1 Minute
Self
Instantaneous
Divination

Casting Time

1 Minute,

Range

Self

Duration

Instantaneous

School

Divination

Class

Components

  • V
  • S
  • M

Materials Required

Specially Marked Sticks, Bones, Or Similar Tokens W Orth At Least 25 Gp

Spell Description

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren’t especially good or bad

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

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Aid
2nd-level
1 Action
30 Feet
8 hours
Abjuration

Casting Time

1 Action,

Range

30 Feet

Duration

8 hours

School

Abjuration

Components

  • V
  • S
  • M

Materials Required

A Tiny Strip Of White Cloth

Spell Description

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

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Feign Death
3rd-level
1 Action
Touch
1 hour
Necromancy

Casting Time

1 Action,

Range

Touch

Duration

1 hour

School

Necromancy

Components

  • V
  • S
  • M

Materials Required

A Pinch Of Graveyard Dirt

Spell Description

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.

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Beacon of Hope
3rd-level
1 Action
30 Feet
Up To 1 Minute
Abjuration

Casting Time

1 Action,

Range

30 Feet

Duration

Up To 1 Minute

School

Abjuration

Class

Components

  • V
  • S

Spell Description

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

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Bestow Curse
3rd-level
1 Action
Touch
Up To 1 Minute
Necromancy

Casting Time

1 Action,

Range

Touch

Duration

Up To 1 Minute

School

Necromancy

Components

  • V
  • S

Spell Description

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

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Daylight
3rd-level
1 Action
60 Feet
1 hour
Evocation

Casting Time

1 Action,

Range

60 Feet

Duration

1 hour

School

Evocation

Components

  • V
  • S

Spell Description

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

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Create Food and Water
3rd-level
1 Action
30 Feet
Instantaneous
Conjuration

Casting Time

1 Action,

Range

30 Feet

Duration

Instantaneous

School

Conjuration

Class

Components

  • V
  • S

Spell Description

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.

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Clairvoyance
3rd-level
10 Minutes
1 Mile
Up To 10 Minutes
Divination

Casting Time

10 Minutes,

Range

1 Mile

Duration

Up To 10 Minutes

School

Divination

Components

  • V
  • S
  • M

Materials Required

A Focus Worth At Least 100 Gp, Either A Jeweled Horn For Hearing Or A Glass Eye For Seeing

Spell Description

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

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Dispel Magic
3rd-level
1 Action
120 Feet
Instantaneous
Abjuration

Casting Time

1 Action,

Range

120 Feet

Duration

Instantaneous

School

Abjuration

Components

  • V
  • S

Spell Description

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

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Water Walk
3rd-level
1 Action
30 Feet
1 hour
Transmutation

Casting Time

1 Action,

Range

30 Feet

Duration

1 hour

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Piece Of Cork

Spell Description

This spell grants the ability to move across any liquid surface–such as water, acid, mud, snow, quicksand, or lava–as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

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Tongues
3rd-level
1 Action
Touch
1 hour
Divination

Casting Time

1 Action,

Range

Touch

Duration

1 hour

School

Divination

Components

  • V
  • M

Materials Required

A Small Clay Model Of A Ziggurat

Spell Description

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

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Spirit Guardians
3rd-level
1 Action
Sel F (15-Foot Radius
Up To 10 Minutes
Conjuration

Casting Time

1 Action,

Range

Sel F (15-Foot Radius

Duration

Up To 10 Minutes

School

Conjuration

Class

Components

  • V
  • S
  • M

Materials Required

A Holy Symbol

Spell Description

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

At Higher 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.

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Speak with Dead
3rd-level
1 Action
10 Feet
10 minutes
Necromancy

Casting Time

1 Action,

Range

10 Feet

Duration

10 minutes

School

Necromancy

Class

Components

  • V
  • S
  • M

Materials Required

Burning Incense

Spell Description

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

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