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dd5:spells1_cleric

Cleric Spells: Level 1

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Name Cast Time Range Duration Descrip
Bane 1 action 30' Conc, up to 1 min 3 Creatures make CHA saving throw, on fail, subtract 1d4 from next save or attack
Bless 1 action 30' Conc, up to 1 min 3 Creatures add 1d4 to their next attack or save roll
Command 1 action 60' 1 round If fail WIS save, must follow command on next turn (can't ask to kill self etc)
Create or Destroy Water 1 action 30' Instant Create 45 lbs of food and 30gal water, to feed up to 15 humanoids
Cure Wounds 1 action Touch Instant Heal 1d8 + spellcasting modifier. (+1d8 per spell slot above 1st)
Detect Good and Evil 1 action Self Conc, up to 10 min Identifies: aberrations, celestials, elementals, fey, fiends, undead, consecrated or desecrated object or location w/in 30' of you including where
Detect Magic 1 action Self Conc, up to 10 min Identifies: magic w/in 30' of you, see faint aura, know the school
Detect Poison and Disease 1 action Self Conc, up to 10 min Identifies: poisons, poisonous creatures, and diseases w/in 30' of you. You will know the type of poison or name of disease
Guiding Bolt 1 action 120' 1 round Ranged spell attack deals 4d6 radiant damage, grants advantage to the next attack against the target. (+1d6 per spell slot above 1st)
Healing Word 1 bonus action 60' Instant 1d4 + spellcasting ability mod hit points returned (+1d4 per spell slot above 1st)
Inflict Wounds 1 action Touch Instant Melee spell attack deals 3d10 necrotic damage (+1d10 per spell slot above 1st)
Protection From Good and Evil 1 action Touch Conc, up to 10 min Target is protected from Aberrations, celestials, elementals, fey, fiends, undead. Those creatures have disadvantage, target can't be charmed/scared/possessed by them
Purify Food and Drink 1 action 10' Instant All food/drink w/in a 5' radius centered on a point of choice w/in range is purified
Sanctuary 1 bonus action 30' 1 min 1 Target is protected, successful WIS check required to target the Target (w/attk or spell, no affect on AOE), on fail must leave or choose new target. If target takes any hostile action, spell ends.
Shield of Faith 1 bonus action 60' Conc, up to 10 min Target gains +2 AC for the duration

Bane

  • School: Enchantment
  • Casting Time: 1 action
  • Range: 30'
  • Components: V, S, M (a drop of blood)
  • Duration: Concentration, up to 1 minute

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 1d4 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.

Bless

  • School: Enchantment
  • Casting Time: 1 action
  • Range: 30'
  • Components: V, S, M (a sprinkling of holy water)
  • Duration: Concentration, up to 1 min

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 1d4 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.

Command

  • School: Enchantment
  • Casting Time: 1 action
  • Range: 60'
  • Components: V
  • Duration: 1 round

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 DM 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' of you.

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

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

Grovel. The target falls prone and then ends it s 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' of each other when you target them.

Create or Destroy Water

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 30'
  • Components: V, S
  • Duration: Instantaneous

You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, water falls as rain in a 30' 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' 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', for each slot level above 1st.

Cure Wounds

  • School: Evocation
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

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.

Detect Evil and Good

  • School: Divination
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30' of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30' of you that has been magically consecrated or desecrated.

This spell can penetrate most barriers, but it is blocked by 1' of stone, 1“ of common metal, a thin sheet of lead, or 3' of wood or dirt.

Detect Magic

  • School: Divination (ritual)
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 min

For the duration, you sense the presence of magic within 30' 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' of stone, 1” of common metal, a thin sheet of lead, or 3' of wood or dirt.

Detect Poison and Disease

  • School: Divination (ritual)
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a yew leaf)
  • Duration: Concentration, up to 10 min

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 diseases in each case.

The spell can penetrate most barriers, but it is blocked by 1' of stone, 1“ of common metal, a thin sheet of lead, or 3' of wood or dirt.

Guiding Bolt

  • School: Evocation
  • Casting Time: 1 action
  • Range: 120'
  • Components: V, S
  • Duration: 1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glitter 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.

Healing Word

  • School: Evocation
  • Casting Time: 1 bonus action
  • Range: 60'
  • Components: V
  • Duration: Instantaneous

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.

Inflict Wounds

  • School: Necromancy
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

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.

Protection From Good and Evil

  • School: Abjuration
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
  • Duration: Concentration, up to 10 min

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.

Purify Food and Drink

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 10'
  • Components: V, S
  • Duration: Instantaneous

All non-magical food and drink within a 5' radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Sanctuary

  • School: Abjuration
  • Casting Time: 1 bonus action
  • Range: 30'
  • Components: V, S, M (a small silver mirror)
  • Duration: 1 minute

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Shield of Faith

  • School: Abjuration
  • Casting Time: 1 bonus action
  • Range: 60'
  • Components: V, S, M (a small parchment with a bit of holy text written on it)
  • Duration: Concentration, up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

dd5/spells1_cleric.txt · Last modified: 2016/11/19 21:20 by tara