Cleric Spell List: 0 Level (Cantrips) 4th Level
Cleric Spell List: 0 Level (Cantrips) 4th Level
Cleric Spell List: 0 Level (Cantrips) 4th Level
You call forth spirits to protect you. They flit around you to a FREEDOM OF MOVEMENT
distance of 15 feet for the duration. If you are good or neutral,
4th-level abjuration
their spectral form appears angelic or fey (your choice). If you
are evil, they appear fiendish. Casting Time: 1 action
When you cast this spell, you can designate any number of Range: Touch
creatures you can see to be unaffected by it. An affected Components: V, S, M (a leather strap, bound around the arm or
creature’s speed is halved in the area, and when the creature a similar appendage)
enters the area for the first time on a turn or starts its turn there, Duration: 1 hour
it must make a Wisdom saving throw. On a failed save, the
You touch a willing creature. For the duration, the target’s
creature takes 3d8 radiant damage (if you are good or neutral) or
movement is unaffected by difficult terrain, and spells and other
3d8 necrotic damage (if you are evil). On a successful save, the
magical effects can neither reduce the target’s speed nor cause
creature takes half as much damage.
the target to be paralyzed or restrained.
At Higher Levels. When you cast this spell using a spell slot
The target can also spend 5 feet of movement to
of 4th level or higher, the damage increases by 1d8 for each slot
automatically escape from nonmagical restraints, such as
level above 3rd.
manacles or a creature that has it grappled. Finally, being
underwater imposes no penalties on the target’s movement or
attacks.
GUARDIAN OF FAITH If you cast the spell two or more times before finishing your
4th-level conjuration next long rest, there is a cumulative 25 percent chance for each
casting after the first that you get no answer. The DM makes this
Casting Time: 1 action roll in secret.
Range: 30 feet
Components: V
FLAME STRIKE
Duration: 8 hours
5th-level evocation
A Large spectral guardian appears and hovers for the duration in
Casting Time: 1 action
an unoccupied space of your choice that you can see within
Range: 60 feet
range. The guardian occupies that space and is indistinct except
Components: V, S, M (pinch of sulfur)
for a gleaming sword and shield emblazoned with the symbol of
Duration: Instantaneous
your deity.
Any creature hostile to you that moves to a space within 10 A vertical column of divine fire roars down from the heavens in
feet of the guardian for the first time on a turn must succeed on a a location you specify. Each creature in a 10-foot-radius, 40-
Dexterity saving throw. The creature takes 20 radiant damage on foot-high cylinder centered on a point within range must make a
a failed save, or half as much damage on a successful one. The Dexterity saving throw. A creature takes 4d6 fire damage and
guardian vanishes when it has dealt a total of 60 damage. 4d6 radiant damage on a failed save, or half as much damage on
a successful one.
LOCATE CREATURE At Higher Levels. When you cast this spell using a spell slot
4th-level divination of 6th level or higher, the fire damage or the radiant damage
(your choice) increases by 1d6 for each slot level above 5th.
Casting Time: 1 action
Range: Self
GREATER RESTORATION
Components: V, S, M (a bit of fur from a bloodhound)
5th-level abjuration
Duration: Concentration, up to 1 hour
Casting Time: 1 action
Describe or name a creature that is familiar to you. You sense
Range: Touch
the direction to the creature’s location, as long as that creature is
Components: V, S, M (diamond dust worth at least 100gp,
within 1,000 feet of you. If the creature is moving, you know the
which the spell consumes)
direction of its movement.
Duration: Instantaneous
The spell can locate a specific creature known to you, or the
nearest creature of a specific kind (such as a human or a You imbue a creature you touch with positive energy to undo a
unicorn), so long as you have seen such a creature up close— debilitating effect. You can reduce the target’s exhaustion level
within 30 feet—at least once. If the creature you described or by one, or end one of the following effects on the target:
named is in a different form, such as being under the effects of a One effect that charmed or petrified the target
polymorph spell, this spell doesn’t locate the creature. One curse, including the target’s attunement to a cursed
This spell can’t locate a creature if running water at least 10 magic item
feet wide blocks a direct path between you and the creature. Any reduction to one of the target’s ability scores
One effect reducing the target’s hit point maximum
Cleric Spells: 5th Level
MASS CURE WOUNDS
COMMUNE 5th-level conjuration
5th-level divination (ritual) Casting Time: 1 action
Casting Time: 1 minute Range: 60 feet
Range: Self Components: V, S
Components: V, S, M (incense and a vial of holy or unholy Duration: Instantaneous
water) A wave of healing energy washes out from a point of your
Duration: 1 minute choice within range. Choose up to six creatures in a 30-foot-
You contact your deity or a divine proxy and ask up to three radius sphere centered on that point. Each target regains hit
questions that can be answered with a yes or no. You must ask points equal to 3d8 + your spellcasting ability modifier. This
your questions before the spell ends. You receive a correct spell has no effect on undead or constructs.
answer for each question. At Higher Levels. When you cast this spell using a spell slot
Divine beings aren’t necessarily omniscient, so you might of 6th level or higher, the healing increases by 1d8 for each slot
receive “unclear” as an answer if a question pertains to level above 5th.
information that lies beyond the deity’s knowledge. In a case
where a one-word answer could be misleading or contrary to the
deity’s interests, the DM might offer a short phrase as an answer
instead.
RAISE DEAD FIND THE PATH
5th-level necromancy 6th-level divination
Casting Time: 1 hour Casting Time: 1 minute
Range: Touch Range: Self
Components: V, S, M (a diamond worth at least 500gp, which Components: V, S, M (a set of divinatory tools—such as bones,
the spell consumes) ivory sticks, cards, teeth, or carved runes—worth 100gp and an
Duration: Instantaneous object from the location you wish to find)
Duration: Concentration, up to 1 day
You return a dead creature you touch to life, provided that it has
been dead no longer than 10 days. If the creature’s soul is both This spell allows you to find the shortest, most direct physical
willing and at liberty to rejoin the body, the creature returns to route to a specific fixed location that you are familiar with on the
life with 1 hit point. same plane of existence. If you name a destination on another
This spell also neutralizes any poisons and cures nonmagical plane of existence, a destination that moves (such as a mobile
diseases that affected the creature at the time it died. This spell fortress), or a destination that isn’t specific (such as “a green
doesn’t, however, remove magical diseases, curses, or similar dragon’s lair”), the spell fails.
effects; if these aren’t first removed prior to casting the spell, For the duration, as long as you are on the same plane of
they take effect when the creature returns to life. The spell can’t existence as the destination, you know how far it is and in what
return an undead creature to life. direction it lies. While you are traveling there, whenever you are
This spell closes all mortal wounds, but it doesn’t restore presented with a choice of paths along the way, you
missing body parts. If the creature is lacking body parts or automatically determine which path is the shortest and most
organs integral for its survival—its head, for instance—the spell direct route (but not necessarily the safest route) to the
automatically fails. destination.
Coming back from the dead is an ordeal. The target takes a -4
penalty to all attack rolls, saving throws, and ability checks. HARM
Every time the target finishes a long rest, the penalty is reduced 6th-level necromancy
by 1 until it disappears.
Casting Time: 1 action
Range: 60 feet
Cleric Spells: 6th Level Components: V, S
Duration: Instantaneous
BLADE BARRIER
You unleash a virulent disease on a creature that you can see
6th-level evocation
within range. The target must make a Constitution saving throw.
Casting Time: 1 action On a failed save, it takes 14d6 necrotic damage, or half as much
Range: 90 feet damage on a successful save. The damage can’t reduce the
Components: V, S target’s hit points below 1. If the target fails the saving throw, its
Duration: Concentration, up to 10 minutes hit point maximum is reduced for 1 hour by an amount equal to
the necrotic damage it took. Any effect that removes a disease
You create a vertical wall of whirling, razor-sharp blades made
allows a creature’s hit point maximum to return to normal before
of magical energy. The wall appears within range and lasts for
that time passes.
the duration. You can make a straight wall up to 100 feet long,
20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in
diameter, 20 feet high, and 5 feet thick. The wall provides three- HEAL
quarters cover to creatures behind it, and its space is difficult 6th-level evocation
terrain. Casting Time: 1 action
When a creature enters the wall’s area for the first time on a Range: 60 feet
turn or starts its turn there, the creature must make a Dexterity Components: V, S
saving throw. On a failed save, the creature takes 6d10 slashing Duration: Instantaneous
damage. On a successful save, the creature takes half as much
damage. Choose a creature that you can see within range. A surge of
positive energy washes through the creature, causing it to regain
70 hit points. This spell also ends blindness, deafness, and any
diseases affecting the target. This spell has no effect on
constructs or undead.
At Higher Levels. When you cast this spell using a spell slot
of 7th level or higher, the amount of healing increases by 10 for
each slot level above 6th.
HEROES’ FEAST When the spell ends, you immediately return to the plane you
6th-level conjuration originated from in the spot you currently occupy. If you occupy
the same spot as a solid object or creature when this happens,
Casting Time: 10 minutes you are immediately shunted to the nearest unoccupied space
Range: 30 feet that you can occupy and take force damage equal to twice the
Components: V, S , M (a gem-encrusted bowl worth at least number of feet you are moved.
1,000gp, which the spell consumes) This spell has no effect if you cast it while you are on the
Duration: Instantaneous Ethereal Plane or a plane that doesn’t border it, such as one of
You bring forth a great feast, including magnificent food and the Outer Planes.
drink. The feast takes 1 hour to consume and disappears at the At Higher Levels. When you cast this spell using a spell slot
end of that time, and the beneficial effects don’t set in until this of 8th level or higher, you can target up to three willing creatures
hour is over. Up to twelve other creatures can partake of the (including you) for each slot level above 7th. The creatures must
feast. be within 10 feet of you when you cast the spell.
A creature that partakes of the feast gains several benefits.
The creature is cured of all diseases and poison, becomes FIRE STORM
immune to poison and being frightened, and makes all Wisdom 7th-level evocation
saving throws with advantage. Its hit point maximum also
Casting Time: 1 action
increases by 2d10, and it gains the same number of hit points.
Range: 150 feet
These benefits last for 24 hours.
Components: V, S
Duration: Instantaneous
TRUE SEEING
6th-level divination A storm made up of sheets of roaring flame appears in a location
you choose within range. The area of the storm consists of up to
Casting Time: 1 action ten 10-foot cubes, which you can arrange as you wish. Each
Range: Touch cube must have at least one face adjacent to the face of another
Components: V, S, M (an ointment for the eyes that costs 25gp; cube. Each creature in the area must make a Dexterity saving
is made from mushroom powder, saffron, and fat; and is throw. It takes 7d10 fire damage on a failed save, or half as
consumed by the spell) much damage on a successful one.
Duration: 1 hour The fire damages objects in the area and ignites flammable
This spell gives the willing creature you touch the ability to see objects that aren’t being worn or carried. If you choose, plant life
things as they actually are. For the duration, the creature has in the area is unaffected by this spell.
truesight, notices secret doors hidden by magic, and can see into
the Ethereal Plane, all out to a range of 120 feet. REGENERATE
7th-level transmutation
Cleric Spells: 7th Level Casting Time: 1 minute
Range: Touch
ETHEREALNESS Components: V, S, M (a prayer wheel and holy water)
7th-level transmutation Duration: 1 hour
Casting Time: 1 action You touch a creature and stimulate its natural healing ability.
Range: Self The target regains 4d8 + 15 hit points. For the duration of the
Components: V, S spell, the target regains 1 hit point at the start of each of its turns
Duration: Up to 8 hours (10 hit points each minute).
The target’s severed body members (fingers, legs, tails, and
You step into the border regions of the Ethereal Plane, in the so on), if any, are restored after 2 minutes. If you have the
area where it overlaps with your current plane. You remain in severed part and hold it to the stump, the spell instantaneously
the Border Ethereal for the duration or until you use your action causes the limb to knit to the stump.
to dismiss the spell. During this time, you can move in any
direction. If you move up or down, every foot of movement
costs an extra foot. You can see and hear the plane you
RESURRECTION
7th-level necromancy
originated from, but everything there looks gray, and you can’t
see anything more than 60 feet away. Casting Time: 1 hour
While on the Ethereal Plane, you can only affect and be Range: Touch
affected by other creatures on that plane. Creatures that aren’t on Components: V, S, M (a diamond worth at least 1,000gp, which
the Ethereal Plane can’t perceive you and can’t interact with the spell consumes)
you, unless a special ability or magic has given them the ability Duration: Instantaneous
to do so.
You touch a dead creature that has been dead for no more than a
You ignore all objects and effects that aren’t on the Ethereal
century, that didn’t die of old age, and that isn’t undead. If its
Plane, allowing you to move through objects you perceive on the
soul is free and willing, the target returns to life with all its hit
plane you originated from.
points.
This spell neutralizes any poisons and cures normal diseases Magical Travel. Teleportation and planar travel fail to work
afflicting the creature when it died. It doesn’t, however, remove in the sphere, whether the sphere is the destination or the
magical diseases, curses, and the like; if such effects aren’t departure point for such magical travel. A portal to another
removed prior to casting the spell, they afflict the target on its location, world, or plane of existence, as well as an opening to
return to life. an extradimensional space such as that created by the rope trick
This spell closes all mortal wounds and restores any missing spell, temporarily closes while in the sphere.
body parts. Creatures and Objects. A creature or object summoned or
Coming back from the dead is an ordeal. The target takes a -4 created by magic temporarily winks out of existence in the
penalty to all attack rolls, saving throws, and ability checks. sphere. Such a creature instantly reappears once the space the
Every time the target finishes a long rest, the penalty is reduced creature occupied is no longer within the sphere.
by 1 until it disappears. Dispel Magic. Spells and magical effects such as dispel magic
Casting this spell to restore life to a creature that has been have no effect on the sphere. Likewise, the spheres created by
dead for one year or longer taxes you greatly. Until you finish a different antimagic field spells don’t nullify each other.
long rest, you can’t cast spells again, and you have disadvantage
on all attack rolls, ability checks, and saving throws. EARTHQUAKE
8th-level evocation
Cleric Spells: 8th Level Casting Time: 1 action
Range: 500 feet
ANTIMAGIC FIELD Components: V, S, M (a pinch of dirt, a piece of rock, and a
8th-level abjuration lump of clay)
Duration: Concentration, up to 1 minute
Casting Time: 1 action
Range: Self (10-foot-radius sphere) You create a seismic disturbance at a point on the ground that
Components: V, S, M (a pinch of powdered iron or iron filings) you can see within range. For the duration, an intense tremor rips
Duration: Concentration, up to 1 hour through the ground in a 100-foot-radius circle centered on that
point and shakes creatures and structures in contact with the
A 10-foot-radius invisible sphere of antimagic surrounds you.
ground in that area.
This area is divorced from the magical energy that suffuses the
The ground in the area becomes difficult terrain. Each
multiverse. Within the sphere, spells can’t be cast, summoned
creature on the ground that is concentrating must make a
creatures disappear, and even magic items become mundane.
Constitution saving throw. On a failed save, the creature’s
Until the spell ends, the sphere moves with you, centered on
concentration is broken.
you.
When you cast this spell and at the end of each turn you
Spells and other magical effects, except those created by an
spend concentrating on it, each creature on the ground in the
artifact or a deity, are suppressed in the sphere and can’t
area must make a Dexterity saving throw. On a failed save, the
protrude into it. A slot expended to cast a suppressed spell is
creature is knocked prone.
consumed. While an effect is suppressed, it doesn’t function, but
This spell can have additional effects depending on the terrain
the time it spends suppressed counts against its duration.
in the area, as determined by the DM.
Targeted Effects. Spells and other magical effects, such as
Fissures. Fissures open throughout the spell’s area at the start
magic missile and charm person, that target a creature or an
of your next turn after you cast the spell. A total of 1d6 such
object in the sphere have no effect on that target.
fissures open in locations chosen by the DM. Each is 1d10 × 10
Areas of Magic. The area of another spell or magical effect,
feet deep, 10 feet wide, and extends from one edge of the spell’s
such as fireball, can’t extend into the sphere. If the sphere
area to the opposite side. A creature standing on a spot where a
overlaps an area of magic, the part of the area that is covered by
fissure opens must succeed on a Dexterity saving throw or fall
the sphere is suppressed. For example, the flames created by a
in. A creature that successfully saves moves with the fissure’s
wall of fire are suppressed within the sphere, creating a gap in
edge as it opens.
the wall if the overlap is large enough.
A fissure that opens beneath a structure causes it to
Spells. Any active spell or other magical effect on a creature
automatically collapse (see below).
or an object in the sphere is suppressed while the creature or
Structures. The tremor deals 50 bludgeoning damage to any
object is in it.
structure in contact with the ground in the area when you cast
Magic Items. The properties and powers of magic items are
the spell and at the start of each of your turns until the spell ends.
suppressed in the sphere. For example, a +1 longsword in the
If a structure drops to 0 hit points, it collapses and potentially
sphere functions as a nonmagical longsword.
damages nearby creatures. A creature within half the distance of
A magic weapon’s properties and powers are suppressed if it
a structure’s height must make a Dexterity saving throw. On a
is used against a target in the sphere or wielded by an attacker in
failed save, the creature takes 5d6 bludgeoning damage, is
the sphere. If a magic weapon or a piece of magic ammunition
knocked prone, and is buried in the rubble, requiring a DC 20
fully leaves the sphere (for example, if you fire a magic arrow or
Strength (Athletics) check as an action to escape. The DM can
throw a magic spear at a target outside the sphere), the magic of
adjust the DC higher or lower, depending on the nature of the
the item ceases to be suppressed as soon as it exits.
rubble. On a successful save, the creature takes half as much
damage and doesn’t fall prone or become buried.
HOLY AURA The spell might also end early for you or one of your
8th-level abjuration companions. A successful dispel magic spell used against an
astral or physical body ends the spell for that creature. If a
Casting Time: 1 action creature’s original body or its astral form drops to 0 hit points,
Range: Self the spell ends for that creature. If the spell ends and the silver
Components: V, S, M (a tiny reliquary worth at least 1,000gp cord is intact, the cord pulls the creature’s astral form back to its
containing a sacred relic, such as a scrap of cloth from a saint’s body, ending its state of suspended animation.
robe or a piece of parchment from a religious text) If you are returned to your body prematurely, your
Duration: Concentration, up to 1 minute companions remain in their astral forms and must find their own
Divine light washes out from you and coalesces in a soft way back to their bodies, usually by dropping to 0 hit points.
radiance in a 30-foot radius around you. Creatures of your
choice in that radius when you cast this spell shed dim light in a GATE
5-foot radius and have advantage on all saving throws, and other 9th-level conjuration
creatures have disadvantage on attack rolls against them until the
Casting Time: 1 action
spell ends. In addition, when a fiend or an undead hits an
Range: 60 feet
affected creature with a melee attack, the aura flashes with
Components: V, S, M (a diamond worth at least 5,000gp)
brilliant light. The attacker must succeed on a Constitution
Duration: Concentration, up to 1 minute
saving throw or be blinded until the spell ends.
You conjure a portal linking an unoccupied space you can see
Cleric Spells: 9th Level within range to a precise location on a different plane of
existence. The portal is a circular opening, which you can make
5 to 20 feet in diameter. You can orient the portal in any
ASTRAL PROJECTION direction you choose. The portal lasts for the duration.
9th-level necromancy The portal has a front and a back on each plane where it
Casting Time: 1 hour appears. Travel through the portal is possible only by moving
Range: 10 feet through its front. Anything that does so is instantly transported
Components: V, S, M (for each creature you affect with this to the other plane, appearing in the unoccupied space nearest to
spell, you must provide one jacinth worth at least 1,000gp and the portal.
one ornately carved bar of silver worth at least 100gp, all of Deities and other planar rulers can prevent portals created by
which the spell consumes) this spell from opening in their presence or anywhere within
Duration: Special their domains.
When you cast this spell, you can speak the name of a
You and up to eight willing creatures within range project your specific creature (a pseudonym, title, or nickname doesn’t work).
astral bodies into the Astral Plane (the spell fails and the casting If that creature is on a plane other than the one you are on, the
is wasted if you are already on that plane). The material body portal opens in the named creature’s immediate vicinity and
you leave behind is unconscious and in a state of suspended draws the creature through it to the nearest unoccupied space on
animation; it doesn’t need food or air and doesn’t age. your side of the portal. You gain no special power over the
Your astral body resembles your mortal form in almost every creature, and it is free to act as the DM deems appropriate. It
way, replicating your game statistics and possessions. The might leave, attack you, or help you.
principal difference is the addition of a silvery cord that extends
from between your shoulder blades and trails behind you, fading
to invisibility after 1 foot. This cord is your tether to your
MASS HEAL
9th-level conjuration
material body. As long as the tether remains intact, you can find
your way home. If the cord is cut—something that can happen Casting Time: 1 action
only when an effect specifically states that it does—your soul Range: 60 feet
and body are separated, killing you instantly. Components: V, S
Your astral form can freely travel through the Astral Plane Duration: Instantaneous
and can pass through portals there leading to any other plane. If
A flood of healing energy flows from you into injured creatures
you enter a new plane or return to the plane you were on when
around you. You restore up to 700 hit points, divided as you
casting this spell, your body and possessions are transported
choose among any number of creatures that you can see within
along the silver cord, allowing you to re-enter your body as you
range. Creatures healed by this spell are also cured of all
enter the new plane. Your astral form is a separate incarnation.
diseases and any effect making them blinded or deafened. This
Any damage or other effects that apply to it have no effect on
spell has no effect on undead or constructs.
your physical body, nor do they persist when you return to it.
The spell ends for you and your companions when you use
your action to dismiss it. When the spell ends, the affected
creature returns to its physical body, and it awakens.
TRUE RESURRECTION
9th-level necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a sprinkle of holy water and diamonds
worth at least 25,000gp, which the spell consumes)
Duration: Instantaneous
You touch a creature that has been dead for no longer than 200
years and that died for any reason except old age. If the
creature’s soul is free and willing, the creature is restored to life
with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all
diseases, and lifts any curses affecting the creature when it died.
The spell replaces damaged or missing organs and limbs.
The spell can even provide a new body if the original no
longer exists, in which case you must speak the creature’s name.
The creature then appears in an unoccupied space you choose
within 10 feet of you.