Spell List Cleric:
Cantrips:
Hand of Ember: You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.
At Higher Levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Healing Hand: Any member of the party you touch, feels the divinity of the Emberborne. Heals 1d4.
At Higher Levels: The spell's healing increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Far Realm Gaze: Until the end of your next turn, you know the location of any aberration within 60 feet of you that is not behind total cover. If you cast this spell again when you have already cast it within the past 4 rounds, you must make a Wisdom saving throw against your own spell save DC. On a failed save, you take 2d6 psychic damage.
Lesser Acupuncture: Inserting needles into precise centers of ki in the body, you energize a creature’s natural healing abilities. The creature may spend 1 Hit Point, and it it can roll 1d4 and add the result to any Constitution saving throws it makes before the end of its next turn. Once a creature benefits from this cantrip, it cannot benefit from it again until it finishes a short or long rest. As you gain levels, the number of Hit Points the affected creature can spend increases. When you reach 5th level, the creature can spend up to 2 HP, at 11th level it can spend up to 3, and at 17th level it can spend up to 4. This spell has no effect on undead or constructs.
Cloak of Ember: A fiery cloak wraps around you, warding you from close magical strikes. Until the start of your next turn, you gain resistance to damage from melee spell attacks.
Reaver's Touch: The touch of your hand drains a target’s life energy, allowing you to sacrifice animals or sometimes other creatures to make their vitality your own. Make a melee spell attack against a conscious living creature within range. You have advantage if your target is a beast. On a hit, the target takes 1d6 necrotic damage, and you gain temporary hit points equal to half the damage dealt (rounded up). The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Virtuous Strike: As part of the action used to cast this spell, you must make a melee weapon attack against a creature within range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and divine light invested in your weapon fills you with resolve. If the target forces you to make a saving throw before the start of your next turn, the target takes an additional 1d6 psychic damage, you gain a bonus on the saving throw equal to the psychic damage inflicted, and the spell ends. The spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 radiant damage to the target, and the psychic damage the target takes for forcing you to make a saving throw increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.
Resistance: 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 the saving throw. The spell then ends.
Mending: 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.
Spare the Dying: You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Guidance: 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.
1st Tier Spells:
Bless (1st level): 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 (1st Level): 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.
Shield of Ember (1st Level): A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Purify Food (1st Level): All nonmagical food within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Purify Drink (1st Level): All nonmagical 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.
Detect Evil (1st Level): For the duration, you know if there is an evil aligned creature within 30 feet of you, as well as the creatures location.
Detect Good (1st Level): For the duration, you know if there is an good aligned creature within 30 feet of you, as well as the creatures location.
Detect Poison and Disease (1st Level): 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 is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Bane (1st Level): 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.
Blessed String (1st Level): You invoke divine inspiration to bolster the ranged attacks of your allies. Each ally within range gains a +2 bonus to ranged attack rolls for the duration.
Battlefate (1st Level): Choose one creature you can see within 30 feet of you as the spell’s target. At the start of each of its turns until the spell ends, the target gains a d6 battlefate die. During that turn, when the target makes an an attack roll, ability check, saving throw, or damage roll, it can choose to roll the battlefate die and add the result to the total for that roll. If the target ends its turn with an unused battlefate die, it must roll the die immediately, gaining a bonus to its armor class equal to half the result. This bonus ends at the start of its next turn.
At Higher Levels. The battlefate die increases when you cast this spell using a higher-level spell slot. With a 3rd or 4th level slot, the die increases to a d8. A 5th or 6th level slot increases the die to a d10, and a 7th level or higher slots increases it to a d12.
Ablative Armor (1st Level): You touch one suit of armor, which hardens with an extra layer of protection against attacks. The armor gains temporary hit points equal to 1d4 + your spellcasting ability modifier. While the armor still has these temporary hit points, its wearer has resistance to all damage except psychic damage. Each time the wearer takes damage that is not psychic damage, the same amount of damage is dealt to the armor’s hit points. The spell ends early if the temporary hit points are depleted, if the armor is doffed, or if the spell is cast again on the same suit of armor. You can also dismiss the spell as an action.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 5 for each slot level above 1st.
Ironguts (1st Level): The target has advantage on all saving throws to resist poison and resistance to poison damage.
Know Protections (1st Level): You learn many of the unusual defenses the target creature has. The spell tells you the creature's damage reduction, spell resistance, and any resistances or immunity to energy attacks.
Emberlight (1st Level): You project a celestial radiance that protects your allies but punishes an enemy. One creature of your choice within a 15-foot cone originating from you must make a Wisdom saving throw. On a failed save, the creature takes 2d10 radiant damage. In addition, choose up to three allies within the same cone. You and those allies each gain a +2 bonus to Armor Class until the end of your next turn.
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.
Sensory Caress (1st Level): In a moment of quiet reflection, you touch a creature and can take its pain or anguish onto yourself, temporarily suppressing one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. When you suppress the condition, the creature is no longer afflicted with it, but you immediately suffer the same condition yourself for duration. When this spell ends, any suppressed effect resumes for the creature that originally suffered it, provided that its duration has not expired in the meantime.
Cure Wounds (1st Level): 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.
Inflict Wounds (1st Level): 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.
Cleansing Touch (1st Level): A creature you touch is cleansed of all dirt and grime. The target regains 1 hit point, and for 1 hour the symptoms of any disease afflicting the target are suppressed. In addition, the target has advantage on any Charisma (Deception or Persuasion) checks against non-hostile humanoids made in the next 10 minutes.
Deathwatch (1st Level): You grant yourself a heightened sense for the energies of life and death. For the duration, you always know whether each creature within range that is not behind total cover is near death (at 0 hit points) or fragile (less than 25% of their hit point maximum). You also know if a creature is undead, alive, or neither (an unliving construct, for example). If something appears to be a creature, but is not, or if it is something that has never been alive (such as a statue), you sense that as well. This spell does not penetrate illusions (causing illusory creatures to appear alive), and if a creature is under the effects of a feign death spell or a similar effect, you detect it as being dead. If a creature is a construct but also alive (such as a warforged), you detect it as being alive.
Vigor (1st Level): The subject regains 1 hit point, and at the start of each of its turns until the spell ends, it regains 1 more hit point if its current hit point total is less than half its hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing the subject gains at the start of each turn increases by 1 hit point for every slot level above 1st.
2nd Tier Spells:
Aid (2nd Level): 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.
Enhance Ability (2nd Level): You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the 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 their 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.
Initiative (2nd Level): As a reaction when initiative is rolled, choose a willing creature you can see within range; it begins to subtly jitter as its pupils dilate. If the target is surprised, it is no longer surprised, and takes its turn on the first round as normal . If the target is not surprised, it gains advantage on the initiative roll that prompted this spell At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature for each spell slot above 1st.
Gentle Repose (2nd Level): 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.
Lesser Restoration (2nd Level): You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Align Weapon (2nd Level): You infuse a weapon you touch with the energies of one of the Outer Planes, energies which correspond strongly to certain ethical or moral alignments and inflict extra damage against certain types of creatures. When you cast this spell, choose one of these four planes:
- Elysium (Good): Aberrations, chromatic dragons, elementals, fiends, or undead.
- Hades (Evil): Beasts, celestials, metallic dragons, humanoids, or plants.
- Limbo (Chaos): Constructs, angels, dragons, devils, or giants.
- Mechanus (Law): Aberrations, demons, fey, monstrosities, oozes, or undead.
Until the spell ends, the weapon inflicts an additional 2d6 force damage against the types of creatures listed for the chosen plane.
Protection from Cantrips (2nd Level): The protected creature has resistance to damage caused by cantrips and advantage on saving throws against any effects caused by cantrips. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd.
Instant Reload (2nd Level): One ranged weapon you touch becomes enchanted to reload itself automatically. If the weapon has the Loading or Reload property, you can ignore this for the duration. When the weapon’s ammunition is depleted, new ammunition teleports from your person to your hand or into the weapon, as appropriate. If the weapon takes an action or longer to reload, it reloads itself at the end of your turn. If you aren’t carrying sufficient ammunition for the weapon to reload, the spell ends.
Protect From Ballistics (2nd Level): A shimmering shield of energy surrounds one willing creature you touch. For the duration, ranged attacks made by firearms have disadvantage against the target, and the target has resistance to any damage dealt by firearms.
Repulsor Ring (2nd Level): You outline a 5-foot diameter circle on the ground, which is warded against intruders. Only creatures you choose can step within the circle. Any ranged attack roll made against a target within the circle has disadvantage. If a hostile creature makes a melee attack against a target within the circle, the attacker is pushed back 10 feet immediately after the attack.
Stone Bones (2nd Level): You magically reinforce a creature you can see within range, granting it resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks until the end of your next turn.
Fiend Flesh (2nd Level): You touch a willing creature. Until the spell ends, the target’s skin has a red, scaly appearance, and the target has resistance to cold, fire, and lightning damage. For the duration, they also gain immunity to poison damage.
Calm Emotions (2nd Level): 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.
Prayer of Healing (2nd Level): 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.
Silence (2nd Level): 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.
Zone of Truth (2nd Level): 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 creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
Altruistic Healing (2nd Level): If you have at least 2 hit points when you cast this spell, you can transfer any number of your own hit points to a willing creature you touch. Each hit point you transfer deals one damage to you and heals your target for one hit point. You cannot give the target more hit points than their normal maximum, nor can you transfer any number of hit points from yourself that would reduce you to less than 1 hit point. You can heal the transferred hit points as if you had taken damage. This spell has no effect on constructs or undead.
Rejuvenating Touch (2nd Level): Your hand glows with a soft, white light, and you touch one exhausted creature. The creature is immediately filled with energy and a new sense of purpose, as your touch removes one level of exhaustion from that creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you remove an extra level of exhaustion for each spell level above 2nd.
Knight's Move (2nd Level): Time slows briefly for you or an ally, allowing a quick burst of movement no one else can perceive. Choose a creature within range of this spell. That creature can use its reaction to teleport up to 30 feet to an unoccupied space. When it arrives, choose a creature within 5 feet of it, which must make a Wisdom saving throw. On a failure, the teleported target gains advantage on its next attack roll against that creature before the end of its next turn.
Sub Classes:
Fire Keeper:
Spell List: Starting at 3rd level, you gain domain spells at the cleric levels listed:
- 3rd Level: Sanctuary & Continual Flame
- 9th Level: Flame Strike & Conjure Elemental (fire)
Enhanced Bonfire: At 3rd level, you are a communal fire that rallies your allies facing the horrors in the dark. You learn the create bonfire cantrip, which doesn’t count against the number of cleric cantrips you know. Additionally, when you cast bonfire, you can choose to instead cast it as an enhanced bonfire. An enhanced bonfire sheds bright light in a 20-foot radius and dim light for an additional 20 feet. When you cast bonfire, choose a number of creatures, up to your Wisdom modifier (minimum of 1), to receive the warmth of the bonfire. A creature receiving your bonfire’s warmth can use its reaction to move up its speed toward you. Moving in this way does not provoke an opportunity attack. You can cast an enhanced bonfire a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Bonus Proficiency: At 3rd level, you gain proficiency with cooking utensils and your choice of either Insight or Persuasion.
Channel Divinity: Give Generously: At 3rd level, You can use your Channel Divinity to aid your allies even if they are not within range. When you cast a spell that restores hit points, you can use your Channel Divinity and increase the spell’s range by 30 feet.
Happy Home: At 6th level, you greatly enjoy the company of others. At the start of your turn, if you aren’t incapacitated and have two or more hostile creatures within 5 feet of you, gain temporary hit points equal to half your cleric level.
Divine Strike: At 8th level, You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire, or radiant damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Spreading Fires: At 17th level, When you cast an enhanced bonfire using the enhanced bonfire feature, choose an ally within 60 feet of you that you can see. When a hostile creature moves within the bright light shed by your bonfire, the chosen ally can make an opportunity attack against the creature. The opportunity attack can be made with a melee weapon if they are within reach or with a ranged weapon if they are within range. In addition, an enhanced bonfire no longer requires concentration for you.
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