Name Level & School
Flavor
Text
Required:
Effect:
Ritual:
Cantrips (At-Will) Level 1 Spellbook
Detect Magic Minor Divination Burning Hands Level 1 Evocation
Effect: You sense any presence of magic within 30' Holding your hands with your thumbs touching and fingers spread,
cone. Does not reveal magic hidden by design. a thin sheet of flames shoots forth from your outstretched fingertips.
Effect: 15' cone, adjacent. 2d4+Magic
Light Minor Evocation Dex save: 1/2 dmg (duck out of the way)
Effect: Touch an object. It glows brightly for 1 hour
or until you cast the spell again. Comprehend Languages Level 1 Divination
The world is home to countless languages and dialects, tongues, and
Mage Hand Minor Conjuration forgotten scripts. With this spell, their secrets are laid bare to you.
Effect: Conjure a floating hand within 50' and 5' high. Required: Must be in contact with source: either
For 1 min, it can manupulate objects, no more than 10lb. touching the written page or surface or the speaker.
Effect: For 1 hour, understand literal meaning of
Magic Missile Minor Evocation written and spoken language in contact of source.
Effect: Within 100', send a missile of magic dealing Can be fooled by magical means.
1d4+1 force dmg. 2@3rd, 3@6th, 4@9th level.
Shield Level 1 Conjuration
Ray of Frost Minor Evocation You create an invisible, mobile disk of force that hovers beside you
Effect: Make a ranged attack against an enemy within to intercept enemies' attacks
100' of you. Hit: Target's speed is 0 until your next turn. Effect: For 10min, gain half cover and stop
magic missiles from damaging you automatically.
Shocking Grasp Minor Evocation
Effect: Make a melee attack in reach. If target wears Sleep Level 1 Enchantment
med/heavy armor, you have Adv. 1d8+Magic lightning dmg The air sparkles with the fine sand you fling into the air, and for a
moment, it hovers in place before lulling your enemies into slumber.
Effect: Creatures in a 20' radius within 100' grow
drowsy. Move at half speed until damaged. 10hp or
less: Wisdom save. Fail: fall unconscious until dmg.
Level 2 Spellbook Level 3 Spellbook
Alarm Level 1 Abjuration Arc Lightning Level 2 Evocation
You draw wards with strands of the arcane weave, setting it to trigger Crimson lightning leaps from your outstretched hand to strike your
either an audible or mental alarm when intruders draw near. target, then arcs toward a second, unsuspecting, target.
Required: You must use a small silver bell worth at least Effect: Make a ranged attack within 100' of you.
1gp as a focus for this spell. Hit: 4d6+M lightning dmg. Miss: Half dmg. Then attack a
Effect: Ward a 20' radius around you for 8 hours with creature in 20' of the target. Hit: 2d6+M lightning.
an alarm against Tony or larger creatures, not ethereal.
Mental: wakes you. Audible: wakes all in 60' radius, 1 rd. Hold Person Level 2 Enchantment
Ritual: Spend 10min and use 25gp of components Drawing from your iron focus, the target of your attention stiffens like
to cast this as a ritual. iron - inert and frozen in place until you release it or the spell ends.
Effect: In 100', target a creature. Wis save to resist.
Charm Person Level 1 Enchantment >40hp, paralyzed 1 min. <40hp, cannot move 1 min.
You reach out and twist your target's mind to present yourself in the Target can use an action to end it on its turn: Wis save.
best possible light. For a brief moment, you are dear to the creature. Winged flyers fall, swimming creatures sink, may drown.
Required: Your target must be a living humanoid creature
Effect: 50' range. 10+hp, Wis save to resist. Target Mirror Image Level 2 Illusion
is charmed for 1 hour or until you or an ally attack it. Two illusory duplicates step out of your body and take positions
The target remembers being charmed by you. around you. When you move, the duplicates merge and split from you.
Effect: Create 2 illusory duplicates of you for 1 min
Grease Level 1 Conjuration When an enemy attacks, roll a d6. 2 dupe: 5-6 targets you.
You conjure an oil slick that can slow approaching foes, evade 1 dupe: 4-6 targets you. If the attack hits or save fails, it
pursuit, and even help escape from restraints. disappears. Does not fool enemies who use other senses.
Effect: Conjure grease to cover a 10' radius in 100'.
Lasts 1 minute. Creatures in area or moving through must
make a Dex save or fall prone or lose its grip on items.
Gain Adv on escaping restraints or squeezing.
Orisons (At-Will) Level 2 Spellbook
Death Ward Minor Abjuration Command Level 1 Enchantment
Effect: Touch a creature to grant necrotic resistance You issue a one-word command with a voice of divine authority.
until the end of your next turn or stabilize a dying creature. Your target acts obediently as if the gods themselves compel action.
Required: You must use a small silver bell worth at least
1gp as a focus for this spell.
Level 1 Spellbook Effect: Give a one-word command to a creature in 50'.
<10hp, Wis save. Failure: the target must follow the
Crusader's Strike Level 1 Evocation command if possible. The target cannot be commanded to
Your prayer evokes the fury of your patron, binding it to your weapon. die or commit suicide, but can attack itself or an ally.
Each time you strike, the ground shudders with your god's wrath.
Effect: For 1 hour, your weapon attacks deal either
1d6 extra holy or unholy damage. Level 3 Spellbook
Divine Favor Level 1 Evocation Battle Psalm Level 2 Enchantment
Your divine patron places a spiritual hand on your soul as a mark of Each ringing note of your battle psalm awakes new resolve in your
favor. As long as the blessing remains, you find additional strength. allies, reminding them of what drew them to the fight.
Effect: For 1 minute, gain +1 to attack rolls and a Effect: Lasts for 1 min or until you cast another spell.
+2 to damage, checks, and saving throws. Each ally who can hear you deals extra holy damage
equal to your Magic ability modifier.
Healing Word Level 1 Conjuration
You whisper a brief word of healing for a creature in need, and a Hold Person Level 2 Enchantment
shimmering light dapples its wounds, granting succor and relief. Drawing from your iron focus, the target of your attention stiffens like
Effect: A creature within 50' who can hear you regains iron - inert and frozen in place until you release it or the spell ends.
1d6 hit points. Make an attack or cast a minor spell. Effect: In 100', target a creature. Wis save to resist.
>40hp, paralyzed 1 min. <40hp, cannot move 1 min.
Target can use an action to end it on its turn: Wis save.
Winged flyers fall, swimming creatures sink, may drown.
Orisons (At-Will) Level 2 Spellbook
Detect Magic Minor Divination Shield of Faith Level 1 Abjuration
Effect: You sense any presence of magic within 30' You call out a prayer to protect an imperiled ally. A shimmering field
cone. Does not reveal magic hidden by design. surrounds your target, helping to deflect attacks.
Effect: A target within 50' gains protection for 1 min.
Radiant Lance Minor Evocation All attacks against the target have disadvantage.
Effect: Make a ranged attack against a creature in 50'. Special: This can be cast as an interrupt to an attack.
Hit: deal 1d8+M radiant damage. It may cause the attack to miss the target.
Level 1 Spellbook Level 3 Spellbook
Cure Light Wounds Level 1 Conjuration Silence Level 2 Illusion
You channel a glowing ball of divine energy into an injured creature Upon completion of this spell, all sound ceases. No noise whatsoever
to mend wounds and ease suffering. passes through the area, enters, or leaves.
Effect: Touch a living creature. It regains 1d8+M hp. Effect: Create a 20' radius of silence in 100' for 10min
or 1min if you target a creature. All within are deafened.
Searing Light Level 1 Evocation Any attempt to cast a spell from within the area first
Focusing holy power like a ray of the sun, you project a blast of requires a DC15 Int check. Fail: the spell is wasted.
light from your open palm that slams into your target.
Effect: Make a ranged attack against a target in 100'. Sunburst Level 2 Evocation
Hit: deal 4d6+M radiant damage. You create a fiery globe of shifting fire formed of searing heat and
Hit (Undead): deal 4d12+M radiant damage. radiance that explodes silently and violently upon your command.
Hit (Construct/Inanimate object): deal 2d6+M radiant dmg. Effect: Create a 10' radius blast within 50'. The sphere
lasts until your next turn. Each creature is blinded and
Spiritual Hammer Level 1 Evocation takes 2d8+M radiant damage. Con save for half, not blind.
Calling our for aid from your divine patron, you evoke magical force Any creatures starting in the sphere take 2d8+M radiant.
shaped like a glowing hammer, rising and falling to smash your foes. The point of origin emits bright light for 1 minute.
Effect: A spectral hammer floats up to 50' from you.
Make a melee attack with the hammer. Hit: 1d8 force dmg.
Special: For 1 minute, you can move the hammer 20'
and make another attack with it as part of your action.
Channel Divinity (Moradin) Channel Divinity (Pelor)
Divine Smite Channel Divinity Channel Radiance Channel Divinity
Effect: Once on your turn when you hit with an attack, Effect: Creatures within a 20' radius take 1d8+Wis
expend a Channel Divinity to deal an extra 1d10 holy dmg. radiant dmg. Con save (DC10+Wis mod): Half dmg.
You glow with a bright light in a 20' radius until the end of
Turn Undead Level 1 Necromancy your next turn. Invisible creatures in the radius are visible.
Forcefully brandishing your holy symbol, you shout a denunciation of
the undead, causing them to fall back and recoil from your presence. Turn Undead Level 1 Necromancy
Required: You must have a holy symbol to cast this. Forcefully brandishing your holy symbol, you shout a denunciation of
Effect: Any undead creature within 20' must make a the undead, causing them to fall back and recoil from your presence.
Wis save. Fail: until the end of your next turn it cannot Required: You must have a holy symbol to cast this.
willingly move closer or take a hostile action. If you move Effect: Any undead creature within 20' must make a
adjacent, it must move at least 5 feet away if possible. Wis save. Fail: until the end of your next turn it cannot
Special: You can sustain this by spending your action. willingly move closer or take a hostile action. If you move
Targets remain turned until the spell ends or until attacked. adjacent, it must move at least 5 feet away if possible.
Special: You can sustain this by spending your action.
Targets remain turned until the spell ends or until attacked.