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Cleric Spells (by class)

Level One Spells (Novice)

Command (V, 6 tiles, A) - 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.

Approach - The target moves toward you by the shortest and most direct route, ending its turn if it moves 1 tile closer to you.

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

Halt - The target doesn’t move and takes no actions.

Guiding Bolt (V, S, 12 tiles, A)A flash of light streak towards a target of your choice within range. On a hit, the target takes 3d6 Radiant Damage.

Healing Word (V, 6 tiles, BA) - A target 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.

Inflict Wounds (V, S, 1 tile, A) Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d8 Necrotic Damage.

Shield of Faith (V, S, 6 tiles, BA) - A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration of five turn.

Level Two Spells (Adept)

Aid (V, S, 3 tiles, A) - 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.

Calm Emotions (V, S, 6 tiles, A)You attempt to suppress strong emotions of a person of your choice within 6 tiles of you. The creature must make a Charisma saving throw. Upon its failure, it is freed from Charmed or Frightened status.
This spell additionally has a fluff out-
of-combat effect - you can cast it on a participant of a heated discussion to try and calm their emotions. It is bound to have some effect, but in the end it depends on the other Player's decision whether it would be enough to cease hostilities.

Inspiring Presence (V, S, 1 tile, A) - You touch a target and bestow upon them a magical inspiration. For the duration of 3 turns, the target receives +1 to Int, Wis and Char saving throws. 

Silence (V, S, 12 tiles, A) - You select a target and mute them for the duration of 1 turn. Any spells or abilities that require Verbal element cannot be used by silenced target.

Prayer of Healing (V, 3 tiles, A) - 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.

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Level Three Spells (Adept)

Dispel Magic (V, S, 12 tiles, A) - Choose a target that is affected by a magical effect. You then spend your action to attempt to dispel any positive or negative magical spells that influence them. You roll 1d20 + your spellcasting modifier versus DC of 10 + spell's level to dispel it. On a successful check, the spell ends.

Mass Healing Word (V, 6 tiles, BA) - As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Motivational Speech (V, 6 tiles, A) Choose up to five targets within range that can hear you. For the duration of combat, each affected target gains 5 temporary hit points and gains +1 to Charisma saving throws.

Life Transference (V, S, 3 tiles, A) - You sacrifice some of your health to mend another creature’s injuries. You take 3d8 necrotic damage, which can’t be reduced in any way, and you select one target of your choice that you can see within range, the target heals for 6d8.

Spirit Shroud (V, S, self, BA) - You call forth spirits of the dead, which flit around you for the spell’s duration. For next three turns, any attack against the target up to one tile from you deals 1d8 extra cold damage. Any target that takes this damage can’t regain hit points until the start of your next turn, becoming effectively Blighted.

In addition, if a Player Character starts their turn within one tile of you while the effect is active - they lose 1 Movement.

Level Four Spells (Practitioner)

Freedom of Movement (V, S, 1 tile, A) - You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain (e.g. passing through obstacles that trigger your IG climbing but are not climbing), and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 1 tile of Movement to automatically escape from nonmagical restraints, such as a bola or a creature that has it grappled.

Banishment (V, S, 6 tiles, A) - You attempt to send one target that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished for one turn. During the duration the target cannot move, cannot take Action or Bonus action that would target anyone but themselves.

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Level Five Spells (Professional)

Greater Restoration (V, S, 1 tile, A) - You undo all negative effects a target suffers from and restore their previous state. This includes Bleeding, Charmed, Dazed, Frightened, Paralysed, Poisoned, Blighted and Burning. The target is also healed for 3d10 Hit Points. This spell has no effect on undead or constructs.

Insect Plague (V, S, 12 tiles, A) - Enchanted, swarming and biting loctus goes after the target of your choice. Your target, and everyone in 2 tiles radius, has to succeed on a Consitution saving throw or take 5d10 Piercing Damage and receive penalty -2 to AC for the duration of 1 turn. On successful saving throw they still take half of the damage but are not affected by the penalty.
 

Contagion (V, S, 1 tile, A) Make a melee spell attack against a creature within your reach. On a hit the target is poisoned for the duration of 3 turns. Additionally, the target receives an infection making them Bleed for the duration of 1 turn. The infection also affects target's saving throws, they receive -2 penalty to Strength and Constitution saving throws for the duration of 1 turn.
 

Mass Cure Wounds (V, S, 6 tiles, A) - A wave of healing energy washes over targets of your choice and area around them. The spell restores Hit Points equal to 3d8+ your Spellcasting Modifier to the targets. This spell has no effect on udead or constructs.

Dawn (V, S, 6 tiles, A) - The light of dawn shines down on a target you specify within range. A bright light is lingering there for the duration of 3 turns. Any spells, abilities or features that require darkness/dim light are unavailable while the light is present. Additonally, if the target fails Consitution saving throw they take 4d10 Radiant Damage, if they suceed, they still take half of the damage but are not affected by the light.

Holy Weapon (V, S, self, A) - You imbue your weapon with holy power. The weapon emits bright light; in addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one - breaking through Damage Threshold. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance - targets of your choice within 3 tiles must make a Constitution saving throw. On a failed save, the targets take 4d8 Radiant Damage, and they are blinded for 2 turns. On a successful save, a creature takes half as much damage and isn’t blinded. The enchantment lasts until you make a Short or Long Rest.

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Level Six Spells (Expert)

Heal (V, S, 6 tiles, A) - Choose a target that you can see within range. A surge of positive energy washes through your target, causing them to regain 70 Hit Points. This spell also removes all of negative effects that might affect your target (Daze excluded). This spell has no effect on constructs or undead.

Harm (V, S, 6 tiles, A) - You unleash a virulent disease on a target that you can see within range. The target must make a Constitution saving throw. On a failed save it takes 10d6 Necrotic Damage and is healed for 1 Hit Point. On a successful save they still take half of the damage and are healed by 1 Hit Point. 
 

Otherwordly Form (V, S, self, A) - Uttering an incantation, you draw on the magic of the Upper Planes to temporarily transform yourself. You are immune to Radiant and Necrotic Damage; your Movement is increased by 1 tile as you sprout wings from your back; and you benefit from +2 bonus to AC as your skin becomes covered in otherwordly glow. All of your weapon attacks count as magical, breaking through enemy Damage Threshold. You gain an additional Action upon your next turn. This effect lasts for the duration of 3 turns.
 

Level Seven Spells (Master)

Divine Word (V, 3 tiles, A) - You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of targets you can see within 3 tiles of range. Each creature that can hear you must make a Charisma saving throw. On a failed save, targets receive 20 Radiant Damage, are Blinded for 3 turns and Dazed for 1 turn. If the target is a DMNPC and is either Celestial, Elemental, Fey or Fiend - this spell banishes them into the plane of origin.

Holy Aura (V, S, 3 tiles, A) - Divine light washes out from you and spreads within 3 tile radius around you to allies of your choice. Targets within that radius act as if they possess a source of light and gain a benefit of +3 to all saving throws and benefit from +3 bonus to AC for 3 turns.
 

Fire Weapon (V, S, 15 tiles, A) - A storm made of sheets of roaring flame appears in above the battlefield. You can select up to 10 targets within range. Each target has to succeed on a Dexterity saving throw or take 7d10 Fire Damage, half as much on a successful save.

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Cleric Spells (by Subclasses)

Life Domain (Novice)

Bless (1) (V, S, 3 tiles, A) - You bless up to three targets of your choice within range. Targets receive +2 to Attack Bonus till the end of combat.

Cure Wounds (1) (V, S, 1 tile, A) - A target you touch regains a number of Hit Points equal to 1d8 + your Spellcasting Modifier. This spell has no effect on undead or constructs.

Life Domain (Practitioner)

Beacon of Hope (3) (V, S, 3 tiles, A) - This spell bestows hope and vitality. Choose any number of targets within range. For the duration, each target gains +1 to Wisdom saving throws and regains the maximum number of hit points possible from any healing.

Lesser Restoration (2) (V, S, 1 tiles, A) - You touch a target and remove following, negative statues - if they are present: Blinded, Deafened, Paralysed, Poisoned.

 

Revivify (3) (V, S, 1 tile, A) - You touch a target that has been downed in combat. That target returns to life with 10 Hit Points and takes turn right after you in turn order.
 

Life Domain (Expert)

Death Ward (4) (V, S, 1 tile, A) - You touch a target and grant them a measure of protection from being downed. The first time the target would drop to 0 Hit Points as a result of taking damage, the target instead drops to 1 Hit Point and the spell ends.

Mass Cure Wounds (5) (V, S, 1 tile, A) - A wave of healing energy washes over targets of your choice and area around them. The spell restores Hit Points equal to 3d8+ your Spellcasting Modifier to the targets. This spell has no effect on udead or constructs.

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Light Domain (Novice)

Burning Hands (1) (V, S, 2 tiles, A) - You shoot forth a thin sheet of flames at one target. They and creatures up to 1 tile around it must make a Dexterity saving throw. They take 3d6 fire damage on a failed save or half of it on successful one.

Bane (1) (V, S, 3 tiles, A) - 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 they receive -2 to Attack Bonus until the end of combat.

Light Domain (Practitioner)

Scorching Ray (2) (V, S, 12 tiles, A) - You create three rays of fire and hurl them at up to three targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

Haste (3) (V, S, 1 tiles, A) - Choose a willing creature that you can see within range. For next three turns the target’s Movement is doubled, it gains a +2 bonus to AC, it gains +1 to Dexterity saving throws and it receives an additional action on each of its turns. That action can be used only to take the Attack, Dash or equip a weapon. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
 

Light Domain (Expert)

Fireball (3) (V, S, 12 tiles, A) - A bright streak flashes from your pointing finger and wanders towards your target in a violent explosion. The target and each creature up to 2 tiles away from them must make a Dexterity saving throw. They take 6d6 fire damage on a failed save, or half as much damage on a successful one.

Flame Strike (5) (V, S, 6 tile, A) - A column of divine fire roars down from the heavens at a target of your choice and each creature within 1 tile range from them. Affected need to make a Dexterity saving throw. The targets take 3d6 fire damage and 3d6 radiant damage on a failed save, or half as much damage on a successful one.

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Twilight Domain (Novice)

Sleep (1) (V, S, 9 tiles, A) - The target of your choice has to make Wisdom check, upon failure the target is put to sleep until the end of their turn or until they receive damage. When asleep the target cannot perform any actions. If you target a race immune to Sleep Effects, the spell fails. The spell has 1 turn cooldown.

Bane (1) (V, S, 3 tiles, A) - 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 they receive -2 to Attack Bonus until the end of combat.

Twilight Domain (Practitioner)

Moonbeam (2(V, S, 12 tiles, A) - A silvery beam of pale light shines down on a target of your choice. The target and everyone within 1 tile of the target has to succeed Constitution saving throw or take 2d10 Radiant Damage. If the target or anyone around the target is shapeshifted, they are reverted to their original form.

Fear (3) (V, S, 3 tiles, A) - You project a phantasmal image of your target's worst fears. Up to three targets within 3 tiles radius of you must succeed on a Wisdom saving throw or drop whatever it is holding and become Frightened for 1 turn.
 

Twilight Domain (Expert)

Aura of Vitality (3) (V, 3 tiles, A) - Healing energy radiates from you in an aura within a 3 tile radius. It affects you and unlimited friendly targets of your choice. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. It lasts for 3 turns.

Aura of Life (4) (V, 3 tiles, A) - Life-preserving energy radiates from you in an aura within a 3 tile radius. You and unlimited friendly targets of your choice gain resistance to Necrotic Damage for 1 turn, additionally you and affected by the spell targets cannot drop below 1 Hit Point during that turn.

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Death Domain (Novice)

False Life (1) (V, S, self, A) - You bolster yourself with a necromantic facsimile of life, you gain 1d4+4 temporary Hit Points until you finish a Long Rest.

Ray of Sickness (1) (V, S, 6 tiles, A) - A ray of sickening greenish energy lashes out towards a target within range. The target has to succeed on a Constitution saving throw or take 2d8 Poison Damage. Additionally, on a failed save, the target becomes poisoned for 1 turn, taking 1d4 damage.

Death Domain (Practitioner)

Blindness (2(V, S, 3 tiles, A) - Target of your choice has to succeed on Constitution saving throw or become blinded of the duration of 1 turn. When blinded, the target automatically fails their Dexterity saving throws and receives -2 penalty to Attack. Additionally, blinded target is forced to attack nearest, to them, hostile character. The spell has 1 turn cooldown.

Ray of Enfeeblement (3) (V, S, 6 tiles, A) - A black beam of enervating energy springs from your fingers towards a creature within range. If the target fails Constitution saving throw, they receive -2 to Strength for the duration of 2 turns.

 

Vampiric Touch (3) (V, S, 1 tiles, A) - The touch of your shadow-wreathed hand can siphon life force from your target to heal your wounds. You make a melee spell attack vs target's AC, upon success you deal 3d6 Necrotic Damage and you heal for the damage you dealt.
 

Death Domain (Expert)

Blight (4) (V, S, 3 tiles, A) - Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 6d8 Necrotic Damage on a failed save and for the duration of 1 turn the target receives Blighted status - upon successful check, the target receives half of the damage and is not affected by Blighted status. This spell has no effect on undead or constructs. 

Cloudkill (5) (V, S, 12 tiles, A) - You summon poisonous, yellow-green fog centred on a target you choose within range. The fog spreads in a radius of 3 tiles, everyone within that area, along with your initial target must succeed on a Constitution saving throw or take 5d8 Poison Damage and become Poisoned for 1d6 for 3 turns, additionally they receive Blighted status and cannot be healed for the duration of 1 turn. Anyone who succeeds on a saving throw takes half of the damage and is not affected by negative statuses.

Below you will find a small legend for easier browsing.

V - Verbal Component

S - Somatic Component
X tiles - Spell's range

self - Spell is castable only on you

A - Action
BA - Bonus Action

R - Reaction

(1) - The number is a Spell Slot the spell uses.

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