Priest Spells
Cantrip
Level 0 (cantrip); Casting Time 1 Action; Components S: Range L (60 ft.); AoE 5ft. cube; Duration I or 1 hour
You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
– You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
– You instantaneously extinguish the flames within the cube.
– You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
– You cause simple shapes — such as the vague form of a creature, an inanimate object, or a location — to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three non-instantaneous active at a time, and you can dismiss such an effect as an action.
Level 0 (cantrip); Casting Time 1 Action; Components V,S: Range C; Duration C (1 min.)
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.
Level 0 (cantrip); Casting Time 1 Action; Components V,S; Range L (60 ft.), Duration I
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Saving (Dexterity) throw against your Spell DC check or take 1d6 holy damage. The target gains no benefit from cover for this roll.
At higher Class level: the spells damage increases by 1d6 when you reach CL3 (2d6) and CL7 (3d6).
Level 0 (cantrip); Casting Time 1 Action; Components V, Range L (30 ft.), Duration 1 min.
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
-Your voice booms up to three times as loud as normal for 1 minute.
-You cause flames to flicker, brighten, dim, or change color for 1 minute.
-You cause harmless tremors in the ground for 1 minute.
-You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
-You instantaneously cause an unlocked door or window to fly open or slam shut.
-You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Level 1
Level 1; Casting Time 1 Action; Components V,S,M; Range L (30 ft.); Duration C (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 a d4 and add the number rolled to the Attack roll or Saving throw.
At higher level: when you empower this spell, you can target one additional creature for every level above 1st.
Level 2
Level 2; Casting Time 1 Action: Components V,S,M; Range L (30 ft.); Duration 8 hours
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s HP maximum and current HP increase by 5 for the duration.
At higher level: when you empower the spell, a target’s HP increase by an additional 5 for every level above 2nd.
Level 2; Casting Time 1 Action; Components V,S,M; Range C; Duration C (1 hour)
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 gains 2d6 temporary hit points, which are lost when the spell ends.
Cat’s Grace: The target doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
Fox’s Cunning: The target gains advantage on all Saving (Dexterity) throws.
At higher level: when you empower this spell, you can target one additional creature for every level above 2nd. Each target can have a different effect applied.
Level 2; Casting Time 1 Bonus Action; Components V,S; Range L (60 ft.); Duration 1 min.
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee Attack (Spellcasting) roll against a creature within range of the weapon. On a hit, the target takes holy damage equal to 1d6 + your Spellcasting modifier. As a bonus action on your turn, you can move the weapon up to 20 ft. and repeat the attack against a creature within range of it. The weapon can take whatever form you choose.
At higher level: when you empower the spell, the damage increases by 1d6 for every 2 levels above 2nd.
Level 2; Casting Time 1 Action; Components V,S,M; Range C; Duration 1 hour
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 ft. of you, it gains a +1 bonus to AC and Saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you die or if you and the target become separated by more than 60 ft. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
Level 3
Level 3; Casting Time 1 Action; Components V,S; Range L (30 ft.); Duration C (1 min.)
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Saving (Charisma) throws and regains the maximum number of hit points possible from any healing.
Level 3; Casting Time 1 Action; Components V,S; Range L (60 ft.); AoE 60ft. sphere; Duration 1 hour
A 60-ft.-diametr sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 ft. If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Level 3; Casting Time 1 Action; Components V,S,M; Range L (30 ft.); Duration 1 hour
This spell grants the ability to move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 ft. per round.
Level 4
Level 4; Casting Time 1 Action; Components V,S,M; Range L (300 ft.); AoE 100ft. cube; Duration C (10 min.)
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 ft. on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood: You cause the water level of all standing water in the area to rise by as much as 20 ft. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-ft tall wave that travels from one side of the area to the other and then crashes down. Any vehicles in the wave’s path are carried with it to the other side. Any vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water: You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool: This effect requires a body of water at least 50 ft square and 25 ft deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 ft. wide at the base, up to 50 ft. wide at the top, and 25 ft. tall. Any creature or object in the water and within 25 ft. of the vortex is pulled 10 ft. toward it. A creature can swim away from the vortex by making an Strength (Swimming) check against your Spell DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Saving (Strength) throw against your Spell DC. On a failed save, the creature takes 2d8 damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Swimming) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 damage, this damage occurs each round it remains in the vortex.
Level 4; Casting Time 1 Action; Components V,S; Range C; Duration 8 hours
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 HP as a result of taking damage, the target instead drops to 1 HP, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.
Level 4; Casting Time 1 Action; Components V; Range L (30 ft.); Duration 8 hours
A spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of Pravus. Any creature hostile to you that moves to a space within 10 ft. of the guardian for the first time on a turn must succeed on a Saving (Dexterity) throw against your Spell DC. The creature takes 2d10 holy damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has attacked a total of 5 times.
Level 5
Level 5; Casting Time 1 Action; Components V,S; Range C; Duration 7 days
Your touch inflicts disease. Make an Attack (Spellcasting) roll against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target’s turns, it must make a Saving throw against your Spell DC. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.
Blinding Sickness: Pain grips the creature’s mind, and its eyes turn milky white. The creature is blinded.
Flesh Rot: The creature’s flesh decays. The creature has vulnerability to all damage.
Mindfire: The creature’s mind becomes feverish. The creature behaves as if under the effects of the confusion spell during combat.
Seizure: The creature is overcome with shaking. The creature has disadvantage on all d20 rolls using one of the base or derived modifiers.
Slimy Doom: The creature begins to bleed uncontrollably. Whenever the creature takes damage, it is stunned until the end of its next turn.
Level 5; Casting Time 1 Action; Components V,S,M; Range L (90 ft.); AoE 30ft. cone; Duration I
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 30-ft. cone facing downwards with the point of origin within range must make a Saving (Dexterity) throw against your Spell DC. A creature takes 2d6 fire damage and 2d6 holy damage on a failed save, or half as much damage on a successful one.
At higher level: when you empower this, the fire damage or holy damage (your choice) increases by 1d6 for every level above 5th.
Level 6
Level 6; Casting Time 1 Action; Components V,S; Range L (60 ft.); Duration I
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 7d10 HP. The spell also ends blindness, deafness, and any diseases affecting the target.
At higher level: when you empower this, the amount of healing increases by 1d10 HP for every level above 6th.
Level 6; Casting Time 10 min.; Components V,S,M; Range L (30 ft.); Duration I
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to toxic damage and being frightened. Its HP maximum also increases by 2d10, and it gains the same number of HP. These benefits last for 24 hours.
Level 7
Level 7; Casting Time 1 Bonus Action; Components V; Range L (30 ft.); Duration I
You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Saving throw against your Spell DC. On a failed save, a creature suffers an effect based on its current HP:
Above 40 HP: deafened for 1 minute
40 HP or fewer: deafened and blinded for 10 minutes
25 HP or fewer: blinded, deafened, and stunned for 1 hour
10 HP or fewer: killed instantly
Level 7; Casting Time 1 min.; Components V,S,M; Range C; Duration 1 hour
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 HP. For the duration of the spell, the target regains 1 HP at the start of each of its turns (10 HP each minute). The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
Level 8
Level 8; Casting Time 1 Action; Components V,S,M; Range S; AoE 30ft. sphere; Duration C (1 min.)
Divine light washes out from you and coalesces in a soft radiance in a 30-ft. diametr around you. Creatures of your choice in that diametr when you cast this spell shed dim light in a 10-ft. diametr and have advantage on all Saving throws, and other creatures have disadvantage on Attack rolls against them until the spell ends.
Level 9
Level 9; Casting Time 1 Action; Components V,S; Range L (60 ft.); Duration I