Spirit Warrior Spells

**Spellcasting Ability:** Wisdom

At level 1, you may learn 3 cantrips and all first level spells. You have two first-level spell slots.

Each day, you must prepare a set of spells from your list of known spells. If a spell has not been prepared that day, you are unable to cast it. You may prepare a number of spells equal to your Wisdom modifier + your level.

## Cantrips

**Blade Ward.** Casting Time: 1 action | Range: Self | Duration: 1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

**Guidance.** Casting Time: 1 action | Range: Touch | Duration: Concentration, up to 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.

**Light.** Casting Time: 1 action | Range: Touch | Duration: 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

**Spare the Dying.** Casting Time: 1 action | Range: Touch | Duration: Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on the undead or constructs.

**Spirit Flame.** Casting Time: 1 action | Range: 60 feet | Duration: Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

**Thaumaturgy.** Casting Time: 1 action | Range: 30 feet | Duration: up to 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.
* You cause flames to flicker, brighten, dim, or change color.
* You cause harmless tremors in the ground.
* 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.

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.

**True Strike.** Casting Time: 1 action | Range: 30 feet | Duration: Concentration, up to 1 round

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

**Resistance.** Casting Time: 1 action | Range: Touch | Duration: Concentration, up to 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 saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

## First Level

**Cure Wounds.** Casting Time: 1 action | Range: Touch | Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your Wisdom 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.

**Detect Poison and Disease.** Casting Time: 1 action | Range: Self | Duration: Concentration, up to 10 mins

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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

**Ensnaring Strike.** Casting Time: 1 bonus action | Range: Self | Duration: Concentration, up to 1 min

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. *At Higher Levels:* If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

**Fade Fire.** Casting Time: 1 action | Range: 60 feet | Duration: Concentration, up to 1 min

Each object in a 20-foot cube within range is outlined in green light. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack rolls against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

**Sanctuary.** Casting Time: 1 bonus action | Range: 30 feet | Duration: 1 min

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

**Searing Smite.** Casting Time: 1 bonus action | Range: Self | Duration: Concentration, up to 1 min

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water, the spell ends. *At Higher Levels:* When you cast this spell using a spell slot of 2nd level or higher, the initial damage dealt by the attack increases by 1d6 for each slot level above 1st.

**Spirit Favor.** Casting Time: 1 bonus action | Range: Self | Duration: Concentration, up to 1 min

Your connection to the Fade empowers you with magical radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

**Staggering Smite.** Casting Time: 1 bonus action | Range: Self | Duration: Concentration, up to 1 min

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn.

**Thunderous Smite.** Casting Time: 1 bonus action | Range: Self | Duration: Concentration, up to 1 min

The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

**Wrathful Smite.** Casting Time: 1 bonus action | Range: Self | Duration: Concentration, up to 1 min

The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

## Second Level

**Branding Smite.** Casting Time: 1 action | Range: Self | Duration: Concentration, up to 1 min

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible,a dn the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends. *At Higher Levels:* When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

**Calm Emotions.** Casting Time: 1 action | Range: 60 feet | Duration: Concentration, up to 1 min

You attempt to soothe 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 abput creatures of your choice that it is hostile towards. 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.

**Flame Blade.** Casting Time: 1 bonus action | Range: Self | Duration: Concentration, up to 10 mins

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. *At Higher Levels:* When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

**Gentle Repose.** Casting Time: 1 action | Range: Touch | Duration: 10 days

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.** Casting Time: 1 action | Range: Touch | Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

**Locate Object.** Casting Time: 1 action | Range: Self | Duration: Concentration, up to 10 mins

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewellery, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and an object.

**Magic Weapon.** Casting Time: 1 bonus action | Range: Touch | Duration: Concentration, up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. *At Higher Levels:* When you cast this spell using a spell slot of 4th level or hgiher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

**Protection from Poison.** Casting Time: 1 action | Range: Touch | Duration: 1 hour

You touch a creature. If it is poisoned, you neutralise the poison. If more than one poison afflicts the target, you neutralise one poison that you know is present, or you neutralise one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

**Spirit Steed.** Casting Time: 10 mins | Range: 30 feet | Duration: Instantaneous

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. The steed has the statistics of the chosen form, though it is a spirit instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with it telepathically. You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

**Spiritual Weapon.** Casting Time: 1 bonus action | Range: 60 feet | 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 spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. *At Higher Levels:* When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

**Veilfire.**Casting Time: 1 action | Range: Touch | Duration: Until dispelled

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame save for its coloration, which is an ethereal green. It creates no heat, doesn't use oxygen, and produces no crackling sound of burning but rather a quiet rustling or whispering. *Veilfire*can be covered or hidden but not smothered or quenched.

**Warding Bond.** Casting Time: 1 action | Range: Touch | Duration: 1 hour

This spell wards a willing creature you touch and creates a mystical connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains +1 bonus to AC and saving throws, and it has a resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can dismiss the spell as an action.

## Knowledge Domain Spells

### First Level

**Command.** Casting Time: 1 action | Range: 60 feet | Duration: 1 round

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.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

* *Approach:* The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
* *Drop:* The target drops whatever it is holding and then ends its turn.
* *Flee:* The target spends its turn moving away from you by the fastest available means.
* *Grovel:* The target falls prone and then ends its turn.
* *Halt:* The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

*At Higher Levels:* When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

**Identify.** Casting Time: 1 minute | Range: Touch | Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

### Third Level

**Augury.** Casting Time: 1 min | Range: Self | Duration: Instantaneous

You focus on your connection to the Fade, falling into a trancelike state and calling upon your guide for aid. In this state, you receive an omen from the inhabitants of the Fade about the results of a specific course of action that you plan to take within the next 30 minutes. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two ro more times before completing your next long rest, there is a cumulative 25% chance for each casting after the first that you get a random reading. The omens you may receive are:

* *Weal*, for good results
* *Woe*, for bad results
* *Weal and woe*, for both good and bad results
* *Nothing*, for results that aren't especially good or bad

**Suggestion.** Casting Time: 1 action | Range: 30 feet | Duration: Concentration, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity ins't performed. If you or any of your companions damage the target, the spell ends.