Cleric Spell List

* Resistance - Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice.

***Divination***

* Guidance - Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice.

***Evocation***

* Light - Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
* Sacred Flame - Flame-like radiance descends on a creature that you can see within range.

***Necromancy***

* Spare the Dying - You touch a living creature that has 0 hit points. The creature becomes stable.

***Transmutation***

* 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.
* Thaumaturgy - You manifest a minor wonder, a sign of supernatural power, within range.

### 1st-Level Spells

***Abjur***

* Protection from Evil and GoodEx - Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
* Sanctuary - You ward a creature within range against attack.
* Shield of Faith - A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

***Div***

* Detect Evil and GoodEx - For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located.
* Detect Magic - For the duration, you sense the presence of magic within 30 feet of you.
* Detect Poison and Disease - For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.

***Ench***

* Bane - Whenever a target 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.
* Bless - 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.
* Command - You speak a one-word command to a creature you can see within range.

***Evoc***

* Cure Wounds - A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
* Guiding Bolt - A flash of light streaks toward a creature of your choice within range.
* Healing Word - A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier.

***Necro***

* Inflict Wounds - On a hit, the target takes 3d10 necrotic damage.

***Trans***

* Create or Destroy Water - You either create or destroy water.
* Purify Food and Drink - All nonmagical food and 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.

### 2nd-Level Spells

***Abjur***

* Aid - Your spell bolsters your allies with toughness and resolve.
* Lesser Restoration - You touch a creature and can end either one disease or one condition afflicting it.
* Protection from Poison - You touch a creature. If it is poisoned, you neutralize the poison.
* Warding Bond - This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.

***Div***

* Augury - By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes.
* Find Traps - You sense the presence of any trap within range that is within line of sight.
* Locate Object - You sense the direction to an object's location, as long as that object is within 1,000 feet of you.

***Ench***

* Calm Emotions - You attempt to suppress strong emotions in a group of people.
* Hold Person - The target must succeed on a Wisdom saving throw or be paralyzed for the duration.
* Zone of Truth - You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range.

***Evoc***

* Continual Flame - A flame, equivalent in brightness to a torch, springs forth from an object that you touch.
* Prayer of Healing - Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier.
* Spiritual Weapon - You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.

***Illus***

* Silence - 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.

***Necro***

* Blindness/Deafness - You can blind or deafen a foe.
* Gentle Repose - You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

***Trans***

* Enhance Ability - You touch a creature and bestow upon it a magical enhancement.

### 3rd-Level Spells

***Abjur***

* Beacon of Hope - This spell bestows hope and vitality.
* Dispel Magic - Any spell of 3rd level or lower on the target ends.
* Glyph of Warding - When you cast this spell, you inscribe a glyph that harms other creatures
* Magic Circle - You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range.
* Protection from Energy - For the duration, the willing creature you touch has resistance to one damage type of your choice:
* Remove Curse - At your touch, all curses affecting one creature or object end.

***Conj***

* Create Food and Water - You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours.
* Spirit GuardiansEx - You call forth spirits to protect you.

***Div***

* Clairvoyance - You create an invisible sensor within range in a location familiar to you
* Tongues - This spell grants the creature you touch the ability to understand any spoken language it hears.

***Evoc***

* Daylight - A 60-foot-radius sphere of light spreads out from a point you choose within range.
* Mass Healing Word - 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.
* Sending - You send a short message of twenty-five words or less to a creature with which you are familiar.

***Necro***

* Animate Dead - This spell creates an undead servant.
* Bestow Curse - When you cast this spell, choose the nature of the curse from the following options:
* Revivify - You touch a creature that has died within the last minute.
* Speak with Dead - You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose.
* Feign Death - You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

***Trans***

* Meld into Stone - You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration.
* Water Walk - 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

### 4th-Level Spells

***Abjur***

* BanishmentEx - You attempt to send one creature that you can see within range to another plane of existence.
* Death Ward - You touch a creature and grant it a measure of protection from death.
* Freedom of Movement - For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

***Conj***

* Guardian of Faith - A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range.

***Div***

* Divination - Your magic and an offering put you in contact with a god or a god's servants.
* Locate Creature - You sense the direction to a creature's location, as long as that creature is within 1,000 feet of you.

***Trans***

* Control Water - Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side.
* Stone Shape - You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.

### 5th-Level Spells

***Abjur***

* Dispel Evil and GoodEx - Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane.
* Greater Restoration - You imbue a creature you touch with positive energy to undo a debilitating effect.
* Planar BindingEx - With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service.

***Conj***

* Insect Plague - Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range.

***Div***

* Commune - You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no.
* Legend Lore - The spell brings to your mind a brief summary of the significant lore about the thing you named.
* Scrying - You can see and hear a particular creature you choose that is on the same plane of existence as you.

***Ench***

* Geas - You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide.

***Evoc***

* Flame Strike - A vertical column of divine fire roars down from the heavens in a location you specify.
* HallowEx - You touch a point and infuse an area around it with holy (or unholy) power.
* Mass Cure Wounds - A wave of healing energy washes out from a point of your choice within range.

***Necro***

* Contagion - Your touch inflicts disease.
* Raise Dead - You return a dead creature you touch to life, provided that it has been dead no longer than 10 days.

### 6th-Level Spells

***Abjur***

* Forbiddance - You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor.

***Conj***

* Heroes' Feast - You bring forth a great feast, including magnificent food and drink.
* Planar AllyEx - You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power.
* Word of Recall - You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary.

***Div***

* Find the Path - This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence.
* True Seeing - This spell gives the willing creature you touch the ability to see things as they actually are.

***Evoc***

* Blade Barrier - You create a vertical wall of whirling, razor-sharp blades made of magical energy.
* Heal - A surge of positive energy washes through the creature, causing it to regain 70 hit points.

***Necro***

* Create Undead - Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control.
* Harm - You unleash a virulent disease on a creature that you can see within range.

### 7th-Level Spells

***Abjur***

* Symbol - When you cast this spell, you inscribe a harmful glyph

***Conj***

* Conjure CelestialEx - You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range.
* Plane ShiftEx - You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence.

***Evoc***

* Divine Word - You utter a divine word, imbued with the power that shaped the world at the dawn of creation.
* Fire Storm - A storm made up of sheets of roaring flame appears in a location you choose within range.

***Necro***

* Resurrection - You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.

***Trans***

* Etherealness - You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane.
* Regenerate - You touch a creature and stimulate its natural healing ability.

### 8th-Level Spells

***Abjur***

* Antimagic Field - A 10-foot-radius invisible sphere of antimagic surrounds you.
* Holy Aura - Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you.

***Evoc***

* Earthquake - You create a seismic disturbance at a point on the ground that you can see within range.

***Trans***

* Control Weather - You take control of the weather within 5 miles of you for the duration.

### 9th-Level Spells

***Conj***

* GateEx - You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence.

***Evoc***

* Mass Heal - A flood of healing energy flows from you into injured creatures around you.

***Necro***

* Astral Projection - You and up to eight willing creatures within range project your astral bodies into the Astral Plane
* True Resurrection - You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age.