Cleric Spells

**Duration:** | Instantaneous

You hurl, slash or stab crackling radiant energy at a creature or object within range. This energy takes on the shape of a weapon of your choice. If the target is within 5 feet of you, make a melee spell attack against it, otherwise make a ranged spell attack against it. This attack roll is made with disadvantage if the target is further than 60 feet from you. On a hit, the target takes 1d4 radiant damage and 1d4 lightning damage.
**At higher levels.** This spell's radiant and lightning damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).

### Disrupt Undead

*Necromancy cantrip*

 **Duration:** | Instantaneous

You direct a ray of positive energy. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage. If you hit an undead target, it also has disadvantage on the next saving throw it makes before the end of your next turn
**At higher levels.** This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8).

### Detect Fiendish Presence

*Divination cantrip*

 **Duration:** | Concentration, up to 1 minute

For the duration, you know if there are fiends with evil alignment within a 60-foot cone originating from you, as well as where the creature is located and the lingering effects caused by their gifts, presence and spells.
It can also detect clerics and paladins of fiendish deities.

### Enhanced Diplomacy

*Divination cantrip*

 **Duration:** | 1 minute

You touch a creature and imbue the target with divine diplomacy skills. The target gets advantage on a single Persuasion and Intimidation check. It must choose to use the bonus before making the roll to which it applies.

### Grave Call

*Necromancy cantrip*

 **Replaces:** | Toll the Dead

You gesture at one creature within range while ringing a chime to announce their doom. The target must make a Wisdom saving throw or suffer 1d8 necrotic damage. If they are below half their maximum hit points, the damage increases to 1d12.
**At higher levels.** This spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12) and 17th level (4d8 or 4d12)

### Luminous Shackles

*Evocation cantrip*

 **Duration:** | 1 round

Chains of light spring up around a creature you can see within range. The creature must make a Strength saving throw. On a failure the creature takes 1d6 radiant damage, and the creature cannot move or be moved more than 25ft away from its current location until the start of your next turn.
**At higher levels.** This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6)

### Virtue

*Abjuration cantrip*

 **Duration:** | 1 minute

You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d6 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.
This spell's temporary hit points increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6) and 17th level (4d6).
You always add your spellcasting ability modifier to the temporary hit points.

## 1st Level Spells

### Abundant Ammunition

*1st-level Conjuration*

 **Duration:** | 1 minute

You touch a container such as a quiver or a pouch that contains nonmagical ammunition, each time you make such a ranged attack, your container magically replaces the piece of ammunition you just used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the container leaves your possession, the spell ends.

### Battlefate

*1st-level Divination*

 **Duration:** | Concentration, up to 1 minute

This spell alters probability to favour one character or creature locked in battle. Target one creature within the range of this spell, roll 1d4 and apply the effect of the spell using the results below:

 2
 3
 4

### Nimbus of Light

*1st-level Evocation*

 **Duration:** | Concentration, up to 1 minute

A glittering corona of sunlight surrounds your body at a few inches distance - until you release it as a focused blast of divine energy. The nimbus of light glows like a lantern, shedding bright light in a 30-foot radius (and dim light for an additional 30 feet) from you.

As a bonus action, you coalesce the energy from the nimbus of light around your outstretched arm.

Until the spell ends, you can use an action to launch a beam of radiance from the nimbus of light at one creature you can see within 30 feet of the nimbus of light. Make a ranged spell attack. On a hit, the target takes 2d8 radiant damage. Whether you hit or miss with the nimbus of light, the spell ends.
**At higher levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

### Sacred Guardian

*1st-level Enchantment*

 **Duration:** | 24 hours

You touch a creature and for the duration of the spell you become instantly aware when the target of the spell is in danger, regardless of the distance between you and the creature. The target may be on a different plane of existence than you. You do not, however, know the person's location through the use of this spell.
**At higher levels:** When you cast this spell using a spell slot of 2nd level or higher, you can see a mental image of the endangered person's situation.