User:Toancaro/Cleric

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Domain features[edit | edit source]

Domain Feature Description
Life Domain Life Disciple of Life Disciple of Life Your devotion empowers your healing Spells. When casting a healing spell, the target regains additional hit points equal to 2 + the spell's levelhit points.
Light Domain Light Warding Flare Warding Flare Shield yourself with divine light. Use your reaction to impose Disadvantage Icon.png Disadvantage on an attacker, possibly causing their attack to miss.
Trickery Domain Trickery Blessing of the Trickster Blessing of the Trickster Grant another creature Advantage Icon.png Advantage on Stealth Checks.

Only affects one target at a time.

Knowledge Domain Knowledge Blessings of Knowledge Blessings of Knowledge Become Proficient in two of the following Skills: Arcana Arcana, History History, Nature Nature, or Religion Religion. Your Proficiency Bonus is doubled for Ability Checks made using these Skills.
Nature Domain Nature Acolyte of Nature Acolyte of Nature Learn one of the following Druid cantrips: Poison Spray Poison Spray, Produce Flame Produce Flame, Shillelagh Shillelagh, Thorn Whip Thorn Whip.

Get one of the following proficiencies: Animal Handling, Nature, Survival.

Tempest Domain Tempest Wrath of the Storm Wrath of the Storm As a reaction, strike back at an attacking creature, dealing 2d8Damage TypesLightning or 2d8Damage TypesThunder damage. The target takes half damage on a successful Saving throw.
War Domain War War Priest War Priest When you make an unarmed or weapon attack, you can spend a War Priest Charge to make an additional attack as a Bonus action.

A War Domain Cleric begins with three War Priest Charges per long rest. The number of charges increases to 4 at Cleric Level 5, 5 at Cleric Level 8, and 6 at Cleric Level 11.

Available for all domains: Turn Undead Turn Undead

Domain Feature Description
Life Domain Life Preserve Life Preserve Life Evoke a healing energy that restores 3 x Character Levelhit points to allied creatures.
Light Domain Light Radiance of the Dawn Radiance of the Dawn Harness the sun's divine power to dispel any magical darkness and deal 2d10 + Character LevelDamage TypesRadiant damage to hostile creatures.

Doesn't affect creatures that have total cover from you.

Trickery Domain Trickery Invoke Duplicity Invoke Duplicity Summon an illusion to distract your enemies. You and your allies receive Advantage Icon.png Advantage on Attack Rolls against a creature if both the attacker and the illusion are within 3m / 10ft of it.
Knowledge Domain Knowledge Knowledge of the Ages Knowledge of the Ages Gain Proficiency in all Skills of a chosen Ability.
Nature Domain Nature Charm Animals and Plants Charm Animals and Plants Channel fey magic to Charmed Charm nearby beasts and plants.
Tempest Domain Tempest Destructive Wrath Destructive Wrath When you roll Damage TypesThunder or Damage TypesLightning damage, you can use your Channel Divinity to deal maximum damage instead.
War Domain War Guided Strike Guided Strike Gain a +10 bonus to your Attack roll.

Domain Feature Description
Life Domain Life Blessed Healer Blessed Healer Healing others heals you as well.

When you cast a healing spell of Level 1 or higher on another creature, you regain hit points equal to 2 + the spell's levelhit points.

Light Domain Light Improved Warding Flare Improved Warding Flare When an enemy attacks an ally, you can use your Reaction to impose Disadvantage Icon.png Disadvantage on the Attack roll, possibly causing their attack to miss.
Trickery Domain Trickery Cloak of Shadows Cloak of Shadows Wrap yourself in shadows to become Cloak of Shadows Invisible if you are obscured.

Area must be Lightly or Heavily Obscured.
Invisibility ends early if you attack, cast another spell, take an action, or take damage.

Knowledge Domain Knowledge Read Thoughts Read Thoughts Read the thoughts of certain creatures while talking to them.
Knowledge Domain Knowledge Speak with Animals Speak with Animals Gain the ability to comprehend and communicate with beasts.
Nature Domain Nature Dampen Elements Dampen Elements When you or an ally gets hit with Acid, Cold, Fire, Lightning, or Thunder damage, you can use your reaction to halve the attack's damage.
Tempest Domain Tempest Thunderbolt Strike Thunderbolt Strike When you deal Damage TypesThunder or Damage TypesLightning damage to a creature that is Large or smaller, you can also push it up to 3 m / 10 ft.
War Domain War War God's Blessing War God's Blessing Endow a nearby ally with the glory of your god to grant them a +10 bonus to their Attack roll.
Domain Feature Description
Life Domain Life Divine Strike: Radiant Divine Strike: Radiant
  • Melee Skill: Once per turn deal 1d8Damage TypesRadiant damage in addition to your weapon's damage.
  • Ranged Skill and Reaction: Deal an additional 1d8Damage TypesRadiant damage.
Light Domain Light Potent Spellcasting Potent Spellcasting Your god grants you even more intense power.

You can add your Wisdom Modifier to the damage you deal with Cleric cantrips.

Trickery Domain Trickery Divine Strike: Poison Divine Strike: Poison
  • Melee Skill: Once per turn deal 1d8Damage TypesPoison damage in addition to your weapon's damage.
  • Ranged Skill and Reaction: Deal an additional 1d8Damage TypesPoison damage.
Knowledge Domain Knowledge Potent Spellcasting Potent Spellcasting Your god grants you even more intense power.

You can add your Wisdom Modifier to the damage you deal with Cleric cantrips.

Nature Domain Nature Divine Strike: Elemental Fury Divine Strike: Elemental Fury
Tempest Domain Tempest Divine Strike: Thunder Divine Strike: Thunder
  • Melee Skill: Once per turn deal 1d8Damage TypesThunder damage in addition to your weapon's damage.
  • Ranged Skill and Reaction: Deal an additional 1d8Damage TypesThunder damage.
War Domain War Divine Strike: Weapon Divine Strike: Weapon
  • Melee Skill: Once per turn deal 1d8Damage TypesPhysical damage in addition to your weapon's damage.
  • Ranged Skill and Reaction: Deal an additional 1d8Damage TypesPhysical damage.

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Common cantrips & spells[edit | edit source]

Cantrips and spells that are available for every domains of Cleric class.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Blade Ward Blade Ward Abjuration Abjuration Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0 Take only half the damage from Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing attacks.
Guidance Guidance Divination Divination Cleric Cleric
Druid Druid
Action Concentration 1.5m The target gains D4 Physical.png +1d4 bonus to Ability checks. Duration: 10 turns
Light Light Evocation Evocation Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Infuse an object with an aura of light.
Produce Flame Produce Flame Conjuration Conjuration Cleric Cleric
Druid Druid
Action 0 A flame in your hand sheds a light in a 9 m / 30 ft radius and deals 1d8Damage TypesFire damage when thrown. Throwing the flame immediately after you conjure it does not cost an Action. Extinguishing or throwing it on subsequent turns costs an Action. The throw has a range of 9 m / 30 ft.
Resistance (Cantrip) Resistance Abjuration Abjuration Cleric Cleric
Druid Druid
Action Concentration 1.5m Make a target more resistant to spell effects and conditions: it receives a D4 Physical.png +1d4 bonus to Saving throws.
Sacred Flame Sacred Flame Evocation Evocation Cleric Cleric Action DEX 18m Damage Types Engulf a target in a flame-like radiance.
Thaumaturgy Thaumaturgy Transmutation Transmutation Cleric Cleric Action 0 Gain Advantage Icon.png Advantage on Intimidation and Performance Checks.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Bane (Spell) Bane Enchantment Enchantment Bard Bard
Cleric Cleric
Action Concentration 9m Up to 3 creatures receive a D4 Physical.png -1d4 penalty to Attack rolls and Saving throws.
Bless Bless Enchantment Enchantment Cleric Cleric
Paladin Paladin
Action Concentration 9m Bless up to 3 creatures. They gain a D4 Slashing.png +1d4 bonus to Attack rolls and Saving throws.
Command Command Enchantment Enchantment Cleric Cleric
Paladin Paladin
Action 18m Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. The target must succeed on a Wisdom saving throw in order to resist the effects.
Create or Destroy Water Create or Destroy Water Transmutation Transmutation Cleric Cleric
Druid Druid
Action 9m 4m Choose to call forth rain or destroy a water-based surface.
Cure Wounds Cure Wounds Evocation Evocation Bard Bard
Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Heal a creature you can touch.
Guiding Bolt Guiding Bolt Evocation Evocation Cleric Cleric Action Attack roll 18m Damage Types The next attack roll against this target has Advantage Icon.png Advantage.
Healing Word Healing Word Evocation Evocation Bard Bard
Cleric Cleric
Druid Druid
Bonus Action 18m Heal a creature you can see.
Inflict Wounds Inflict Wounds Necromancy Necromancy Cleric Cleric Action Attack roll 1.5m Damage Types Putrefy a creature with Damage TypesNecrotic energy filling your hands.
Protection from Evil and Good Protection from Evil and Good Abjuration Abjuration Cleric Cleric
Paladin Paladin
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. The targets can't be Charmed Charmed, Frightened Frightened, or possessed by them[See Notes], and when these creatures attack it, they have Disadvantage Icon.png Disadvantage.
Sanctuary Sanctuary Abjuration Abjuration Cleric Cleric
Paladin Paladin
Bonus Action 18m You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells. Until the affected entity attacks or harms another creature, it cannot be targeted by enemy attacks. However, it can still take damage from spells that influence a larger area.
Shield of Faith Shield of Faith Abjuration Abjuration Cleric Cleric
Paladin Paladin
Bonus Action Concentration 18m Surround a creature with a shimmering field of magic that increases its Armour Class Armour Class by 2.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Aid Aid Abjuration Abjuration Cleric Cleric
Paladin Paladin
Action 0 9m Bolster your allies with toughness and resolve to heal and increase their Hit Points maximum.
Blindness Blindness Necromancy Necromancy Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action 18m Limit a foe's sight range. It is easier to hit, and the creature will miss more often. Attack rolls against it have Advantage Icon.png Advantage and the foe attacks with Disadvantage Icon.png Disadvantage.
Calm Emotions Calm Emotions Enchantment Enchantment Bard Bard
Cleric Cleric
Action Concentration 18m 6m Humanoids can't be Charmed Charmed, Frightened Frightened, or become enraged.
Enhance Ability Enhance Ability Transmutation Transmutation Bard Bard
Cleric Cleric
Druid Druid
Sorcerer Sorcerer
Action Concentration 1.5m Bestow a magical enchantment upon an ally. They gain Advantage Icon.png Advantage on Ability Checks with a chosen Ability.
Hold Person Hold Person Enchantment Enchantment Bard Bard
Cleric Cleric
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within  Range: 3 m / 10 ft are always Critical Hits. At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition.
Lesser Restoration Lesser Restoration Abjuration Abjuration Bard Bard
Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Cure a creature from Condition Type Icon.pngDiseased, Condition Type Icon.pngPoisoned, Paralysed Paralysis, or Condition Type Icon.pngBlinded.
Prayer of Healing Prayer of Healing Evocation Evocation Cleric Cleric Action 0 9m Heal all allies you can see within range by 2d8 + Spellcasting Modifierhit points.
Protection from Poison Protection from Poison Abjuration Abjuration Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Touch a creature to grant it protection against Poisonous influences. You neutralize all Poisons that affect it, grant it Advantage Icon.png Advantage on Saving throws against being Poisoned Poisoned, and Resistance to Damage TypesPoison damage.
Silence Silence Illusion Illusion Bard Bard
Cleric Cleric
Ranger Ranger
Action Concentration Ritual 18m Create a sound-proof sphere. All within are Silenced Silenced and Immune to Damage TypesThunder damage.
Spiritual Weapon Spiritual Weapon Evocation Evocation Cleric Cleric Bonus Action 18m Damage Types Summon a floating, spectral weapon of your choice that attacks your enemies alongside you. The weapon is Ethereal, Immune to Damage TypesPsychic and Damage TypesPoison damage, and Resistant to all other Damage Types. Duration: 10 turns. Only one Spiritual Weapon may be summoned at any time.
Warding Bond Warding Bond Abjuration Abjuration Cleric Cleric Action 1.5m Ward an ally. They gain Resistance to all damage, and a +1 bonus to their Armour Class Armour Class and Saving throws. Each time the target takes damage, the spellcaster takes the same amount of damage.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Animate Dead Animate Dead Necromancy Necromancy Cleric Cleric
Wizard Wizard
Action 3m Animate a corpse to create an undead servant while not in combat.
Beacon of Hope Beacon of Hope Abjuration Abjuration Cleric Cleric Action Concentration 0 9m Your allies will regain the maximum Hit Points possible when healed. They also gain Advantage Icon.png Advantage on Wisdom Saving throws and Death Saving Throws.
Bestow Curse Bestow Curse Necromancy Necromancy Bard Bard
Cleric Cleric
Wizard Wizard
Action Concentration WIS 1.5m Curse a creature with your touch. The curse either bestows Disadvantage Icon.png Disadvantage on Ability checks and Saving throws, Disadvantage Icon.png Disadvantage on Attack rolls, lets you deal additional damage to the target, or robs it of its Actions. The effect of the curse is based on the variant selected, and lasts for 10 turns.
Daylight Daylight Evocation Evocation Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Sorcerer Sorcerer
Action 18m Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
Feign Death Feign Death Necromancy Necromancy Bard Bard
Cleric Cleric
Druid Druid
Wizard Wizard
Action 1.5m Put an ally in a protective coma. They become Resistant to all damage except Damage TypesPsychic. Disease and Poison no longer have any effect. Removed when Helped Helped.
Glyph of Warding Glyph of Warding Abjuration Abjuration Bard Bard
Cleric Cleric
Wizard Wizard
Action 9m 4m Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy the selected magical effect will trigger. The glyph will last until triggered, or until a Long Rest.
Mass Healing Word Mass Healing Word Evocation Evocation Cleric Cleric Bonus Action 0 18m Call out words of restoration to heal up to 6 creatures for 1d4 + Spellcasting Modifierhit points.
Protection from Energy Protection from Energy Abjuration Abjuration Cleric Cleric
Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 1.5m Touch a creature to grant it Resistance to Damage TypesAcid, Damage TypesCold, Damage TypesFire, Damage TypesLightning, or Damage TypesThunder damage.
Remove Curse Remove Curse Abjuration Abjuration Cleric Cleric
Paladin Paladin
Warlock Warlock
Wizard Wizard
Action 1.5m Touch a creature or object to remove all Curses and Hexes affecting it.
Revivify Revivify Necromancy Necromancy Cleric Cleric
Paladin Paladin
Action 9m 9m Revive a companion. They return to life with 1 Hit point.
Speak with Dead Speak with Dead Necromancy Necromancy Bard Bard
Cleric Cleric
Action Ritual 9m Grant a semblance of life to a corpse, allowing it to answer questions.

Skeletons and creatures killed with Damage TypesAcid, Damage TypesFire, Damage TypesLightning, Damage TypesNecrotic, Damage TypesRadiant damage no longer have a mouth and can't be made to talk using this spell.

Casting this spell also grants the ability Recast Speak with Dead, which allows the spellcaster to recast the spell without expending a spell slot, until the next Long Rest.
Spirit Guardians Spirit Guardians Conjuration Conjuration Cleric Cleric Action Concentration 0 3m Call forth spirits to protect you. Nearby enemies take 3d8Damage TypesRadiant or 3d8Damage TypesNecrotic damage per turn, and their Movement Speed is halved. Lasts for 10 turns.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Banishment Banishment Abjuration Abjuration Cleric Cleric
Paladin Paladin
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration CHA 18m Temporarily Banished Banish your target to another plane of existence.
Death Ward Death Ward Abjuration Abjuration Cleric Cleric
Paladin Paladin
Action 1.5m Protect a creature from death. The next time damage would reduce it to 0 Hit Points, it remains conscious with 1 Hit Point left.
Freedom of Movement Freedom of Movement Abjuration Abjuration Bard Bard
Cleric Cleric
Druid Druid
Action 1.5m Snap an ally out of any Stunned Stun. Difficult Terrain Difficult Terrain can't slow them down, and they can't be magically Paralysed Paralysed or Restrained Restrained. If the target is restrained by non-magical means, it can spend 1.5 m / 5 ft of Movement to free itself.
Guardian of Faith Guardian of Faith Conjuration Conjuration Cleric Cleric Action 9m Call forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of Hit Points. Lasts 10 turns. The guardian is stationary. When an enemy is in range, it uses an attack called "Strike of the Guardian". It has a range of 3m and deals 20 Radiant damage. On a DEX save, enemies still take half damage. It has 60 Hit Points.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Contagion Contagion Necromancy Necromancy Cleric Cleric
Druid Druid
Action Attack roll 1.5m Poison a target and possibly afflict them with a disease of your choice. Once infected, the target will roll a Constitution Saving throw each turn. If it accumulates 3 successes, it recovers. If it accumulates 3 failures, it contracts the Disease chosen by the spellcaster.
Dispel Evil and Good Dispel Evil and Good Abjuration Abjuration Cleric Cleric Action Concentration 0 Aberrations, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage Icon.png Disadvantage on Attack rolls against you. You can also break Enchantments that Charmed Charm, Frightened Frighten, or Malefic Possession Possesses allies.
Flame Strike Flame Strike Evocation Evocation Cleric Cleric Action 18m 3m Damage Types Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels.
Greater Restoration Greater Restoration Abjuration Abjuration Bard Bard
Cleric Cleric
Druid Druid
Action 1.5m Touch a creature and negate any Charmed Charm, Petrified Petrification, Stunned Stun, or Condition Type Icon.pngCursed.
Insect Plague Insect Plague Conjuration Conjuration Cleric Cleric
Druid Druid
Sorcerer Sorcerer
Action Concentration 18m 6m Damage Types Locusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage Icon.png Disadvantage on Perception Checks.
Mass Cure Wounds Mass Cure Wounds Evocation Evocation Bard Bard
Cleric Cleric
Druid Druid
Action 18m Unleash a soothing hum of energy that heals you and nearby allies.
Planar Binding Planar Binding Abjuration Abjuration Bard Bard
Cleric Cleric
Druid Druid
Wizard Wizard
Action Concentration 18m Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally.
Telekinesis Telekinesis Transmutation Transmutation Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action Concentration STR 18m Throw a creature or object up to 18 m / 60 ft with a thought. Once per turn, you can use Telekinesis again without expending a Spell Slot. Heavier items deal more damage when thrown in this manner. Duration: 10 turns

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Blade Barrier Blade Barrier Evocation Evocation Cleric Cleric Action Concentration 18m Damage Types Summons a wall of razor-sharp blades that turns the area into Difficult Terrain and damages anyone foolish enough to come close.
Create Undead Create Undead Necromancy Necromancy Cleric Cleric
Warlock Warlock
Wizard Wizard
Action 3m Create a corpse as a heinous mummy that fights by your side.
Harm Harm Necromancy Necromancy Cleric Cleric Action CON 18m Damage Types Reduce a target's maximum Hit Points, but never below 1.
Heal Heal Evocation Evocation Cleric Cleric
Druid Druid
Action 18m Heals a target's wounds and remove Blindness and any Diseases.
Heroes' Feast Heroes' Feast Conjuration Conjuration Cleric Cleric
Druid Druid
Action 0 18m You and everyone around can't be Poisoned, Diseased, or Frightened Frightened. Everyone's maximum Hit Points increases by 12, and they make Wisdom Saving throws with Advantage Icon.png Advantage.
Planar Ally Planar Ally Conjuration Conjuration Cleric Cleric Action 18m Beseech one of these otherworldly entities for aid. Summon either an Elemental, Celestial, or Fiend to fight for you. Duration: Until Long rest

Domain cantrips & spells[edit | edit source]

Cantrips and spells that are only available for a speficic domain of Cleric class.

Name Subclass Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Animal Friendship Animal Friendship Nature Nature Enchantment Enchantment Bard Bard
Druid Druid
Ranger Ranger
Action WIS 18m Convince a beast not to attack you.
Burning Hands Burning Hands Light Light Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action DEX 0m 5m Damage Types Each flammable target is hit with 3d6Damage TypesFire damage.
Charm Person Charm Person Trickery Trickery Enchantment Enchantment Bard Bard
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action WIS 18m Charm a humanoid to prevent it from attacking you. You gain Advantage Icon.png Advantage on Charisma Checks in dialogue. Enemies have Advantage Icon.png Advantage on Saving throws against being Charmed Charmed.
Disguise Self Disguise Self Trickery Trickery Illusion Illusion Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Ritual 0m Magically change all aspects of your appearance.
Divine Favour Divine Favour War War Evocation Evocation Paladin Paladin Bonus Action Concentration 0m Your prayer empowers you with divine radiance. Your weapons deal an additional 1d4Damage TypesRadiant damage.
Faerie Fire Faerie Fire Light Light Evocation Evocation Bard Bard
Druid Druid
Action Concentration DEX 18m 6m All targets within the light turn visible, and Attack rolls against them have Advantage Icon.png Advantage.
Fog Cloud Fog Cloud Tempest Tempest Conjuration Conjuration Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 5m Create a cloud of dense fog to Heavily Obscured Heavily Obscure and Blinded Blind creatures within.
Sleep Sleep Knowledge Knowledge Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action 18m Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points.
Speak with Animals Speak with Animals Nature Nature Divination Divination Bard Bard
Druid Druid
Ranger Ranger
Action Ritual 0m Gain the ability to comprehend and communicate with beasts.
Thunderwave Thunderwave Tempest Tempest Evocation Evocation Bard Bard
Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action CON 1.5m 5m Damage Types Release a wave of thunderous force that pushes away all creatures and objects in an area, while also dealing Damage TypesThunder damage.

Name Subclass Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Barkskin Barkskin Nature Nature Transmutation Transmutation Druid Druid
Ranger Ranger
Action Concentration 1.5m Touch a willing creature to toughen its skin and increase its Armour Class Armour Class up to 16.
Flaming Sphere Flaming Sphere Light Light Conjuration Conjuration Druid Druid
Wizard Wizard
Action Concentration 18m 2m Damage Types Summon a Flaming Sphere that deals 2d6Damage TypesFire damage to nearby enemies and objects. It also sheds bright light in a 6 m / 20 ft radius, and dim light for an additional 6 m / 20 ft. Duration: 10 turns. You can move the sphere.
Gust of Wind Gust of Wind Tempest Tempest Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action 0m 12m Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving throw will be pushed back 5 m / 17 ft and be thrown Off Balance Off Balance.
Magic Weapon Magic Weapon War War Transmutation Transmutation Paladin Paladin
Wizard Wizard
Action Concentration 1.5m Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack rolls and Damage Rolls.
Mirror Image Mirror Image Trickery Trickery Illusion Illusion Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0m Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class Armour Class by 3. Whenever you successfully evade an attack, one of the duplicates disappears.
Pass Without Trace Pass Without Trace Trickery Trickery Abjuration Abjuration Druid Druid
Ranger Ranger
Action Concentration 0m 9m Call forth a veil of shadow and silence that gives you and nearby allies a +10 bonus to Stealth checks.
Scorching Ray Scorching Ray Light Light Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Damage Types Hurl 3 rays of fire. Each ray deals 2d6Damage TypesFire damage.
Shatter Shatter Tempest Tempest Evocation Evocation Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m 3m Damage Types Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage Icon.png Disadvantage on their Saving throw.
Spike Growth Spike Growth Nature Nature Transmutation Transmutation Druid Druid
Ranger Ranger
Action Concentration 18m Damage Types Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4Damage TypesPiercing damage for every 1.5 m / 5 ft it moves. The spikes are Difficult Terrain, halving a creature's Movement Speed.

Name Subclass Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Call Lightning Call Lightning Tempest Tempest Conjuration Conjuration Druid Druid Action Concentration 18m 2m Damage Types Call down lightning to hit all targets within range and its area of effect for 3d10Damage TypesLightning damage. Then for 10 turns, you can call down lightning again without expending a spell slot.
Crusader's Mantle Crusader's Mantle War War Evocation Evocation Paladin Paladin Action Concentration 0m 9m Radiate a holy power that emboldens nearby allies. Their weapon attacks deal an additional 1d4Damage TypesRadiant damage.
Fear Fear Trickery Trickery Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration WIS 0m 9m Project an image so frightening it makes targets drop everything and become Fearful Fearful. They will be easier to hit and cannot move. If the target ends their turn where they can't see you, they can make another Saving throw to shake off their fear. Affected targets become Fearful for 2 turns and Disarmed for 1 turn.
Fireball Fireball Light Light Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action 18m 4m Damage Types Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity for 8d6Damage TypesFire damage.
Plant Growth Plant Growth Nature Nature Transmutation Transmutation Bard Bard
Druid Druid
Ranger Ranger
Action 18m Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.
  • There is no Saving throw against this effect.
  • Any Damage TypesFire damage will burn away the surface, effectively ending the spell.
Sleet Storm Sleet Storm Nature Nature Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Call forth a storm that douses fire, creates an Ice Surface, and forces spellcasters to succeed at a Concentration Concentration Saving throw in order to maintain Concentration. Ice is a surface that is considered Difficult Terrain. Creatures moving through it have their Movement Speed halved, and will fall Prone Prone on a failed Dexterity Saving throw.
Slow Slow Knowledge Knowledge Transmutation Transmutation Sorcerer Sorcerer
Wizard Wizard
Action Concentration WIS 18m Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit.

Name Subclass Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Confusion Confusion Knowledge Knowledge Enchantment Enchantment Bard Bard
Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 6m Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor.
Dimension Door Dimension Door Trickery Trickery Conjuration Conjuration Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 2m Teleport yourself and up to one adjacent ally to a place you can see. The ally cannot be larger than Medium.
Dominate Beast Dominate Beast Nature Nature Enchantment Enchantment Druid Druid
Sorcerer Sorcerer
Action Concentration 18m Make a Beast fight alongside you. Every time the Beast takes damage, it makes a Wisdom Saving throw against your domination.
Grasping Vine Grasping Vine Nature Nature Conjuration Conjuration Druid Druid Bonus Action 9m Summon a giant vine capable of dragging creatures toward itself. Duration: 10 turns
Ice Storm Ice Storm Tempest Tempest Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action 18m 6m Damage Types Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range, dealing Damage TypesBludgeoning and Damage TypesCold damage. It also creates an Ice Surface that lasts 2 turns.
Otiluke's Resilient Sphere Otiluke's Resilient Sphere Knowledge Knowledge Evocation Evocation Wizard Wizard Action Concentration DEX 9m Enclose a target in a sphere of shimmering force, reducing its movement speed by half, and blocking all incoming and outgoing damage
Polymorph Polymorph Trickery Trickery Transmutation Transmutation Bard Bard
Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Transform a creature into a harmless sheep. If the sheep's Hit Points drop to 0, the target reverts to its original form with its original Hit Points.
Stoneskin Stoneskin War War Abjuration Abjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 1.5m Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing damage.
Wall of Fire Wall of Fire Light Light Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Damage Types Create a blazing wall of fire, Burning Burning anyone who dares stand too close. Deals Damage TypesFire to anything that moves into or starts it's turn in the area.

Name Subclass Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Destructive Wave Destructive Wave Light Light Evocation Evocation Paladin Paladin Action CON 9m Damage Types Create a shockwave of either divine or malevolent thunder that damages nearby creatures and possibly knocks them Prone Prone.
Dominate Person Dominate Person Trickery Trickery Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving throw against your domination. Allies cannot be dominated.
Hold Monster Hold Monster War War Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Paralysed Paralyse a creature. It can't Move, Act, or React. Attacks from within 3 m / 10 ft are always Critical Hits.
Seeming Seeming Trickery Trickery Illusion Illusion Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action 18m Disguise up to 4 members of your adventuring party. Initial disguises are chosen at random. Each affected party member may then choose a new disguise a single time as an Action.

Disguises last until dispelled as an Action using Dispel Disguise Dispel Disguise.

The disguise can be changed by using Adjust Seeming Adjust Seeming.
Wall of Stone Wall of Stone Nature Nature Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Raise a wall of non-magical, solid stone. The wall can be created between any two points within range as long as there is a clear path between them. It is made up of Stone Pillars with 30 HP each, immune to Damage TypesPsychic and vulnerable to Damage TypesForce and Damage TypesThunder damage. Pillars block movement and line of sight.

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Self notes[edit | edit source]

Domains:

  1. Life: healing
  2. Light: damage
  3. Trickery
  4. Knowledge: proficiency
  5. Nature
  6. Tempest
  7. War

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