- •Level 1 spells.
- •Casting Time: Swift
- •Level 2 spells.
- •Level 3 spells.
- •Casting Time: 1 action
- •Level 4 spells.
- •Range: Touch
- •Level 5 spells.
- •Level 6 spells.
- •Level 7 spells.
- •Level 8 spells.
- •Level 9 spells.
- •Light domain cleric additional spells.
- •High, and 1 foot thick. The wall lasts for the duration, and it heavily obscures creatures behind it.
- •War domain cleric additional spells.
High, and 1 foot thick. The wall lasts for the duration, and it heavily obscures creatures behind it.
When the wall appears, each creature within its area must make a Dexterity saving throw. On
a failed save, it takes 5d8 fire damage. On a success, the creature can move 5 feet so it is not in the wall.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall, and each creature that enters the wall on its turn. The other side of the wall deals no damage.
At Higher Levels: When you cast this spell using
a spell slot of 5th level or higher, the damage increases by 1d8 for each level above 4th. Material Components: A small piece of phosphorus.
Sunbeam
6th-‐level evocation
Casting Time: 1 action
Range: 50 feet
Duration: Concentration, up to 1 minute
A mote of brilliant light appears in your hand. It emits bright light in a 25-‐foot radius and dim light for an additional 25 feet. This light is sunlight, and it lasts for the duration.
The mote also flashes with a 5-‐foot-‐wide, 50-foot-‐long line of radiance. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage
and is blinded until your next turn. On a successful save, it takes half as much damage and is not blinded.
You can create a new line of radiance as your action on any turn until the spell ends.
Undead, oozes, fungi, and molds always fail this saving throw.
Sunburst
8th-‐level evocation
Casting Time: 1 action
Range: 100 feet
Duration: Instantaneous
Choose a point within range. Brilliant sunlight flashes in a 50-‐foot radius centered on that point.
Each creature in that light must make a constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and is not blinded. Undead, oozes, fungi, and mold always fail this saving throw.
This spell ends darkness created by spells of 9th level or lower.
Material Components: A piece of sunstone and a naked flame.
War domain cleric additional spells.
Divine Favor
1st-‐level evocation
Casting Time: Swift
Range: Self
Duration: Concentration, up to 10 minutes
Your prayer empowers you and your weapon with divine radiance. Until the spell ends, your weapon attacks deal 1d8 extra radiant damage on a hit.
Magic Weapon
2nd-‐level transmutation
Casting Time: 1 action
Range: 5 feet
Duration: 4 hours
Choose a nonmagical weapon within range. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the bonus
increases to +2. If you use a spell slot of 6th level or higher, the bonus increases to +3.
Divine Power
4th-‐level transmutation
Casting Time: Swift
Range: Self
Duration: Concentration, up to 10 minutes
Intoning a prayer fills you with unearthly might. For the duration, you gain a +4 bonus to Strength checks and Strength-‐based attack rolls and damage rolls.
Hold Monster
5th-‐level enchantment
Casting Time: 1 action
Range: 100 feet
Duration: Concentration, up to 1 minute
Choose a creature within range that you can see. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect upon undead or constructs. At the end of each of its turns, the affected target can make another saving throw. On a success, the spell ends.
Material Components: A small, straight piece of iron.
