Level 1 Spells 2 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Bless
|
+5 |
1 action |
30 ft |
Concentration, up to 1 minute |
|
V, S, M (a sprinkling of holy water) |
|
| Notes: | You bless up to three creatures of your choice within range. 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. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. |
Ceremony
|
+5 |
1 hour |
Touch |
Instantaneous |
|
V, S, M (25gp worth of powdered silver, which the spell consumes) |
|
| Notes: | [Ritual] You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed. |
Compelled Duel
|
+5 |
1 bonus action |
30 ft |
Concentration, up to 1 minute |
|
V |
|
| Notes: | You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target. |
Cure Wounds
|
+5 |
1 action |
Touch |
Instantaneous |
1d8+3 |
V, S |
|
| Notes: | A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability 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 Magic
|
+5 |
1 action |
Self |
Concentration, up to 10 minutes |
|
V, S |
|
| Notes: | [Ritual] For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. 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. |
Detect Poison and Disease
|
+5 |
1 action |
Self |
Concentration, up to 10 minutes |
|
V, S |
|
| Notes: | [Ritual] 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. |
Purify Food and Drink
|
+5 |
1 action |
10 ft |
Instantaneous |
|
V, S |
|
| Notes: | [Ritual] 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. |
Thunderous Smite
|
+5 |
1 bonus action |
Self |
Concentration, up to 1 minute |
2d6 |
V |
|
| Notes: | 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. |