Shield of Faith
|
|
1st
|
Abjuration
|
Divine, Protection
|
Bestow holy protection upon a creature.
|
Adventurer's Guide
|
Speak with Dead
|
|
3rd
|
Necromancy
|
Communication, Divine, Knowledge, Utility
|
Call forth memories from a corpse, compelling it to answer questions.
|
Adventurer's Guide
|
Soulwrought Fists
|
|
2nd
|
Transmutation
|
Enhancement, Transformation, Unarmed, Weaponry
|
Harden a creature’s hands with inner power, turning dexterous fingers into magical iron cudgels.
|
Adventurer's Guide
|
Sacred Flame
|
|
Cantrip
|
Evocation
|
Attack, Divine, Radiant
|
Use radiant energy to scorch an enemy.
|
Adventurer's Guide
|
Thaumaturgy
|
|
Cantrip
|
Transmutation
|
Divine, Enhancement
|
Manifest a minor magical effect to display divine power.
|
Adventurer's Guide
|
True Seeing
|
|
6th
|
Divination
|
Arcane, Divine, Senses
|
Grant truesight to one creature, allowing it to notice secret doors hidden by magic and see into the Ethereal Plane.
|
Adventurer's Guide
|
Symbol
|
|
7th
|
Abjuration
|
Arcane, Protection
|
Inscribe a potent arcane glyph, setting a magical trap for unsuspecting creatures.
|
Adventurer's Guide
|
Wind Up
|
|
1st
|
Evocation
|
Enhancement
|
Magically ensure that your next melee attack strikes true.
|
Adventurer's Guide
|
Warding Bond
|
|
2nd
|
Abjuration
|
Divine, Protection
|
Forge a mystical bond with a willing creature that grants them several benefits, but you take the damage being prevented from harming it.
|
Adventurer's Guide
|
Traveler’s Ward
|
|
1st
|
Abjuration
|
Protection, Sound
|
Protect a creature from pickpockets.
|
Adventurer's Guide
|
Prayer of Healing
|
|
2nd
|
Evocation
|
Divine, Good, Healing
|
Heal up to 6 creatures during a short rest.
|
Adventurer's Guide
|
Astral Projection
|
|
9th
|
Necromancy
|
Movement, Planar, Utility
|
Travel the astral plane.
|
Adventurer's Guide
|
Blade Barrier
|
|
6th
|
Evocation
|
Divine, Protection, Weaponry
|
Create an offensive and defensive wall of slashing blades.
|
Adventurer's Guide
|
Control Weather
|
|
8th
|
Transmutation
|
Arcane, Divine, Nature, Weather
|
Alter the weather in a 5-mile radius.
|
Adventurer's Guide
|
Corpse Explosion
|
|
1st
|
Evocation
|
Poison, Thunder
|
Make a corpse explode in a poisonous cloud.
|
Adventurer's Guide
|
Detect Evil and Good
|
|
1st
|
Divination
|
Divine, Senses
|
Sense the presence and nature of otherworldly influences.
|
Adventurer's Guide
|
Earthquake
|
|
8th
|
Evocation
|
Earth, Terrain
|
Shake the ground to damage creatures and structures.
|
Adventurer's Guide
|
Find the Path
|
|
6th
|
Divination
|
Divine, Nature, Terrain
|
Know the way to a location of your choice.
|
Adventurer's Guide
|
Flame Strike
|
|
5th
|
Evocation
|
Divine, Fire
|
Call forth divine flames that descend from on high.
|
Adventurer's Guide
|
Force of Will
|
|
2nd
|
Abjuration
|
Protection
|
Reduce the damage dealt by an attack.
|
Adventurer's Guide
|
Insect Plague
|
|
5th
|
Conjuration
|
Beasts, Nature, Summoning
|
Summon a biting, stinging swarm of insects.
|
Adventurer's Guide
|
Locate Object
|
|
2nd
|
Divination
|
Arcane, Knowledge, Utility
|
Know the whereabouts of a specific, nearby object.
|
Adventurer's Guide
|
Plane Shift
|
|
7th
|
Conjuration
|
Arcane, Divine, Nature, Planar, Teleportation, Utility
|
Transport yourself and allies to another plane of existence or banish an enemy there instead.
|
Adventurer's Guide
|
Protection from Evil and Good
|
|
1st
|
Abjuration
|
Arcane, Divine, Protection
|
Protect a creature from certain creature types.
|
Adventurer's Guide
|
Word of Recall
|
|
6th
|
Conjuration
|
Divine, Teleportation
|
You and up to 5 willing creatures instantly teleport to a previously designated sanctuary.
|
Adventurer's Guide
|
Remove Curse
|
|
3rd
|
Abjuration
|
Arcane, Divine, Negation
|
Remove all curses from a creature.
|
Adventurer's Guide
|
Arcane Muscles
|
|
Cantrip
|
Transmutation
|
Arcane, Enhancement, Transformation, Unarmed
|
Bulk your muscles to deliver lethal unarmed strikes.
|
Adventurer's Guide
|
Guidance
|
|
Cantrip
|
Divination
|
Divine, Knowledge
|
A creature you touch gains an expertise die on an ability check of its choosing.
|
Adventurer's Guide
|
Light
|
|
Cantrip
|
Evocation
|
Arcane, Utility
|
Enchant one object to emit light.
|
Adventurer's Guide
|
Mending
|
|
Cantrip
|
Transmutation
|
Arcane, Transformation, Utility
|
Perform simple repairs on an object.
|
Adventurer's Guide
|
Spare the Dying
|
|
Cantrip
|
Necromancy
|
Divine, Healing
|
Stabilize a dying creature with a jolt of healing energy.
|
Adventurer's Guide
|
Calculated Retribution
|
|
1st
|
Abjuration
|
Force, Law, Weaponry
|
Surround yourself with a dampening magical field and collect the energy of your foes’ attacks to use against them.
|
Adventurer's Guide
|
Cure Wounds
|
|
1st
|
Evocation
|
Divine, Healing, Nature
|
Heal hit points equal to 1d8 + your spellcasting ability modifier.
|
Adventurer's Guide
|
Continual Flame
|
|
2nd
|
Evocation
|
Arcane, Divine, Fire
|
Create a torch-like flame that can’t be extinguished.
|
Adventurer's Guide
|
Enhance Ability
|
|
2nd
|
Transmutation
|
Enhancement
|
Increase the effectiveness of one ability score for a creature.
|
Adventurer's Guide
|
Find Traps
|
|
2nd
|
Divination
|
Divine, Protection, Senses, Technological, Utility
|
Know whether traps are present.
|
Adventurer's Guide
|
Hold Person
|
|
2nd
|
Enchantment
|
Affliction, Arcane
|
Paralyze a humanoid.
|
Adventurer's Guide
|
Lesser Restoration
|
|
2nd
|
Abjuration
|
Divine, Good, Healing
|
Remove one affliction from a creature.
|
Adventurer's Guide
|
Protection from Energy
|
|
2nd
|
Abjuration
|
Arcane, Divine, Protection
|
Grant a creature resistance to one damage type of your choice.
|
Adventurer's Guide
|
Clairvoyance
|
|
3rd
|
Divination
|
Arcane, Divine, Scrying
|
Create a sensor at a distance, allowing you to see or hear through it.
|
Adventurer's Guide
|
Crushing Haymaker
|
|
3rd
|
Evocation
|
Attack, Thunder, Unarmed, Weaponry
|
Deliver a devastating strike that deals thunder damage and lays your target low.
|
Adventurer's Guide
|
Create Food and Water
|
|
3rd
|
Conjuration
|
Divine, Utility
|
Conjure food and water to sustain one or more humanoids.
|
Adventurer's Guide
|
Dispel Magic
|
|
3rd
|
Abjuration
|
Arcane, Negation, Protection, Utility
|
End ongoing magical effects.
|
Adventurer's Guide
|
Glyph of Warding
|
|
3rd
|
Abjuration
|
Utility
|
Create a magical trap, storing a spell or burst of harmful energy within a rune.
|
Adventurer's Guide
|
Revivify
|
|
3rd
|
Necromancy
|
Divine, Healing
|
Return a creature to life who has been dead for less than a minute.
|
Adventurer's Guide
|
Freedom of Movement
|
|
4th
|
Abjuration
|
Divine, Movement, Protection, Water
|
Free a creature from most constraints on its movement.
|
Adventurer's Guide
|
Locate Creature
|
|
4th
|
Divination
|
Arcane, Beasts, Knowledge, Plants
|
Know the whereabouts of a specific, nearby creature.
|
Adventurer's Guide
|
Stone Shape
|
|
4th
|
Transmutation
|
Nature, Transformation
|
Reshape stone into something beneficial, like a weapon or door.
|
Adventurer's Guide
|
Greater Restoration
|
|
5th
|
Abjuration
|
Divine, Healing
|
Restore a creature and remove a powerful debilitating effect.
|
Adventurer's Guide
|
Storm Kick
|
|
5th
|
Transmutation
|
Lightning, Movement, Thunder, Unarmed
|
Travel across the battlefield to deliver a thunderous kick.
|
Adventurer's Guide
|