Ravnica: Cleric Spells

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Ravnica: Cleric spells

Cantrips (0 Level)
  • Amanuensis
  • Hand of Radiance
  • Voice of Battle
1st Level
  • Cleanse
  • Deathwatch
  • Entropic Shield
  • Foundation of Stone
  • Numinous Shield
  • Prophesied Strike
  • Wailing Wind
2nd Level
  • Align Weapon
  • Body Blades
3rd Level
  • Redirect Spell
  • Quickening Breeze
4th Level
  • Wrack
5th Level
6th Level
7th Level
8th Level
9th Level

Cantrips

Amanuensis

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (any kind of blank paper)
  • Duration: Concentration, up to 10 minutes

You choose any nonmagical writing you can see within range and it is magically copied onto blank paper you are holding. This spell copies 250 words per minute and creates a perfect duplicate of the original. It does not translate the text or make it clearer.

Illustrations or magical writings (such as the text of a spellbook, a spell scroll, or a glyph of warding) are not copied at all by this spell. If the original text contains both normal writing and magical writing or illustrations (such as a letter with a glyph of warding or a drawing in one corner), only the normal text is copied.

You must provide blank paper in some form for the spell to copy the text onto. If a blank sheet is filled with copied text, you must cast the spell again with a new blank sheet of paper to continue copying more text.

Hand of Radiance

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a holy symbol)
  • Duration: Instant

Sparks of holy light streak from your fingertips to strike your enemies. Choose up to three creatures within range, none of whom can be more than 10 feet apart. Each target must succeed on a Dexterity saving throw or take 1d4 radiant damage.

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Voice of Battle

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V
  • Duration: Instant

You emit a powerful battle cry that hammers your enemy, distracting it from a nearby ally. Choose a creature within range that is adjacent to one of your allies. That target must make a Wisdom saving throw. If the target fails the saving throw, it takes 1d6 thunder damage. In addition, you can choose one ally that is within 5 feet of the target. That ally can use its reaction to move up to 10 feet without provoking an opportunity attack from the target. On a successful save, the target takes half the damage.

This spell’s damage increases when you reach higher levels, dealing 2d6 thunder damage at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

1-st level

Cleanse

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a mirror)
  • Duration: Instant

A creature you touch is cleansed of all dirt and grime. The target regains 1 hit point, and for 1 hour the symptoms of any disease afflicting the target are suppressed.

Deathwatch

1st-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 min

Until the spell ends, you instantly know if creatures within range are near death (at 0 hit points) or fragile (less than 25% of their hit point maximum). You also know if a creature is undead, alive, or neither (a construct, for example).

Entropic Shield

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a holy symbol)
  • Duration: Concentration, up to 1 min

Any ranged attack made against you for the duration has disadvantage.

Foundation of Stone

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 min

You infuse your comrades with the strength of the earth. Choose six creatures within range. You and all the selected creatures gain a +2 bonus to AC, and advantage on Strength checks for the duration. However, if an affected creature moves from the space it was standing in when the spell was cast, or if it jumps, flies, or otherwise leaves solid ground, the spell’s effects end for that creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus to Armor Class increases by 1 for every two slot levels above 1st. \columnbreak

Numinous Shield

1st-level abjuration


  • Casting Time: 1 bonus action
  • Range: Self(15-foot cone)
  • Components: V, S, M (a shield or metal plate embossed with a symbol of the upper planes)
  • Duration: 1 round

You project a celestial radiance that protects your allies but punishes an enemy. One creature of your choice within a 15-foot cone originating from you must make a Wisdom saving throw. On a failed save, the creature takes 2d10 radiant damage. In addition, choose up to three allies within the same cone. You and those allies each gain a +2 bonus to Armor Class until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radiant damage increases by 1d10 for each slot level above 1st.

Prophesied Strike

1-st level divination


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a melee weapon)
  • Duration: Instant

You cast your mind’s eye forward a split second, predicting the best moment for a telling blow. As part of the action used to cast this spell, make a melee weapon attack against a creature within range. You can use your spellcasting ability instead of Strength for the attack and damage bonus for this attack. If the attack hits, it inflicts an additional 2d6 damage of the weapon’s type, and the next attack roll made against the target before the end of your next turn is made with advantage.

Wailing Wind

1st-level abjuration (ritual)


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V
  • Duration: 8 hours

When this spell is cast, you set up a magical warning system. Choose any kind of area within range that is an exit or entrance to an indoor or underground area of any kind. The total size of the entrance or exit chosen must fit within a 40-foot cube. Until the spell ends, a wailing, whistling wind blows towards you whenever a Tiny or larger creature touches or enters the warded area.

You do not have to be in the area to receive the knowledge this spell provides. The wailing wind will seek you out as long as you are within 500 feet of the target area. The wailing wind has a distinct audible sound that can be heard by any creature, though they do not know what it means unless they are familiar with this spell.

2-nd level

Align Weapon

2nd-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (one weapon or 15 projectiles)
  • Duration: Concentration, up to 10 min

You infuse a weapon you touch with the energies of one of the Outer Planes, energies which correspond strongly to certain ethical or moral alignments and inflict extra damage against certain types of creatures. When you cast this spell, choose one of these four planes:

  • Elysium (Good): Aberrations, chromatic dragons, elementals, fiends, or undead.
  • Hades (Evil): Beasts, celestials, metallic dragons, humanoids, or plants.
  • Limbo (Chaos): Constructs, angels, dragons, devils, or giants.
  • Mechanus (Law): Aberrations, demons, fey, monstrosities, oozes, or undead.
Until the spell ends, the weapon inflicts an additional 2d6 force damage against the types of creatures listed for the chosen plane. You may have an alignment that limits your choice of planar energies when you cast this spell. If you are evil-aligned, you cannot choose Elysium; if you are good-aligned, you cannot choose Hades, if you are lawful in alignment, you cannot choose Limbo; if your

Body Blades

2nd-level transmutation


  • Casting Time: 1 action
  • Range: self
  • Components: V, S
  • Duration: Concentration, 10 mins

When you cast this spell, sharp metallic blades sprout from your body and all your gear. You are proficient with the blades as light melee weapons that inflict 1d6 + your Strength modifier piercing damage. You can choose to attack with the blades using an Attack action, and may even attack with one using each hand (following all normal rules for wielding a light weapon in each hand). In addition, for the duration, you can deal damage when successfully grappling a creature. Whenever you have a creature grappled at the end of your turn, that creature takes piercing damage equal to 1d6 + your Strength modifier. Finally, you have advantage on all ability checks or saving throws made to escape a grapple, and whenever a creature tries to grapple you, it takes piercing damage equal to 1d6 + your Strength modifier, whether they succeed or fail in their grapple attempt.

3-rd level

Redirect Spell

3rd-level abjuration


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: Concentration, 10 mins

You create a magical connection between yourself and an ally, such that any spells that would harm the ally are redirected to you. Touch a willing creature when you cast this spell. Whenever you are within 15 feet of that creature, and it is forced to make a saving throw against a spell, or it is targeted by a spell attack, the spell targets you instead. If the spell forces a saving throw, you make your own saving throw against it and undergo its effects for a success or failure. If the spell is an attack, the attack roll is made against you. This spell ends early if the chosen creature is ever more than a mile away from you.

Quickening Breeze

3rd-level conjiration


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a thin-bladed razor)
  • Duration: 1 minute

You summon a gentle wind spirit whose influence grants serenity and good fortune to your allies. Choose a 15-foot cube within range. The next three saving throws rolled by your allies within that area before the spell ends are made with advantage. Once the third saving throw is rolled with advantage, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of saving throws made at advantage are increased by 1 for every 2 slot levels above 3rd.

4-th level

Wrack

4th-level necromancy


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, 10 minutes

Your victim must make a Constitution saving throw. On a failed save, the creature collapses in pain. Boils and blisters appear all over its skin and then pop, covering it with vile fluids as its eyes fill with blood, causing the victim to be paralyzed and blinded until the spell ends.
The victim can attempt a Constitution saving throw at the end of each of its turns. If it succeeds, the spell ends. Even after the spell ends, the victim has disadvantage on attack rolls and ability checks until it finishes a short or long rest.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases to concentration, up to 1 hour for a 6th or 7th level spell slot, or concentration, up to 1 day for an 8th level or higher spell slot.

 

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