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# Expanded Divine Spells This document brings a new selection of spells available to clerics and paladins. Some of these spells are adaptations of spells from prior editions and Pathfinder, while others are my own designs. #### Align Weapon *2nd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You imbue a simple or martial weapon you are holding with power from an outer plane. Choose good, evil, law, or chaos. Until the spell ends, whenever you use the weapon to deal damage to a creature of the alignment opposite of the one you chose, you deal an additional 1d6 damage of the same type as the imbued weapon. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for every two slots level above 2nd. ***Classes:** Cleric, Paladin* #### Arrow of Law *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ You draw energy from the Outer Planes of Law, forming a shimmering arrow that you release at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 radiant damage. If the target is of a chaotic alignment, it instead takes 5d6 radiant damage, and the next attack roll it makes before the end of its next turn has disadvantage, as opposing energies hinder it. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage it deals increases by 1d8, or 1d6 for a chaotic creature, for each slot level above 2nd. ***Classes:** Cleric, Paladin* \columnbreak #### Blessing of Courage and Life *2nd-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 minute ___ You speak a brief prayer, warding a creature you touch against fear. Until the spell ends, the creature has advantage on saving throws against being frightened. At any time while the spell is in effect, the target can choose to end the spell as a bonus action for a burst of healing energy. The spell ends, and the creature regains a number of hit points equal to 2d4 + your spellcasting ability modifier. This healing has no effect on undead or constructs. ***Classes:** Cleric, Paladin* #### Cleanse *5th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous ___ A wave of cleansing energy washes over you. You regain hit points equal to 4d8 + your spellcasting ability modifier, and you may immediately end one condition afflicting you. The condition can be blinded, charmed, deafened, frightened, or poisoned. ***Classes:** Cleric* #### Damnation *9th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S - **Duration:** Instantaneous ___ You call upon the corrupting power of your deity, which ripples out in a 60-foot radius centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 14d6 necrotic damage, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. ***Classes:** Cleric* \pagebreak #### Divine Allegiance *5th-level enchantment* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (200 gp worth of powdered silver and a vial of holy water, which the spell consumes) - **Duration:** 8 hours ___ You deputize another willing creature, blessing it with the power to fight in your deity's name. For the spell's duration, the first time each turn the creature deals damage with a weapon attack, the attack deals an additional 1d4 damage. The type of damage it deals is determined by your Domain. | Domain | Damage Type | |:---:|:-----------:| | Arcana | Force | | Death | Necrotic | | Forge | Fire | | Grave | Necrotic | | Knowledge | Force | | Life | Radiant | | Light | Fire | | Nature | Cold, Fire, or Lightning damage (your choice) | | Order | Psychic | | Peace | Radiant | | Tempest | Thunder | | Trickery | Poison | | Twilight | Radiant | | War | Same Type Dealt by the Weapon | **At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d4 for every two slot levels above 5th. ***Classes:** Cleric* #### Divine Power *4th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 1 minute ___ Calling upon the divine power of your deity, you imbue yourself with strength and skill in combat. You gain the following benefits until the spell ends: - All your weapon attacks are magical, and when you make a weapon attack, you can use your spell casting ability modifier instead of Strength or Dexterity for the attack and damage rolls. - You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn. ***Classes:** Cleric* \columnbreak #### Exorcism *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You call upon divine power to censer an unholy creature. Choose a fiend or undead that you can see within range or that you know is possessing a creature you can see within range. The target must make a Wisdom saving throw, taking 5d12 radiant damage on a failure, or half as much damage on a success. On a failure, the creature is stunned until the end of its next turn, and if it is possessing someone, it is forced out of their body. **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for every slot levels above 5th. ***Classes:** Cleric, Paladin* #### Holy Oath *5th-level enchantment* ___ - **Casting Time:** 1 hour - **Range:** Touch - **Components:** V, S, M (250 gp worth of powdered silver and a vial of holy water, which the spell consumes) - **Duration:** 24 hours ___ Performing an hour long ritual with a willing creature, you swear them as a novice to the Oath you hold. Once before the spell ends, the creature may using one of your Oath's Channel Divinity options as if they were a Paladin, using your spell save DC and/or Charisma modifier. A creature cannot gain the benefits of another Paladin's Holy Oath spell while under the effect of one. ***Classes:** Paladin* #### Joyful Rapture *7th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (diamond dust worth at least 1,000 gp, which the spell consumes) - **Duration:** Instantaneous ___ Your inspired words overwhelm others with transcendental bliss. All allies within range that can see or hear you are no longer charmed or frightened, and any effect that is lowering their ability scores is ended. Additionally, their levels of exhaustion, if any, are removed. ***Classes:** Cleric* \pagebreak #### Magical Vestment *3rd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ You touch a nonmagical suit of armor, set of clothes, or shield. Until the spell ends, that suit of armor, set of clothes, or shield becomes a magic item with a +1 bonus to AC. A set of clothes counts as armor that grants AC 10 + your Dexterity modifier for the purpose of this spell. **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the bonus increases to +2. When you use a spell slot of 7th level or higher, the bonus increases to +3. ***Classes:** Cleric, Paladin* #### Rending Smite *4th-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon magically shatters its defenses, and the attack deals an extra 3d8 force damage to the target. The target must make a Strength saving throw. On a failure, its AC is reduced by 2 until the spell ends. **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the damage it deals increases by 1d8, for each slot level above 4th. ***Classes:** Paladin* #### Searing Light *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S - **Duration:** Instantaneous ___ Focusing divine power like a ray of the sun, you project a blast of light from your open palm towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 4d8 radiant damage. If the target is undead, it instead takes 8d6 radiant damage. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage it deals increases by 1d8, or 1d6 for an undead, for each slot level above 3rd. ***Classes:** Cleric* \columnbreak #### Shackling Smite *3rd-level conjuration* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ The next time you hit a creature with a weapon attack before this spell ends, your weapon pulses with force, and the attack deals an extra 3d6 force damage to the target. Additionally, the target must succeed on a Strength saving throw or be restrained by shackles of magical force. A creature restrained by the shackles can use its action to make a Strength check against your spell save DC. On a success, the target is freed. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage it deals increases by 1d6, for each slot level above 3rd. ***Classes:** Paladin* #### Withering Smite *3rd-level necromancy* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with necrotic energy, and the attack deals an extra 3d6 necrotic damage damage to the target. Additionally, the target must succeed on a Constitution saving throw or the healing it receives from any source is halved until the spell ends. A creature affected by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, healing it receives is no longer halved. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the necrotic damage increases by 1d6 for every slot level above 3rd. ***Classes:** Paladin* #### Wrath *9th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S - **Duration:** Instantaneous ___ You call upon the righteous anger of your deity, which explodes in a 60-foot radius centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 12d12 radiant damage, or half as much damage on a successful one. Undead and fiends have disadvantage on this saving throw. ***Classes:** Cleric*