Table of Contents
Cantrips
Druidcraft
<div class="rd__b rd__b--3"><p>Whispering to the spirits of nature, you create one of the following effects within range:</p><div class="rd__spc-inline-post"></div><ul class="rd__list"><li class="rd__li ">You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.</li><li class="rd__li ">You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.</li><li class="rd__li ">You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.</li><li class="rd__li ">You instantly light or snuff out a candle, a torch, or a small campfire.</li></ul></div>
Guidance
<div class="rd__b rd__b--3"><p>You touch one willing creature. Once before the spell ends, the target can roll a [[/r d4]] and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.</p><div class="rd__spc-inline-post"></div></div>
Mending
<div class="rd__b rd__b--3"><p>This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.</p><div class="rd__spc-inline-post"></div><p>This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.</p></div>
Resistance
<div class="rd__b rd__b--3"><p>You touch one willing creature. Once before the spell ends, the target can roll a [[/r d4]] and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.</p><div class="rd__spc-inline-post"></div></div>
Shillelagh
<div class="rd__b rd__b--3"><p>The wood of a @item[club|phb] or @item[quarterstaff|phb] you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a [[/r d8]]. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.</p><div class="rd__spc-inline-post"></div></div>
Thorn Whip
<div class="rd__b rd__b--3"><p>You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes [[/r 1d6]] piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.</p><div class="rd__spc-inline-post"></div><p>This spell's damage increases by [[/r 1d6]] when you reach 5th level ([[/r 2d6]]), 11th level ([[/r 3d6]]), and 17th level ([[/r 4d6]]).</p></div>
Gust
<div class="rd__b rd__b--3"><p>You seize the air and compel it to create one of the following effects at a point you can see within range:</p><div class="rd__spc-inline-post"></div><ul class="rd__list"><li class="rd__li ">One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.</li><li class="rd__li ">You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.</li><li class="rd__li ">You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.</li></ul></div>
Mold Earth
<div class="rd__b rd__b--3"><p>You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:</p><div class="rd__spc-inline-post"></div><ul class="rd__list"><li class="rd__li ">If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.</li><li class="rd__li ">You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.</li><li class="rd__li ">If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.</li></ul><p>If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.</p></div>
Primal Savagery
<div class="rd__b rd__b--3"><p>You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes [[/r 1d10]] acid damage. After you make the attack, your teeth or fingernails return to normal.</p><div class="rd__spc-inline-post"></div><p>The spell's damage increases by [[/r 1d10]] when you reach 5th level ([[/r 2d10]]), 11th level ([[/r 3d10]]), and 17th level ([[/r 4d10]]).</p></div>
Thunderclap
<div class="rd__b rd__b--3"><p>You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take [[/r 1d6]] thunder damage.</p><div class="rd__spc-inline-post"></div><p>The spell's damage increases by [[/r 1d6]] when you reach 5th level ([[/r 2d6]]), 11th level ([[/r 3d6]]), and 17th level ([[/r 4d6]]).</p></div>
Level One
Ensnaring Strike
<div class="rd__b rd__b--3"><p>The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be @condition[restrained] by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.</p><div class="rd__spc-inline-post"></div><p>While @condition[restrained] by this spell, the target takes [[/r 1d6]] piercing damage at the start of each of its turns. A creature @condition[restrained] by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.</p></div><div class="rd__b rd__b--3"><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="1"> <span class="entry-title-inner">At Higher Levels.</span></span> <p>If you cast this spell using a spell slot of 2nd level or higher, the damage increases by [[/r 1d6]] for each slot level above 1st.</p><div class="rd__spc-inline-post"></div></div><div class="rd__spc-inline-post"></div></div>
Speak with Animals
<div class="rd__b rd__b--3"><p>You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.</p><div class="rd__spc-inline-post"></div></div>
Bless
<div class="rd__b rd__b--3"><p>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 [[/r d4]] and add the number rolled to the attack roll or saving throw.</p><div class="rd__spc-inline-post"></div></div><div class="rd__b rd__b--3"><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="1"> <span class="entry-title-inner">At Higher Levels.</span></span> <p>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.</p><div class="rd__spc-inline-post"></div></div><div class="rd__spc-inline-post"></div></div>
Command
<div class="rd__b rd__b--3"><p>You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.</p><div class="rd__spc-inline-post"></div><p>Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.</p><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="1"> <span class="entry-title-inner">Approach.</span></span> <p>The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.</p><div class="rd__spc-inline-post"></div></div><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="2"> <span class="entry-title-inner">Drop.</span></span> <p>The target drops whatever it is holding and then ends its turn.</p><div class="rd__spc-inline-post"></div></div><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="3"> <span class="entry-title-inner">Flee.</span></span> <p>The target spends its turn moving away from you by the fastest available means.</p><div class="rd__spc-inline-post"></div></div><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="4"> <span class="entry-title-inner">Grovel.</span></span> <p>The target falls @condition[prone] and then ends its turn.</p><div class="rd__spc-inline-post"></div></div><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="5"> <span class="entry-title-inner">Halt.</span></span> <p>The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.</p><div class="rd__spc-inline-post"></div></div></div><div class="rd__b rd__b--3"><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="1"> <span class="entry-title-inner">At Higher Levels.</span></span> <p>When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.</p><div class="rd__spc-inline-post"></div></div><div class="rd__spc-inline-post"></div></div>
Compelled Duel
<div class="rd__b rd__b--3"><p>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.</p><div class="rd__spc-inline-post"></div><p>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.</p></div>
Cure Wounds
<div class="rd__b rd__b--3"><p>A creature you touch regains a number of hit points equal to [[/r 1d8]] + your spellcasting ability modifier. This spell has no effect on undead or constructs.</p><div class="rd__spc-inline-post"></div></div><div class="rd__b rd__b--3"><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="1"> <span class="entry-title-inner">At Higher Levels.</span></span> <p>When you cast this spell using a spell slot of 2nd level or higher, the healing increases by [[/r 1d8]] for each slot level above 1st.</p><div class="rd__spc-inline-post"></div></div><div class="rd__spc-inline-post"></div></div>
Detect Evil and Good
<div class="rd__b rd__b--3"><p>For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.</p><div class="rd__spc-inline-post"></div><p>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.</p></div>
Detect Magic
<div class="rd__b rd__b--3"><p>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 <a href="https://5etools-mirror-1.github.io/book.html#PHB,10,the%20schools%20of%20magic,0">school of magic</a>, if any.</p><div class="rd__spc-inline-post"></div><p>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.</p></div>
Detect Poison and Disease
<div class="rd__b rd__b--3"><p>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.</p><div class="rd__spc-inline-post"></div><p>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.</p></div>
Divine Favor
<div class="rd__b rd__b--3"><p>Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra [[/r 1d4]] radiant damage on a hit.</p><div class="rd__spc-inline-post"></div></div>
Heroism
<div class="rd__b rd__b--3"><p>A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being @condition[frightened] and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.</p><div class="rd__spc-inline-post"></div></div><div class="rd__b rd__b--3"><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="1"> <span class="entry-title-inner">At Higher Levels.</span></span> <p>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.</p><div class="rd__spc-inline-post"></div></div><div class="rd__spc-inline-post"></div></div>
Protection from Evil and Good
<div class="rd__b rd__b--3"><p>Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.</p><div class="rd__spc-inline-post"></div><p>The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be @condition[charmed], @condition[frightened], or possessed by them. If the target is already @condition[charmed], @condition[frightened], or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.</p></div>
Purify Food and Drink
<div class="rd__b rd__b--3"><p>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.</p><div class="rd__spc-inline-post"></div></div>
Searing Smite
<div class="rd__b rd__b--3"><p>The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra [[/r 1d6]] fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes [[/r 1d6]] fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.</p><div class="rd__spc-inline-post"></div></div><div class="rd__b rd__b--3"><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="1"> <span class="entry-title-inner">At Higher Levels.</span></span> <p>When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by [[/r 1d6]] for each slot level above 1st.</p><div class="rd__spc-inline-post"></div></div><div class="rd__spc-inline-post"></div></div>
Shield of Faith
<div class="rd__b rd__b--3"><p>A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.</p><div class="rd__spc-inline-post"></div></div>
Thunderous Smite
<div class="rd__b rd__b--3"><p>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 [[/r 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 @condition[prone].</p><div class="rd__spc-inline-post"></div></div>
Wrathful Smite
<div class="rd__b rd__b--3"><p>The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra [[/r 1d6]] psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be @condition[frightened] of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.</p><div class="rd__spc-inline-post"></div></div>
Ceremony
<div class="rd__b rd__b--3"><p>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.</p><div class="rd__spc-inline-post"></div><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="1"> <span class="entry-title-inner">Atonement.</span></span> <p>You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (@skill[Insight]) check. On a successful check, you restore the target to its original alignment.</p><div class="rd__spc-inline-post"></div></div><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="2"> <span class="entry-title-inner">Bless Water.</span></span> <p>You touch one @item[vial|phb] of water and cause it to become @item[Holy Water (flask)|phb|holy water].</p><div class="rd__spc-inline-post"></div></div><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="3"> <span class="entry-title-inner">Coming of Age.</span></span> <p>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 [[/r d4]] and add the number rolled to the ability check. A creature can benefit from this rite only once.</p><div class="rd__spc-inline-post"></div></div><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="4"> <span class="entry-title-inner">Dedication.</span></span> <p>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 [[/r d4]] and add the number rolled to the save. A creature can benefit from this rite only once.</p><div class="rd__spc-inline-post"></div></div><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="5"> <span class="entry-title-inner">Funeral Rite.</span></span> <p>You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a @spell[wish] spell.</p><div class="rd__spc-inline-post"></div></div><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="6"> <span class="entry-title-inner">Wedding.</span></span> <p>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.</p><div class="rd__spc-inline-post"></div></div></div>
Level Two
Moonbeam
<div class="rd__b rd__b--3"><p>A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.</p><div class="rd__spc-inline-post"></div><p>When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes [[/r 2d10]] radiant damage on a failed save, or half as much damage on a successful one.</p><p>A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.</p><p>On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.</p></div><div class="rd__b rd__b--3"><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="1"> <span class="entry-title-inner">At Higher Levels.</span></span> <p>When you cast this spell using a spell slot of 3rd level or higher, the damage increases by [[/r 1d10]] for each slot level above 2nd.</p><div class="rd__spc-inline-post"></div></div><div class="rd__spc-inline-post"></div></div>
Misty Step
<div class="rd__b rd__b--3"><p>Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.</p><div class="rd__spc-inline-post"></div></div>
Aid
<div class="rd__b rd__b--3"><p>Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.</p><div class="rd__spc-inline-post"></div></div><div class="rd__b rd__b--3"><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="1"> <span class="entry-title-inner">At Higher Levels.</span></span> <p>When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.</p><div class="rd__spc-inline-post"></div></div><div class="rd__spc-inline-post"></div></div>
Branding Smite
<div class="rd__b rd__b--3"><p>The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra [[/r 2d6]] radiant damage to the target, which becomes visible if it's @condition[invisible], and the target sheds dim light in a 5-foot radius and can't become @condition[invisible] until the spell ends.</p><div class="rd__spc-inline-post"></div></div><div class="rd__b rd__b--3"><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="1"> <span class="entry-title-inner">At Higher Levels.</span></span> <p>When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by [[/r 1d6]] for each slot level above 2nd.</p><div class="rd__spc-inline-post"></div></div><div class="rd__spc-inline-post"></div></div>
Find Steed
<div class="rd__b rd__b--3"><p>You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a @creature[warhorse], a @creature[pony], a @creature[camel], an @creature[elk], or a @creature[mastiff]. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.</p><div class="rd__spc-inline-post"></div><p>Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.</p><p>When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.</p><p>While your steed is within 1 mile of you, you can communicate with each other telepathically.</p><p>You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.</p></div>
Lesser Restoration
<div class="rd__b rd__b--3"><p>You touch a creature and can end either one disease or one condition afflicting it. The condition can be @condition[blinded], @condition[deafened], @condition[paralyzed], or @condition[poisoned].</p><div class="rd__spc-inline-post"></div></div>
Locate Object
<div class="rd__b rd__b--3"><p>Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.</p><div class="rd__spc-inline-post"></div><p>The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.</p><p>This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.</p></div>
Magic Weapon
<div class="rd__b rd__b--3"><p>You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.</p><div class="rd__spc-inline-post"></div></div><div class="rd__b rd__b--3"><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="1"> <span class="entry-title-inner">At Higher Levels.</span></span> <p>When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.</p><div class="rd__spc-inline-post"></div></div><div class="rd__spc-inline-post"></div></div>
Protection from Poison
<div class="rd__b rd__b--3"><p>You touch a creature. If it is @condition[poisoned], you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.</p><div class="rd__spc-inline-post"></div><p>For the duration, the target has advantage on saving throws against being @condition[poisoned], and it has resistance to poison damage.</p></div>
Zone of Truth
<div class="rd__b rd__b--3"><p>You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.</p><div class="rd__spc-inline-post"></div><p>An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.</p></div>
Level Three
Plant Growth
<div class="rd__b rd__b--3"><p>This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.</p><div class="rd__spc-inline-post"></div><p>If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.</p><p>You can exclude one or more areas of any size within the spell's area from being affected.</p><p>If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.</p></div>
Protection from Energy
<div class="rd__b rd__b--3"><p>For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.</p><div class="rd__spc-inline-post"></div></div>
Aura of Vitality
<div class="rd__b rd__b--3"><p>Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain [[/r 2d6]] hit points.</p><div class="rd__spc-inline-post"></div></div>
Blinding Smite
<div class="rd__b rd__b--3"><p>The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with bright light, and the attack deals an extra [[/r 3d8]] radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be @condition[blinded] until the spell ends.</p><div class="rd__spc-inline-post"></div><p>A creature @condition[blinded] by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer @condition[blinded].</p></div>
Create Food and Water
<div class="rd__b rd__b--3"><p>You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.</p><div class="rd__spc-inline-post"></div></div>
Crusader's Mantle
<div class="rd__b rd__b--3"><p>Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra [[/r 1d4]] radiant damage when it hits with a weapon attack.</p><div class="rd__spc-inline-post"></div></div>
Daylight
<div class="rd__b rd__b--3"><p>A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.</p><div class="rd__spc-inline-post"></div><p>If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.</p><p>If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.</p></div>
Dispel Magic
<div class="rd__b rd__b--3"><p>Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.</p><div class="rd__spc-inline-post"></div></div><div class="rd__b rd__b--3"><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="1"> <span class="entry-title-inner">At Higher Levels.</span></span> <p>When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.</p><div class="rd__spc-inline-post"></div></div><div class="rd__spc-inline-post"></div></div>
Elemental Weapon
<div class="rd__b rd__b--3"><p>A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra [[/r 1d4]] damage of the chosen type when it hits.</p><div class="rd__spc-inline-post"></div></div><div class="rd__b rd__b--3"><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="1"> <span class="entry-title-inner">At Higher Levels.</span></span> <p>When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to [[/r 2d4]]. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to [[/r 3d4]].</p><div class="rd__spc-inline-post"></div></div><div class="rd__spc-inline-post"></div></div>
Magic Circle
<div class="rd__b rd__b--3"><p>You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.</p><div class="rd__spc-inline-post"></div><p>Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:</p><ul class="rd__list"><li class="rd__li ">The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.</li><li class="rd__li ">The creature has disadvantage on attack rolls against targets within the cylinder.</li><li class="rd__li ">Targets within the cylinder can't be @condition[charmed], @condition[frightened], or possessed by the creature.</li></ul><p>When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.</p></div><div class="rd__b rd__b--3"><div class="rd__b rd__b--3"><span class="rd__h rd__h--3" data-title-index="1"> <span class="entry-title-inner">At Higher Levels.</span></span> <p>When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.</p><div class="rd__spc-inline-post"></div></div><div class="rd__spc-inline-post"></div></div>
Remove Curse
<div class="rd__b rd__b--3"><p>At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.</p><div class="rd__spc-inline-post"></div></div>
Revivify
<div class="rd__b rd__b--3"><p>You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.</p><div class="rd__spc-inline-post"></div></div>