Divine 1st Level Spells


Spell NameSchoolCasting TimeRangeDurationComponentsClass
BaneEnchantment1 Action10mConcentration, up to 1 minuteV, S, MBard, Cleric
BlessEnchantment1 Action10mConcentration, up to 1 minuteV, S, MBard, Cleric, Paladin
CeremonyEvocation1 Action RTouchInstantaneousV, S, MCleric, Paladin
CommandEnchantment1 Action20m1 roundVBard, Cleric, Paladin
Compelled DuelEnchantment1 Bonus Action30 feetConcentration, up to 1 minuteVPaladin
Create or Destroy WaterTransmutation1 Action10mInstantaneousV, S, MCleric
Cure WoundsEvocation1 ActionTouchInstantaneousV, SBard, Cleric, Paladin
Detect Evil and GoodDivination1 ActionSelfConcentration, up to 10 minutesV, SCleric, Paladin
Detect MagicDivination1 Action RSelfConcentration, up to 10 minutesV, SBard, Cleric, Paladin
Detect Poison and DiseaseDivination1 ActionSelfConcentration, up to 10 minutesV, S, MCleric, Paladin
Field of HealingEvocation10 MinutesSelf1 roundV, S, MCleric
Guiding BoltEvocation1 Action40m1 roundV, SCleric
Guiding HandDivination1 Minute R3mConcentration, up to 8 hoursV, S, M*Cleric
Healing WordEvocation1 Bonus Action20mInstantaneousVBard, Cleric
Inflict WoundsNecromancy1 ActionTouchInstantaneousV, SCleric
Protection from Evil and GoodAbjuration1 ActionTouchConcentration, up to 10 minutesV, S, MCleric, Paladin
Purify Food and DrinkTransmutation1 Action R3mInstantaneousV, SCleric, Paladin
SanctuaryAbjuration1 Bonus Action10m1 minuteV, S, MCleric
Searing SmiteEvocation1 Bonus ActionSelfConcentration, up to 1 minuteVPaladin
Shield of FaithAbjuration1 Bonus Action20mConcentration, up to 1 minuteV, S, MCleric
Thunderous SmiteEvocation1 Bonus ActionSelfConcentration, up to 1 minuteVPaladin
Wrathful SmiteEvocation1 Bonus ActionSelfConcentration, up to 1 minuteVPaladin
  • Bane - Choose 3 Creatures that you can see within Range, they each must make a Charisma Saving Throw. On a Failure they must roll an additional 1d4 on their Attack Rolls or Saving Throws and subtract the value from the total. You can target an additional Creature for every higher level Spell Slot used.

  • Bless - Choose 3 Creatures that you can see within Range. They can roll an additional 1d4 on their Attack Rolls or Saving Throws and add the value to the total. You can target an additional Creature for every higher level Spell Slot used.

  • Ceremony - (M* - 25GP of valuable items dependent on the ceremony type) - You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 5m 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 week, 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 the target can’t become undead by any means short of a Wish spell.

    • Investiture - You touch one willing humanoid. Choose one 1st-level spell you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn’t cast the spell within 8 hours, the invested spell is lost.

    • Wedding - You touch adult humanoids willing to be bonded together in marriage. For the next 1 month, each target gains a +2 bonus to AC while they are within 10m of each other. A creature can benefit from this rite again only if widowed or if this ceremony is performed again to divorce them. 

  • Command - Target a Creature that you can see within Range and utter a 1-Word command, and they must make a Charisma Saving Throw. On a Failure they must spend their next turn performing your order. You can cast this on an additional Creature for every Spell Level above 1st used. 

  • Compelled Duel - You attempt to compel a creature into a duel. One creature that you can see within range must make a Will Save. 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 Will Save 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 10m from the target.

  • Create or Destroy Water - Choose 1 of the following effects to cause; Create Water: (You create up to 20L of clean distilled water within range in an open container. Alternatively, the water falls as rain in a 10m cube within range, extinguishing exposed flames in the area. Or you can Destroy Water: (You destroy up to 20L of water in an open container within range. Alternatively, you destroy fog in a 10m cube within range.)

  • Cure Wounds - Touch a Creature, they regain 1d8 + your Spellcasting Modifier HP. You gain an additional 1d8 Healing for every Spell Slot you spend above 1st. 

  • Detect Evil and Good - For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 10m of you, as well as where the creature is located. Similarly, you know if there is a place or object within 10m of you that has been magically consecrated or desecrated.

  • Detect Magic - For the duration, you sense the presence of magic within 10m of you. If you sense magic in this way, you can use your action to see a faint aura around any creature or object in the area that bears magic (that you can see), and you learn its school of magic, if any.

  • Detect Poison and Disease - For the duration, you sense the presence of Poisons or Diseases within 10m of you. If you sense one of those in this way, you can use your action to see a faint aura around any creature or object in the area that bears a Poison or Disease (that you can see), and you learn its type and if you know its name you also know how to cure it (if there already is one).

  • Field of Healing (M* - 10GP of aromatic oils) - You use aromatic oils to mark the ground with Divine symbols on the ground around you in a 5m circle for a minute and sit down to meditate. For the next 9 minutes you are treated as Blinded and Deafened. You and up to 4 other Creatures inside the circle when the meditation is over regain 1d6 + your Spellcasting Modifier HP. Spending a Spell Slot above 1st grants this Spell another 1d6 to the Roll. 

  • Guiding Bolt - A flash of light streaks toward a creature of your choice within range that you can see, and you make a ranged spell attack against the target. On a hit, the target takes 4d6 Radiant Damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. You gain an additional 2d6 for every Spell Level you use above 1st. 

  • Guiding Hand (M* - A well made map of the area) - You focus for 1 Minute on a Map and a location on it you want to get to. After 1 Minute a golden hand appears over the map and points you in the direction that leads directly to it. This hand lasts for 10 minutes above the map while it is out. However you can instead spend the 10 minutes after the hand appears to have the hand reroute you on a better path if the direct path isn’t passable for you. 

  • Healing Word - Target a Creature you can see within Range, it regains 1d4 + your Spellcasting Modifier HP. You gain an additional 1d4 for every Spell Level used above 1st. 

  • Inflict Wounds - You gather negative energy into your hand and make a Melee Spell Attack against a Creature. On a hit you deal 3d10 Necrotic Damage and you gain an additional 1d10 for every Spell Level above 1st that you use. 

  • Protection from Evil and Good - Until the spell ends, one willing creature you touch is protected against any Creature that is an: aberrations, celestials, elementals, fey, fiends, or undead. The protection grants several benefits. Creatures of those types have Disadvantage on Attack Rolls against the target and the target has Advantage on Saving Throws if the cause of the effect is one of these Creature types. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, it is no longer under that Condition. However if this Spell ends before that Spell does then the Condition returns to the target. 

  • Purify Food and Drink - All non-magical food and drink within a 3m sphere centered on a point of your choice within range is purified and rendered free of poisons or diseases.

  • Sanctuary - You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an Attack or a harmful Spell or effect must first make a Wisdom Saving Throw. On a failed save, the creature must choose a new target or lose the Attack or Spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. In addition, if the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

  • Searing Smite - 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 1d8 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 Fortitude Save. On a failed save, it takes another 1d8 Fire Damage. On a successful save, the spell ends. If the target or a creature 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.

  • Shield of Faith - A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration

  • Thunderous Smite - The first time you hit with a melee Weapon Attack during this spell’s duration, your weapon rings with thunder that is audible within 200m of you, and the attack deals an extra 2d8 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.

  • Wrathful Smite - The next time you hit with a melee Weapon Attack during this spell’s duration, your weapon glows with violet energy and deals an extra 1d8 Psychic Damage. Additionally, if the target is a creature, it must make a Will Save or be frightened of you until the spell ends. As an action, the creature can make a Will Save against your Spell Save DC to steel its resolve and end this spell.

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Divine 2nd Level Spells

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Natural 5th Level Spells