Divine 3rd Level Spells


Spell NameSchoolCasting TimeRangeDurationComponentsClass
Animate DeadNecromancy1 Minute3mInstantaneousV, S, MCleric
Aura of VitalityEvocation1 ActionSelf (10m radius)Concentration, up to 1 minuteVCleric, Paladin
Beacon of HopeAbjuration1 Action10mConcentration, up to 1 minuteV, SCleric
Bestow CurseNecromancy1 ActionTouchUntil DispelledV, S, MCleric
Blinding SmiteEvocation1 Bonus ActionSelfConcentration, up to 1 minuteVPaladin
ClairvoyanceDivination10 Minutes1 mileConcentration, up to 10 minutesV, S, MCleric
Create Food and WaterConjuration1 Action10mInstantaneousV, SCleric, Paladin
Crusader’s MantleEvocation1 ActionSelfConcentration, up to 1 minuteVPaladin
DaylightEvocation1 Action20m1 hourV, SCleric, Paladin
Dispel MagicAbjuration1 Action40mInstantaneousV, SCleric, Paladin
Elemental WeaponTransmutation1 Bonus ActionTouchConcentration, up to 1 HourV, SPaladin
Fast FriendsEnchantment1 Action10mConcentration, up to 1 hourVBard, Cleric
Feign DeathNecromancy1 Action RTouch1 hourV, S, MCleric
Glyph of WardingAbjuration1 HourTouchUntil dispelled or triggeredV, S, MCleric
Incite GreedEnchantment1 action10mConcentration, up to 1 minuteV, S, MCleric
Life TransferenceNecromancy1 Action10mInstantaneousV, SCleric
Magic CircleAbjuration1 Minute3m1 hourV, S, MCleric, Paladin
Mass Healing WordEvocation1 Bonus Action20mInstantaneousVBard, Cleric
Meld into StoneTransmutation1 Action RTouch8 hoursV, SCleric
Motivational SpeechEnchantment1 hour20m1 hourVCleric
Protection from EnergyAbjuration1 ActionTouchConcentration, up to 1 hourV, SCleric
Remove CurseAbjuration1 ActionTouchInstantaneousV, S, MCleric, Paladin
RevivifyNecromancy1 ActionTouchInstantaneousV, S, MBard, Cleric, Paladin
SendingEvocation1 ActionUnlimited1 roundV, S, MBard, Cleric
Speak with DeadNecromancy1 Action3m10 minutesV, S, MBard, Cleric
Spirit GuardiansConjuration1 ActionSelf (5m radius)Concentration, up to 10 minutesV, S, MCleric
Spirit ShroudNecromancy1 Bonus ActionSelfConcentration, up to 1 minuteV, SCleric, Paladin
TonguesDivination1 ActionTouch1 hourV, MBard, Cleric
Water WalkTransmutation1 Action R10m1 hourV, S, MCleric
  • Animate Dead - Select the deceased body of a humanoid that you can see in range, summoning it back with a foul mimicry of life to produce a servant. If stats are required bone bodies use the Skeleton Stat Sheet and if a corpse was used then use Zombie Stat Sheet (ask your GM about this when needed). You can use a Bonus Action to mentally command this Servant, if there is no command it doesn’t move and only will defend itself, if the command is infinite (such as guard a doorway) then it lasts until the Spell ends unless you suggest a new course of action. If the 24 Hours ends before you recast this spell the Creature becomes independent and acts as a Zombie/Skeleton would normally. When you recast this Spell to reassert dominance over an Undead you’ve Animated you can effect a number of Undead equal to your Spellcasting Modifier. You can spend a higher Level Spell Slot to increase the number of Undead affected by the recast by 2. 

  • Aura of Vitality - Healing energy radiates from you in an aura with a 10m radius. Until the spell ends, the aura moves with you, centered on you. You can use a Bonus Action to cause 1 creature in the aura (you can choose yourself) to regain 2d6 HP. For each Level above 3rd you can increase this healing by 1d6. 

  • Beacon of Hope - This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom Saving Throws and Death Saving Throws, and regains the maximum number of hit points possible from any healing.

  • Bestow Curse (M* - 100GP Gemstone) - You touch a creature, and that creature must succeed on a Wisdom Saving Throw or become cursed for the duration of the spell. When you cast this Spell, choose the nature of the curse from the following options:

    • Choose one Attribute - While cursed, the target has Disadvantage on Ability Checks made with that Attribute.

    • While cursed, the target has Disadvantage on Attack Rolls.

    • While cursed, the target has their maximum HP reduced by 10. This increases by 10 for each Level above 3rd that you use. 

    • While cursed, the target suffers 3d6 Necrotic Damage every time they complete a long rest.

    • While cursed, the target has Disadvantage on a Saving Throw of your Choice

    • While cursed, the targets takes an additional 1d4 Necrotic Damage whenever they take Damage of any kind

      • A Remove Curse spell ends this effect but requires a higher Level Spell Slot if this Spell is cast at a higher Level. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect. 

  • Blinding Smite - The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Fortitude Save or be blinded until the spell ends. A creature blinded by this spell makes another Save at the end of each of its turns. On a successful Save, it is no longer blinded

  • Clairvoyance (M* - a 100GP gemstone cut like an eyeglass, not consumed) - You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. With your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from See Invisibility or Truesight) sees a luminous, intangible orb about the size of your fist.

  • Create Food and Water - You create 30kg of food and 60L 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.

  • Crusader’s Mantle - 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 non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack

  • Daylight - A 20m 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 20m. If you choose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. 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.

  • Dispel Magic - When you see a Magical effect on a Creature or Object you can attempt to destroy the magic. You can spend this Spell Slot on this Spell and if it is a 3rd Level Spell or lower then their Spell is destroyed. However if the Spell Slot is higher then you must make an Ability Check using your Spellcasting Modifier, the DC is 10 + the Spell Slot Level used. Using a higher Level Spell Slot automatically destroys higher level Spells of equal Level. 

  • Elemental Weapon - You touch a weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls and deals an additional 1d6 Damage of your choice between Acid, Cold, Fire, Lightning, or Thunder

  • Fast Friends - When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom Saving Throw or become Charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability. 

    • You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends. When the spell ends, the creature knows it was charmed by you.

  • Feign Death - You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.

  • Glyph of Warding (M* - A 150GP small diamond) - Pick a Surface that you can manipulate for 1 Hour, such as a table. You can also specify that you can try to position it in a way that keeps it hidden, such as behind a curtain or on a page within the book. Normally these Glyphs are triggered by touch but you can change that to sight or another way instead if specifically set up beforehand. You also can set up another Trigger to disable it for 1 Hour instead. The triggered effect can be an Explosion (6d8 Acid, Cold, Fire, Lightning, or Thunder; Your Choice) or any other 3rd Level Spell that targets a single Creature or an area (with the center at the object). Decide on this before casting the Spell. You can increase the Spell Slot Level for this Spell to increase the Damage of the Explosion by an additional 1d8.

  • Incite Greed (M* - A gem worth 50GP, not consumed) - Pull out the gem used as a material component and present it to any number of Creatures that can see it within range that also would find it valuable. They must all make a Wisdom Saving Throw, becoming charmed by the object until the Spell ends. The affected creatures must use all their focus on getting the gem, doing whatever it takes like an obsession to do so. If they possess the gem for 2 rounds in a row the Spell is broken and they realize what has happened. This also occurs if it suffers Damage during the Spell’s duration. 

  • Life Transference - Target a Creature within Range and Roll 4d8, you take the amount rolled as Necrotic Damage, the total of which cannot be reduced. In exchange the Creature you target (which cannot be yourself) regains an amount of HP equal to twice the amount you lost. You can reduce the amount healed by 20 to instead cure a Poison or Disease afflicting the Creature.  

  • Magic Circle (M* - 100GP of Blessed Water, consumed) - Pour the water in a 3m circle around you and select a type of Creature as you do so (Fiends, Celestial, Demons, etc.), these Creatures cannot enter the circle’s area (including anything above up to 20m) except by magical means and if they attempt to do that they must succeed a Charisma Saving Throw. Any attacks made against Creatures inside the Circle is done with Disadvantage and these protected Creatures are immune to any status affected caused by the blocked Creatures (but not by items they throw in). This effect is only present on the “walls” of this cylinder, so technically this can also be used to keep a Creature within if desired. 

  • Mass Healing Word - As you call out words of restoration, up to 6 Creatures of your choice that you can see within range regain hit points equal to 2d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. For every Spell Slot above 3rd you use on this Spell increases the Healing by an additional 2d4. 

  • Meld into Stone - You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by non-magical senses. While merged with the stone, you can’t see what occurs outside it, and any Perception checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move. Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 3d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 18d6 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

  • Motivational Speech - Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 Shielding and has advantage on Wisdom Saving Throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the Shielding granted by this spell, the spell ends for that creature. For each Spell Slot Level above 3rd this Spell gains an additional 5 Shielding.

  • Protection from Energy - Touch a Creature and select Acid, Cold, Fire, Lightning, Psychic, or Thunder. The Creature becomes Resistant to this kind of Damage for the duration. You can spend extra mana to increase the duration by 1 Hour.

  • Remove Curse (M* - 50GP Sapphire) - Touch a Creature and Remove a Basic Curse afflicting it. A 4th Level Curse requires a 100GP Sapphire and a 5th Level Curse requires a 200GP Sapphire if you choose to increase the Spell Slot level used. 

  • Revivify (M* - a 500GP Cut Diamond, consumed) - Touch a Creature that has been dead for less than a minute and has its body mostly intact. It immediately returns to life at 1 HP but not if it has died of old age or if it has any missing body parts larger than a hand. 

  • Sending - Focus on a Creature you’re very familiar with that shares a language with you, you speak up to 25 words as a message as if they were 2m away from you and in their minds they receive this message. They can respond mentally with up to 25 words of their own and the spell ends after that. If they don’t respond within 1 minute of receiving your message the ability to respond fades. 

  • Speak with Dead - Select a body within range and bring forth an echo of the creature’s soul. You may ask five questions at your leisure during the duration. It only knows what it did up to its death and so if it was hostile to you before its death it will likely be hostile to you upon its reawakening, providing that it even speaks your language. Spending additional mana lets you ask an additional question. 

  • Spirit Guardians - You call forth spirits to protect you. They flit around you to a distance of 5m for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s movement speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Will Save. On a failed save, the creature takes 3d8 Radiant Damage (if you are good or neutral) or 3d8 Necrotic Damage (if you are evil). On a successful save, the creature takes half as much damage. This increases by 1d8 for each Level higher than 3rd. 

  • Spirit Shroud - You bring forth the latent wandering souls from the ground to surround you in a billowing shroud. During this duration any Attacks you make deal an extra 1d8 Necrotic Damage and any time you are hit by an Attack you can use your Reaction to deal 3d8 Necrotic Damage in response. When a Creature enters within 5m of you the spirits strike out and deal 1d8 Necrotic Damage to them as well. You can increase the Damage deal by an additional 1d8 (to all sources of Damage) for every Spell Slot Level above 3rd used. 

  • Tongues - For the duration the target you touch can understand any spoken language and any Creature that can speak a language can understand their response in return.

  • Water Walk - This spell grants the ability to move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 20m per round

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Divine 4th Level Spells

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Divine 2nd Level Spells