Divine 4th Level Spells


Spell NameSchoolCasting TimeRangeDurationComponentsClass
Aura of LifeAbjuration1 ActionSelf (10m radius)Concentration, up to 10 minutesVCleric
Aura of PurityAbjuration1 ActionSelf (10m radius)Concentration, up to 10 minutesVCleric
BanishmentAbjuration1 Action20mConcentration, up to 1 minutesV, S, MCleric
Control WaterTransmutation1 Action100mConcentration, up to 10 minutesV, S, MCleric
Death WardAbjuration1 ActionTouch8 hoursV, SCleric
DivinationDivination1 Action RSelfInstantaneousV, S, MCleric
Freedom of MovementAbjuration1 ActionTouch1 hourV, S, MBard, Cleric
Guardian of FaithConjuration1 Action10m8 hoursVCleric
Locate CreatureDivination1 ActionSelfConcentration, up to 1 hourV, S, MCleric
Stone ShapeTransmutation1 ActionTouchInstantaneousV, S, MCleric
  • Aura of Life - Life-preserving energy radiates from you in an aura with a 10m radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has Resistance to Necrotic Damage, and its hit point maximum can’t be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

  • Aura of Purity - Purifying energy radiates from you in an aura with a 10m radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can’t become diseased, has Resistance to Poison Damage, and has Advantage on Saving Throws against effects that cause any of the following conditions: Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, and Stunned.

  • Banishment - Pick a Creature that you can see within Range, a great swirl of energy surrounds them and they must make a Charisma Saving Throw. On a Failure they are moved off this Plane into a smaller demi-plane for the duration. However if the Creature’s home plane is another one they are instead sent back there instead and the Spell ends immediately. 

  • Control Water - Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 30m on a side. You can choose from any of the following effects when you cast this spell. As an Action on your turn, you can repeat the same effect or choose a different one.

    • Flood - You cause the water level of all standing water in the area to rise by as much as 10m. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 10m tall wave that travels from one side of the area to the other and then crashes down. Huge or smaller vehicles in the wave’s path are carried with it to the other side. Huge or smaller vehicles struck by the wave have a 25% chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produces a wave, the wave repeats on the start of your next turn while the flood effect lasts.

    • Part Water - You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

    • Redirect Flow - You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

    • Whirlpool - This effect requires a body of water at least a 30m cube. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 3m wide at the base, up to 15m wide at the top, and 10m tall. Any creature or object in the water and within 10m of the vortex is pulled 5m toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

      • When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes ½ damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Athletics check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.

  • Death Ward - You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

  • Divination (M* - a piece of gold jewelry worth at least 25GP, consumed) - Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast this spell two or more times before finishing your next long rest, there is a cumulative 25% chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

  • Freedom of Movement - You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 5m of movement to automatically escape from non-magical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

  • Guardian of Faith - A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 3m of the guardian for the first time on a turn must succeed on a Dexterity Saving Throw. The creature takes 20 Radiant Damage on a failed Save, or ½ as much on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

  • Locate Creature - Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 2km of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close – within 10m – at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.

  • Stone Shape - You touch a stone object of Medium size or smaller or a section of stone no more than 3m in any dimension and form it into any shape that suits your purpose. For example you could shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible

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Divine 5th Level Spells

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Divine 3rd Level Spells