Divine Cantrips
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Armor of the Divine | Abjuration | 1 Bonus Action | 5m | Concentration up to 1 minute | V, S |
Guidance | Divination | 1 Action | Touch | Concentration up to 1 minute | V, S |
Hand of Radiance | Evocation | 1 Action | 3m | Instantaneous | V, S |
Light | Evocation | 1 Action | Touch | 1 hour | V, M |
Mending | Transmutation | 1 Minute | Touch | Instantaneous | V, S, M |
Resistance | Abjuration | 1 Action | Touch | Concentration up to 1 minute | V, S, M |
Sacred Flame | Evocation | 1 Action | 20m | Instantaneous | V, S |
Spare the Dying | Necromancy | 1 Action | 20m | Instantaneous | V, S |
Thaumaturgy | Transmutation | 1 Action | 10m | Up to 1 minute | V |
Toll the Dead | Necromancy | 1 Action | 20m | Instantaneous | V, S |
Virtue | Abjuration | 1 Action | Touch | 1 round | V, S |
Armor of the Divine - Target a Creature with Range that you can see, they gain 1d4 Shielding for the Duration
Guidance - Touch a willing Creature, for the duration the next Ability Check they make has another 1d4 added onto it
Hand of Radiance - You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within Range must succeed on a Constitution saving throw or take 1d4 radiant damage. This increases to 2d4 Damage at 5th and 3d4 at 10th.
Light - Touch an object, it glows like a Torch for 1 Hour.
Mending - Hold your hand over a non-magical object that fits within a 1m cube, pieces of it can be put back together but it cannot restore something that has been completely removed. The total break cannot be larger than .5m in size.
Resistance - You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one Save of its choice.
Sacred Flame - Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Reflex Save or take 1d6 radiant damage. The target gains no benefit from cover for this Save. This increases to 2d6 Damage at 5th and 3d6 at 10th.
Spare the Dying - Select a Creature within Range that you can see and is currently making Death Saving Throws, you stabilize the Creature
Thaumaturgy - You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Toll the Dead - Target a Creature within Range that has less than its maximum HP, it must make a Will Save. On a Failure it takes 1d12 Necrotic Damage. This increases to 2d12 Damage at 5th and 3d12 at 10th Level.
Virtue - You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains Shielding equal to 1d4 + your spellcasting ability modifier. This Shield is lost when the spell ends. This increases to 2d4 at 5th Level and 3d4 at 10th