Divine Cantrips


Spell NameSchoolCasting TimeRangeDurationComponents
Armor of the DivineAbjuration1 Bonus Action5mConcentration up to 1 minuteV, S
GuidanceDivination1 ActionTouchConcentration up to 1 minuteV, S
Hand of RadianceEvocation1 Action3mInstantaneousV, S
LightEvocation1 ActionTouch1 hourV, M
MendingTransmutation1 MinuteTouchInstantaneousV, S, M
ResistanceAbjuration1 ActionTouchConcentration up to 1 minuteV, S, M
Sacred FlameEvocation1 Action20mInstantaneousV, S
Spare the DyingNecromancy1 Action20mInstantaneousV, S
ThaumaturgyTransmutation1 Action10mUp to 1 minuteV
Toll the DeadNecromancy1 Action20mInstantaneousV, S
VirtueAbjuration1 ActionTouch1 roundV, 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

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Spells (Complete)

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Natural Cantrips