Bulk your muscles to deliver lethal unarmed strikes.
Guidance (*):
A creature you touch gains an expertise die on an ability check of its choosing.
Light:
Enchant one object to emit light.
Mending:
Perform simple repairs on an object.
Pestilence (N):
Fill a 10-foot sphere with biting insects that damage creatures and some objects.
Sacred Flame:
Use radiant energy to scorch an enemy.
Spare the Dying:
Stabilize a dying creature with a jolt of healing energy.
Thaumaturgy:
Manifest a minor magical effect to display divine power.
Word of Radiance :
Creatures in a 5-ft-radius must succeed on a save or take radiant damage.
Cause enemies to be distracted from their attacks.
Bless:
Bless a number of creatures, improving their attack rolls and saving throws.
Calculated Retribution (N):
Surround yourself with a dampening magical field and collect the energy of your foes’ attacks to use against them.
Ceremony:
Perform a religious ceremony for a funeral, last rites, offering, purification, or rite of passage.
Command:
Compel a creature to follow a one-word command.
Corpse Explosion (N):
Make a corpse explode in a poisonous cloud.
Create or Destroy Water (*):
Create or destroy up to 10 gallons of water.
Cure Wounds:
Heal hit points equal to 1d8 + your spellcasting ability modifier.
Detect Evil and Good:
Sense the presence and nature of otherworldly influences.
Detect Magic (*):
Sense the presence and school of magical auras.
Detect Poison and Disease (*):
Sense the presence and identify poisons and diseases.
Guiding Bolt:
Attack a creature with a bolt of radiant energy that guides the attack of an ally.
Healing Word:
Restore a small number of hit points to a creature at range with only a word.
Inflict Wounds:
Assail a creature with necrotic energy.
Protection from Evil and Good:
Protect a creature from certain creature types.
Sanctuary:
Guard one creature against attacks.
Shield of Faith:
Bestow holy protection upon a creature.
Traveler’s Ward (N):
Protect a creature from pickpockets.
Wind Up (N):
Magically ensure that your next melee attack strikes true.
Boost the hit points of allies.
Augury:
Consult fate.
Blindness/Deafness:
Strike a creature blind or deaf.
Calm Emotions:
Suppress strong and harmful emotions, negating effects or sapping aggression.
Continual Flame:
Create a torch-like flame that can’t be extinguished.
Enhance Ability:
Increase the effectiveness of one ability score for a creature.
Find Traps:
Know whether traps are present.
Force of Will (N):
Reduce the damage dealt by an attack.
Gentle Repose:
Prevent a corpse from decaying or being raised as undead.
Hold Person:
Paralyze a humanoid.
Lesser Restoration (*):
Remove one affliction from a creature.
Locate Object (*):
Know the whereabouts of a specific, nearby object.
Mental Grip (N):
Conjure extensions of your own mental fortitude to keep your foes at bay.
Prayer of Healing:
Heal up to 6 creatures during a short rest.
Protection from Energy (*):
Grant a creature resistance to one damage type of your choice.
Shattering Barrage (N):
Hurl orbs of jagged broken glass at up to 3 creatures.
Silence:
Create a bubble of magical silence.
Soulwrought Fists (N):
Harden a creature’s hands with inner power, turning dexterous fingers into magical iron cudgels.
Spiritual Weapon:
Conjure a floating, incandescent weapon to attack enemies with a bonus action.
Warding Bond:
Forge a mystical bond with a willing creature that grants them several benefits, but you take the damage being prevented from harming it.
Zone of Truth (*):
Create a zone that minimizes spoken deceptions.
Create undead to do your bidding.
Aura of Vitality :
One target in a 30-ft radius regains 2d6 hp.
Beacon of Hope:
Fill a creature with hope and vitality, improving saving throws and healing.
Bestow Curse (*):
Lay a curse upon a creature, giving it potentially long-lasting penalties.
Blood-Writ Bargain (N):
Create a pact enforced by celestials or fiends.
Clairvoyance:
Create a sensor at a distance, allowing you to see or hear through it.
Create Food and Water (*):
Conjure food and water to sustain one or more humanoids.
Crushing Haymaker (N):
Deliver a devastating strike that deals thunder damage and lays your target low.
Daylight:
Fill an area with magical daylight.
Dispel Magic:
End ongoing magical effects.
Feign Death :
The willing target appears dead to all outward inspection.
Glyph of Warding:
Create a magical trap, storing a spell or burst of harmful energy within a rune.
Life Transference :
The caster takes 4d8 necrotic damage and another creature gains twice the amount.
Mass Healing Word:
Heal up to 6 allies for a small amount.
Revivify:
Return a creature to life who has been dead for less than a minute.
Sending:
Send a short message to another creature, no matter their location.
Speak with Dead:
Call forth memories from a corpse, compelling it to answer questions.
Spirit Guardians (*):
Spectral spirits surround you, damaging and slowing enemies in the area.
Tongues:
Understand any heard language and be understood by others you speak to.
Creatures in a 30-ft radius gain resistance to necrotic damage and regain 1 hp when at 0 hp.
Aura of Purity :
Creatures in a 30-ft radius can not become diseased, gain resistance to poison, and get advantage to various saving throws.
Banishment (*):
Send a creature to another plane.
Control Water:
A body of water moves at your command.
Death Ward:
Grant a creature a one-time escape from death.
Divination:
Ask a higher power about the future.
Freedom of Movement:
Free a creature from most constraints on its movement.
Guardian of Faith :
Hostiles creatures within a 10-ft radius of the created guardian must succeed on a save or take 20 radiant damage.
Locate Creature:
Know the whereabouts of a specific, nearby creature.
Stone Shape:
Reshape stone into something beneficial, like a weapon or door.
Reach out to beyond the realms material to answer your questions.
Contagion:
Afflict a creature with disease.
Dawn :
Creatures in a 30-ft-radius, 40-ft-high cylinder must succeed on a save or take 4d10 radiant damage.
Dispel Evil and Good:
Gain protection from otherworldly foes and abilities to combat them.
Flame Strike:
Call forth divine flames that descend from on high.
Geas:
Give a creature a command with an extremely long duration.
Greater Restoration:
Restore a creature and remove a powerful debilitating effect.
Hallow:
Imbue an area with powerful divine protections that help or hinder creatures of your choice.
Holy Weapon :
The touched weapon shines, deals an extra 2d8 radiant damage, and can burst on a 30-ft radius (Save or 4d8 radiant).
Insect Plague:
Summon a biting, stinging swarm of insects.
Legend Lore:
Magically obtain knowledge about a creature or topic.
Mass Cure Wounds:
Heal several allies a moderate amount.
Planar Binding:
Force a creature from another plane of existence to become your servant.
Raise Dead (*):
Return a recently-dead creature to life.
Scrying:
Observe a creature on the same plane of existence as you.
Storm Kick (N):
Travel across the battlefield to deliver a thunderous kick.
Summon Celestial (*):
Summon 1 celestial spirit (avenger or defender), friendly.
Create an offensive and defensive wall of slashing blades.
Create Undead (*):
Raise three or fewer humanoid corpses as ghouls.
Find the Path:
Know the way to a location of your choice.
Forbiddance:
Protect an area against magical travel and damage certain trespassing creatures.
Harm:
Wither a creature, dealing damage and reducing its maximum health.
Heal:
Channel positive energy into a creature, restoring a large number of hit points and removing negative conditions.
Heroes’ Feast (N):
Create a fabulous feast that feeds and bolsters those that eat it.
Planar Ally:
Entreat cosmic forces for assistance and summon forth an ally—for a price.
True Seeing:
Grant truesight to one creature, allowing it to notice secret doors hidden by magic and see into the Ethereal Plane.
Word of Recall:
You and up to 5 willing creatures instantly teleport to a previously designated sanctuary.
Wormway (N):
Call forth a purple worm that carries you and up to 50 creatures across a vast distance.
Deal 40 radiant damage that ignores resistances and protects a corpse from being turned into undead.
Conjure Celestial:
Summon an angelic being to your aid.
Divine Word:
Hamper and possibly destroy otherworldly foes.
Enrage Architecture (N):
Animate a building and make it lash out at its inhabitants and surroundings.
Etherealness:
Enter the border of the Ethereal Plane.
Fire Storm:
Unleash flames that deal 7d10 fire damage in spaces that you choose.
Plane Shift:
Transport yourself and allies to another plane of existence or banish an enemy there instead.
Regenerate:
Cause a creature to heal itself over time and can regrow lost limbs.
Resurrection:
Return a long-dead creature to life.
Symbol:
Inscribe a potent arcane glyph, setting a magical trap for unsuspecting creatures.
Negate magic within a small area.
Control Weather:
Alter the weather in a 5-mile radius.
Earthquake:
Shake the ground to damage creatures and structures.
Holy Aura:
Create a powerful aura that aids allies and hinders outsiders.
Travel the astral plane.
Gate:
Create a portal to another plane.
Mass Heal (*):
Share 700 points of healing between any number of allies.
Power Word Heal :
The target regains all its hp and charmed, frightened, paralyzed, and stunned conditions end.
True Resurrection:
Return to life a creature that has been dead up to 200 years without any of its remains.