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Cleric Class Guide

This document outlines the class features and abilities of a Cleric in Dungeons & Dragons from levels 1-20. Some key abilities include: - Spellcasting using Wisdom as the spellcasting ability - Channel Divinity for turning undead or a domain-specific ability - Destroy Undead ability to instantly destroy lower CR undead on a failed save - Divine Intervention ability for calling on a deity for assistance once per day
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0% found this document useful (0 votes)
43 views6 pages

Cleric Class Guide

This document outlines the class features and abilities of a Cleric in Dungeons & Dragons from levels 1-20. Some key abilities include: - Spellcasting using Wisdom as the spellcasting ability - Channel Divinity for turning undead or a domain-specific ability - Destroy Undead ability to instantly destroy lower CR undead on a failed save - Divine Intervention ability for calling on a deity for assistance once per day
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Prof.

Level Bonus Features 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2 — — — — — — — —

2nd +2 Channel Divinity (1/ rest), Divine Domain Feature 3 3 — — — — — — — —

3rd +2 — 3 4 2 — — — — — — —

4th +2 Ability Score Increase 4 4 3 — — — — — — —

5th +3 Destroy Undead (CR 1/2) 4 4 3 2 — — — — — —

6th +3 Channel Divinity (2/ rest), Divine Domain Feature 4 4 3 3 — — — — — —

7th +3 — 4 4 3 3 1 — — — — —

Ability Score Increase, Destroy Undead (CR 1),


8th +3 4 4 3 3 2 — — — — —
Divine Domain Feature
9th +4 — 4 4 3 3 3 1 — — — —

10th +4 Divine Intervention 5 4 3 3 3 2 — — — —

11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 — — —

12th +4 Ability Score Increase 5 4 3 3 3 2 1 — — —

13th +5 — 5 4 3 3 3 2 1 1 1 —

14th +5 Destroy Undead (CR 3) 5 4 3 3 2 1 1 — —

15th +5 — 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Increase 5 4 3 3 3 2 1 1 1 —

17th +6 Destroy Undead (CR 4), Divine Domain Feature 5 4 3 3 3 2 1 1 1 1


18th +6 Channel Divinity (3/ rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Increase 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1

Cleric your Wisdom modifier + your cleric level (min 1). The
spells must be of a level for which you have spell slots.
Hit Points Casting the spell doesn’t remove it from your list of
Hit Dice: 1d8 per cleric level prepared spells.
Hit Points at 1st level: 8 + your Constitution modifier You can change your prepared spells when you finish
Hit Points at Higher levels: 1d8 (or 5) + your a long rest. Changing spells requires time: at least 1
Constitution modifier per cleric level after 1st minute per spell level for each spell on your list.
Spellcasting Ability
Proficiencies Wisdom is your spellcasting ability for your cleric spells.
Armor: Light armor, medium armor, shields
Weapons: All simple weapons Spell Save DC = 8 + proficiency + Wisdom modifier
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Spell Attack Modifier = proficiency + Wisdom modifier
Persuasion, and Religion Ritual Casting
You can cast cleric spells as a ritual if that spell has the
Equipment ritual tag and you have it prepared.
You start with the following equipment:
• (a) a mace or (b) a warhammer (if proficient) Spellcasting Focus
• (a) scale mail, (b) leather armor, Your holy symbol is a spellcasting focus for cleric spells.
or (c) chain mail (if proficient)
• (a) a light crossbow and 20 bolts or Channel Divinity
(b) any simple weapon At 2nd level, you gain the ability to channel divine
• (a) a priest’s pack or (b) an explorer’s pack energy with one of two such effects: Turn Undead and
• A shield and a holy symbol an effect determined by your domain. When you use
your Channel Divinity, you choose which effect to create.
Spellcasting At 6th level, you can use it twice, and at 18th level, you
Cantrips can use it thrice. Regain charges on a short or long rest.
At 1st level, you know three cantrips of your choice Channel Divinity: Turn Undead
from the cleric spell list. You learn more cleric cantrips As an action, you present your holy symbol and speak a
at higher levels, as shown in the Cleric table. prayer censuring the undead. Each undead that can see
or hear you within 30 ft of you must make a Wisdom
Preparing And Casting Spells saving throw. If they fails its saving throw, it is turned
The Cleric table shows how many spell slots you have for 1 minute or until it takes any damage.
of 1st level and higher. Casting spells expends a slot of Turned creatures must spend its turns trying to move
the spell’s level or higher. You regain all spell slots when away from you, and it can’t willingly move to a space
you take a long rest. within 30 ft of you. It can’t take reactions. It can use
You prepare a list of cleric spells that are available only the Dash action or try to escape from an effect that
for you to cast, choosing from all cleric spells. When prevents it from moving. If there’s nowhere to move, the
you do, choose a number of cleric spells equal to creature can use the Dodge action.

PAGE 6
Destroy Undead A turned creature must spend its turns trying to move
At 5th level, if an undead fails its saving throw against away from you, and it can’t willingly end its move in a
your Turn Undead feature, they is instantly destroyed if space within 30 ft of you. It can’t take reactions. It can
its challenge rating is at or below a certain threshold. only use the Dash action or try to escape from an effect
that prevents it from moving. If there’s nowhere to
Cleric level Destroys Undead of CR... move, the creature can use the Dodge action.
5th 1/2 or lower At 5th level, if a creature fails its saving throw against
8th 1 or lower
it, the creature is banished for 1 minute if it isn’t on its
plane of origin and its challenge rating is at or below a
11th 2 or lower certain threshold.
14th 3 or lower
Cleric level Banishes creatures of CR...
17th 4 or lower
5th 1/2 or lower

Ability Score Increase 8th 1 or lower


11th 2 or lower
At 4th, 8th, 12th, 16th, and 19th level, you can increase
one ability score by 2, or two ability scores by 1. You 14th 3 or lower
can’t bring an ability score above 20 using this feature. 17th 4 or lower

Spell Breaker
Divine Intervention At 6th level, when you heal an ally with a spell of 1st
At 10th level, you can call on your deity to intervene on level or higher, you can also end one spell of your
your behalf. Imploring your deity’s aid requires you to choice on that creature. The level of the ended spell
use your action. Describe the assistance you seek, and must be equal to or lower than the level of the spell slot
roll percentile dice. If you roll a number equal to or you expended.
lower than your cleric level, your deity intervenes. The
DM chooses the nature of the intervention. Potent Spellcasting
If your deity intervenes, you can’t use this feature At 8th level, you add your Wisdom modifier to the
again for 7 days. Otherwise, you can use it again after damage you deal with cleric cantrips.
you finish a long rest.
At 20th level, your call for intervention succeeds Arcane Mastery
automatically, no roll required. At 17th level, choose four spells from the wizard spell
list, one each from 6th, 7th, 8th, and 9th level. You add
them to your list of domain spells. They are always
Divine Domains prepared and count as cleric spells.
At 1st level, choose a domain related to your deity. It
grants bonuses at 1st, 2nd, 6th, 8th, and 17th levels. Knowledge Domain
Each domain has a list of domain spells that you gain
at the noted level. Domain spells are always prepared, Cleric Level Spells
and don’t acount against the number of spells you can 1st Command (PHB.223)
prepare each day. These spells count as cleric spells. Identify (PHB.252)
3rd Augury (PHB.215)
Arcana Domain Suggestion (PHB.279)
5th Nondetection (PHB.263)
Cleric level Spells Speak With Dead (PHB.277)
1st Detect Magic (PHB.231) 7th Arcane Eye (PHB.214)
Magic Missile (PHB.257) Confusion (PHB.224)
3rd Magic Weapon (PHB.257) 9th Legend Lore (PHB.254)
Nystul’s Magic Aura (PHB.263) Scrying (PHB.273)
5th Dispel Magic (PHB.234)
Magic Circle (PHB.256) Blessing of Knowledge
At 1st level, you learn two languages, and become
7th Arcane Eye (PHB.214)
proficient in two of the following: Arcana, History,
Leomund’s Secret Chest (PHB.254)
Nature, or Religion. Your proficiency bonus is doubled
9th Planar Binding (PHB.265) for any check you make with either skill.
Teleportation Circle (PHB.282)
Channel Divinity: Knowledge of the Ages
Arcane Initiate At 2nd level, you can use your Channel Divinity to
At 1st level, you gain proficiency in Arcana, and gain choose one skill or tool. For 10 minutes, you have
two cantrips from the wizard spell list. These cantrips proficiency with the chosen with it.
count as cleric cantrips.
Channel Divinity: Read Thoughts
Channel Divinity: Arcane Abjuration At 6th level, you can use your Channel Divinity to read
At 2nd level, you can use your Channel Divinity to a creatures thought, and command it. As an action,
abjure otherworldly creatures. choose one creature within 60 ft that you can see.
As an action, you present your holy symbol, and one That creature must make a Wisdom saving throw. If it
celestial, elemental, fey, or fiend of your choice within succeeds, you can’t use this feature on it again until you
30 ft must make a Wisdom saving throw, provided that take a long rest.
the creature can see or hear you. If it fails, it is turned
for 1 minute or until it takes any damage.

PAGE 7
If it fails, for 1 minute you can read its surface Divine Strike
thoughts when its within 60 ft. During that time, you At 8th level, once on each of your turns when you hit a
can use your action to end this effect, and cast the creature with a weapon attack, the attack may deal an
Suggestion (PHB.279) spell without expending a spell slot. extra 1d8 radiant damage. When you reach 14th level,
It automatically fails its saving throw against the spell. the extra damage increases to 2d8.

Potent Spellcasting Supreme Healing


At 8th level, you add your Wisdom modifier to any At 17th level, when you would roll dice to restore hit
damage you deal with cleric cantrips. points with a spell, you instead heal for the maximum.

Visions of the Past


At 17th level, you can spent at least a minute in
Light Domain
meditation to receive glimpses of recent events. You Cleric level Spells
can meditate for a number of minutes equal to your
1st Burning Hand (PHB.220)
Wisdom score, and must maintain concentration. You
Faerie Fire (PHB.239)
can use it again until you finish a short or long rest.
Object Reading: Holding an object as you meditate 3rd Flaming Sphere (PHB.242)
for 1 minute, you can learn how the owner acquired Scorching Ray (PHB.273)
and lost the object, as well as the most recent 5th Daylight (PHB.230)
significant event involving the two. If it was owned by Fireball (PHB.241)
another creature within a number of days equal to your 7th Guardian of Faith (PHB.246)
Wisdom score, you can spend an additional minute for Wall of Fire (PHB.285)
each owner to learn the same information. 9th Flame Strike (PHB.242)
Area Reading: You see recent events going back a Scrying (PHB.273)
number of days equal to your Wisdom score. For each
minute you meditate, you learn about one significant Bonus Cantrip
event, in reverse chronological order. At 1st level, you gain the Light (PHB.255) cantrip.

Warding Flare
Life Domain At 1st level, when you are attacked by a creature within
Cleric Level Spells 30 ft of you that you can see, you can use your reaction
to impose disadvantage on the attack roll, causing light
1st Bless (PHB.219)
to flare before the attacker before it hits or misses. An
Cure Wounds (PHB.230)
attacker that can’t be blinded is immune.
3rd Lesser Restoration (PHB.255) You can use this feature a number of times equal to
Spiritual Weapon (PHB.278) your Wisdom modifier (min 1). You regain all uses
5th Beacon of Hope (PHB.217) when you finish a long rest.
Revivify (PHB.272)
7th Death Ward (PHB.230) Channel Divinity: Radiance Of The Dawn
Guardian of Faith (PHB.246) At 2nd level, you can use your Channel Divinity to
harness sunlight, banishing darkness and dealing
9th Mass Cure Wounds (PHB.258)
radiant damage to your foes.
Raise Dead (PHB.270)
As an action, you present your holy symbol, and any
Bonus Proficiency magical darkness within 30 ft of you is dispelled. Each
At 1st level, you gain proficiency with heavy armor. hostile creature within 30 ft of you makes a Constitution
saving throw. A creature takes radiant damage equal to
Disciple Of Life 2d10 + your cleric level on a failed saving throw, and half
At 1st level, whenever you use a spell of 1st level or as much damage on a successful one. A creature that
higher to restore hit points to a creature, the creature has total cover from you is not affected.
gains additional hit points equal to 2 + the spell’s level.
Improved Flare
Channel Divinity: Preserve Life At 6th level, you can also use your Warding Flare when
At 2nd level, you can use your Channel Divinity to heal a creature that you can see within 30 ft of you attacks
the badly injured. As an action, choose any creatures another creature.
within 30 ft of you, and divide hit points equal to five
times your cleric level among them. This feature can Potent Spellcasting
only restore a creature to half its hit point maximum. At 8th level, you add your Wisdom modifier to the
You can’t use this feature on an undead or a construct. damage you deal with cleric cantrips.

Blessed Healer Corona Of Light


At 6th level, when you cast a spell of 1st level or higher At 17th level, you can use your action to activate an aura
that restores hit points to a creature other than you, you of sunlight that lasts for 1 minute or until you dismiss
regain hit points equal to 2 + the spell’s level. it using another action. You emit bright light in a 60 ft
radius and dim light 30 ft beyond that. Your enemies
in the bright light have disadvantage on saving throws
against any spell that deals fire or radiant damage.

PAGE 8
Nature Domain Wrath Of The Storm
At 1st level, you can thunderously rebuke attackers.
Cleric Level Spells When a creature within 5 ft of you that you can see hits
1st Animal Friendship (PHB.212)
you with an attack, you can use your reaction to cause
Speak with Animals (PHB.277) the creature to make a Dexterity saving throw. It takes
2d8 lightning or thunder damage on a fail, and half as
3rd Barkskin (PHB.217)
much damage on a success.
Spike Growth (PHB.277)
You can use this feature a number of times equal to
5th Plant Growth (PHB.266) your Wisdom modifier (min 1). You regain all uses
Wind Wall (PHB.288) when you finish a long rest.
7th Dominate Beast (PHB.234)
Grasping Vine (PHB.246) Channel Divinity: Destructive Wrath
9th Insect Plague (PHB.254) At 2nd level, you can use your Channel Divinity to wield
Tree Stride (PHB.283) the power of the storm with unchecked ferocity. When
you roll lightning or thunder damage, you can instead
Acolyte Of Nature use your Channel Divinity to deal maximum damage.
At 1st level, you learn one druid cantrip of your choice.
You also gain proficiency in one of the following skills of Thunderbolt Strike
your choice: Animal Handling, Nature, or Survival. At 6th level, when you deal lightning damage to a Large
or smaller creature, you can also push it up to 10 ft
Bonus Proficiency away from you.
At 1st level, you gain proficiency with heavy armor.
Divine Strike
Channel Divinity: Charm Animals And Plants At 8th level, once on each of your turns when you hit
At 2nd level, you can use your Channel Divinity to a creature with a weapon attack, you the attack deals
charm animals and plants. an extra 1d8 thunder damage. At 14th level, the extra
As an action, you present your holy symbol and invoke damage increases to 2d8.
the name of your deity. Each beast or plant creature
that can see you within 30 ft of you must make a Stormborn
Wisdom saving throw. If it fails, it is charmed by you for At 17th level, you have a flying speed equal to
1 minute or until it takes damage. your current walking speed whenever you are not
While it is charmed by you, it is friendly to you and underground or indoors.
other creatures you designate.
Trickery Domain
Dampen Elements
At 6th level, when you or a creature within 30 ft of you Cleric Level Spells
takes acid, cold, fire, lightning, or thunder damage, 1st Charm Person (PHB.221)
you can use your reaction to grant resistance to the Disguise Self (PHB.233)
creature against that instance of the damage.
3rd Mirror Image (PHB.260)
Pass Without Trace (PHB.264)
Divine Strike
At 8th level, once on each of your turns when you hit a 5th Blink (PHB.219)
creature with a weapon attack, you can cause the attack Dispel Magic (PHB.234)
to deal an extra 1d8 cold, fire, or lightning damage to 7th Dimension Door (PHB.233)
the target. At 14th level, the damage increases to 2d8. Polymorph (PHB.266)
9th Dominate Person (PHB.235)
Master Of Nature Modify Memory (PHB.261)
At 17th level, you gain the ability to command animals
and plant creatures. While creatures are charmed by Blessing Of The Trickster
your Charm Animals and Plants feature, you can take At 1st level, you can use your action to touch another
a bonus action on your turn to verbally command what willing creature to give it advantage on Stealth checks.
each of those creatures will do on its next turn. This lasts for 1 hour, or until you use this feature again.

Tempest Domain Channel Divinity: Invoke Duplicity


At 2nd level, you can use your Channel Divinity to
Cleric Level Spells create an illusory duplicate of yourself. As an action,
1st Fog Cloud (PHB.243)
you create a perfect illusion of yourself that lasts for 1
Thunderwave (PHB.282) minute, or until you lose your concentration.
The illusion appears in an unoccupied space that you
3rd Gust of Wind (PHB.248)
can see within 30 ft of you. As a bonus action on your
Shatter (PHB.275)
turn, you can move it up to 30 ft to a space you can see,
5th Call Lightning (PHB.220) but within 120 ft of you. For the duration, you can cast
Sleet Storm (PHB.276) spells as though you were in the illusion’s space, but
7th Control Water (PHB.227) you must use your own senses. When both you and your
Ice Storm (PHB.252) illusion are within 5 ft of a creature that can see the
9th Destructive Wave (PHB.231) illusion, you have advantage on attack rolls against it.
Insect Plague (PHB.254)
Channel Divinity: Cloak Of Shadows
Bonus Proficiencies At 6th level, you can use your Channel Divinity to
At 1st level, you gain proficiency with martial weapons vanish. As an action, you become invisible until the end
and heavy armor. of your next turn. This ends if you attack or cast a spell.

PAGE 9
Divine Strike Death Domain (dmg.96)
At 8th level, once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack Cleric Level Spells
to deal an extra 1d8 poison damage to the target. At 1st False Life (PHB.239)
14th level, the extra damage increases to 2d8. Ray of Sickness (PHB.271)

Improved Duplicity 3rd Blindness / Deafness (PHB.219)


At 17th level, you can create up to four duplicates of Ray of Enfeeblement (PHB.271)
yourself when you use Invoke Duplicity. As a bonus 5th Animate Dead (PHB.212)
action on your turn, you can move any number of them Vampiric Touch (PHB.285)
up to 30 ft, to a maximum range of 120 ft. 7th Blight (PHB.219)
Death Ward (PHB.230)
War Domain 9th Antilife Shell (PHB.213)
Cloudkill (PHB.222)
Cleric Level Spells
1st Divine Favor (PHB.234) Bonus Proficiency
Shield of Faith (PHB.275) At 1st level, you gain proficiency with martial weapons.
3rd Magic Weapon (PHB.257) Reaper
Spiritual Weapon (PHB.278)
At 1st level, you learn one necromancy cantrip of your
5th Crusader’s Mantle (PHB.230) choice from any spell list. When you cast a necromancy
Spirit Guardians (PHB.278) cantrip that normally targets only one creature, it can
7th Freedom of Movement (PHB.244) instead target two creatures within range and within
Stoneskin (PHB.278) 5 ft of each other.
9th Flame Strike (PHB.242)
Hold Monster (PHB.251)
Channel Divinity: Touch of Death
At 2nd level, you can use your Channel Divinity to
Bonus Proficiencies destroy another creatures life force by touch. When you
At 1st level, you gain proficiency with martial weapons hit a creature with a melee attack, you can use Channel
and heavy armor. Divinity to deal extra necrotic damage tot he target. The
damage is equal to 5 + twice your cleric level.
War Priest
At 1st level, when you use the Attack action, you can Inescapable Destruction
make one weapon attack as a bonus action. At 6th level, necrotic damage dealt by your cleric spells
You can use this feature a number of times equal to and Channel Divinity options ignores resistance to
your Wisdom modifier (min 1). You regain all expended necrotic damage.
uses when you finish a long rest.
Divine Strike
Channel Divinity: Guided Strike At 8th level, once on each of your turns when you hit a
At 2nd level, you can use your Channel Divinity to strike creature with a weapon attack, the attack deals an extra
with supernatural accuracy. When you make an attack 1d8 necrotic damage. At 14th level, the extra damage
roll, you can use your Channel Divinity to gain a +10 increases to 2d8.
bonus to the roll. You make this choice after you see the
roll, but before the DM says if the attack hits. Improved Reaper
At 17th level, when you cast a necromancy spell of 1st
Channel Divinity: War God’s Blessing through 5th level that targets only one creature, the
At 6th level, when a creature within 30 ft of you makes spell can instead target two creatures within range and
an attack roll, you can use your reaction to grant that within 5 ft of each other. If the spell consumes material
creature a +10 bonus to the roll, using your Channel components, you must provide them for each target.
Divinity. You make this choice after you see the roll, but
before the DM says whether the attack hits or misses.

Divine Strike
At 8th level, once on each of your turns when you hit a
creature with a weapon attack, the attack deals an extra
1d8 damage of the same type dealt by the weapon. At
14th level, the extra damage increases to 2d8.

Avatar Of Battle
At 17th level, you gain resistance to nonmagical
bludgeoning, piercing, and slashing damage.

PAGE 10
Cleric Spell List
Cantrips (0 Level) Find Traps PHB.241 4th Level 6th Level
Guidance PHB.248 Gentle Repose PHB.245 Banishment PHB.217 Blade Barrier PHB.218
Light PHB.255 Hold Person PHB.251 Control Water PHB.227 Create Undead PHB.229
Mending PHB.259 Lesser Restoration Death Ward PHB.230 Find the Path PHB.240
Resistance PHB.272 PHB.255 Divination PHB.234 Forbiddance PHB.243
Sacred Flame PHB.272 Locate Object PHB.256 Freedom of Movement Harm PHB.249
Spare the Dying PHB.277 Prayer of Healing PHB.244 Heal PHB.250
Thaumaturgy PHB.282 PHB.267 Guardian of Faith Heroes’ Feast PHB.250
Protection from Poison PHB.246 Planar Ally PHB.265
1st Level PHB.270 Locate Creature PHB.256 True Seeing PHB.284
Bane PHB.216 Silence PHB.275 Stone Shape PHB.278 Word of Recall PHB.289
Bless PHB.219 Spiritual Weapon
Command PHB.223 PHB.278 5th Level 7th Level
Create or Destroy Water Warding Bond PHB.287 Commune PHB.223 Conjure Celestial PHB.225
PHB.229 Zone of Truth PHB.289 Contagion PHB.227 Divine Word PHB.234
Cure Wounds PHB.230 Dispel Evil and Good Etherealness PHB.238
Detect Evil and Good 3rd Level PHB.233 Fire Storm PHB.242
PHB.231 Animate Dead PHB.212 Flame Strike PHB.242 Plane Shift PHB.266
Detect Magic PHB.231 Beacon of Hope PHB.217 Geas PHB.244 Regenerate PHB.271
Detect Poison and Bestow Curse PHB.218 Greater Restoration Resurrection PHB.272
Disease PHB.231 Clairvoyance PHB.222 PHB.246 Symbol PHB.280
Guiding Bolt PHB.248 Create Food and Water Hallow PHB.249
Healing Word PHB.250 PHB.229 Insect Plague PHB.254 8th Level
Inflict Wounds PHB.253 Daylight PHB.230 Legend Lore PHB.254 Antimagic Field PHB.213
Protection from Evil and Dispel Magic PHB.234 Mass Cure Wounds Control Weather PHB.228
Good PHB.270 Feign Death PHB.240 PHB.258 Earthquake PHB.236
Purify Food and Drink Glyph of Warding Planar Binding PHB.265 Holy Aura PHB.251
PHB.270 PHB.245 Raise Dead PHB.270
9th Level
Sanctuary PHB.272 Magic Circle PHB.256 Scrying PHB.273
Astral Projection PHB.215
Shield of Faith PHB.275 Mass Healing Word
Gate PHB.244
PHB.258
2nd Level Mass Heal PHB.258
Meld into Stone PHB.259
Aid PHB.211 True Resurrection
Protection from Energy PHB.284
Augury PHB.215 PHB.270
Blindness/Deafness Remove Curse PHB.271
PHB.219 Revivify PHB.272
Calm Emotions PHB.221 Sending PHB.274
Continual Flame PHB.227 Speak with Dead PHB.277
Enhance Ability PHB.237 Spirit Guardians PHB.278
Tongues PHB.283
Water Walk PHB.287

PAGE 11

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