Spells/Cleric/War Domain
War Domain spells for clerics
Table of Contents
Cantrips
Level 1
Shield of Faith(page)
Abjuration, level 1 spell typically available to clerics, paladins
- Casting time: 1 bonus action
- Range: 60 feet
- Components: Verbal, Somatic, Material (a small parchment with a bit of holy text written on it)
- Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Divine Favor(page)
Evocation, level 1 spell typically available to paladins
- Casting time: 1 bonus action
- Range: Self
- Components: Verbal, Somatic
- Duration: Concentration, up to 1 minute
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Level 2
Spiritual Weapon(page)
Evocation, level 2 spell typically available to clerics
- Casting time: 1 bonus action
- Range: 60 feet
- Components: Verbal, Somatic
- Duration: 1 minute
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
Magic Weapon(page)
Transmutation, level 2 spell typically available to paladins, wizards
- Casting time: 1 bonus action
- Range: Touch
- Components: Verbal, Somatic
- Duration: Concentration, up to 1 hour
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Level 3
Spirit Guardians(page)
Conjuration, level 3 spell typically available to clerics
- Casting time: 1 action
- Range: Self (15-foot radius)
- Components: Verbal, Somatic, Material (a holy symbol)
- Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Crusader's Mantle(page)
Evocation, level 3 spell typically available to paladins
- Casting time: 1 action
- Range: Self
- Components: Verbal
- Duration: Concentration, up to 1 minute
Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.
Level 4
Freedom of Movement(page)
Abjuration, level 4 spell typically available to bards, clerics, druids, rangers
- Casting time: 1 action
- Range: Touch
- Components: Verbal, Somatic, Material (a leather strap, bound around the arm or a similar appendage)
- Duration: 1 hour
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 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
Stoneskin(page)
Abjuration, level 4 spell typically available to druids, rangers, sorcerers, wizards
- Casting time: 1 action
- Range: Touch
- Components: Verbal, Somatic, Material (diamond dust worth 100 gp, which the spell consumes)
- Duration: Concentration, up to 1 hour
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Level 5
Flame Strike(page)
Evocation, level 5 spell typically available to clerics
- Casting time: 1 action
- Range: 60 feet
- Components: Verbal, Somatic, Material (pinch of sulfur)
- Duration: Instantaneous
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40- foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
Hold Monster(page)
Enchantment, level 5 spell typically available to bards, sorcerers, warlocks, wizards
- Casting time: 1 action
- Range: 90 feet
- Components: Verbal, Somatic, Material (a small, straight piece of iron)
- Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.