Spells/Cleric/Life Domain

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< Spells‎ | Cleric

Life Domain spells for clerics

Level 1

Cure Wounds(page)

Evocation, level 1 spell typically available to bards, clerics, druids, paladins, rangers

  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Somatic
  • Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Bless(page)

Enchantment, level 1 spell typically available to clerics, paladins

  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Somatic, Material (a sprinkling of holy water)
  • Duration: Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

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.

Lesser Restoration(page)

Abjuration, level 2 spell typically available to bards, clerics, druids, paladins, rangers

  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Somatic
  • Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.


Level 3

Beacon of Hope(page)

Abjuration, level 3 spell typically available to clerics

  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Somatic
  • Duration: Concentration, up to 1 minute

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

Revivify(page)

Conjuration, level 3 spell typically available to clerics, paladins

  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Somatic, Material (diamonds worth 300gp, which the spell consumes)
  • Duration: Instantaneous

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.


Level 4

Death Ward(page)

Abjuration, level 4 spell typically available to clerics, paladins

  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Somatic
  • Duration: 8 hours

You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Guardian of Faith(page)

Conjuration, level 4 spell typically available to clerics

  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal
  • Duration: 8 hours

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.


Level 5

Mass Cure Wounds(page)

Conjuration, level 5 spell typically available to bards, clerics, druids

  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Somatic
  • Duration: Instantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot- radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Raise Dead(page)

Necromancy, level 5 spell typically available to bards, clerics, paladins

  • Casting time: 1 hour
  • Range: Touch
  • Components: Verbal, Somatic, Material (a diamond worth at least 500gp, which the spell consumes)
  • Duration: Instantaneous

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.