Spells/Cleric/Light Domain

A fragment of the Garden of Remembering

< Spells‎ | Cleric

Light Domain spells for clerics

Level 1

Burning Hands(page)

Evocation, level 1 spell typically available to sorcerers, wizards

  • Casting time: 1 action
  • Range: Self (15-foot cone)
  • Components: Verbal, Somatic
  • Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Faerie Fire(page)

Evocation, level 1 spell typically available to bards, druids

  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal
  • Duration: Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.


Level 2

Flaming Sphere(page)

Conjuration, level 2 spell typically available to druids, wizards

  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Somatic, Material (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
  • Duration: Concentration, up to 1 minute

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by

Scorching Ray(page)

Evocation, level 2 spell typically available to sorcerers, wizards

  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Somatic
  • Duration: Instantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Level 3

Fireball(page)

Evocation, level 3 spell typically available to sorcerers, wizards

  • Casting time: 1 action
  • Range: 150 feet
  • Components: Verbal, Somatic, Material (a tiny ball of bat guano and sulfur)
  • Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Daylight(page)

Evocation, level 3 spell typically available to clerics, druids, paladins, rangers, sorcerers

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

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.


Level 4

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.

Scrying(page)

Divination, level 4 spell typically available to bards, clerics, druids, warlocks, wizards

  • Casting time: 10 minutes
  • Range: Self
  • Components: Verbal, Somatic, Material (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
  • Duration: Concentration, up to 10 minutes

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) -5
Connection Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

Wall of Fire(page)

Evocation, level 4 spell typically available to druids, sorcerers, wizards

  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Somatic, Material (a small piece of phosphorus)
  • Duration: 1 minute

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

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.