Spare the Dying Circle of Morality Eyes of the Grave
Necromancy cantrip Grave Domain feature Grave Domain feature
Level 1
Casting time 1 action Level 1
Range Touch You gain the ability to manipulate the line As an action, you can open you
Components V,S between life and death. awareness to magically detect undead.
Duration Instantaneous Until the end of your next turn, you
When you normally roll one or more dice
know the location of any undead
You touch a living creature that has 0 hit to restore hit points with a spell to a
within 60ft of you that isn't behind total
points. The creature becomes stable. This creature at 0 hit points, you instead use
cover and that isn't protected from
spell has no effect on undead or the highest number possible for each
divination magic. This sense doesn't tell
constructs. die.
you anything about a creature's
capabilities or identity.
You can use this feature a number of
times equal to your Wisdom modified
(minimum of once). You regain all
expended uses when you finish a long
rest.
Path to the Grave Sacred Flame Guidance
Channel Divinity Evocation cantrip Divination cantrip
Level 2 Casting time 1 action Casting time 1 action
You can use you Channel Divinity to mark Range 60 feet Range Touch
another creature's life force for Components V,S Components V,S
termination. Duration Instantaneous Duration Concentration, up to 1 minute
As an action, you choose one creature Flame-like radiance descends on a You touch one willing creature. Once
you can see within 30 feet of you, cursing creature that you can see within range. before the spells ends, the target can
it until the end of your next turn. The The target must succeed on a Dexterity roll a d4 and add the number rolled to
next time you or an ally of yours hits the saving throw or take 1d8 radiant one ability check of its choice. It can roll
cursed creature with an attack, the damage. The target gains no benefit the die before or after making the ability
creature has vulnerability to all of that from cover for this saving throw. check. The spell then ends.
attack's damage, and then the curse
ends.
The spell's damage increases by 1d8
when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8).
Sentinel at Death's Door Potent Spellcasting Turn Undead
Grave Domain feature Grave Domain feature Channel Divinity
Level 6 Level 8 Level 2
You gain the ability to impede death's You add your Wisdom modifier to the As an action, you present your holy
progress. damage you deal with any cleric cantrip. symbol and speak a prayer censuring the
undead. Each undead that can see or
As a reaction, when you or a creature
hear you within 30 feet of you must
you can see within 30 feet of you
make a Wisdom saving throw. If the
suffers a critical hit, you can turn that
creature fails its saving throw, it is
hit into a normal hit. Any effects
turned for 1 minute or until it takes
triggered by a critical hit are cancelled.
any damage.
Turned c r e at u r e
You can use this feature a number of A turned creature must spend its turns
times equal to your Wisdom modified trying to move as far away from you as it
(minimum of once). you regain all can, and it can't willingly move to a space
expended uses when you finish a long withing 30 feed of you. I also can't take
rest. reactions.
Destroy Undead Bless Guiding Bolt
Cleric feature 1st-level enchantment 1st-level evocation
Level 5 Casting time 1 action Casting time 1 action
When an undead fails its saving throw Range 30 feet Range 120 feet
against your Turn Undead feature, the Components V,S,M Components V,S
creature is instantly destroyed if its Duration Concentration, up to 1 minute Duration 1 round
challenge rating is at or below a certain
threshold. You bless up to three creatures of your A flash of light streaks toward a creature
choice within range. Whenever a target of your choice within range. Make a
makes an attack roll or a saving throw ranged spell attack against the target. On
before the spell ends, the target can roll a hit, the target takes 4d6 radiant
a d4 and add the number rolled to the damage, and the next attack roll made
attack roll or saving throw. against this target before the end of
your next turn has advantage.
At Higher Levels At Higher Levels
When you cast this spell using a spell slot When you cast this spell using a spell slot
of 2nd level or higher, you can target one of 2nd level or higher, the damage
additional creature for each slot level increases by 1d6 for each slot level above
above 1st. 1st.
Detect Magic Word of Radiance Healing Word
1st-level divination (ritual) Evocation cantrip 1st-level evocation
Casting time 1 action Casting time 1 action Casting time 1 bonus action
Range Self Range 5 feet Range 60 feet
Components V,S Components V,M (a holy symbol) Components V
Duration Concentration, up to 10 min. Duration Instantaneous Duration Instantaneous
For the duration, you sense the You utter a divine word, and burning A creature of your choice that you can
presence of magic within 30 feed of radiance erupts from you. Each creature see within range regains hit points
you. If you sense magin in this way, you of your choice that you can see within equal to 1d4 + your spellcasting ability
can use you action to see a faint aura range must succeed on a Constitution modifier. This spell has no effect on
around any visible creature or object in saving throw or take 1d6 radiant undead or constructs.
the area that bears magic, and you learn damage.
its school of magic, if any.
This spell can penetrate most barriers, At Higher Levels
but it is blocked by 1 foot of stone, 1 inch
When you cast this spell using a spell slot
of common metal, a thin sheet of lead, or
The spell's damage increases by 1d6 of 2nd level or higher, the healing
3 feet of wood or dirt.
when you reach 5th level (2d6), 11th level increases by 1d4 for each slot level above
(3d6), and 17th level (4d6). 1st.
Wanderer Ward Second Wind Fighting Style: Defense
Race feature Fighter feature Fighter feature
Level 1 Level 1
Casting Time 1 action
Duration 6 hours You have a limited well of stamina that While you are wearing armor, you gain a
Reset 1 long rest you can draw on to protect yourself from +1 bonus to AC.
As an action, add 1d4 to armor class harm. On your turn, you can use a
against undead, vampire and werewolf. bonus action to regain hit points equal
to 1d10 + your fighter level.
Once you use this feature, you must
finish a short or long rest before you can
use it again.
Action Surge Extra Attack Aid
Fighter feature Fighter feature 2nd-level abjuration
Level 2 Level 5
Casting time 1 action
You can push yourself beyond your You can attack twice, instead of once, Range 30 feet
normal limits for a moment. On your whenever you take the Attack action on Components V, S, M (a tiny strip of white
turn, you can take one additional your turn. cloth)
action on top of your regular action Duration 8 hours
and a possible bonus action.
Your spell bolsters your allies with
Once you use this feature, you must toughness and resolve. Choose up to
finish a short or long rest before you can three creatures within range. Each
use it again. target's hit point maximum and current
hit points increase by 5 for the duration.
At Higher Levels At Higher Levels
At Higher Levels The number of attacks increases to three When you cast this spell using a spell slot
Starting at 17th level, you can use it twice when you reach 11th level in this class of 3rd level or higher, a target's hit points
before a rest, but only once on the same and to four when you reach 20th level in increase by an additional 5 for each slot
turn. this class. level above 2nd.
Spiritual Weapon Silence
2nd-level evocation 2nd-level illusion (ritual)
Casting time 1 bonus action Casting time 1 action
Range 60 feet Range 120 feet
Components V, S Components V, S
Duration 1 minute Duration Concentration, up to 10
minutes
You can make a melee spell attack
against a creature within 5 feet of the For the duration, no sound can be
weapon. On a hit, the target takes force created within or pass trough a 20-foot-
damage equal to 1d8 + your radius sphere centered on a point you
spellcasting ability modifier. As a choose within range. Any creature or
bonus action, you can move the weapon object entirely inside the sphere is
up to 20 feet and repeat the attack inmune to thunder damage, and
against a creature within 5 feet of it. creatures are deafened while entirely
inside it. Casting a spell that includes a
At Higher Levels
verbal component is impossible there.
When casting using a spell slot of 3rd
level or higher, the damage increases by
1d8 for every two slots levels above 2nd.