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The Augur: A New Fifth Edition class

Augur

A young elven male, eyes a pale white from the curse laid upon him, cures another of the same issue of sight as he, although he cannot cure himself. A human fights off multiple goblins with her rapier, a series of spirits dancing around her as she does so. Originally thought to be only street con artists, the Augur is much more than they're made out to be.

Diviners and Communicators

While they use the same divine magic that Clerics do, Augurs become cursed because of the power that they receive. They are chosen to fulfill a higher calling, but at much greater a cost. The curses laid upon them, however, do give them gifts as time passes, though the initial crippling remains.

Quick Build

You can make an augur quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity or Constitution. Second, choose the hermit background.

Class Features

As an augur, you gain the following class features.

Hit Points

Hit Dice: 1d8 per augur level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per augur level after 1st

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons

Tools: None

Saving Throws: Constitution, Wisdom

Skills: Choose two from Arcana, History, Insight, Perception, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) a handaxe, or (b) a rapier (if proficient)

(a) a chain shirt, (b) studded leather armor, or (c) scale mail (if proficient)

(a) a shortbow and 20 arrows, or (b) any simple weapon

(a) a dungeoneer's pack, or (b) a priest's pack

a shield and a holy symbol

Spellcasting

As a cursed conduit for divine power from your god, you cast spells from the augur spell list.


Cantrips

At 1st level, you know three cantrips of your choice from the Augur spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Oracle table.

Preparing and Casting Spells

The Augur table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots after you finish a long rest.

You prepare the list of augur spells that are available for you to cast, choosing from the augur spell list. When you do so, choose a number of augur spells equal to your Wisdom modifier + your augur level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of augur spells requires time spent doing rituals for your god: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your augur spells. The power of your spells comes from a mix of devotion to your deity, and the curse bestowed upon you. You use your Wisdom whenever a augur spell refers to your spellcasting abiliity. In addition, you use your Wisdom modifier when setting the saving throw DC for an augur spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier= your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a augur spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You use a holy symbol as a spellcasting focus for your augur spells.

Augur's Curse

Whenever you gained power from your deity, a curse was placed upon you as well. While these are a hindrance at first, they give you benefits that can help change the tide of battle. Choose one from Clouded Vision, Deaf, Haunted, Lame, Tongues, and Wasting. You gain one benefit whenever you choose your curse at 1st level, and more at 5th level,10th level, and 15th level. These curses are explained in detail at the end of the class description.

The Augur
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Augur's Curse, Augur Mystery, Spellcasting 3 2
2nd +2 Mystery Feature 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Curse Feature 4 4 3 2
6th +3 Mystery Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement, Mystery Feature 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Curse Feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 Mystery Feature 5 4 3 3 3 2 1 1
14th +5 5 4 3 3 3 2 1 1
15th +5 Curse Feature 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Mystery Uncovered 5 4 3 3 3 3 2 2 1 1

Mystery

Choose one of these mysteries related to your deity. Choose from Battle, Bone, Flame, Heavens, Life, Lore, Nature, Stone, Wave, or Wind. You gain additional spells as you level up related to the mystery you chose, along with revelations that help you better understand your purpose. You gain benefits whenever you choose your mystery at 1st level, and again at 2nd, 6th, 8th, 13th, 17th, and 20th levels. These are detailed at the end of the class description.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Augur's Curse

Clouded Vision

Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet. At 1st Level, you see within that 30 feet as if you had darkvision. At 5th Level, this range increases to 60 feet. At 10th Level, this changes to blindsight with a range of 15 feet. At 15th Level, this range increases to 30 feet.

Deaf

You cannot hear and suffer all the penalties from the deafened condtion. At 1st Level, once per long rest, you gain the ability to cast a spell as you if you had the Subtle Spell feature from the Sorcerer class. At 5th Level, you double your proficiency bonus on Perception checks that rely on sight. At 10th Level, you gain a bonus to initiative checks equal to your Wisdom modifier. At 15th level, you gain tremorsense out to a range of 15 feet.

Haunted

Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a bonus action, unless it would normally take longer. Any item that leaves your person lands in a random direction 10 feet away from you. At 1st Level, you learn the mage hand and prestidigitation cantrips. At 5th Level, add levitate to your list of spells known. At 10th Level, add leomund's tiny hut to your list of spells known. At 15th Level, add greater invisibility to your list of spells known.

Lame

One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. At 1st level, your speed cannot be reduced due to encumbrance. At 5th Level, the first time you would suffer a point of exhaustion, that point is negated.

At 10th Level, you no longer suffer disadvantage on Stealth checks that would be caused by wearing armor. At 15th Level, you are immune to being exhausted.

Tongues

In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Celestial, Draconic, Infernal, or Primordial. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with your spellcasting. You add this language to your list of languages known. At 5th Level, pick an additional language to speak in combat and add it to your list of known languages. At 10th Level, you can understand any spoken languages, as if under the effects of the tongues spell, except during combat. At 15th Level, you can speak and understand any language, but your speech is still restricted during combat.

Wasting

Your body is slowly rotting away. You have disadvantage on Charisma-based skill checks, except for Intimidation. At 1st Level, you double your proficiency bonus on Constitution saving throws made against disease. At 5th Level, you gain resisitance to poison damage. At 10th Level, you gain immunity to disease. At 15th Level, you gain immunity to poison damage.

Mysteries

Battle Mystery

Battle Mystery Spells
Augur Level Spells
1st heroism, searing smite
3rd blur, spiritual weapon
5th haste, spirit guardians
7th otiluke's resilient sphere, staggering smite
9th conjure volley, mass cure wounds

Skill At Arms

Whenever you choose this mystery at 1st Level, you gain proficiency in all martial weapons and heavy armor.

Battle Cry

At 2nd Level, you gain the ability to inspire your allies with a battle cry. As a bonus action, choose up to five creatures who are friendly to you. They gain 5 temporary hit points. These temporary hit points increase to 10 at 7th Level, and 15 at 11th Level. Once you use this ability, you can't use it again until you finish a long rest.

Extra Attack

At 6th Level, whenever you take the Attack action, you can now attack twice instead of only once.

Combat Healer

At 8th level, you gain the ability to cast healing spells in the midst of battle. You can cast spells that restore hit points as a bonus action an amount of times equal to your Wisdom modifier. You regain all expended uses of this ability after a long rest.

Iron Skin

At 13th level, your skin becomes hard like metal. Whenever you would suffer a critical hit, you can use your reaction to turn it into a normal hit. You can use this ability a number of times equal to your Wisdom modifier, and regain all expended uses after a long rest.

Avatar of Battle

At 20th Level, you take on the powers of your god and become their avatar. As an action, you take on this form. For the next minute, you can take the Dash Action as a bonus action, whenever you score a critical hit on a creature, you ignore any damage resistance that creature may have, and you gain a bonus to your Armor Class equal to your Wisdom modifier. In addition, if you were to take damage that would drop your Hit Points to 0, you instead drop to 1 Hit Point.

Bones Mystery

Bones Mystery Spells
Augur Level Spells
1st inflict wounds, ray of enfeeblement
3rd crown of madness, shadow blade
5th fear, hunger of hadar
7th blight, evard's black tentacles
9th danse macabre, negative energy flood

Bleeding Wounds

Whenever your choose this mystery at 1st Level, any spells that you cast that deal necrotic damage deal extra necrotic damage equal to the spell's level.

Soul Siphon

At 2nd Level, you become able to drain the life from those around you. As an action, you can choose a creature within 30 feet of you, it must make a Constitution saving throw. On a failure, you gain temporary hit points equal to your Augur level, and the the creature has disadvantage on the next attack it makes during combat. Once you use this ability, you can't use it again until you finish a short or long rest.

Death's Touch

At 6th Level, whenever you deal damage with a melee attack, you deal an extra 1d4 of necrotic damage with the attack. This damage increases to 1d6 at 9th Level, and again to 1d8 at 13th Level.


Raise the Dead

At 8th Level, you gain an ability to raise the dead and have them fight alongside you. As a reaction, whenever a humanoid creature you can see dies within 30 feet of you, you can force their soul to keep fighting. The body revives itself as a zombie, with temporary hit points equal to your level, and bonuses to its attack and damage equal to your Wisdom modifier.

Armor of Bones

At 13th Level, an armor made of bones crawls across your skin. You gain a +1 bonus to your Armor Class, and whenever a creature hits you with a melee attack, you can use your reaction to make the creature take piercing damage equal to half your augur level (rounded down).

Lord of Bones

At 20th Level, you become a lord of the line between life and death. Once per round, you can cast spare the dying or toll the dead as a bonus action. If you are brought to below 0 hit points, you automatically stabilize with 1 hit point at the beginning of your next turn. You can cast animate dead at will without needing the material components for the spell.

Flame Mystery

Flame Mystery Spells
Augur Level Spells
1st absorb elements, burning hands
3rd agnazzar's scorcher, flaming sphere
5th fireball, protection from energy
7th conjure minor elementals, fire shield
9th flame strike, maelstrom

Burning Magic

At 1st Level, whenever you cast a spell that deals fire damage, it deals extra damage equal to the spell's level.

Molten Skin

At 2nd Level, your skin becomes similar to molten rock, you now have resistance to fire damage.

Fire Breath

At 6th Level, you gain the ability to breathe fire. As an action, you can create a 15 foot cone of fire from your mouth. Each creature within the cone must make a Dexterity saving throw. On a failure, they take 5d4 fire damage, or half damage on a success. This damage increases to 10d4 at 10th Level, and 15d4 at 15th Level.

Wings of Fire

At 8th Level, you gain the ability of flight through fire. As an action, you can sprout wings of flame. You gain a flying speed equal to your walking speed for one minute, and can use this ability again when you finish a long rest.

Form of Flame

At 13th Level, you become able to take the form of a great elemental. As an action, you can cast the investiture of flame spell. Once you cast the spell in this way, you can't cast it again until you finish a long rest.

Master of Flame

At 20th Level, you are a master at manipulating fire. Whenever you cast a spell that deals fire damage, you can choose to give it the effects of the Careful Spell, Empowered Spell, Heightened Spell, Quickened Spell, or Subtle Spell Metamagic from the Sorcerer class.

Heavens Mystery

Heavens Mystery Spells
Augur Level Spells
1st chromatic orb, color spray
3rd alter self, moonbeam
5th daylight, major image
7th hallucinatory terrain, polymorph
9th far step, synaptic static

Guiding Star

Whenever you pick this Mystery at 1st Level, you can tell where the northernmost star is at all times, and may add your Wisdom modifier to any Intelligence-based ability checks you make at night.

Spray of Shooting Stars

At 2nd Level, you can unleash a ball of energy as bright as the stars. As an action, you may choose a space within 60 feet of you. In that space, there is a bright flash, and each creature within a five foot radius must make a Constitution saving throw. On a failure, those creatures take 1d6 radiant damage, or half on a successful one. On a failure, the creatures are also blinded until the end of their next turn. The damage from this increases to 2d6 at 5th Level, 3d6 at 9th Level, and 4d6 at 13th Level.

Lure of the Heavens

At 6th Level, your connection with the heavens allows you to move without leaving a trace of where you walked. Your steps no longer leave tracks, and once per day, you can cast pass without trace on only yourself.

Moonlight Bridge

At 8th Level, you are able to create a bridge made of moonlight. From where you stand, you can create a bridge that spans for 10 feet per augur level. Choose any number of creatures friendly to you, they can cross this bridge in addition to you. The bridge lasts for 10 minutes, or until you and all friendly creatures cross the bridge.


Interstellar Void

At 13th Level, you are able to pull energy from the heavens to harm your enemies. As an action, choose one creature within 30 feet of you, and they must make a Constitution saving throw. On a failure, they take 10d6 of cold damage and have their movement halved until the end of their next turn. On a success, they take half damage, and don't have their movement halved. Once you use this ability, you can't use it again until you finish a long rest.

Heaven Sent

At 20th Level, your rapport with the heavens grants you perfect harmony with the universe. You gain a bonus on all saving throws equal to your Wisdom modifier. In addition, if you die, you are reborn 1d4 days later in the form of a protector aasimar, as if through the reincarnate spell.

Life Mystery

Life Mystery Spells
Augur Level Spells
1st ceremony, healing word
3rd calm emotions, lesser restoration
5th beacon of hope, life transference
7th aura of life, guardian of faith
9th hallow, holy weapon

Enhanced Cures

At 1st Level, whenever you cast a spell that heals, the spell heals an additional amount of hit points equal to the spell's level.

At 2nd Level, you can create a bond between you and an ally. As an action, choose a friendly creature within 30 feet of you, and you create a bond between the two of you. For the next minute, if that creature is hit with an attack, you can use your reaction to take half the damage, and the creature takes half damage.

Spirit Boost

At 6th Level, you are able to bolster yourself and your allies. Whenever you cast a spell that heals a creature up to its maximum hit points, that creature gains temporary hit points equal to the amount healed above that creature's maximum hit points.

Delay Affliction

At 8th Level, you are able to delay the affects of poison and disease. Whenever you fail a saving throw against poison or disease, you can use your reaction to delay the effects for an amount of hours equal to your Wisdom modifier.

Lifegiver

At 13th Level, you can delay the death of others. Whenever you bring a creature to 0 hit points, you can instead choose to charm the creature for 1 hour. You have advantage on any Charisma checks against the creature, and the creature will answer any questions truthfully.

Scion of Life

At 20th Level, you become a perfect channel of life energy. You become immune to exhaustion, poison, and disease. If any of your ability scores would drop to below 1, it would instead be reduced to 1 until the effects of a restoration spell bring it back to its normal score. In addition, the amount of hit points added from your Enhanced Cures ability becomes the twice the spell's level instead of just the spell's level.

Lore Mystery

Lore Mystery Spells
Augur Level Spells
1st detect magic, identify
3rd augury, locate object
5th melf's minute meteors, tongues
7th arcane eye, locate creature
9th contact other plane, rary's telepathic bond

Lore Keeper

Whenever you take this Mystery at 1st Level, your insight allows you to gain great knowledge. You can use your Wisdom modifier instead of Intelligence on all History and Nature checks.

Think on It

At 2nd Level, you gain the ability to re-roll any failed Intelligence checks. When you use this ability, you can double your proficiency on the roll, but you must use the results of the new roll. You can use this ability once between long rests.

Brain Drain

At 6th Level, you gain drain knowledge from your foes to gain insight to help you in the coming battle. As an action, choose a creature you can see within 60 feet of you. That creature must make an Intelligence saving throw, on a failure, that creature takes 2d6 of psychic damage, and you learn one aspect of the creature of your choice (Armor Class, class levels [if any], or any damage resistances the creature has). On a success, the creature takes half damage, and you don't learn anything. The damage increases to 3d6 at 10th level, and 4d6 at 15th level. You can use this ability twice between long rests.

Whirlwind Lesson

At 8th Level, you can quickly read through any tomes or manuals that you come across. If you were to read a book that would increase any of your ability scores, the time taken to read the book is halved. At 15th Level, you can have another creature read the book with you, and also gain the benefits of reading the book.

Sidestep Secret

At 13th Level, your understanding of the universe gives you supernatural reflexes. As a reaction, if you would be hit with an attack, you can add your Wisdom modifier to your Armor Class. You can use this ability a number of times between long rests equal to your Wisdom modifier.




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Lord of Knowledge

At 20th Level, you become a master of the mind. You can choose to make any Intelligence based check you make a 20, and you gain the ability to cast the legend lore spell without requiring any material components.

Nature Mystery

Nature Mystery Spells
Augur Level Spells
1st goodberry, speak with animals
3rd barkskin, spike growth
5th conjure animals, speak with plants
7th dominate beast, grasping vine
9th commune with nature, planar binding

Transcendental Bond

When you choose this Mystery at 1st Level, you become so attuned to the common spirit shared by all living things that you can use it to communicate with allies. You can communicate telepathically with any creatures who are friendly to you.

Bonded Mount

At 2rd Level, you gain the service of an intelligent, strong, and loyal mount. Select a Large Beast with a Challenge Rating of 2 or lower, this beast can only be used as a mount, and won't be able to assist you in combat.

Spirit of Nature

At 6th Level, your connection with nature grants you a natural regeneration. At the beginning of your turn, if your current hit points are below half of your maximum hit points, you can use a bonus action to heal 1d12 + your augur level. You can use this ability only once between long rests at 5th Level, twice at 10th Level, and 3 times at 15th Level.

Natural Divination

At 8th Level, your natural instincts make you fully aware of what could be possible attackers. You gain a bonus to initiative checks equal to your Wisdom modifier.

Spirit of Nature

At 13th Level, your connection with nature allows you to come back from the brink of death. Whenever you are knocked unconcious, you stabilize at the beginning of your next turn, and you regain hit points equal to your Wisdom modifier. You regain the use of this ability at the end of a long rest.

Transgression of Nature

At 20th Level, you can transform into a race different than what you were before. During a long rest, you can choose to enclose yourself in a cocoon overnight, at the next dawn, you emerge from the cocoon as a new race, as if through the reincarnation spell. The only thing that changes about you is your racial ability score increases and any racial traits that come with your new form.

Stone Mystery

Stone Mystery Spells
Augur Level Spells
1st earth tremor, shield
3rd dust devil, earthbind
5th erupting earth, slow
7th greater invisibility, stone shape
9th animate objects, steel wind strike

Hardened Skin

When you choose this Mystery at 1st Level, you skin becomes like that of stone. You now have resistance to acid damage.

Crystal Sight

At 2nd Level, your gaze is able to pierce through even the thickest of metals. You can see through rock and metal a number of feet equal to half your augur level (rounded down).

Shard Explosion

At 6th Level, you can cause shards of stone to explode from your attacks. Whenever you hit a creature with a melee or ranged attack roll, you can expend a spell slot to deal an extra 2d6 piercing damage on the attack. Each creature within a 10 foot radius of the creature hit with the attack must make a Dexterity saving throw, on a failure, those creatures take 1d6 piercing damage, or half on a success.

Stone Stability

At 8th Level, your body becomes like that of stone. You now add your Wisdom modifier to any Strength saving throws that you need to make.

Earth Glide

At 13th Level, you link to stone allows you to pass through stone and other things like it. You can move through stone, dirt, and metal as easily as a fish through water. You can move through these materials, but if you end your turn inside one of these materials, you are pushed out of the material into the nearest unoccupied space, and you take 2d10 force damage.

Rapid Erosion

At 20th Level, you can cause destruction of the earth that you see. As an action, you can choose a point within 60 feet of you. The space becomes a pit 30 feet in diameter and 20 feet deep. Each creature in that space must make a Dexterity saving throw. On a failure, each creature immediately falls 20 feet, and upon reaching the bottom of the pit, take 12d6 of acid damage. At the beginning of each creature's turn, if they are in the pit, they take 2d6 acid damage, but are able to move freely.



Waves Mystery

Waves Mystery Spells
Augur Level Spells
1st create or destroy water, ice knife
3rd misty step, silence
5th water breathing, water walk
7th control water, ice storm
9th cone of cold, conjure elemental

Icy Skin

Whenever you take this Mystery at 1st Level, your skin takes on a bluish tint, you now have resistance to cold damage.

Fluid Travel

At 2nd Level, your control of the waves lets you treat it as a solid surface. You can walk on any liquid as if it were a solid surface.

Freezing Spells

At 6th Level, your abilities allow you to slow down your opponents. Whenever you cast a spell that deals cold damage, if any of the creatures failed the saving throw, their speed is halved until the end of their next turn.

Water Sight

At 8th Level, the waves allow you to see through the toughest of conditions. If your view would be obscured by fog, smoke, or something of the like, you can see through it normally.

Ice Armor

At 13th Level, the bluish tint of your skin becomes a thick layer of ice. You gain a +1 bonus to your Armor Class, and whenever a creature hits you with a melee attack, you can use your reaction to make the creature take cold damage equal to half your augur level, rounded down.

Avatar of Ice

At 20th Level, you become a scion of your elements. As an action, you can take on this form. Wherever you walk, the area in a 10 foot radius around you becomes difficult terrain. Also, whenever you hit a creature with a melee or ranged attack, you deal an extra 3d6 cold damage on the attack. This form lasts for 1 minute, and can be used once between long rests.

Wind Mystery

Wind Mystery Spells
Augur Level Spells
1st feather fall, thunderwave
3rd gust of wind, levitate
5th gaseous form, wind wall
7th elemental bane, freedom of movement
9th cloudkill, telekinesis

Spark Skin

Whenever you choose this Mystery at 1st Level, your skin has a protective air current surrounding it. You gain resistance to lightning damage.

Eye of the Storm

At 2nd Level, the magical winds that surround you grant your spells more damage. Whenever you would cast a spell that deals damage, the spell deals extra bludgeoning damage equal to the spell's level.

Air Barrier

At 6th Level, you can summon the winds to protect you in any situation. Whenever you would be hit with a melee attack, you can use your reaction to halve the damage.

Gaseous Form

At 8th Level, you can create duplicates of yourself to distract enemies. You can now cast the blur spell on yourself without using any of your spell slots.

Vortex Attacks

At 13th Level, each attack you make has the potential to stagger your opponents. Whenever you score a critical hit with a melee, ranged, or spell attack roll, the target must succeed on a Strength saving throw, on a failure, the target is pushed 10 feet away from you.. You use your Spell Save DC for this saving throw.

Raging Storm

At 20th Level, your winds can become a tyrannical force of nature. You can cast the investiture of wind spell, but instead of your flying speed becoming 60 feet, it becomes 80 feet. Also, whenever you would create a cube of swirling wind via the spell, the damage dealt increases from 2d10 to 5d10, and Large or smaller creatures are pushed up to 20 feet away instead of 10.

Augur Spells

Cantrips (0 Level)
  • Guidance
  • Light
  • Mending
  • Resistance
  • Sacred Flame
  • Spare the Dying
  • Thaumaturgy
  • Toll the Dead
  • Word of Radiance
1st Level
  • Bane
  • Bless
  • Ceremony
  • Command
  • Create or Destroy Water
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Guiding Bolt
  • Healing Word
  • Inflict Wounds
  • Protection from Evil and Good
    - Purify Food and Drink
  • Sanctuary
  • Shield of Faith
2nd Level
  • Aid
  • Augury
  • Blindness/Deafness
  • Calm Emotions
  • Continual Flame
    - Enhance Ability
  • Find Traps
  • Gentle Repose
  • Hold Person
  • Lesser Restoration
  • Locate Object
  • Prayer of Healing
  • Protection from Poison
  • Silence
    - Spiritual Weapon
  • Warding Bond
  • Zone of Truth
3rd Level
  • Animate Dead
  • Beacon of Hope
  • Bestow Curse
  • Clairvoyance
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Feign Death
  • Glyph of Warding
  • Life Transference
  • Magic Circle
  • Mass Healing Word
  • Meld into Stone
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sending
  • Speak with Dead
  • Spirit Guardians
  • Tongues
  • Water Walk
4th Level
  • Banishment
  • Control Water
  • Death Ward
  • Divination
  • Freedom of Movement
  • Guardian of Faith
  • Locate Creature
  • Stone Shape
5th Level
  • Commune
  • Contagion
  • Dawn
  • Dispel Evil and Good
  • Flame Strike
  • Geas
  • Greater Restoration
  • Hallow
  • Holy Weapon
  • Insect Plague
  • Legend Lore
  • Mass Cure Wounds
  • Planar Binding
  • Raise Dead
  • Scrying
6th Level
  • Blade Barrier
  • Create Undead
  • Find the Path
  • Forbiddance
  • Harm
  • Heal
  • Heroes' Feast
  • Planar Ally
  • True Seeing
  • Word Recall
7th Level
  • Conjure Celestial
  • Divine Word
  • Etherealness
  • Fire Storm
  • Plane Shift
  • Regenerate
  • Resurrection
  • Symbol
  • Temple of the Gods
8th Level
  • Antimagic Field
  • Control Weather
  • Earthquake
  • Holy Aura
9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Mass Heal
  • True Resurrection