One Shot Spells 1.14.23
One Shot Spells 1.14.23
Guidance - You touch one willing creature. Once before the spell ends, the target can
roll a d4 and add the number rolled to one ability check of its choice. It can roll the die
before or after making the ability check. The spell then ends.
Action – 1
Range – Touch
Duration – 1 Min
Effect - Buff
Spare the Dying - You touch a living creature that has 0 hit points. The creature
becomes stable. This spell has no effect on undead or constructs
Action – 1
Range – Touch
Duration – Instant
Effect – Healing
Resistance - You touch one willing creature. Once before the spell ends, the target can
roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die
before or after making the saving throw. The spell then ends.
Action – 1
Range – Touch
Duration – 1 Min
Effect – Buff
Sacred Flame - Flame-like radiance descends on a creature that you can see within
range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage.
The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8)
Action – 1
Range – 60ft
Duration – Instant
Effect – Radiant
LEVEL 1
Bane - Up to three creatures of your choice that you can see within range must make
Charisma saving throws. Whenever a target that fails this saving throw makes an attack
roll or a saving throw before the spell ends, the target must roll a d4 and subtract the
number rolled from 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.
Action – 1
Range – 30ft
Duration – 1 Min
Effect – Debuff
Bless - 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.
Action – 1
Range – 30ft
Duration – 1 Min
Effect – Buff
Cure Wounds - 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.
Action – 1
Range – Touch
Duration – Instant
Effect – Healing
Guiding Bolt - A flash of light streaks toward a creature of your choice within range.
Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant
damage, and the next attack roll made against this target before the end of your next
turn has advantage, thanks to the mystical dim light glittering on the target until then.
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.
Action – 1
Range – 120ft
Duration - 1 Round
Effect – Radiant
Healing Word - A creature of your choice that you can see within range regains hit
points equal to 1d4 + 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 1d4 for each slot level above 1st.
Action – 1 Bonus Action
Range – 60FT
Duration - Instant
Effect – Healing
Shield of Faith - A shimmering field appears and surrounds a creature of your choice
within range, granting it a +2 bonus to AC for the duration.
Action – 1 Bonus Action
Range – 60Ft
Duration – 10 Min
Effect – Buff
LEVEL 2
Lesser Restoration - You touch a creature and can end either one disease or one condition afflicting it.
Action – 1
Range – Touch
Duration – Instant
Effect – Healing
Spiritual Weapon - 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 2nd.
Range – 60 Ft
Duration – 1 Min
Effect – Force
Silence - For the duration, no sound can be created within or pass through a 20-foot-radius sphere
centered on a point you choose within range. Any creature or object entirely inside the sphere is
immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that
includes a verbal component is impossible there.
Duration – 10 Min
Effect – Control
Prayer of Healing – Up to six creatures of your choice that you can see within range each regain hit
points equal to 2d8 + 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 3rd level or higher, the healing
increases by 1d8 for each slot level above 2nd.
Range – 30 ft
Duration – Instant
Effect – Healing
Zone of Truth - You create a magical zone that guards against deception in a 15-foot-radius sphere
centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's
area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed
save, a creature can't speak a deliberate lie while in the radius. You know whether each creature
succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would
normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within
the boundaries of the truth.
Duration – 10 Minutes
Effect – Control
LEVEL 3
Revivify - 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.
Range – Touch
Duration – Instant
Effect – Healing
Beacon of Hope - 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.
Range – 30Ft
Duration – 1 Min
Effect – Buff
Speak with Dead - You grant the semblance of life and intelligence to a corpse of your choice within
range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be
undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in
life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is
under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy.
This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't
learn new information, doesn't comprehend anything that has happened since it died, and can't
speculate about future events.
Range – 10 FT
Duration – 10 Min
Effect – Communication
Bestow Curse - You touch a creature, and that creature must succeed on a Wisdom saving throw or
become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse
from the following options:
Choose one ability score. While cursed, the target has disadvantage on ability checks and saving
throws made with that ability score.
While cursed, the target has disadvantage on attack rolls against you.
While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it
fails, it wastes its action that turn doing nothing.
While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the
target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect,
but it should be no more powerful than those described above. The DM has final say on such a curse's
effect.
Range – Touch
Duration – 1 Min
Effect – Debuff