Level 5
Cleric Spells Sacred Powers
Time:
Turn
Range:
60 feet
Duration:
10 minutes, plus 2 minutes per level
You cause a massive barrier of thorny vines and brambles to erupt from the ground, creating hampering ground. Creatures entering or starting their turn in the area must succeed on a Quick save or be restrained until the end of their next turn.
Level 5
Cleric Spells Sacred Powers
Time:
Turn
Range:
1 mile radius centered on you
Duration:
30 minutes, plus 5 minutes per level
You gain control over the weather in a vast area. You can summon or dispel storms, change wind direction and intensity, alter temperature by up to 40 degrees, and control precipitation. Changes take 10 minutes to manifest but can be dramatic and lasting.
Level 5
Cleric Spells Sacred Powers
Time:
Turn
Range:
120 feet
Duration:
Instant
You call down the brilliant light of dawn to scour your enemies. All creatures in the area take 5d6 radiant damage. Undead and creatures vulnerable to sunlight take double damage, and if they fail the Quick save they are also repelled for 1 minute.
Level 5
Cleric Spells Sacred Powers
Time:
Turn
Range:
Touch
Duration:
30 minutes, plus 5 minutes per level
You cause the earth to rise and reshape into a fortress-like structure with 15-foot walls, ramparts, and defensive positions. The bastion provides total cover and has passages you designate. The walls have AC 17 and 200 hit points per 10-foot section.
Level 5
Cleric Spells Sacred Powers
Time:
Turn
Range:
Touch
Duration:
8 hours, plus 1 hour per level
You awaken true intelligence within a beast, granting it human-level reasoning, the ability to speak one language you know, and deeper understanding of the world. The creature retains its loyalty to you but gains its own personality and goals.
Level 5
Cleric Spells Sacred Powers
Time:
Turn
Range:
90 feet
Duration:
Instant
You conjure divine flames that burn based on the target's moral standing. The spell deals 5d8 fire damage. If the target has committed grave evil acts, they take an additional 2d8 radiant damage, and if they fail the Tough save they are also wracked with guilt, becoming stunned until the end of their next turn.
Level 5
Cleric Spells Sacred Powers
Time:
Turn
Range:
60 feet
Duration:
Instant
You speak a word of divine restoration that heals multiple allies simultaneously. Each target regains 3d8+4 hit points, and you end one of the following on each target: disease or poison.
Level 5
Cleric Spells Sacred Powers
Time:
Turn
Range:
Touch
Duration:
10 minutes, plus 2 minutes per level
You create a portal between two natural outdoor locations, allowing instant travel between them. The portal appears as an archway of living wood and vines. Up to 8 creatures can pass through each round; at the start of each round, this limit resets at the start of your turn, and the passage is instantaneous.
Level 5
Cleric Spells Sacred Powers
Time:
Turn
Range:
100 feet
Duration:
Instant
You call down divine judgment in the form of a massive bolt of divine energy. The spell deals 6d6 radiant damage. On a failed Tough save, the target is also stunned until the end of its next turn as divine authority overwhelms them.
Level 5
Cleric Spells Sacred Powers
Time:
Turn
Range:
120 feet
Duration:
Sustained, up to 1 minute, plus 30 seconds per level
You awaken the wrath of nature itself within the area. On your turn while you focus, the area erupts with natural hazards: thorns burst from the ground, stones fly through the air, and vines lash at enemies. All hostile creatures in the area take 3d6 bludgeoning/piercing (natural debris, DN picks) damage and must succeed on […]
Level 5
Cleric Spells Sacred Powers
Time:
Turn
Range:
120 feet
Duration:
10 minutes, plus 2 minutes per level
You summon a writhing mass of insects, rats, and other vermin that fills the area. Creatures entering or starting their turn in the area must succeed on a Quick save or be blinded by the swarm until the start of their next turn.
Level 5
Cleric Spells Sacred Powers
Time:
Turn
Range:
Self
Duration:
10 minutes, plus 2 minutes per level
You transform into a Medium elemental of your choice (air, earth, fire, or water). You gain the elemental's movement modes, damage immunities and resistances, and special abilities, but retain your mental statistics and spellcasting ability. Your equipment merges with your new form.