Bogborn Clerics Spell list

Druidcraft(0)
30 feet

Whispering to the spirits of nature, you create one of the following effects within range.

Weather SensorYou create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

BloomYou instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

Sensory EffectYou create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.

Fire PlayYou light or snuff out a candle, a torch, or a campfire.

Guidance(0)
1 minute
(concentration)

You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

Resistance(0)
1 minute
(concentration)

You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.

Sacred Flame(0)
60 feet

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 Half Cover or Three-Quarters Cover for this save.

Cantrip UpgradeThe damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Spare the Dying(0)
15 feet

Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.

Cantrip UpgradeThe range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).

Thaumaturgy(0)
1 minute
30 feet

You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.

Altered EyesYou alter the appearance of your eyes for 1 minute.

Booming VoiceYour voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.

Fire PlayYou cause flames to flicker, brighten, dim, or change color for 1 minute.

Invisible HandYou instantaneously cause an unlocked door or window to fly open or slam shut.

Phantom SoundYou create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

TremorsYou cause harmless tremors in the ground for 1 minute.

Thorn Whip(0)
30 feet
the stem of a plant with thorns

You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.

Cantrip UpgradeThe damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Toll the Dead(0)
60 feet

You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.

Cantrip UpgradeThe damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).

Bless(1)
1 minute
(concentration)
30 feet
a Holy Symbol worth 5+ GP

You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.

Using a Higher-Level Spell SlotYou can target one additional creature for each spell slot level above 1.

Detect Evil and Good(1)
10 minutes
(concentration)
30 feet

For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Entangle(1)
1 minute
(concentration)
90 feet

Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.

Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.

False Life(1)
a drop of alcohol

You gain 2d4 + 4 Temporary Hit Points.

Using a Higher-Level Spell SlotYou gain 5 additional Temporary Hit Points for each spell slot level above 1.

Guiding Bolt(1)
1 round
120 feet

You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.

Using a Higher-Level Spell SlotThe damage increases by 1d6 for each spell slot level above 1.

Healing Word(1)
60 feet

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.

Using a Higher-Level Spell SlotThe healing increases by 2d4 for each spell slot level above 1.

Shield of Faith(1)
10 minutes
(concentration)
60 feet
a prayer scroll

A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Aid(2)
8 hours
30 feet
a strip of white cloth

Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.

Using a Higher-Level Spell SlotEach target's Hit Points increase by 5 for each spell slot level above 2.

Gentle Repose(2)
Ritual
10 days
2 Copper Pieces, which the spell consumes

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead.

Ray of Enfeeblement(2)
1 minute
(concentration)
60 feet

A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.

On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.

Lesser Restoration(2)

You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.

Spiritual Weapon(2)
1 minute
(concentration)
60 feet

You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.

As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.

Using a Higher-Level Spell SlotThe damage increases by 1d8 for every slot level above 2.

Dispel Magic(3)
120 feet

Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.

Using a Higher-Level Spell SlotYou automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.

Revivify(3)
a diamond worth 300+ GP, which the spell consumes

You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.

Spirit Guardians(3)
10 minutes
(concentration)
15 feet
a prayer scroll

Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.

Using a Higher-Level Spell SlotThe damage increases by 1d8 for each spell slot level above 3.

Vampiric Touch(3)
1 minute
(concentration)

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.

Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.

Using a Higher-Level Spell SlotThe damage increases by 1d6 for each spell slot level above 3.