Cleric Week: New/Converted Spells
image credit: Josu Hernaiz
It’s hard to come up with new healing and buff spells for a system like 5e, so I converted a bunch of D&D 3.5e ones! They then gave me a few ideas so I sprinkled in a few of new spells, as well.
Necromancy spell. Clr 3.
One dying creature you can see within 30 ft. is warded from death and damage while you maintain concentration for up to 1 minute. That creature does not need to make death saving throws and damage does not cause them to gain an automatic failed death save. Only if the creature takes more than 20 damage from a single source do they gain a failed death save.
Transmutation spell. Clr 4.
One creature you target has a DEX score of 20 for one minute using while you maintain concentration. This spell has no effect if the creature already has over 20 DEX.
Transmutation spell. Clr 3.
One creature you touch is cured of poison and no longer suffers from the Poisoned condition as you extract the poison from their body and into a plain stone that could fit in the palm of your hand. The stone turns black and can be thrown at a range of 20/60 ft. When a creature is hit with a poisoned stone, it deals 1d4 bludgeoning damage plus 6d10 poison damage and the creature becomes Poisoned for 1 minute. A successful CON saving throw halves the poison damage and negates the Poisoned condition.
Evocation spell. Clr 1.
As Cure Wounds, except that it heals 1d12 + your spellcasting ability modifier. However, this spell does not have any effect on creatures that do not worship your deity.
Conjuration spell. Clr 7.
You summon a mote of radiant light that hovers just over your shoulder. It remains there for 1 minute as long as you maintain concentration. The mote of light will do one of the following options of your choice during each of your turns. Each turn you may change what you wish for it to do. The star takes up no actions as it acts completely on its own through your will.
- The star will negate the effects of up to 1d4+3 spell levels of spells cast that target only you until your next turn.
- The star grants you +2 AC as it shields you from attacks until your next turn.
- The star casts Sacred Flame using your spellcasting ability modifier and caster level against a target of your choice.
Abjuration spell. Clr 3.
You may use your reaction to cast Mystic Aegis. The next time that a harmful spell targets only you, you may force the caster of the spell to make a CHA saving throw against your spell save DC. If they succeed, you reduce the damage of the incoming spell by half. If they fail, their spell has no effect on you and is wasted.
Abjuration spell. Clr 1.
You may cast Resurgence as a bonus action. One creature of your choice that can hear you may make another saving throw immediately against an ongoing spell or effect that is currently afflicting them. If the new saving throw succeeds, the effect ends.
Necromancy spell. Clr 4.
When a living creature dies within 60 ft. of you, you may use your reaction to cast Soul Vessel. The creature’s soul, instead of departing to the afterlife, is drawn into a focus of your spell. The focus must be a vessel of some kind (a jar, a vial, a basket, etc.). The creature’s soul is stored in the vessel and can be spoken with as if it was still alive. As long as the creature’s soul vessel is not destroyed or damaged, the creature can be resurrected up to 1 year later without the need for a body. A new one is formed out of material from the astral and ethereal planes.
Divination spell. Clr 3.
For up to ten minutes using concentration, a small whispering mote of light hovers just by your ear and gives you advice that you can only hear. While it is active, you have a +1 bonus to Insight and Perception skill checks. You can cast Augury up to three times while the spiritual adviser is active. After the third casting, the adviser vanishes and the spell ends.
Surge of Health
Evocation spell. Clr 2.
You may cast Surge of Health using different actions, having varying effects. You target one creature within 15 ft. that you can see.
- If you cast Surge of Health as a reaction, the creature regains 1 hit point.
- If you cast Surge of Health as a bonus action, the creature regains 1d4 hit points.
- If you cast Surge of Health as an action, the creature regains 4d4 hit points.
- If you cast Surge of Health over the course of 1 minute, the creature regains 8d4 hit points.
Transmutation spell. Clr 1.
One creature you touch is no longer afflicted by a condition that you choose, a poison, a disease, a curse, or a spell currently afflicting it. You then become afflicted with the same condition, poison, disease, curse, or spell as if you had just gained it.
Transmutation spell. Clr 2.
One creature you touch regains 1 hit point each round that it has at least 1 hit point for 1 minute. This spell does not require concentration.