Understanding the Bless Spell in D&D
Understanding the Bless Spell in D&D
Bless
Casting Time 1 action
Range 30 feet
Components V S M (Holy water)
Duration Conc. Up to 1 minute
1st-level enchantment
You bless up to three creatures of your choice. Whenever a target makes an attack roll or a saving throw, it can
add a 1d4 to it.
At Higher Levels: You can target one additional creature for each slot level above 1st.
Ceremony
Casting Time 1 hour (Ritual)
Range Touch
Components V S M (25gp of powdered silver; consumed)
Duration Instantaneous
1st-level abjuration
When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you
throughout the casting.
Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20
Insight check. On a success, you restore the target to its original alignment.
Bless Water: You touch one vial of water and cause it to become holy water.
Coming of Age: You touch one young adult humanoid. For the next 24 hours, whenever the target
makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can
benefit from this rite only once.
Dedication: You touch one humanoid who wishes to be dedicated to your god's service. For the next 24
hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save.
A creature can benefit from this rite only once.
Funeral Rite: You touch one corpse, and for the next 7 days, the target can't become undead by any
means short of a Wish spell.
Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days,
each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit
from this rite again only if widowed.
Command
Casting Time 1 action
Range 60 feet
Components V
Duration 1 round
1st-level enchantment
You speak a one-word command to a creature you can see. It must succeed a Wisdom save or follow the
command on its next turn. The spell has no effect if the target is undead, doesn't understand your language, or
if your command is directly harmful to it. If the target can't follow your command, the spell ends.
Some commands and their effects follow. You can issue a command other than ones here. If you do so, the
DM determines how the target behaves.
Approach: The target moves toward you by the shortest and most direct route, ending its turn if it
moves to within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. A flying creature stays aloft if it's able to do so. If it
must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels: You can affect one additional creature for each slot level above 1st. The creatures must be
within 30 feet of each other when you target them.
Compelled Duel
Casting Time 1 bonus action
Range 30 feet
Components V
Duration Conc. Up to 1 minute
1st-level enchantment
One creature that you can see must make a Wisdom save. On a failed save, the target has disadvantage on
attack rolls against creatures other than you, and must make a Wisdom save each time it tries to move to a
space that's more than 30 feet away from you. If it passes, its movement isn't restricted for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the
target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn
more than 30 feet away from the target.
Cure Wounds
Casting Time 1 action
Range Touch
Components VS
Duration Instantaneous
1st-level evocation
A creature you touch regains 1d8 + your spellcasting modifier of hit points. This spell has no effect on undead
or constructs.
At Higher Levels: The healing increases by 1d8 for each slot level above 1st.
in:
1, Divination, Concentration,
and 3 more
The spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Detect Magic
Casting Time 1 action (Ritual)
Range Self
Components VS
Duration Conc. Up to 10 minutes
1st-level divination
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you
can use your action to see a faint aura around any visible creature or object in the area that bears magic, and
you learn its school of magic, if any.
The spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within
30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Divine Favor
Casting Time 1 bonus action
Range Self
Components VS
Duration Conc. Up to 1 minute
1st-level evocation
Heroism
Casting Time 1 action
Range Touch
Components VS
Duration Conc. Up to 1 minute
1st-level enchantment
Until the spell ends, the target is immune to being frightened and gains temporary hit points equal to your
spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining
temporary hit points.
At Higher Levels: You can target one additional creature for each slot level above 1st.
Non-magical food and drink within a 5-foot-radius sphere centered on a point is rendered free of poison and
disease.
Searing Smite
Casting Time 1 bonus action
Range Self
Components V
Duration Conc. Up to 1 minute
1st-level evocation
The next time you hit a creature with a melee weapon attack, the attack deals an extra 1d6 fire damage to the
target and sets them on fire. The fire goes out if the spell is ended.
At the start of each of its turns, the target must make a Constitution saving throw. On a failure, it takes 1d6 fire
damage. On a success, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the
flames, or if some other effect douses the flames, the spell ends.
At Higher Levels: The initial extra damage dealt by the attack increases by 1d6 for each slot above 1st.
Shield of Faith
Casting Time 1 bonus action
Range 60 feet
Components V S M (Parchment with holy text)
Duration Conc. Up to 10 minutes
1st-level abjuration
Thunderous Smite
Casting Time 1 bonus action
Range Self
Components V
Duration Conc. Up to 1 minute
1st-level evocation
The first time you hit with a melee weapon attack, your weapon makes a thunderous boom that spans 300 feet
from you. The attack deals an extra 2d6 thunder damage. Additionally, if the target is a creature, it must
succeed on a Strength save or be pushed 10 feet away from you and knocked prone.
Wrathful Smite
Casting Time 1 bonus action
Range Self
Components V
Duration Conc. Up to 1 minute
1st-level evocation
The next time you hit with a melee weapon attack, it deals an extra 1d6 psychic damage. Additionally, if the
target is a creature, it must pass a Wisdom save or be frightened of you until the spell ends. As an action, the
creature can make a Wisdom check against your spell save DC to end this spell.
Level 2 spells
Aid
Casting Time 1 action
Range 30 feet
Components V S M (Strip of white cloth)
Duration 8 hours
2nd-level abjuration
Choose up to three creatures. Each target's current and maximum hit points increase by 5 for the duration.
At Higher Levels: The hit points are increased by an additional 5 for each slot level above 2nd.
Branding Smite
Casting Time 1 bonus action
Range Self
Components V
Duration Conc. Up to 1 minute
2nd-level evocation
The next time you hit a creature with a weapon attack, it deals an extra 2d6 radiant damage. The target
becomes visible if it's invisible, and it sheds a 5-foot radius of dim light. They can't become invisible until the
spell ends.
At Higher Levels: The extra damage increases by 1d6 for each slot level above 2nd.
in:
2, Conjuration, Paladin Spells,
and 5 more
Find Vehicle
EDIT
COMMENTS SHARE
While driving the vehicle, you are considered proficient with vehicles of its type. You add double your
proficiency bonus to ability checks related to driving it. Spells that target yourself can also target your vehicle.
When the vehicle drops to 0 hit points, it disappears. You can't have more than one vehicle bonded by this
spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.
At Higher Levels: When you cast this spell using a 3rd or 4th level slot, you can conjure a nonmilitary water
vehicle large enough to carry six medium creatures. If you use a 5th or 6th level slot, you can conjure a
nonmilitary air vehicle large enough to carry ten medium creatures. If you use 7th level or higher, you can
conjure any type of vehicle.
Lesser Restoration
Locate Object
Casting Time 1 action
Range Self
Components V S M (Forked twig)
Duration Conc. Up to 10 minutes
2nd-level divination
Describe or name an object. You sense the direction to the object's location, as long as it's within 1000 feet of
you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object
known to you, as long as you've seen it while within 30 feet of it. Alternatively, the spell can locate the nearest
object of a particular kind. This spell fails if any thickness of lead blocks a direct path between you and the
object.
Magic Weapon
Casting Time 1 bonus action
Range Touch
Components VS
Duration Conc. Up to 1 hour
2nd-level transmutation
Touch a nonmagical weapon. It becomes a magic weapon with a +1 to attack and damage rolls.
At Higher Levels: When you use a spell slot of 4th or 5th level, the bonus increases to +2. When you use a
spell slot of 6th or higher, the bonus is +3.
in:
2, Enchantment, Bard Spells,
and 3 more
Zone of Truth
Casting Time 1 action
Range 60 feet
Components VS
Duration 10 minutes
2nd-level enchantment
You create a truth zone in a 15-foot-radius sphere. Until the spell ends, a creature that enters the area for the
first time on a turn or starts its turn there must make a Charisma save. On a failed save, a creature can't speak a
deliberate lie while in the radius. You know whether a creature passes or fails the save.
An affected creature is aware of the spell and can avoid answering questions that it would normally lie in
response to. The creature can be evasive in its answers as long as it remains in the boundaries of truth.
Level 3 Spells
Aura of Vitality
Casting Time 1 action
Range Self (30ft radius)
Components V
Duration Conc. Up to 1 minute
3rd-level evocation
You emit a 30-foot radius aura until the spell ends. It is centered on you and moves with you. You can use
your bonus action to make yourself or a creature in the aura regain 2d6 hit points.
Blinding Smite
EDIT
COMMENTS SHARE
You create 45 pounds of food and 30 gallons of water on the ground or in containers. The food spoils if
uneaten after 24 hours. The water is clean and doesn't go bad.
Crusader's Mantle
Casting Time 1 action
Range Self (30ft radius)
Components V
Duration Conc. Up to 1 minute
3rd-level evocation
You create 30-foot radius aura around you. The aura moves with you and remains centered on you. While in
the aura, you and your allies deal an extra 1d4 radiant damage with weapon attacks.
Daylight
Casting Time 1 action
Range 60 feet
Components VS
Duration 1 hour
3rd-level evocation
A 60-foot-radius sphere of light spreads from a point you choose. The sphere is bright light and sheds dim light
for an additional 60 feet.
If you chose an object you are holding or one that isn't being worn or carried, the light shines from and moves
with the object. Completely covering the object with something opaque blocks the light.
If any of this spell's area overlaps with darkness made by a spell of 3rd level or lower, the darkness is
dispelled.
Dispel Magic
Casting Time 1 action
Range 120 feet
Components VS
Duration Instantaneous
3rd-level abjuration
Choose one object, creature, or magic effect within range. Any spell of 3rd level or lower on the target ends. If
the spell is 4th level or higher, make a check using your spellcasting ability. The DC equals 10 + the spell's
level. On a successful check, the spell ends.
At Higher Levels: You automatically end the effects of a spell on the target if the spell's level is equal to or
less than the level of the spell slot you used.
in:
3, Transmutation, Concentration,
and 3 more
Elemental Weapon
EDIT
COMMENTS SHARE
At Higher Levels: When you cast this spell using a 5th or 6th level spell slot, the bonus to attack rolls
increases to +2 and the extra damage increases to 2d4. When you use a slot of 7th level or higher, the bonus
increases to +3 and the extra damage increases to 3d4.
Magic Circle
EDIT
COMMENTS SHARE
A 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a visible point on the ground appears.
Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The
circle affects a creature of the chosen type in the following ways:
The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to teleport or
use interplanar travel, it must succeed on a Charisma save.
The creature has disadvantage on attacks against targets in the cylinder.
Targets within the cylinder can't be charmed, frightened, or possessed by the creature.
When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a
creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels: The duration increases by 1 hour for each slot level above 3rd.
Remove Curse
Casting Time 1 action
Range Touch
Components VS
Duration Instantaneous
3rd-level abjuration
All curses affecting a creature or object you touch end. If the object is a cursed magic item, the curse remains,
but its owner's attunement ends.
Revivify
Casting Time 1 action
Range Touch
Components V S M (300gp diamond; consumed)
Duration Instantaneous
3rd-level necromancy
Touch a creature that's died in the last minute. It returns to life with 1 hit point. This spell can't return life to a
creature that died of old age, and it can't restore missing body parts.
Level 4 spells
Aura of Life
Casting Time 1 action
Range Self (30ft radius)
Components V
Duration Conc. Up to 10 minutes
4th-level abjuration
You radiate an aura with a 30-foot radius. It moves with you and centered on you. Each ally in the aura,
yourself included, has resistance to necrotic damage and its hit point maximum can't be reduced. A living ally
regains 1 hit point when it starts its turn in the aura with 0 hit points.
Aura of Purity
Casting Time 1 action
Range Self (30ft radius)
Components V
Duration Conc. Up to 10 minutes
4th-level abjuration
You radiate an aura with a 30-foot radius. The aura moves with you, centered on you. Each ally in the aura,
yourself included, can't become diseased, has resistance to poison damage, and has advantage on saving throws
against effects that cause blindness, charm, deafness, frighten, paralysis, poison, and stun.
Banishment
Casting Time 1 action
Range 60 feet
Components V S M (Item distasteful to target)
Duration Conc. Up to 1 minute
4th-level abjuration
A creature you can see must succeed a Charisma save or be banished to another plane of existence.
If the target is native to the plane you're on, you banish the target to a harmless demiplane. While there, the
target is incapacitated. The target remains until the spell ends, to which the target reappears in the space it left
or in the nearest unoccupied space if it's occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished to its home
plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest
unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels: You can target one additional creature for each slot above 4th.
Death Ward
Casting Time 1 action
Range Touch
Components VS
Duration 8 hours
4th-level abjuration
You touch a creature. The first time the target would drop to 0 hit points from taking damage, it instead drops
to 1 hit point, and the spell ends. If the target is subjected to an effect that would kill it instantly without
dealing damage, the effect is negated and the spell ends.
Locate Creature
Casting Time 1 action
Range Self
Components V S M (Bloodhound fur)
Duration Conc. Up to 1 hour
4th-level divination
Describe or name a creature familiar to you. You sense the direction to the creature's location, as long as its
within 1000 feet of you. If the creature is in motion, you know the direction of its movement. The spell can
locate a specific creature known to you or the nearest of a specific kind, as long as you have seen it while
within 30 feet of it. If the creature is in a different form, the spell doesn't work. This spell can't locate a
creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Staggering Smite
Casting Time 1 bonus action
Range Self
Components V
Duration Conc. Up to 1 minute
4th-level evocation
The next time you hit with a melee weapon attack during the spell's duration, your attack deals an extra 4d6
psychic damage. The target must make a Wisdom save. On a failure, it has disadvantage on attacks and ability
checks, and can't take reactions until the end of its next turn.
Level 5 spells
in:
5, Abjuration, Concentration,
and 2 more
Banishing Smite
Casting Time 1 bonus action
Range Self
Components V
Duration Conc. Up to 1 minute
5th-level abjuration
The next time you hit with a weapon attack before the spell ends, the attack deals an extra 5d10 force damage.
If the attack reduces the target to 50 hit points or less, you banish it. If the target is native to a different plane
than the one you're on, the target returns to its home plane. If the target is native to the plane you're on, it
vanishes to a harmless demiplane. While there, it's incapacitated. It remains there until the spell ends, to which
the target reappears in the space it left or in the nearest unoccupied space if it can't.
Circle of Power
Casting Time 1 action
Range Self (30ft radius)
Components V
Duration Conc. Up to 10 minutes
5th-level abjuration
You radiate a sphere of energy with a 30-foot radius. The sphere moves with you, centered on you. For the
duration, each ally in the area, yourself included, has advantage on saves against spells and magical effects.
Additionally, when a creature succeeds on a save that causes half damage, it takes no damage.
in:
5, Evocation, Paladin Spells, Player's Handbook
Destructive Wave
For the duration, celestials, elementals, fey, fiends, and undead not from the material plane have disadvantage
on attack rolls against you. You can end the spell early by using either of the following special functions.
Geas
Casting Time 1 minute
Range 60 feet
Components V
Duration 30 days
5th-level enchantment
You place a command on a creature that you can see, forcing it to do or refrain from doing some action or
activity you decide. The command can be anything except something that would obviously cause the target to
die.
If the creature can't understand you, this spell has no effect. If it can understand you, it must succeed a Wisdom
save or become charmed by you. While the creature is charmed, it takes 5d10 psychic damage each time it
does something that directly counters to your instructions, but no more than once each day.
You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration,
or Wishspell also ends it.
At Higher Levels: When you cast this using a 7th or 8th level spell slot, the duration is 1 year. If you use a 9th
level slot, the spell lasts until it is ended by one of the spells mentioned above.
Holy Weapon
Casting Time 1 bonus action
Range Touch
Components VS
Duration Conc. Up to 1 hour
5th-level evocation
Until the spell ends, a weapon you touch emits bright light in a 30-foot radius and dim light for an additional
30 feet. Attacks made with it deal an extra 2d8 radiant damage on a hit. If it isn't already a magic weapon, it
becomes one for the duration.
As a bonus action, you can dismiss the spell and make the weapon to burst radiance. Creatures you can see and
of your choice in 30 feet of the burst[1] must make a Constitution save. On a failure, it takes 4d8 radiant
damage and it is blinded for 1 minute. On a successful save, it takes half damage and isn't blinded. At the end
of each of its turns, a blinded creature can make a Constitution save, ending the blindness on a success.
in:
5, Necromancy, Bard Spells,
and 3 more
Raise Dead
Casting Time 1 hour
Range Touch
Components V S M (500gp diamond; consumed)
Duration Instantaneous
5th-level necromancy
Touch a creature dead for no longer than 10 days. If its soul is both willing and at liberty to rejoin the body, the
creature returns to life with 1 hit point. This spell has no effect on undead.
This spell neutralizes poisons and cures nonmagical diseases. This spell doesn't remove magical effects. If they
aren't removed prior to casting, they return when the creature comes back to life.
This spell closes all mortal wounds, but doesn't restore missing body parts. If the creature doesn't have body
parts or organs necessary for survival, the spell fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attacks, saves, and ability checks.
Every time it finishes a long rest, the penalty is reduced by 1 until it disappears.
Oath Spells
Sanctuary
Casting Time 1 bonus action
Range 30 feet
Components V S M (Small silver mirror)
Duration 1 minute
1st-level abjuration
Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first
make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or
spell. This spell doesn't protect the warded creature from area effects.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
Sleep
Casting Time 1 action
Range 90 feet
Components V S M (Fine sand/rose petals/cricket)
Duration 1 minute
1st-level enchantment
Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point
you choose are affected in order of their current hit points.
Starting at the creature with the lowest current hit points, each creature affected by this spell falls unconscious.
If the spell ends, the sleeper takes damage, or someone uses an action wake the sleeper, they are awoken.
Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit
points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Unconscious creatures, undead, and creatures immune to being charmed aren't affected by this spell.
At Higher Levels: Roll an additional 2d8 for each slot level above 1st.
Calm Emotions
Casting Time 1 action
Range 60 feet
Components VS
Duration Conc. Up to 1 minute
2nd-level enchantment
Each humanoid in a 20-foot-radius sphere must make a Charisma save. A creature can choose to fail this save.
If a creature fails its saving throw, choose one of the following effects:
You can suppress any effect causing them to be charmed or frightened. When this spell ends, any
suppressed effect resumes, provided that its duration has not expired.
You can make them indifferent about creatures of your choice that it is hostile toward. This indifference
ends if the target takes damage or if it witnesses any of its friends being harmed.
When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Hold Person
EDIT
COMMENTS SHARE
Hold Person
Casting Time 1 action
Range 60 feet
Components V S M (Straight piece of iron)
Duration Conc. Up to 1 minute
2nd-level enchantment
Choose a humanoid that you can see. The target must succeed on a Wisdom save or be paralyzed for the
duration. At the end of each of its turns, it can make another Wisdom save. On a success, the spell ends.
At Higher Levels: You can target one additional humanoid for each slot level above 2nd. The humanoids
must be within 30 feet of each other when you target them.
Counterspell
Casting Time 1 reaction
Range 60 feet
Components S
Duration Instantaneous
3rd-level abjuration
You attempt to interrupt a creature casting a spell. If the creature is casting a spell of 3rd level or lower, its
spell fails and has no effect. If it's a spell of 4th level or higher, make a check using your spellcasting ability.
The DC is 10 + the spell's level. On a success, the spell is interrupted.
At Higher Levels: The interrupted spell has no effect if its level is less than or equal to the level of the spell
slot you used.
Hypnotic Pattern
Casting Time 1 action
Range 120 feet
Components S M (Glowing incense/crystal vial of glowing material)
Duration Conc. Up to 1 minute
3rd-level illusion
Each creature in a 30-foot cube who can see must make a Wisdom save. On a failure, the creature
becomes charmed. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for a creature if it takes any damage or if someone uses an action to snap it out of the trance.
Nothing can pass through the barrier, though a creature in the sphere can breathe. The sphere is immune to all
damage, and a creature or object inside can't be affected by anything outside the sphere, nor can it affect
anything outside in turn.
The sphere is weightless and just large enough to contain the creature or object. An enclosed creature can use
its action to push against the sphere and roll it at up to half the creature's speed. The globe also can be picked
up and moved by other creatures.
Stoneskin
Casting Time 1 action
Range Touch
Components V S M (100gp diamond dust; consumed)
Duration Conc. Up to 1 hour
4th-level abjuration
Until the spell ends, the target has resistance to non-magical bludgeoning, piercing, and slashing damage.
Hold Monster
Casting Time 1 action
Range 90 feet
Components V S M (Straight piece of iron)
Duration Conc. Up to 1 minute
5th-level enchantment
Choose a creature you can see. It must pass a Wisdom save or be paralyzed. This spell has no effect on undead.
At the end of the target's turns, it can make another save, ending the paralysis on a success.
At Higher Levels: You can target one additional creature for each slot level above 5th. The creatures must be
within 30 feet of each other when you target them.
Wall of Force
EDIT
COMMENTS SHARE
5th-level Evocation
Casting Time 1 Action
Range 120 feet
Components V, S, M (a pinch of powder made by crushing a clear gemstone)
Duration Concentration, up to 10 minutes
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any
orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a
solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can
shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another
panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space
when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel
magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane,
blocking ethereal travel through the wall.