This installment closes our series of spells created by saints, apostles, and other important religious figures of various faiths. Most of these spells can only be used by clerics, but a few can be used by paladins, rangers, druids, and even bards.
If you’ve enjoyed this spell series, please let us know in the comments and be sure to check out more spells for clerics (and more!) in Deep Magic for 5th Edition!
ANIMATE HOLY SYMBOL
Transmutation Cantrip | Cleric
Casting Time: 1 action
Range: 30 ft.
Components: V, S
Duration: Concentration, up to 1 minute
Upon casting this spell, you animate a single holy symbol within range. The holy symbol begins floating 5 feet above the ground and sheds light in a 10-foot radius. Undead touched by this light suffer disadvantage on their attack rolls and ability checks. While floating in the air, the holy symbol cannot be used as a divine focus.
The holy symbol is treated as a tiny animated object with AC 18 and 20 hit points but cannot attack. You or an allied creature of your choosing can grasp the holy symbol as an action, which automatically ends the spell. If the spell ends while the holy symbol is still in the air, it gently sinks to the ground.
CHAMPION’S VALOR
7th-Level Transmutation | Cleric
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Created by an order of militant clerics for use in a war against a demon horde, this spell grants you some of the battle prowess of a paladin. While affected by this spell, your Strength and Charisma scores both increase to 20 (if they were not so already), you gain proficiency in martial weapons, and gain an extra attack each round. Finally, you gain the divine smite ability of a paladin, but your smite damage is only 1d6 points per spell level instead of 1d8.
For the duration of the spell, you cannot cast cleric spells higher than 5th level. These restrictions automatically end once the spell ends.
SOUL SHRIVE
2nd-Level Enchantment | Cleric, Paladin
Casting Time: 1 action
Range: 60 ft.
Components: V
Duration: 1 round
You compel one creature within range to confess its sins in the name of your deity. A target can resist the spell with a successful Charisma saving throw. If the target fails its saving throw, they lose all of their actions on their next turn as they confess their sins. In addition, if the target is a fiend, fey, or undead, they also takes 5d6 psychic damage from the forced confession.
WALL OF HAIR
2nd-Level Conjuration | Cleric, Druid
Casting Time: 1 action
Range: 120 ft.
Components: V, S, M (a strand of hair or fur)
Duration: Concentration, up to 1 minute
This rare spell creates an opaque wall of thick hair or fur. The wall is 1 inch thick and is composed of ten 10-foot by 10-foot panels. You can double the wall’s thickness by reducing the panels by half. The wall forms a vertical sheet that appears to mesh in with the surrounding terrain.
Each 10-foot square has AC 11 and 5 hit points per inch of thickness. While the wall is not overly strong, those striking it with melee weapons must make a Dexterity saving throw or have their weapon entangled in the hair. An entangled weapon is stuck fast and cannot be pulled free unless the creature makes a Strength check with a DC check equal to the DC of the spell. The wall is vulnerable to fire damage but produces a 20-foot cube of thick greasy black smoke for every 10-foot of wall that is burnt. This cloud deals 1d3 poison damage and provides heavy obscurement to creatures caught within it.
If the wall is created to envelop a creature, or a creature tries to push through it, they must make a Dexterity saving throw or become entangled. An entangled creature is held fast by thick strands of hair or fur and must make a Strength check to break free. The DC for this check is equal to the DC of the spell.
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