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Inflict Wounds

  • casting time Action
  • range Touch

  • components V, S
  • duration Instantanious

A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.

Using a Higher Level Spell Slot. The damage increases by 1d10 for each slot level above 1.

Cleric Necromancy

Cure Wounds

  • casting time Action
  • range Touch

  • components V, S
  • duration Instantanious

A creature you touch regains a number of Hit Points equal to 2d8 plus your spell casting ability modifier.

Using Higher-Level Spell Slot. The healing is increased by 2d8 for each spell slot level above 1.

Bard, Cleric, Pally Abjuration

Spare the Dying

  • casting time Action
  • range 15 feet

  • components V, S
  • duration Instananious

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

Cantrip Upgrade. The range doubles when you reach level 5 (30 feet), 11 (60 feet) and 17 (120 feet).

Cleric Necromancy

Resistance

  • casting time Action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 minute

You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. Then 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.

Cleric, Druid Abjuration

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