This document contains descriptions of various radiant-themed spells from a holy codex. It includes cantrips like Holy Brand that deal radiant damage, 3rd level spells like Sunstrike that blast targets with sunlight, and higher level spells such as Celestial Judgment that send creatures to face divine judgment. The document emphasizes pursuing virtue and resisting temptation, as the spells are meant to serve as instruments of deities' will to help mortals.
This document contains descriptions of various radiant-themed spells from a holy codex. It includes cantrips like Holy Brand that deal radiant damage, 3rd level spells like Sunstrike that blast targets with sunlight, and higher level spells such as Celestial Judgment that send creatures to face divine judgment. The document emphasizes pursuing virtue and resisting temptation, as the spells are meant to serve as instruments of deities' will to help mortals.
This document contains descriptions of various radiant-themed spells from a holy codex. It includes cantrips like Holy Brand that deal radiant damage, 3rd level spells like Sunstrike that blast targets with sunlight, and higher level spells such as Celestial Judgment that send creatures to face divine judgment. The document emphasizes pursuing virtue and resisting temptation, as the spells are meant to serve as instruments of deities' will to help mortals.
Evocation Cantrip 3rd-level evocation Casting Time: 1 Action Casting Time: 1 action Range: 60 feet Range: 60 feet Components: V, S Components: V, S Duration: 1 round Duration: Instantaneous You speak a line of holy words and deliver a radiant strike at a A concentrated sphere of sunlight appears 10 feet above a creature you can see within range. Make a ranged spell attack creature within range of a point you choose. The sphere against the target. On a hit, the target takes 1d6 radiant sheds bright light for 60 feet and dim light for an additional damage. the target of the attack sheds dim light in a 5 foot 30 feet. The light remains there until the end of your next radius and the affected creature can't benefit from being turn. invisible for the duration. A blade of sunlight falls upon the creature within the point you choose. That creature must make a Constitution saving The spell's damage increases by 1d6 when you reach 5th throw. On a failed save, the creature takes 3d8 radiant level (2d6), 11th level (3d6), and 17th level (4d6). damage and is blinded until the end of their next turn. On a Classes: Cleric successful save it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on Subclasses: Divine Soul SorcererXGE, Celestial WarlockXGE this save. Divine Flare At Higher Levels. When you cast this spell using a spell slot 1st-level evocation of 4th level or higher the damage increases by 1d8 for each slot above 3rd. Casting Time: 1 action Range: Self (10 foot radius) Classes: Cleric, Paladin Components: V, S Subclasses: Divine Soul SorcererXGE, Celestial WarlockXGE Duration: Instantaneous You channel the radiant divinity within your realm. A blast of Holy Cage radiant light expels from you and threatens all creatures 4th-level evocation within 10 feet of you. Each creature in the area must make a Casting Time: 1 action Constitution saving throw. On a failed safe, creatures take Range: 90 feet 2d6 radiant damage and become blinded until the end of your Components: V, S, M (an consecrated amulet worth 50 gold) next turn. On a successful save, the creatures takes half Duration: Concentration, up to 10 minutes damage, and are not blinded. A cage of radiant light entraps a creature you can see within At Higher Levels. When you cast this spell using a spell slot range. The target must succeed a Dexterity saving throw. On of 2nd level or higher, the damage increases by 1d6 for each a failed save save, the creature is restrained and it takes 4d8 slot level above 1st. radiant damage. A creature trapped in the cage takes 4d8 Classes: Cleric, Paladin radiant damage at the end of each of its turn, and it can make a Charisma saving throw to attempt to leave the cage. On a Subclasses: Divine Soul SorcererXGE, Celestial WarlockXGE success the creature leaves the cage and the spell ends. Radiant Conflagration Undead and fiends have disadvantage on the charisma save to leave the cage. 2nd-level evocation Casting Time: 1 bonus action At Higher Levels. When you cast this spell using a spell slot Range: Self (5 foot radius) of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 Components: V, S feet of each other when you target them. Duration: Concentration, up to 1 minute You become a vessel from a fragment of divinity as divine Classes: Cleric, Paladin light radiates from within you as you shed bright light in a 15 Subclasses: Divine Soul SorcererXGE, Celestial WarlockXGE foot radius. Until the spell ends, any attack you make deals 1d6 radiant damage when you hit a creature. We pursue the likeness of the Gods, with their As a bonus action on your turn when you hit a creature with intent we can guide our path and find the true an attack you can end the spell and deal an additional 2d8 good in all things. Lets not forget that there are radiant damage as you deliver a burst of radiance. those who would tempt us in an attempt to cause At Higher Levels. When you cast this spell using a spell slot us to fall. Remember, we are but their instruments of 3rd level or higher, the damage increases by 1d6 and 1d8 through which they deliver their will upon mortals. respectively for every two slot levels above 2nd. Be not afraid of the light...
Classes: Cleric, Paladin -Father Orghazt, Archbishop of the White Gold Spires
Hallowed Rain Truesight. You have truesight with a range of 30 feet. 5th-level evocation Within the range you can see in normal and magical darkness, see invisible creatures and objects, Casting Time: 1 action automatically detect visual illusions and succeed on Range: 120 feet saving throws against them, and perceive the original Components: V, S, M (holy water or powdered silver and form of a shapechanger or a creature that is transformed iron worth 50 gp, which the spell consumes) by magic. Furthermore, the monster can see into the Duration: Concentration, up to 1 minute Ethereal Plane within the same range. A rain cloud appears in the shape of a cylinder that is 10 feet Angelic Blast. When you cast this spell, and as a bonus tall with a 60-foot radius, centered on a point you can see action on subsequent turns for the duration, you can send within range directly above you. Soothing rain falls from the out a mote of radiance at a creature within 120 feet. Make clouds above creating a temporary hallowed area. Creatures a ranged spell attack against the target. On a hit, the you designate within the rain can't be charmed, frightened, or target takes 6d8 radiant damage. possessed by aberrations, celestials, elementals, fey, fiends, Classes: Cleric or undead. If the targets are already charmed, frightened, or possessed by such a creature, the targets have advantage on Subclasses: Divine Soul SorcererXGE any new saving throw against the relevant effect. Additionally, creatures of those types have disadvantage on attack rolls Celestial Judgment against the targets. 8th-level conjuration Classes: Cleric, Druid, Paladin, Warlock, Wizard Casting Time: 1 action Range: 60 feet Subclasses: Divine Soul SorcererXGE Components: V, S, M (a gilded gabble) Duration: Instantaneous Divine Mantle 6th-level abjuration You attempt to send one creature that you can see within range to face a celestial judge. The target must succeed on a Casting Time: 1 action Charisma saving throw or face judgment. At the end of your Range: Self next turn, the target returns to the space it previously Components: V, S, M (Vestments worth 500 gp) occupied, or the nearest unoccupied space. As it returns it Duration: Concentration, up to 10 minute takes 8d8 radiant damage. If the target is undead or a fiend it You are suffused with the divinity of the realm. You gain the takes 10d8 radiant damage instead. Additionally, the creature following benefits until the spell ends: suffers from the effects of forced planar travel as it can't take a reaction until the end of its next turn. Moreover, on its next You have advantage on all Wisdom (Insight) checks. turn, it must choose whether it gets a move, an action, or a You have advantage on Wisdom and Charisma saving bonus action; it gets only one of the three. Undead and fiends throws. are instead paralyzed. You gain a +2 bonus to AC. Additionally as a bonus action you can impart this bonus to another creature within 60 Classes: Cleric feet. On subsequent turns you can designated another Subclasses: Divine Soul SorcererXGE , Celestial WarlockXGE creature to gain this bonus (only one creature can benefit from this bonus at a time). Sun Ray When you cast this spell, and as a bonus action there after, 9th-level evocation you can split some of the divine magic within it and give a Casting Time: 1 action creature within 60 feet of you temporary hit points equal Range: 500 feet to 2d8. Components: V, S, M (a sunstone worth 1000 gp) Classes: Cleric Duration: Instantaneous Subclasses: Divine Soul SorcererXGE You call down the power of the sun as you coalesce its radiance into five different pillars of divine light. Each Angelic Transformation creature in a 40 foot radius, 40 foot high cylinder centered on 7th-level transmutation each point you choose must make a Dexterity saving throw. A Casting Time: 1 bonus action creature takes 10d10 radiant damage and 10d10 force Range: Self damage on a failed save and the target is turned to ash if this Components: V, S, M (a holy bowl filled with water worth damage leaves it with 0 hit points. They otherwise are 500 gp) blinded for 10 minutes. On a successful save, the target takes Duration: Concentration, up to 1 minute half as much damage. At the end of each of its turns, an affected creature can make a Constitution saving throw to You channel the celestial judgment of the seraphim as their end the blindness. This spell disintegrates nonmagical divine ardor fills you with their magic. You gain the following objects caught in its radius. They are turned to gray dust. benefits until the spell ends. Classes: Cleric Wings. Angelic wings sprout from your back, giving you a Subclasses: Divine Soul SorcererXGE flying speed of 60 feet. Consecrated Weapon Flask of Sun Blessed Light Weapon, Very Rare (requires attunement) Potion, uncommon You gain a +1 bonus to attack and damage rolls made with The flask's amber liquid glimmers when agitated. this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d6 radiant damage. you also You regain 2d4+2 hit points when you drink this flask. gain a +1 bonus to saving throws caused by fiend or undead. Additionally as an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a Banishment. When you hit a creature with this weapon, you creature, treating the flask as an improvised weapon. On a can force them to make a DC 16 Charisma saving throw or hit, the target takes 1d4+1 radiant damage. they are banished as if the banishment spell had been casted Lightborne on them. Once you use this ability you can't do so again until the next dawn. Staff, weapon, Legendary (requires attunement by a cleric) This staff can be wielded as a magic quarterstaff that grants a Amulet of Positive Energy +3 bonus to attack and damage rolls made with it. While Wondrous item, Rare (requires attunement by a cleric of holding it, you gain a +3 bonus to Armor Class, saving paladin) throws, and spell attack rolls. This amulet bears a symbol of the upper planes. While you The staff has 20 charges for the following properties. The wear the holy symbol, you gain a +1 bonus to spell attack rolls staff regains 2d8 + 4 expended charges daily at dawn. and the saving throw DCs of your spells. Angelic Strike. When you hit with a melee attack using the While you wear this amulet you gain a new way of using your staff, you can expend 1 charge to deal an extra 1d6 radiant channel divinity: You let out a wave of positive energy in a 30 damage to the target. foot radius centered on you. Healing creatures of your choice Spells. While holding this staff, you can use an action to within the radius an amount of hit points equal to a number expend 1 or more of its charges to cast one of the following of 1d6 equal to half your cleric or paladin level. Alternatively spells from it, using your spell save DC and spell attack you may harm fiends and undead within the area for the bonus: Hollowed Rain (5 charges), Sunstrike (5th level same amount of radiant damage. They can make a Wisdom version 5 charges), Holy Cage (4 charges), Mass Healing saving throw to take half the damage. Word (3 charges), Bless (1 charge), Spiritual Weapon (1 charge). Amulet of Negative Energy Fiend Slayer. While you wield this staff you are aware of any Wondrous item, Rare (requires attunement by a cleric of Demon or Devil within 60 feet of you. You have advantage on paladin) Intimidation checks made against creatures of those types. Additionally, once per dawn you can brand a demon or a This amulet bears a symbol of the lower planes. While you fiend with a divine mark when you affected with one of your wear the unholy symbol, you gain a +1 bonus to spell attack spells. You know the location of that creature as long as they rolls and the saving throw DCs of your spells. remain within the same plane of existence. The brand ends early if the creature dies or it dispels the magic brand. While you wear this amulet you gain a new way of using your Sentience. Lightborne is a sentient lawful good weapon with channel divinity: You let out a wave of negative energy in a 30 foot radius centered on you. Creatures of your choice within an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. the radius take an amount of necrotic damage equal to a It has hearing and darkvision out to a range of 120 feet. number of 1d6 equal to half your cleric or paladin level. They The weapon can speak, read, and understand Common & can make a Wisdom saving throw to take half as much Celestial, and can communicate with its wielder damage. Undead creatures within the radius of the negative telepathically. Its voice is soothing and calming While you are energy heal instead of taking any damage. attuned to it, Lightborne also understands every language you know Personality. Lightborne speaks with a relaxed tone at a slow pace of delivery. Artist Credit The staff's purpose is to slay demons and devils, it holds a MTG. Celestial Judgment by Alexander Mokhov deep content for them and wishes to see them all be eradicated. Should a wielder of Lightborne willingly spare or help a creature of those types Lightborne ends the Like what you see? attunement immediately and the attuned creature is forced to make a Wisdom saving throw or suffer 8d8 radiant damage. More ArgenisDBarrios content can be found in my Patreon! Or half as much on a success. Including my Blood Doctor class available to all tiers, and free subclasses, magic items, and more character options. Lightborne desires to see evil beings be dealt with, it encourages it's wielder to deliver judgment upon those it Thank you for any support! deems to be deserving of it. Should the wielder stray from dealing with those Lightborne deems corrupt or evil a conflict between it and its wielder the next dusk. This document was lovingly created using GM Binder.
If you would like to support the GM Binder developers,