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Martyr Spells

By September 27, 2022October 27th, 2022Martyr, Spells

Martyr Spells

Martyr Spell List

 

Martyrs can choose from the following spells when they prepare spells after a long rest. {Spells marked with an asterisk are new to this class.}

1st Level

Bless
Burnt Offering*
Command
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Guiding Bolt
Heroism
Indemnify*
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Shield of Faith

2nd Level

Aid
Augury
Gentle Repose
Halo of Flame*
Hold Person
Lesser Restoration
Locate Object
Magic Weapon
Protection from Poison
Warding Bond
Zone of Truth

3rd Level

Create Food and Water
Daylight
Dispel Magic
Magic Circle
Pillar of Salt*
Protection from Energy
Remove Curse
Revivify
Snakestaff*
Speak with Dead
Tongues

4th Level

Banishment
Death Ward
Divination
Locate Creature
Stoneskin

5th Level

Commune
Dispel Evil and Good
Flame Strike
Geas
Greater Restoration
Hallow
Insect Plague
Mass Cure Wounds
Raise Dead

 

Spell Descriptions

The spells are presented in alphabetical order.

Burnt Offering

1st-level abjuration (ritual)
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a pyre and slain animal)
Duration: 24 hours

By constructing a pyre and burning an animal’s corpse, you court the favor of the gods. For the duration, while you are wearing armor, you can add your Wisdom modifier, instead of your Dexterity modifier, to your Armor Class.
     At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, you can also reroll one saving throw you make during the duration. You can choose to reroll the saving throw after you roll the die, but must decide before the outcome is determined and must use the new roll.

Halo of Flame

2nd-level evocation
Casting Time: 1 action
Range: Self (10-foot-radius, 5-foot-wide ring)
Components: V, S
Duration: Instantaneous

A ring of flame ignites above your head and then springs outward, coming to rest in a burning circle. The circle is composed of a 5-foot wide line of flame, curving to form a 10-foot-radius ring around you. Each creature you choose within the area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage, or half as much on a successful save.
     At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Indemnify

1st-level necromancy
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 hour

You fling a drop of blood at a target you can see within range, marking them for reckoning. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 radiant or necrotic damage (your choice) whenever you lose hit points for the duration. This spell ends early if the target begins its turn further than 60 feet from you.

Pillar of Salt

3rd-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop of lantern oil and a pinch of sulfur)
Duration: Instantaneous

You deliver a mote of divine wrath to a point you can see within range. Each creature you choose in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 7d6 necrotic damage, or half as much on a successful save. If this damage reduces a target which failed its saving throw to 0 hit points, it is transformed into a pillar of salt.
     At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Snakestaff

3rd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a quarterstaff)
Duration: Concentration, up to 1 hour

You cast a staff to the ground, which writhes and grows into a giant constrictor snake under your control, which acts on its own initiative count. The snake is friendly to you and your companions. The snake will obey any verbal commands that you issue to it (no action required by you). If you don’t issue any commands, it defends itself from hostile creatures, but otherwise takes no actions. If the snake is reduced to 0 hit points, it dies and reverts to a broken staff. The GM has the creature’s statistics.

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