Level 5 Abjuration (Cleric, Druid)
Casting Time: 1 Hour
Range: Touch
Components: V, S (a offering to the chosen god worth at least 500 gp)
Duration: Instantaneus
This spell removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. Atonement can be used for many things, here are a couple of examples:
An evil outsider hit by the Atonement spell, will act as if hit by the Banish spell instead.
Level 3 Abjuration (Bard, Cleric, Druid, Paladin, Ranger)
Casting Time: Bonus Action or Ritual
Range: Touch
Components: V, S (a diamon worth 100 gp)
Duration: Instantaneus
You heal the target for one negative conditions and all damage suffered in a single ability. Can also be used to heal some Lingering Injuries.
Level 3 Abjuration (Cleric, Druid, Paladin, Ranger)
Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneus
You remove a single poison or disease from the target. This do not heal any damage taken by the effect. For a very potent poison or disease this can require a Caster Check (D20 + Spell Attack) to remove.
Level 2 Transmutation (Warlock - The Dreamer)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 Hour
You enchant an acorn with your magic. Planting it will after one hour result in a small sapling sprouting a single ripe fruit. The fruit stay ripe for a day before turning into ash. Eating the fruit during this time period will heal the target 2d8 + you Cha Bonus and put them into a fitful sleep. If the creature eating the fruit succeed on a Con Save DC 16, they can also remove one harmful condition such as Poisoned or Blinded.
Level 3 Evocation (Warlock - The Dreamer)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You rupture the boundary between waking reality and the dreaming depths beneath the earth.
Choose a point you can see. A 20-foot-radius area centered on that point ripples like soft earth, bending and folding as if remembering another shape.
Creatures in the area must make a Dexterity saving throw. On a failure, a creature takes 5d8 psychic damage and falls prone as the ground buckles under dream-pressure. On a success, the creature takes half as much damage and does not fall prone.
Terrain in the area becomes difficult terrain until the start of your next turn, twisting with fading dream-waves.
When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Level 4 Enchantment (Warlock - The Dreamer)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You open a crack in the target’s mind through which the Dreamers presence peers.
Choose one creature you can see.
The target must make a Wisdom saving throw. On a failure, it is frightened of you and suffers 4d10 psychic damage as a vision of tumbling endlessly into the lightless depths floods its senses. At the start of each of its turns, it takes 2d10 psychic damage as the nightmare tightens. The creature can repeat the saving throw at the end of each of its turns, ending the spell on a success. On a successful initial save: The creature takes the initial 4d10 damage and suffers no further effects.
When cast using an 8th-level slot or higher, the initial damage increases by 1d10, and the recurring damage increases by 1d10 for each slot above 7th.