A protective magical force surrounds you,manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points,the creature takes 5 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends,the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you can target one additional creature for each slot level above 1st.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead,if it doesn't understand your language,or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so,the DM determines how the target behaves. If the target can't follow your command,the spell ends.
Approach: The target moves toward you by the shortest and most direct route,ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. A flying creature stays aloft,provided that it is able to do so. If it must move to stay aloft,it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you can affect one
additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save,the creature is drawn to you,compelled by your divine demand. For the duration,it has disadvantage on attack rolls against creatures other than you,and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you,if it succeeds on this saving throw,this spell doesn't restrict the target's movement for that turn.
The spell ends if you attack any other creature,if you cast a spell that targets a hostile creature other than the target,if a creature friendly to you damages the target or casts a harmful spell on it,or if you end your turn more than 30 feet away from the target.
Your prayer empowers you with divine radiance. Until the spell ends,your weapon attacks deal and extra 1d4 radiant damage on a hit.
The next time you hit a creature with a melee weapon attack during the spell's duration,your weapon flares with white-hot intensity,and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends,the target must make a Constitution saving throw. On a failed save,it takes 1d6 fire damage. On a successful save,the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames,or if some other effect douses the flames (such as the target being submerged in water),the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the initial extra damage dealt by the attack increases by 1d6 for each slot above the 1st.
A shimmering field appears and surrounds a creature of your choice within range,granting it a +2 bonus to AC for the duration.
The first time you hit with a melee weapon attack during this spell's duration,your weapon rings with thunder that is audible within 300 feet of you,and the attack deals an extra 2d6 thunder damage to the target. Additionally,if the target is a creature,it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
The next time you hit with a melee weapon attack during this spell's duration,your attack deals an extra 1d6 psychic damage. Additionally,if the target is a creature,it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action,the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
The next time you hit a creature with a weapon attack before this spell ends,the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target,which becomes visible if it is invisible,and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,the extra damage increases by 1d6 for each slot level above 2nd.
You summon a spirit that assumes the form of an unusually intelligent,strong,and loyal steed,creating a long-lasting bond with it. Appearing in an unoccupied space within range,the steed takes on a form that you choose,such as a warhorse,a pony,a camel,an elk,or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form,though it is a celestial,fey,or fiend (your choice) instead of its normal type. Additionally,if your steed has an Intelligence of 5 or less,its Intelligence becomes 6,and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount,both in combat and out,and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed,you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points,it disappears,leaving behind no physical form. You can also dismiss your steed at any time as an action,causing it to disappear. In either case,casting this spell again summons the same steed,restored to its hit point maximum.
While your steed is within 1 mile of you,you can communicate with it
telepathically.
You can't have more than one steed bonded by this spell at a time. As an action,you can release the steed from its bond at any time,causing it to disappear.
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns,the target can make another Wisdom saving throw. On a success,the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
You touch a nonmagical weapon. Until the spell ends,that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the bonus increases to +2. When you use a spell slot of 6th level or higher,the bonus increases to +3.
You create a floating,spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell,you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit,the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn,you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher,the damage increases by 1d8 for every two slot levels above the 2nd.
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends,a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save,a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
You touch a creature,and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell,choose the nature of the curse from the following options.
• Choose one ability score. While cursed,the target has disadvantage on ability checks and saving throws made with that ability score.
• While cursed,the target has disadvantage on attack rolls against you.
• While cursed,the target must make a Wisdom saving throw at the start of each of its turns. If it fails,it wastes its action that turn doing nothing.
• While the target is cursed,your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option,you may choose an alternative curse effect,but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher Levels: If you cast this spell using a spell slot of 4th level or higher,the duration is concentration,up to 10 minutes. If you use a spell slot of 5th level or higher,the duration is 8 hours. If you use a spell slot of 7th level or higher,the duration is 24 hours. If you use a 9th level spell
slot,the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
The next time you hit a creature with a melee weapon attack during this spell's duration,you weapon flares with a bright light,and the attack deals an extra 3d8 radiant damage to the target. Additionally,the target must succeed on a Constitution saving throw or be blinded until the spell ends.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save,it is no longer blinded.
Holy power radiates from you in an aura with a 30-foot radius,awakening boldness in friendly creatures. Until the spell ends,the aura moves with you,centered on you. While in the aura,each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.
Choose any creature,object,or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target,make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check,the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types - acid,cold,fire,lightning,or thunder. For the duration,the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level,the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher,the bonus increases to +3 and the extra damage increases to 3d4.
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell,a creature must take the Dash action and move away from you by the safest available route on each of its turns,unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you,the creature can make a Wisdom saving throw. On a successful save,the spell ends for that creature.
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral,their spectral form appears angelic or fey (your choice). If you are evil,they appear fiendish.
When you cast this spell,you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area,and when the creature enters the area for the first time on a turn or starts its turn there,it must make a Wisdom saving throw. On a failed save,the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save,the creature takes half as much damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the damage increases by 1d8 for each slot level above 3rd.