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Naughty List

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a drop of blood

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends the target must roll a d4 and subtract the number rolled from 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.

Cleric 1st level Enchantment

Nice List

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a sprinkling of holy water

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.

Cleric 1st level Enchantment

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationInstantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher the healing increases by 1d8 for each slot level above 1st.

Cleric (*)(Life) 1st level Evocation

Identify

  • casting time1 minute
  • rangeTouch

  • componentsV S M
  • durationInstantaneous

a pearl worth at least 100 gp and an owl feather

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object you learn its properties and how to use them whether it requires attunement to use and how many charges it has if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell you learn which spell created it.
If you instead touch a creature throughout the casting you learn what spells if any are currently affecting it.

Cleric (*)(Life) 1st level Divination

Santa's Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration up to 1 minute

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.

Cleric (*)(Life) 1st level Evocation

Shield of Faith

  • casting time1 bonus action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

a small parchment with a bit of holy text written on it

A shimmering field appears and surrounds a creature of your choice within range granting it a +2 bonus to AC for the duration.

Cleric (*)(War) 1st level Abjuration

Heat Metal

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a piece of iron and a flame

Choose a manufactured metal object such as a metal weapon or a suit of heavy or medium metal armor that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object it has disadvantage on attack rolls and ability checks until the start of your next turn.

Cleric 2nd level Transmutation

Hold Person

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a small straight piece of iron

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.

Cleric 2nd level Enchantment

Toy Maker's Weapon

  • casting time1 bonus action
  • rangeTouch

  • componentsV S
  • durationConcentration up to 1 hour

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.

Cleric 2nd level Transmutation

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Silent Night

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationConcentration up to 10 minutes

For the duration no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Cleric 2nd level Illusion

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