1-3 creatures 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, the target must subtract a d4 from the result.
At Higher Levels: Target one additional creature for each slot level above 1st.
Bless 1-3 creatures within range. Whenever a target makes an attack roll or saving throw, the target can add a d4 and to the result.
At Higher Levels: Target one additional creature for each slot level above 1st.
Choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water: You touch one vial of water and cause it to become holy water.
Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can add a d4. A creature can benefit from this rite only once.
Dedication: You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can add a d4 to the save. A creature can benefit from this rite only once.
Funeral Rite: You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.
Wedding: You touch adult
humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
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. No effect on undead, if it doesn't understand your language, or if your command is directly harmful to it.
Typical commands:
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: Affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
One creature you can see within range must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move more than 30 feet away. On a successful save, movement isn't restricted for that turn.
The spell ends if you attack or cast a spell on any other hostile creature, if an ally damages or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. No effect on undead or constructs.
At Higher Levels: Healing increases by 1d8 for each slot level above 1st.
You know IF there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet and WHERE the creature is. Similarly, you know if there is a place or object within 30 feet that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
You sense the presence of magic within 30 feet. If you sense magic, you can use an action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
You sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal and extra 1d4 radiant damage on a hit.
A willing creature you touch is imbued with bravery. The creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels: Target one additional creature for each slot level above 1st.
A creature you can see within range becomes your quarry. You deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points, you can use a bonus action on a subsequent turn to mark a new creature.
At Higher Levels: 3rd or 4th level spell slot: duration = 8 hours. 5th level spell slot: duration = 24 hours.
One willing creature you touch is protected against aberrations, celestials, elementals, fey, fiends, and undead.
Creatures of those types have disadvantage on attack rolls against the target. The target can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, it has advantage on any new saving throw against the relevant effect.
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
The next time you hit a creature with a melee weapon attack, it deals an extra 1d6 fire damage and causes the target to ignite in flames. At the start of each, 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, the spell ends.
At Higher Levels: 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, your weapon rings with thunder that is audible within 300 feet, and the attack deals an extra 2d6 thunder damage. 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, it deals an extra 1d6 psychic damage. 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.
Choose 1-3 creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: A target's hit points increases by an additional 5 for each slot level above 2nd.
The next time you hit a creature with a weapon attack it 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: 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.
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
The spell also extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
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: 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 creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Describe or name an object that is familiar to you. You sense the direction to the object's location and its direction of movement (if moving), as long as that object is within 1,000 feet.
The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet. Alternatively, the spell can locate the nearest object of a particular kind.
This spell can't locate an object if any thickness of lead blocks a direct path between you and the object.