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
Bless Water
Coming of Age
Dedication
Funeral Rite
Wedding
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.
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 if it tries to move more than 30 feet away. On a successful save, movement isn't restricted that turn.
The spell ends if you attack or cast a spell on another hostile creature, if an ally damages or casts a spell on it, or if you end your turn more than 30 feet apart.
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, it deals an extra 1d6 fire damage and ignites the target in flames. At the start of each turn, 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 a creature within 5 feet 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 a warhorse, pony, camel, elk, or mastiff. It has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice). It understands one language that you speak.
You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.
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.
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: 4th level spell slot = +2 bonus. 6th level spell slot = +3 bonus.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
This spell wards a willing creature you touch. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again. You can also dismiss the spell as an action.
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. A creature that enters the spell's area for the first time 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 the results of saving throws.
An affected creature is aware of the spell and can avoid answering questions or give evasive answers.
Healing energy radiates from you in an aura with a 30-foot radius that moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
The next time you hit a creature with a melee weapon attack, it deals an extra 3d8 radiant damage. 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.
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to 15 humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
Holy power radiates from you in an aura with a 30-foot radius, and 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.
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object, the light shines from the object and moves with it. Completely covering the affected object with an opaque object blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of equal or lower, the spell that created the darkness is dispelled.
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: 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 used.
A nonmagical weapon you touch becomes a magic weapon of a type: 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.
At Higher Levels:5th or 6th level spell slot = +2 attack bonus and 2d4 extra damage. 7th level spell slot = +3 attack bonus and 3d4 extra damage.
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
You create a 10-foot-radius, 20-foot-tall cylinder centered on a point you can see within range. Celestials, elementals, fey, fiends, and undead can't enter the cylinder by nonmagical means, and have disadvantage on attack rolls against targets within.
Targets within can't be charmed, frightened, or possessed by those creatures. Spell can be cast in the reverse direction.
At Higher Levels: Duration increases by 1 hour for each slot level above 3rd.
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Any attack you make deals 1d8 extra damage (radiant, necrotic, or cold) when you hit a creature within 10 feet. Any creature that takes this damage can't regain hit points until your next turn.
A hostile creature that starts its turn within 10 feet of you has its speed reduced by 10 feet until your next turn.
At Higher Levels: Damage increases by 1d8 for every two slot levels above 3rd.
You summon a spirit that assumes the form of a griffon, pegasus, peryton, dire wolf, rhinoceros, or saber-toothed tiger. It has the statistics of the chosen form, though it is a celestial, a fey, or a fiend (your choice). It understands one language that you speak.
You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.
Life-preserving energy radiates from you in an aura with a 30-foot radius that moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. A non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
Purifying energy radiates from you in an aura with a 30-foot radius that moves with you, centered on you. Each non-hostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
Target must succeed on a Charisma saving throw or be banished to another plane of existence.
When the spell ends, the target reappears in the space it left (or the nearest unoccupied space). If creative is from another plane originally, the target doesn't return if spell persists for 1 minute.
At Higher Levels: Target one additional creature for each slot level above 4th.
You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.
Teleport from your current location to any other spot within range that you can see, visualize, or describe by distance and direction.
You can bring any objects you can carry and one willing creatur within 5 feet.
If you would arrive in a place already occupied, you and any creature traveling with you each take 4d6 force damage, and the spell fails.
Describe or name a creature that is familiar to you. You sense the direction to the creature's location if it is is within 1,000 feet.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind, so long as you have seen such a creature up close - within 30 feet - and the creature is not shapeshifted.
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
The next time you hit a creature with a melee weapon attack, it deals an extra 4d6 psychic damage. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions until the end of its next turn.
This spell turns the flesh of a willing creature you touch as hard as stone, granting resistance to nonmagical bludgeoning, piercing, and slashing damage.
The next time you hit a creature with a weapon attack, it deals an extra 5d10 force damage. If this attack reduces the target to 50 hit points of fewer, you banish it to another plane of existence. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Divine energy radiates from you in an aura with a 30-foot radius that moves with you, centered on you. Each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. When an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage.
Each creature you choose within 30 feet must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.
Creatures (celestials, elementals, fey, fiends, and undead) have disadvantage on attack rolls against you.
You can end the spell early by using an action:
Break Enchantment: Touch a creature and remove charmed, frightened, or possessed.
Dismissal: Make a melee spell attack against a creature. On a hit, the creature must succeed on a Charisma saving throw or be sent back to its home plane.
You place a magical command on a creature that you can see within range. It must succeed on a Wisdom saving throw or become charmed. It takes 5d10 psychic damage each time it disobeys. You can issue any command you choose, short of an activity that would result in certain death. A creature that can't understand you is unaffected by the spell.
At Higher Levels: 7th or 8th level spell slot = duration of 1 year. 9th level spell slot = spell lasts until ended by another spell.
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed. This spell has no effect on undead. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: Target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
A weapon you touch emits bright light in a 30-foot radius and dim light for an additional 30 feet, and deals an extra 2d8 radiant damage.
As a bonus action, you can dismiss this spell: hostile creatures you can see within 30 feet must make a Constitution saving throw. Failed save = 4d8 radiant damage and blinded for 1 minute. Successful save = half damage and not blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw to end blindness.
You return a dead creature you touch to life with 1 hit point (dead <=10 days).
This spell cures poison and nonmagical diseases, and closes all mortal wounds, but doesn't restore missing body parts. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. The penalty is reduced by 1 every time the target finishes a long rest. The spell can't return an undead creature to life.
You can see and hear a particular creature you choose that is on the same plane of existence. The target must make a Wisdom saving throw (see table for modifiers).
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
On a failed save, you can see and hear as if you were there. Alternatively, you can choose a location you have seen before.
You call forth a celestial spirit as Avenger or Defender. The creature disappears when it drops to 0 hit points or the spell ends.
The creature is an all and obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and moves to avoid danger. The creature shares your initiative, but goes after you.
At Higher Levels: Use the higher level whenever the spell's level appears in the stat block.