You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 1.
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. Choose the command from these options.
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 has the Prone condition and then ends its turn.
Halt: The target doesn't move and takes no action or bonus action.
Using a Higher-Level Spell Slot: You can affect one additional creature for each spell slot level above 1.
You attempt to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can't willingly move to a space that is more than 30 feet away from you.
The spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, 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 2d8 + your spellcasting ability modifier.
Using a Higher-Level Spell Slot: The healing increases by 2d8 for each spell slot level above 1.
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. Until the spell ends, the creature is immune to the Frightened condition and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns.
Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 1.
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has advantage on any new saving throw against the relevant effect.
A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
The target takes an extra 2d8 Radient damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 1.