Target up to 3 creatures:
For the spells duration, they get +1d4 to their attack rolls & saving throws
Upcast⤴️\uFE0E +1 target per slot above 1st.
Perform a magical religious ceremony
Choose one of the following on cast (the target must be within 10 ft of you for the casting duration):
Atonement: Touch 1 willing creature whose alignment has changed: Beat a DC 20 Insight check to restore them to their original
Bless Water: Touch 1 vial of water: Make it holy water.
Coming of Age: Touch one young adult humanoid. For the next 24h, they get +1d4 to ability checks. (Can only benefit from this rite once)
Dedication: Touch 1 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 roll a d4 and add the number rolled 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 ft. 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 Wis 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 ft. 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 ft. of each other when you target them.
You either create or destroy water.
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels: When you cast this spell using a spell slot of 2nd level: or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 ft., for each slot level above 1st.
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.
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 ft. of you, as well as where the creature is located. Similarly, you know if there is a place of object within 30 ft. of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft. of wood or dirt.
For the duration, you sense the presence of magic within 30 ft. of you. If you sense magic in this way, you can use your 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 ft. of wood or dirt.
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 ft. of you. 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 ft. of wood or dirt.
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels: When you cast this spell using a spell slot of 2nd level: or higher, the damage increases by 1d6 for each slot level above 1st.