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.
Until the spell ends, one willing creature you touch is protected against certain types of creatures
• aberrations
• celestials
• elementals
• fey
• fiends
• undead.
The protection grants several benefits:
• Creatures of those types have disadvantage on attack rolls against the target
• The target also can't be charmed, frightened, or possessed by them.
• If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
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.
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.
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 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:
Each spell slot above 1st allows targeting an additional creature.
The creatures must be within 30
feet of each other when you target them.
A willing creature you touch is imbued with bravery.
Until the spell ends:
• Immune to being frightened
• Gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns.
When the spell ends:
• Loses any remaining temporary hit points from this spell.
At Higher Levels:
Each spell slot above 1st allows targeting an additional creature.
The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, 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.