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.
The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage.
Additionally, 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.
You touch a creature and can either:
Cure one disease
OR
Remove one of these conditions:
• Blinded
• Deafened
• Paralysed
• Poisoned
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range.
Until the spell ends, any creature that enters the spell's area for the first time on a turn 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 whether each creature succeeds or fails on its saving throw.
WARNING
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie.
Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
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.