You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
You touch one object that is no larger than 10 feet in any dimension. Until the spell
ends, the object sheds bright light in a 20-foot radius and dim light for an additional
20 feet. The light can be colored as you like. Completely covering the object with
something opaque blocks the light. The spell ends if you cast it again or dismiss it as
an action.
If you target an object held or worn by a hostile creature, that creature must succeed
on a Dexterity saving throw to avoid the spell.
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Flame-like radiance descends on a creature that you can see within range. The target
must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no
benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8),
and 17th level (4d8).
You manifest a minor wonder, a sign of supernatural power, within range. You create
one of the following magical effects within range.
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within
range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute
effects active at a time, and you can dismiss such an effect as an action.
you can interpose divine light between yourself and an attacking enemy. When you are
attacked by a creature within 30 feet of you that you can see, you can use your reaction
to impose disadvantage on the attack roll, causing light to flare before the attacker
before it hits or misses. An attacker that can't be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of
once). You regain all expended uses when you finish a long rest.
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames
shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must
make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or
half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
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.
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.
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 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: 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 feet of each other when you target them.
Each object in a 20-foot cube within range is outlined in blue, green, or violet light
(your choice). Any creature in the area when the spell is cast is also outlined in light
if it fails a Dexterity saving throw. For the duration, objects and affected creatures
shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker
can see it, and the affected creature or object can't benefit from being invisible.
A creature of your choice that you can see within range regains hit points equal to
1d4 + 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 1d4 for each slot level above 1st.
Make a melee spell attack against a creature you can reach. On a hit, the target takes
3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,
the damage increases by 1d10 for each slot level above 1st.
you can use your Channel Divinity to harness sunlight, banishing darkness and dealing
radiant damage to your foes.
As an action, you present your holy symbol, and any magical darkness within 30 feet of
you is dispelled. Additionally, each hostile creature within 30 feet of you must make a
Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric
level on a failed saving throw, and half as much damage on a successful one. A creature
that has total cover from you is not affected.