Briefly transform your weapon or fist into another material and strike with it.
Arcane Muscles (N):
Bulk your muscles to deliver lethal unarmed strikes.
Guidance (*):
A creature you touch gains an expertise die on an ability check of its choosing.
Light:
Enchant one object to emit light.
Mending:
Perform simple repairs on an object.
Message:
Send short messages to other creatures.
Resistance:
Give a creature a bonus against one saving throw.
Thaumaturgy:
Manifest a minor magical effect to display divine power.
True Strike (*):
Gain advantage on attacks against a single creature.
Bless a number of creatures, improving their attack rolls and saving throws.
Calculated Retribution (N):
Surround yourself with a dampening magical field and collect the energy of your foes’ attacks to use against them.
Ceremony:
Perform a religious ceremony for a funeral, last rites, offering, purification, or rite of passage.
Command:
Compel a creature to follow a one-word command.
Compelled Duel :
The target must succeed on a save or get a disadvantage on attack rolls against creatures other than the caster.
Create or Destroy Water (*):
Create or destroy up to 10 gallons of water.
Cure Wounds:
Heal hit points equal to 1d8 + your spellcasting ability modifier.
Detect Evil and Good:
Sense the presence and nature of otherworldly influences.
Detect Magic (*):
Sense the presence and school of magical auras.
Detect Poison and Disease (*):
Sense the presence and identify poisons and diseases.
Divine Favor:
Deal bonus radiant damage with your attacks.
Ensnaring Strike :
The target must succeed on a save or be restrained and take piercing damage.
Heroism:
Imbue a creature with bravery and vigor.
Protection from Evil and Good:
Protect a creature from certain creature types.
Purify Food and Drink:
Cleanse food and drink of poisons and disease.
Searing Smite :
If the attack hits, deals an extra 1d6 fire damage and ignite the target.
Shield of Faith:
Bestow holy protection upon a creature.
Thunderous Smite :
If the attack hits, deals an extra 2d6 thunder damage, and target must succeed on a save or be pushed and knocked prone.
Traveler’s Ward (N):
Protect a creature from pickpockets.
Wind Up (N):
Magically ensure that your next melee attack strikes true.
Wrathful Smite :
If the attack hits, deals an extra 1d6 psychic damage and the target must succeed on a save or be frightened.
Boost the hit points of allies.
Branding Smite :
If a weapon attack hits, deals an extra 2d6 radiant damage and the target sheds dim light in 5-ft radius.
Deadweight (N):
Greatly increase the weight of an object.
Find Steed:
Summon a spirit that takes the form of a mount.
Force of Will (N):
Reduce the damage dealt by an attack.
Lesser Restoration (*):
Remove one affliction from a creature.
Locate Object (*):
Know the whereabouts of a specific, nearby object.
Magic Weapon:
Imbue a weapon with magic, making it more powerful.
Mental Grip (N):
Conjure extensions of your own mental fortitude to keep your foes at bay.
Protection from Poison:
Protect a creature from poison, and purge any poisons from their system.
Zone of Truth (*):
Create a zone that minimizes spoken deceptions.
One target in a 30-ft radius regains 2d6 hp.
Blinding Smite :
If the attack hits, deals an extra 3d8 radiant damage and the target must succeed on a save or be blinded.
Blood-Writ Bargain (N):
Create a pact enforced by celestials or fiends.
Create Food and Water (*):
Conjure food and water to sustain one or more humanoids.
Crusader's Mantle :
Friendly creatures in a 30-ft radius deal an extra 1d4 radiant damage when they hit with a weapon attack.
Crushing Haymaker (N):
Deliver a devastating strike that deals thunder damage and lays your target low.
Daylight:
Fill an area with magical daylight.
Dispel Magic:
End ongoing magical effects.
Elemental Weapon :
A weapon becomes magical with a +1 bonus to attack rolls and deal an extra 1d4 damage of a chosen type.
Magic Circle:
Create a protective cylinder of magic.
Remove Curse (*):
Remove all curses from a creature.
Revivify:
Return a creature to life who has been dead for less than a minute.
Creatures in a 30-ft radius gain resistance to necrotic damage and regain 1 hp when at 0 hp.
Aura of Purity :
Creatures in a 30-ft radius can not become diseased, gain resistance to poison, and get advantage to various saving throws.
Banishment (*):
Send a creature to another plane.
Death Ward:
Grant a creature a one-time escape from death.
Locate Creature:
Know the whereabouts of a specific, nearby creature.
Staggering Smite :
If the attack hits, deals an extra 4d6 pyschic damage and the target must succeed on a save or have disadvantage.
If the weapon attack hits, deal an extra 5d10 force damage. Target reduced to 50 hp or fewer this way are banised.
Circle of Power :
Friendly creatures in a 30-ft radius have advantage on saving throws against spells and other magicial effects.
Destructive Wave :
Targets in a 30-ft radius must succeed on a save or take thunder damage and radiant or necrotic damage.
Dispel Evil and Good:
Gain protection from otherworldly foes and abilities to combat them.
Geas:
Give a creature a command with an extremely long duration.
Holy Weapon :
The touched weapon shines, deals an extra 2d8 radiant damage, and can burst on a 30-ft radius (Save or 4d8 radiant).
Raise Dead (*):
Return a recently-dead creature to life.
Summon Celestial (*):
Summon 1 celestial spirit (avenger or defender), friendly.