Up to three creatures of your choice that you can see within range must each make a Charisma saving throw.
Cleric Level 1 Spells
A cleric casts divine spells granted by a deity, preparing spells each day from the cleric spell list. Learn more about the Cleric class.
You bless up to three creatures within range.
You speak a one-word command to a creature you can see within range.
You do one of the following: **Create Water.** You create up to 10 gallons of clean water within range in an open container.
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself.
For the duration, you sense the presence of magical effects within 30 feet of yourself.
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself.
You hurl a bolt of light toward a creature within range.
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead.
You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
You ward a creature within range.
A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.