Cantrips:
-Sacred Flame Cantrip. Ranged Spell Attack: Targets creature within 60 feet that you can see. That creature makes a DC 12 Dexterity saving throw or takes 1d8 radiant damage. (No damage if made save.)
-LightYou 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.
-Mending. This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
-Thaumaturgy. 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.
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.
Prepared Spells:
Bless. 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
Cure Wounds. A creature you touch regains a number of Hit Points equal to 1d8 + your Spellcasting Ability modifier. This spell has no effect on Undead or Constructs.
Bane. Up to three creatures you can see must make Charisma saving throws. If a target fails, whenever they make an attack roll or saving throw before the spell ends, they must roll a d8 and subtract the number rolled.
Detect Magic. For the Duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
*The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Command. 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.
Spellcasting