Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier (DC )
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier (+)
Cleric Cantrips
Mending [V S M (Two lodestones)]
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This spell Repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, 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.
This spell can physically repair a magic item or Construct, but the spell can't restore magic to such an object.
Toll the Dead [V S]
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You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Guidance [V S]
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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.
Cleric 1st Level Spells
Inflict Wounds [V S]
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Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
Bless [V S M (A sprinkling of holy water)]
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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 [V S]
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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.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Create or Destroy Water [V S M (A drop of water if creating water or a few grains of sand if destroying it)]
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You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Identify [V S M (A pearl worth at least 100 gp and an owl feather)]
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You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires Attunement to use, and how many Charges it has, if any. You learn whether any Spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what Spells, if any, are currently affecting it.
Searing Smire [C, V]
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The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.
At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
Healing Word [V]
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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.
Shield of Faith [V S M (A small parchment with a bit of holy text written on it)]
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A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the Duration.
Cleric 2nd Level Spells
Hold Person [V S M (A small, straight piece of iron)]
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Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be Paralyzed for the Duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd Level or higher, you can target on additional Humanoid for each slot level above 2nd. The Humanoids must be within 30 feet of each other when you target them.
Prayer of Healing [V]
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Up to six creatures of your choice that you can see within range each regain Hit Points equal to 2d8 + 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 3rd Level or higher, the Healing increases by 1d8 for each slot level above 2nd.
Spellcasting