Divine Cantrips
| Spell Name | School | Casting Time | Range | Duration | Components | 
|---|---|---|---|---|---|
| Armor of the Divine | Abjuration | 1 Bonus Action | 5m | Concentration up to 1 minute | V, S | 
| Guidance | Divination | 1 Action | Touch | Concentration up to 1 minute | V, S | 
| Hand of Radiance | Evocation | 1 Action | 3m | Instantaneous | V, S | 
| Light | Evocation | 1 Action | Touch | 1 hour | V, M | 
| Mending | Transmutation | 1 Minute | Touch | Instantaneous | V, S, M | 
| Resistance | Abjuration | 1 Action | Touch | Concentration up to 1 minute | V, S, M | 
| Sacred Flame | Evocation | 1 Action | 20m | Instantaneous | V, S | 
| Spare the Dying | Necromancy | 1 Action | 20m | Instantaneous | V, S | 
| Thaumaturgy | Transmutation | 1 Action | 10m | Up to 1 minute | V | 
| Toll the Dead | Necromancy | 1 Action | 20m | Instantaneous | V, S | 
| Virtue | Abjuration | 1 Action | Touch | 1 round | V, S | 
- Armor of the Divine - Target a Creature with Range that you can see, they gain 1d4 Shielding for the Duration 
- Guidance - Touch a willing Creature, for the duration the next Ability Check they make has another 1d4 added onto it 
- Hand of Radiance - You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within Range must succeed on a Constitution saving throw or take 1d4 radiant damage. This increases to 2d4 Damage at 5th and 3d4 at 10th. 
- Light - Touch an object, it glows like a Torch for 1 Hour. 
- Mending - Hold your hand over a non-magical object that fits within a 1m cube, pieces of it can be put back together but it cannot restore something that has been completely removed. The total break cannot be larger than .5m in size. 
- Resistance - You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one Save of its choice. 
- Sacred Flame - Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Reflex Save or take 1d6 radiant damage. The target gains no benefit from cover for this Save. This increases to 2d6 Damage at 5th and 3d6 at 10th. 
- Spare the Dying - Select a Creature within Range that you can see and is currently making Death Saving Throws, you stabilize the Creature 
- 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. 
- 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. 
- Toll the Dead - Target a Creature within Range that has less than its maximum HP, it must make a Will Save. On a Failure it takes 1d12 Necrotic Damage. This increases to 2d12 Damage at 5th and 3d12 at 10th Level. 
- Virtue - You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains Shielding equal to 1d4 + your spellcasting ability modifier. This Shield is lost when the spell ends. This increases to 2d4 at 5th Level and 3d4 at 10th 
 
                        