Radiant Moves

Radiant Moves

Name                            Category             AP          Power            Accuracy

Sacred Flame              Wisdom              30           1d8                  +0
Target a creature within 90ft. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage.

 Word of Radiance       Wisdom              30           1d6                  +0
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within 5ft must succeed on a Constitution saving throw or take 1d6 radiant damage
Guiding Bolt            Wisdom                   20           4d6                 +0 
Make a ranged attack against a creature within 120ft. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage. 

Moonbeam              Wisdom                 20             2d10                 +0
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a creature within 120ft and must make a Constitution saving throw. On a failure, it takes 2d10 radiant damage. The creature repeats the save at the end of each of its turns, ending the effect on a success. On a failure, it takes 2d10 radiant damage. This effect last for 1d4+1 rounds.

Sunbeam                 INT/CHA/WIS         5               6d8                +0
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded. Undead and oozes have disadvantage on this saving throw. After you use this effect you must spend your next turn recharging and cant take any actions. Once recharged you can use this attack without spending any AP. This effect lasts for 2d4+1 rounds.  

Holy Light            Special                       25              Special           +0

The creature begins brimming with radiant energy. For the next 5 rounds, all radiant attacks deal an additional 1d10 radiant damage. Only one of these effects can be active at a time. 

Healing Touch         Constitution         10               4d8             +0
The creature targets a creature within 5ft (can target itself). The target regains 4d8 Hit Points and is cured from status effects.
Fey Charm                  Wisdom            15              Special          +0
Target one Humanoid or beast that it can see within 30 feet of it. If the target can see the creature, it must succeed on a Wisdom saving throw or be Charmed. The Charmed creature repeats this save at the start of each of its turns. On a failure, it cannot attack this creature and on a success it ends the effect.  
Shillelagh                    Special           20              Special               +0
For the next 1d4+1 rounds, you can use your Wisdom Ability Modifier instead of Strength or Dexterity for the Attack and Damage Rolls of Melee Attacks, 
Remove Curse            Special          15                 Special              +0
At your touch, all curses affecting one creature or object end. If the object is a Cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.

Lesser Restoration       Special         10                   Special              +0
You touch a creature and can end either one disease or one minor condition. 

Greater Restoration     Special         5                     Special               +0
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's Exhaustion level by one, or end one of the following Effects on the target.
• One effect that Charmed or Petrified the target
• One curse, including the target's Attunement to a Cursed magic item
• Any reduction to one of the target's Ability Scores
• One effect reducing the target's hit point maximum 
Guided Strike               Special           5                    Special              +0
The creature grants a +10 bonus to an Attack roll made by itself or another creature within 30 feet of it. The effect lasts 1d4+1 rounds or until used, then the effect is removed. The creature can make this choice after the roll is made but before it hits or misses.
Divine Smite                Finesse            25               2d8             +0
Make a Melee attack, on a hit, the target takes 2d8 radiant damage. If the target is undead, it takes an additional 1d8 radiant damage (no modifier).
Lunar Flash                CHA/WIS          5                    5d8           +0
Target up to two creatures within 90ft, those creatures must make a constitution saving throw. On a failure, they take 5d8 radiant damage and are blinded for 1d4+1 rounds. If this attack is done at night the damage is increased to 15d8 instead.