1 Action
Self / 5 ft
Instantaneous
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within reach. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
1 Action
60 ft
Instantaneous
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
The maximum size of the cube and the distance you can expand it increases by 5 feet when you reach 5th level (10 feet), 11th level (15 feet) and 17th level (20 feet).
1 Action
Self
1 Minute (Concentration)
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature makes a Wisdom saving throw, on a success it realizes that you used magic to influence its mood.
1 Action
Self / 5 ft
Instantaneous
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within reach. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
1 Reaction (when a creature fails an ability check)
30 ft
Instantaneous
You grant the triggering creature an additional 1d4 to their ability check, possibly turning a failure into a success. Once this spell has caused a creature to succeed a check that it initially failed, it cannot do so again until they complete a long rest.
1 Action
30 ft
Instantaneous
You seize the air and compel it to create one of the following effects at a point you can see within range:
One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to a number of feet equal to 10 times your proficiency bonus away from you. It isn’t pushed with enough force to cause damage.
You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
The maximum distance you can push a creature increases by 10 feet when you reach 5th level (15 feet), 11th level (25 feet) and 17th level (35 feet).
1 Action
30 ft
Instantaneous
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d8 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.If the creature doesn’t have enough movement speed to move the full distance it moves as much as it can.
The spell’s damage increases by 1d8 and the distance moved by 5 feet when you reach 5th level (2d8 and 10 feet), 11th level (3d8 and 15 feet), and 17th level (4d8 and 20 feet).
1 Action
Touch
Instantaneous
You touch a damaged object and cause the following effects:
If it is missing any hit points, it regains 1d10 hit points.
You mend damage in a 1 ft cube such as a break, tear or erosion, as long as you have all of the pieces of the object.
This spell can physically repair a magic item, but the spell can't restore magic to such an object.
The healing increases by 1d10 and the maximum size increases by 1 foot when you reach 5th level (2d10 and 2 foot cube), 11th level (3d10 and 3 foot cube), and 17th level (4d10 and 4 foot cube).
1 Action
30 ft
Instantaneous
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. You can only excavate loose earth on the top 5 feet of the cube. This movement doesn’t have enough force to cause damage.
You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
The maximum size of the cube and the distance you can deposit the loose earth increases by 5 feet when you reach 5th level (10 feet), 11th level (15 feet) and 17th level (20 feet).
1 Action
Touch
8 Hours
You touch one willing creature other than yourself. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends. If you cast this spell again the spell ends on any creature that you had cast it on before.
1 Action
30 ft
Instantaneous
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
The maximum size of the cube increases by 5 feet when you reach 5th level (10 feet), 11th level (15 feet) and 17th level (20 feet).
1 Action
Touch
Instantaneous
You touch a creature with 0 hit points and cause them to recover 1 hit point. Once a creature has been healed by this spell, they cannot be healed by it again until they complete a short or long rest.
1 Action
30 ft
Instantaneous
You point at one creature within range and grant it power. The next time the creature makes a weapon attack before the start of your next turn, the attack deals additional damage equal to one roll of their weapon type’s damage dice to the first target hit.
The spell’s bonus damage increases to two rolls of the weapon’s damage dice at 5th level, three rolls at 11th level, and four rolls at 17th level.