A stinking bubble of acid is conjured out of thin air to fly at the targets, dealing 1d6 acid damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You briefly transform your weapon or fist into another material and strike with it, making a melee weapon attack against a target within your reach.
Your muscles swell with arcane power. They’re too clumsy to effectively wield weapons but certainly strong enough for a powerful punch.
You instantly know the answer to any mathematical equation that you speak aloud. The equation must be a problem that a creature with Intelligence 20 could solve using nonmagical tools with 1 hour of calculation. Additionally, you gain an expertise die on Engineering checks made during the duration of the spell.
Note: Using the calculate cantrip allows a player to make use of a calculator at the table in order to rapidly answer mathematical equations.
You reach out with a spectral hand that carries the chill of death.
You begin carefully regulating your breath so that you can continue playing longer or keep breathing longer in adverse conditions.
You create up to four hovering lights which appear as torches, lanterns, or glowing orbs that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius.
You can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell’s range.
You call upon your mastery of nature to produce one of the following effects within range:
You cast a streak of flame at the target. Make a ranged spell attack. On a hit, you deal 1d10 fire damage. An unattended flammable object is ignited.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Once before the start of your next turn, when you make a Charisma ability check against the target, you gain an expertise die. If you roll a 1 on the ability or skill check, the target realizes its judgment was influenced by magic and may become hostile.