Aspect of the Moon
Aspect of the Moon
You throw your head back and howl like a beast, embracing your most basic impulses. Until the spell ends your hair grows, your features become more feral, and sharp claws grow on your fingers. You gain a +1 bonus to AC, your Speed increases by 10 feet, you have advantage on Perception checks, and your unarmed strikes deal 1d8 slashing damage.
Burst of Strength
Burst of Strength
In a sudden eruption of fortitude, you break bonds in inhuman fashion.
Circular Breathing
Circular Breathing
You begin carefully regulating your breath so that you can continue playing longer or keep breathing longer in adverse conditions.
Convenient Retrieval
Convenient Retrieval
You reach into the container and instantly retrieve an object, regardless of its position in the container.
Divine Favor
Divine Favor
You imbue divine power into your strikes. Until the spell ends, you deal an extra 1d4 radiant damage with your weapon attacks.
Divine Word
Divine Word
You utter a primordial imprecation that brings woe upon your enemies. A target suffers an effect based on its current hit points.
Dramatic Sting
Dramatic Sting
You
Expeditious Retreat
Expeditious Retreat
Until the spell ends, you’re able to move with incredible speed. When you cast the spell and as a bonus action on subsequent turns, you can take the Dash action.
Flame Blade
Flame Blade
A scimitar-shaped blade of fire appears in your hand, lasting for the duration. It disappears if you drop it, but you can use a bonus action to recall it.
Friends
Friends
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.
Healing Word
Healing Word
Healing energy washes over the target and it regains hit points equal to 1d4 + your spellcasting modifier.
Hex
Hex
You levy a mild
Infernal Weapon
Infernal Weapon
A weapon formed from the essence of Hell appears in your hands. You must use two hands to wield the weapon. If you let go of the weapon, it disappears and the spell ends.
When you cast the spell, choose either a flame fork or ice spear. While the spell lasts, you can use an action to make a melee spell attack with the weapon against a creature within 10 feet of you. On a hit, you deal 5d8 damage of a type determined by the weapon’s form. On a critical hit, you inflict an additional effect.
Jump
Jump
You imbue a target with the ability to make impossible leaps. The target’s jump distances increase 15 feet vertically and 30 feet horizontally.
Lemure Transformation
Lemure Transformation
Duration: 1 turn
Magic Weapon
Magic Weapon
Until the spell ends, the target becomes +1 magic weapon.
Mass Healing Word
Mass Healing Word
Healing energy flows from you in a wash of restorative power and each target regains hit points equal to 1d4 + your
Mental Grip
Mental Grip
You conjure extensions of your own mental fortitude to keep your foes at bay.
Misty Step
Misty Step
You teleport to an unoccupied space that you can see, disappearing and reappearing in a swirl of shimmering mist.
Prestidigitation
Prestidigitation
You wield arcane energies to produce minor effects. Choose one of the following:
Rage of the Meek
Rage of the Meek
You unleash the discipline of your magical training and let arcane power burn from your fists, consuming the material components of the spell.
Resplendent Refraction
Resplendent Refraction
The target’s skin becomes reflective and faceted like a finely cut gemstone. Until the spell ends, the target can use their action to fire a beam of reflected light in a 30-foot line.
Sanctuary
Sanctuary
You ward a creature against intentional harm.
Shield of Faith
Shield of Faith
Until the spell ends, a barrier of divine energy envelops the target and increases its AC by +2
Shillelagh
Shillelagh
You imbue the target with nature’s magical energy.
Spiritual Weapon
Spiritual Weapon
You create a floating, incandescent weapon with an appearance of your choosing and use it to attack your enemies.
Venomous Succor
Venomous Succor
You cause a searing poison to burn quickly through the target’s wounds, dealing 1d6 poison damage. The target regains 2d4 hit points at the start of each of its turns for the next 1d4+1 rounds.