You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and a spectral hammer hovers above its head until the start of your next turn. If the target makes an attack targeting you or one of your allies before then, the hammer strikes its head, dealing 1d6 bludgeoning damage. If the attack hits, it takes 1d10 damage instead. This spell then ends.
At higher levels. At the 5th level, the melee attack deals an extra 1d6 radiant damage to the target on a hit, and the damage the target takes for making an attack increases to 2d6[2d10]. Both damage rolls increase by 1d6 at 11th level (2d6 and 3d6[3d10]) and again at 17th level (3d6 and 4d6[4d10]).
Weapons you swing leave minor aftershocks in their wake until the start of your next turn. Until the spell ends, if you miss a melee weapon attack or unarmed strike, the target takes your spellcasting ability modifier force damage. This spell then ends.
At higher levels. The number of times you can miss an attack before the spell ends increases by 1 when you reach the 5th level (2 times), 11th level (3 times), and 17th level (4 times).
You blow into the instrument and create a random beam of energy aimed at a creature of your choice within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 damage. Roll on the Beams table to determine the damage type.
BEAMS d8 Beam Color Result
1 Orange Acid
2 Blue Cold
3 Red Fire
4 Yellow Lightning
5 Green Poison
6 Indigo Necrotic
7 Violet Radiant
8 The target is struck by two beams. Roll twice more, rerolling any 8.
At higher levels. Each beam’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You comedically fall prone in response to being attacked, forcing the attacker to make a Wisdom saving throw. On a failed save, they are incapacitated with laughter until the end of their turn. You cannot cast this spell while you are prone.
Creatures immune to the charmed condition are unaffected by this spell.
You wish a creature good luck, bringing misfortune down on it. The target must make a Charisma saving throw.
On a failed save, until the spell ends, you can use your reaction when it makes an attack roll, ability check, or saving throw while within 60 feet of you to roll a d4 and subtract it from the total. This spell then ends.
You wish a creature good luck, bringing misfortune down on it. The target must make a Charisma saving throw.
On a failed save, until the spell ends, you can use your reaction when it makes an attack roll, ability check, or saving throw while within 60 feet of you to roll a d4 and subtract it from the total. This spell then ends.
You focus your voice on a distant location. Until the start of your next turn, you can make it sound like your voice is originating from a point of your choice within 20 feet of you that is not behind full cover.
A creature can notice the projection with a successful Intelligence (Investigation) check against your spell save DC.