The ground in a 20-foot radius becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. Any creature that can't see the area at the time of casting must make a Perception check against your spell save DC to recognize it as hazardous.
A creature you touch regains 1d8 + your spellcasting modifier of hit points. This spell has no effect on undead or constructs.
At Higher Levels: The healing increases by 1d8 for each slot level above 1st.
You gain the ability to communicate with beasts for the duration. The knowledge and awareness of beasts is limited by their intelligence, but at minimum, they can give you information about nearby locations and monsters, and whatever they can or have perceived within the past day.
The next time you hit with a ranged weapon attack, in addition to the normal effects of the attack, the target and each creature within 5 feet of it must make a Dexterity save. A creature takes 1d10 piercing damage on a failed save, or half as much on a success.
At Higher Levels: The damage increases by 1d10 for each slot level above 1st, to a maximum of 6d10.
Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Perception or Survival check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to mark a new creature.