You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12),11th level (3d12),and 17 level (4d12).
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration,you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon,and the weapon's damage die becomes a d8. The weapon also becomes magical,if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher,the spell fails. Otherwise,the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target,the spell ends.
At Higher Levels: When you cast this spell using a 2nd level spell slot or higher,you can affect one additional beast for each slot level above 1st.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the healing increases by 1d8 for each slot level above 1st.
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration,these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success,it frees itself.
When the spell ends,the conjured plants wilt away.
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners,and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the radius of the fog increases by 20 feet for each slot level above 1st.
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save,a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save,the creature takes half as much damage and isn't pushed.
In addition,unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect,and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d8 for each slot level above 1st.