You extend your hand outward and project poison from your palm. The target must succeed on a Constitution saving throw or take 1d12 poison damage.
The wood of a club or quarterstaff you are holding becomes enchanted. For the duration, you add +6 to attack rolls made with this weapon. The weapons damage dice becomes a d8
Choose an animal that you see within 30 ft. It must be able to see and hear you. The animal makes a Wisdom saving throw, if it fails, it is charmed by you.
Vines erupt from the ground in a 20 ft. square. For the duration, these plants turn 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.
You cloud a 20-foot cube in a shower of glimmering light. Any creature in the area is outlined by the light if it fails a Dexterity saving throw. Any attack roll against an affected creature has advantage.
A creature of your choice regains 1d4 + 4 hit points.
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
You gain the ability to use Wild Shape on your turn as a bonus action. While you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to heal 1d8 hit points equal to the level of the spell slot. (2nd level = 2d8, etc.)