You reach out your hand and touch a willing creature within reach, raising a smoke like barrier around it.
For the duration, the target has resistance to necrotic damage and can't be cursed, possessed, or targeted by a hex. Also, its maximum hit points can't be lowered. If the target is already affected by one of these effect, the effect is suspended until this spell ends.
You fling a drop of blood at a target you can see within range, marking them for reckoning.
The target must make a Constitution saving throw. On a failed save, the target takes 1d8 radiant or necrotic damage (your choice) whenever you lose hit points for the duration of the spell.
This spell ends if the target begins its turn more than 60 feet from you.
By constructing a pyre and burning an animal's corpse, you court the favor of the gods.
For the duration you can add your wisdom modifier, instead of your dexterity modifier, to your Armor Class.
At your touch, wet blood on a surface shifts and reforms into a pattern of crimson blotches.
This blood print is unique to the particular creature to whom the blood belongs, but you can determine the creature's kind (such as human, deer, or fire giant) by examining the general shape.
A print can be preserved by pressing a sheet of paper against it.
If the spell is cast twice, it is possible to match samples of blood originating from the same creature by comparing the prints.
You magically reinforce a creature you can see within range, granting it resistance to nomagical bludgeoning, piercing, and slashing damage until the end of its next turn.
A shimmering shield of energy surrounds one willing creature you touch.
For the duration, ranged attacks made by firearms have disadvantage against the target, and the target has resistance to any damage dealt by firearms.
A ring of flame ignites above your head and then springs outward, coming to rest in a burning circle.
The circle is composed of a 5 foot wide line of flame, which curves to form a 10 foot radius ring around you.
Each creature you choose within the area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage, or half as much on a successful save.
The next attack made against you within the duration has a -10 penalty to hit.
The next time you miss a creature with an attack before this spell ends, you can instantly reset yourself to the moment before the attack and repeat it against the same target.
A dizzying ring of sparks launches from your had and ricochets back to you moments later.
Make a ranged spell attack against a creature within range. On hit, you deal 3d6 radiant damage. If the attack misses you can repeat the attack roll against the same target once.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
If you cast this spell using a spell slot of 3rd level or higher, after the ring hits the first target, it ricochets to a second target of your choice that you can see within 30 feet of the first target, dealing damage as normal on hit. At 5th level or higher the ring ricochets to a 3rd target.
No matter how many creatures the ring ricochets to you can only repeat the attack roll against one of the targets.