A beam of crackling energy streaks toward a creature within range.
Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
Number of beams cast increase with level as follow:
2 beams from level 5
3 beams from level 11
4 beams from level 17
You may direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Eldritch Invocations
Agonizing Blast - Add your Charisma
Modifier (+3) to the damage Eldritch Blast deals on a hit.
You place a curse on a creature that you can see within range.
Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack.
Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
At Higher Levels
When cast at 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. At 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
(Misty Visions nullifies spell slot and material usage) You create the image of an object, creature, or some other visible phenomenon that is no larger than a 15-foot cube.
The image appears at a spot within range and lasts for the duration. The image is purely visual, it isn't accompanied by sound, smell or any other sensor effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that the movement appears natural for the image. Example: a creature walking
Physical interaction with the image will reveal it to be an illusion, with objects passing through it unhindered.
A creature that uses an action to examine the imagine may determine that it is an illusion with a successful intelligence (investigation) check against your spell save DC. Upon success, the creature can see through the image.
A spectral, floating hand appears at a point you choose within range.
The hand lasts for the duration or until you dismiss it as an action.
The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand to do actions such as the following:
Manipulate an object,
Open an unlocked door or container,
Stow or retrieve an item from an open container
Pour the contents out of a vial.
You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear.
You gain 5 temporary hit points for the duration.
If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips.
Each creature in a 15-foot cone must make a Dexterity saving throw.
A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
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.