You utter a divine word, and burning radiance erupts from your feather. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
You point your feather, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
• You instantaneously extinguish the flames within the cube.
• You double or halve the area of bright light and dim light cast by the flame, change its color or both . The change lasts for 1 hour.
• You cause simple shapes-such as the vague form of a creature, an inanimate object, or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
You create a bonfire on ground that you can see within range. Until the spells ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You touch one to three small stones and imbue them with magic. You or someone else can make a ranged spell attack with one of the stones by throwing it or hurling it with a sling. lf thrown, a stone has a range of 60 feet. If someone else attacks with a stone, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.
Alternatively, you can apply this spell to stone-tipped projectiles that you launch, which instead do piercing damage.
If you choose to concentrate and cast it on only one stone, you add your Dexterity in addition to your spellcasting ability modifier to damage.
If you cast this spell again, the spell ends on any stones still affected by your previous casting.
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. You leave mild cosmetic traces of the former damage resembling welding marks.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
You extend your hand and point a finger at a target in range. The Great Phoenix grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
This target provokes an opportunity attack from you if they enter your reach.
Also, if your attack affected by this spell misses, you may use your reaction to immediately cast this spell again on the same target if they are still within range.
A protective magical force surrounds you, manifesting as spectral veins of flowing lava that cover 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 fire 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 fire damage increase by 5 for each slot level above 1st.
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. This special Dash action adds double your speed (e.g. an extra 60 feet instead of just 30).
You choose a creature you can see within range and mystically mark it as your quarry. 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 Wisdom (Perception) or Wisdom (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 of yours to mark a new creature. If you want to choose a new target before that time, you can do so as an action.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
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.
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. Any external wounds healed by this spell leave mild cosmetic traces of the former damage resembling welding marks or long-healed scar tissue.
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.
You summon the spirit of your beloved, fallen companion Reaper. He assumes the form of a loyal steed, continuing your life-long bond with him. Appearing in an unoccupied space next to you, he takes on his original dinosaur form, but he appears to be more intelligent, strong, and resilient than he was in the prime of his life. He has the stastics of his deinonychus form, though he is now a celestial instead of his normal type. Additionally, his Intelligence has been raised to 6, and he has improved his ability to understand Common and Saurial much better than he had in life.
He serves you as a mount, both in combat and out, and you have an instinctive bond with him that allows you to fight as a seamless unit. While mounted on Reaper, you can make any spell you cast that targets only you also target him.
When he drops to 0 hit points, he disappears, leaving behind no physical form. You can also dismiss him at any time as an action, causing him to disappear. In either case, casting this spell again only ever summons Reaper specifically, restored to his hit point maximum.
While Reaper is within 60 feet of you, the strength of your empathic bond makes each of you aware of
each others' general mood and state of being.
If Reaper exceeds this 60 foot distance from you, he disappears. You can't ever have more than one Reaper summoned by this spell at a time. As an action, you can release Reaper from his bond at any time, causing him to disappear.
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.
You call forth a magnificent elemental companion. Choose a 10-foot cube within range. A Young Phoenix appears in that space if it is still unoccupied when the casting ends. The phoenix disappears when it drops to 0 hit points or when the spell ends.
The phoenix is friendly to you and your companions for the duration. Roll initiative for the phoenix, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). It even allows service as a mount if it appears there is no evident harm in doing so. If you don't issue any commands to the phoenix, it defends itself from hostile creatures, but otherwise takes no actions.
If your concentration is broken, the phoenix doesn't disappear. Instead, you lose control of the phoenix. It usually remains helpful, but now acts entirely on its own. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.
Alternatively, you may reduce the casting time to 1 action, but this reduces the duration to 1 minute. The DM has the Young Phoenix's statistics.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher,
the challenge rating increases by 1 for each slot level above 5th.