You draw in strands of The Weave, holding them taught like a bowstring for a mere moment, and then suddenly release the energy in a focused blast of concussive force at a creature or object within range. If you hit the target with a melee spell attack, it takes 1d6 thunder damage.
Also, creatures that are Large or smaller must either succeed on a Strength saving throw to avoid being pushed 10 feet away from you or it must succeed on a Dexterity saving throw to avoid being knocked prone (your choice).
Alternatively, you may employ this thrust to boost your jumping capabilities by adding the damage rolled to your jump distance instead.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Literally translating as Crushing Annihilation in Kozakuran, your magically enhanced focus empowers your Unarmed Strikes with added force. You align your spirit with the ebb and flow of the multiverse, drawing in energy and then powerfully expending it into extra fearsome blows.
Until the spell ends, for each attack you make with advantage using an Unarmed Strike, you can choose to take a -3 penalty to the attack roll. If the attack hits, you add +6 to the attack's damage.
The most basic prayers that an acolyte learns, orisons are used to hone the spellcasting ability of priests. You create one of the following effects within range.
• You cause mundane pain and nausea to lessen for up to 1 hour, or heal one creature other than yourself of 1d4 hit points of damage. Once you heal a creature with this spell, you cannot use this spell again on that creature again until it has taken a short or long rest.
• You bless a meal (food to be shared by up to four individuals), and roll a d4. Add that number to any saving throw to avoid being poisoned by that meal or drink.
• One candle cannot be extinguished by any means for as long as you hold it.
• You offer up a quick prayer along the lines of Give me strength! or Don't let me fail! Ao secretly rolls 2d20 and records the better of the two rolls. At some point during the next hour, you may choose to replace your roll with that roll, for good or for ill.
• You cause one creature you see within range to gain a +1 to their next attack or saving throw in the next minute.
• You cause one creature you see within range to suffer a -1 penalty to its next attack or saving throw in the next minute.
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).
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.