The next time you hit a creature with a weapon attack before this spell ends,a writhing mass of thorny vines appears at the point of impact,and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save,the vines shrivel away.
While restrained by this spell,the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success,the target is freed.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d6 for each slot level above 1st.
The next time you hit a creature with a ranged weapon attack before the spell ends,this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack,the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save,or half as much damage on a successful one.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
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.
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.
You touch a willing creature. Until the spell ends,the target's skin has a rough,bark-like appearance,and the target's AC can't be less than 16,regardless of what kind of armor it is wearing.
A veil of shadows and silence radiates from you,masking you and your companions from detection. For the duration,each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area,it takes 2d4 piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
The next time you make a ranged weapon attack during the spell's duration,the weapon's ammunition,or the weapon itself if it's a thrown weapon,transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit,or half as much damage on a miss,instead of the weapon's normal damage.
Whether you hit or miss,each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save,or half as much damage on a successful one.
The piece of ammunition or weapon then returns to its normal form.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long,15 feet high,and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears,each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save,or half as much damage on a successful one.
The strong wind keeps fog,smoke,and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose,lightweight materials brought into the wall fly upward. Arrows,bolts,and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines,and similar projectiles,are unaffected.) Creatures in gaseous form can't pass through it.
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends., You choose one of the following forms to assume:
Primal Beast or Great Tree.,Primal Beast.
Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
• Your walking speed increases by 10 feet.
, • You gain darkvision with a range of 120 feet.
• You make Strength-based attack rolls with advantage.
• Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
• You gain 10 temporary hit points.
, • You make Constitution saving throws with advantage.
• You make Dexterity- and Wisdom-based attack rolls with advantage.
• While you are on the ground, the ground within 15, feet of you is difficult terrain for your enemies.
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors,the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings,the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction,such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
• terrain and bodies of water
• prevalent plants,minerals,animals,or peoples
• powerful celestials,fey,fiends,elementals,or undead
• influence from other planes of existence
For example,you could determine the location of powerful undead in the area,the location of major sources of safe drinking water,and the location of any nearby towns.
You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save,or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.
You transmute your quiver so it produces an endless supply of nonmagical ammunition,which seems to leap into your hand when you reach for it.
On each of your turns until the spell ends,you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack,your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession,the spell ends.
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and,as part of the move used to enter the tree,can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree,using another 5 feet of movement. If you have no movement left,you appear within 5 feet of the tree you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a tree.