(when a creature you can see within 60 ft. of yourself succeeds on a CHECK, ATTACK, or SAVE)
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (even yourself). The chosen creature has ADVANTAGE on the next CHECK, ATTACK, or SAVE it makes within 1 minute. A creature can be empowered by only 1 use of this spell at a time.
You point your finger toward a creature within range and whisper a message. Only the target hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier.
Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. Can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object (a chair, muddy footprints, or a small chest) it must be no larger than a 5 ft. cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful INT (INVEST) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
You drive a disorienting spike of psychic energy into the mind of 1 creature you can see within range.
The target must succeed on an INT save or take 1d6 psychic damage and subtract 1d4 from the next SAVE it makes before the end of your next turn.
Spell damage increases at 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You hurl a mote of fire at a creature or object within range.
Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Spell damage increases at 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Briefly surrounded by silvery mist, you teleport up to 30 ft. to an unoccupied space that you can see.
4. Eagle's Splendor: The target has ADV on CHA checks.
5. Fox's Cunning: The target has ADV on INT checks.
6. Owl's Wisdom: The target has ADV on WIS checks
At Higher Levels. When cast with a spell slot above 2nd, you can target 1 additional creature for each slot level above 2nd.
You touch a creature and bestow upon it a magical enhancement. Choose 1 of the following effects, the target gains that effect until the spell ends.
1. Bear's Endurance: The target has ADV on CON checks. It also gains 2d6 TEMP HP, which are lost when the spell ends.
2. Bull's Strength: The target has ADV on STR checks, and their carrying capacity doubles.
3. Cat's Grace: The target has ADV on DEX checks. It also doesn't take damage from falling 20 ft. or less if it isn't incapacitated.
You create 3 glowing darts of magical force. Each dart hits a creature of your choice that you can see within range.
A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit 1 creature or several.
At Higher Levels. When cast with a spell slot above 1st, the spell creates 1 more dart for each slot level above 1st.