You morph your skin and clothing into that of a slimy, poisonous frog. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d10 poison damage and is poisoned until the end of your next turn. Until the spell ends, you can use an action on each of your subsequent turns to make this attack again.
Slimy. For the duration, you have advantage on checks and saves made to avoid grappled or restrained, and disadvantage on any attempts you make to grapple a target. Each creature grappling you, or that you are grappling, must make a Constitution saving throw at the start of each of its turns, taking 3d10 poison damage on a failure, or half as much damage on a success.
At higher levels. When you cast this spell using a spell slot of 5th level or higher, both damages increase by 1d10.
Enervating energy radiates from you in an aura with a 30 foot radius. Until the spell ends, the aura moves with you, centered on you. Each creature of your choice that enters the aura for the first time on its turn or starts its turn there must succeed on a Charisma saving throw or become drained until the end of the turn. While drained, a creature must roll a 1d4 and substract the number rolled from each ability check, attack roll, or saving throw it makes, and any hit points a creature regains are reduced by half.
You attempt to switch places with a small, medium or large target within range that you can see. The target must succeed on a Charisma saving throw or instantly teleport to your space whilst you teleport to the one it previously occupied.
A creature automatically succeeds on this saving throw if there is not enough space to accommodate either of the teleporting creatures. A willing creature may choose to fail the saving throw.
At higher levels. When you cast this spell using a spell slot of 4th level or higher, the rage of this spell increases by 30 feet for each slot level above 3rd. The maximum size of creature you can target increases to Huge when cast at 6th level or higher, and to Gargantuan when cast at 9th level.
You drain the life force of those around you, turning their limbs heavy and their bones cold. Each creature of your choice within 20 feet of you must make a Constitution saving throw. A target takes 2d8 necrotic damage on a failure, or half as much damage on a success. The caster regains hit points equal to half the total amount of necrotic damage dealt to small, medium and large creatures.
At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
You crush a ruby into dust, sprinkling it over a turkey drumstick, which wafts with an alluring aroma. A willing creature that entirely consumes the meat falls asleep and is unconscious for 1 hour, drowning out the sound of relatives asking whether they have a boyfriend yet or when they expect to have babies.
You can only be woken early by taking damage or a greater restoration or wish spell. At the end of the hour, you wake feeling refreshed and have all of your hit points restored. If you are woken prematurely, the spell ends with no effect and you are grumpy.
At higher levels. When you cast this spell using a spell slot of 4th level or higher, you may enchant an additional turkey drumstick (and hence affect one additional creature) for each slot level above 3rd.
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is increased by 15 feet, and it gains a +1 bonus to AC. As a bonus action on of its turns, it can take the Dash, Disengage, Hide or Use Object action.
When the spell ends, or if an affected creature does not spend movement up to its walking speed by the end of its turn, it then develops a stomach ache and is poisoned until the end of its next turn.
At higher levels. When you cast this spell using a spell st of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
You trace a warding sigil in the air, sending it to slowly circle a willing creature you can see for the next hour. Immediately before the target takes damage, except by psychic damage, the ward triggers. Until the end of the target's turn, it has resistance to all damage excluding psychic, including the triggering damage. The warding sigil then disappears, and the spell ends on the target.
At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you may target one additional creature for each slot level above 2nd.
With a flare of brilliant octarine light, each creature within a 10 foot radius sphere centered on a point you can see within range must succeed on a Charisma saving throw or become soulbound, its magic is bound to its components for 24 hours allowing harvesting to start at any time within this period (see page 87 HMHG). Once harvesting starts on a corpse under the effect of this spell, the spell ends for that corpse. Creatures possessing robust or more powerful essense automatically succeed on this saving throw.
At higher levels. When you cast this spell using a spell slot of 4th level or higher, the strength of the essense possessed by creatures that allows them to automatically succeed on the saving throw increases by one tier for each two slot levels above 2nd. Creatures with potent or more powerful essence automatically succeed at 4th level, mythic at 6th level, and deific at 8th level.
You twist the fates of two creatures you can see, both of whom must be within range. Choose one target to favor and one to disfavor. The disfavored target must succeed on a Charisma saving throw or the following effect occurs:
+ Whenever the favored target makes an attack
roll or saving throw before the spell ends, the
favored target can roll 1d4 and add the number
rolled to the attack or saving throw.
+ Whenever the disfavored target makes an attack roll or saving throw before the spell ends, the disfavored target must roll 1d4 and subtract the number rolled from the attack or saving throw.
+ The disfavored target's speed is halved, whilst the favored target's speed increases by half.
These effects end for the pair if either is knocked unconscious, killed or spell ends. While under the influence of the spell, a favored target can't benefit from the bless spell, and a disfavored target can't be afflicted by the bane spell.
At higher
levels. When you cast this spell using a spell slot of 4th level or higher, you can link two other creatures, favoring one, and disfavoring the other for each two slot levels above 2nd.
You cause the skin of a willing creature you touch to produce a slimy, electrified mucous. The creature's unarmed strikes and natural weapon attacks become magical for the duration of the spell. The first time the creature hits with an unarmed strike or an attack using a natural weapon on its turn, it deals an additional 1d8 lightning damage as the stored lightning discharges.
Slimy. For the duration, the creature has advantage on checks and saves made to avoid being grappled or restrained, and disadvantage on any attempts it makes to grapple another creature.
At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each two slot levels above 2nd.
A protective layer of hot, hard peppermint icing coats you. For the duration, you gain a +1 bonus to AC and if a creature hits you with a melee attack, the creature takes 1d4 fire damage. This damage can trigger no more than once per turn.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d4 for each slot level above 1st.
As a reaction when initiative is rolled, choose a willing creature you can see within range, it begins to subtly jitter as its pupils dilate. If the target is surprised, and takes its turn on the first round as normal. If the target is not surprised, it gains advantage on the initiative roll that prompted this spell.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature for each spell slot above 1st.
You change the morphology of a willing creature within range. It grows webbed fingers and gains a swimming speed equal to its walking speed.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. In addition, the duration of the spell doubles for each slot level above 1st.
You imbue a creature you touch with pigment so that its skin, and anything it wears or carries, slowly shifts hues to match its surroundings. For the duration, the target can take the Hide action as a bonus action on each of its turns, even when only lightly obscured.
If the target did not move during its last turn, creatures have disadvantage on any Wisdom (Perception) checks made to see the target. Creatures who do not rely on sight, such as those with tremorsense, are immune to this effect.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
A willing creature you touch gains a preternatural ability to perceive the weaknesses in a creature's defenses. The first time makes an attack while under the effect of this spell, it makes the attack with advantage. After it makes an attack, the spell ends.
This spell augments the creature's ability to strike at vital points when you reach certain levels. When you reach 5th level, the augmented attack scores a critical hit on a roll of 19 or 20. At 11th level, this range is increased to 18 to 20, and at 17th level, this range becomes 17 to 20.
You spew a thick cloud of dense black smoke that forms a 5 foot diameter, 10 foot high cylinder centered on you that lasts until the start of your next turn. The smoke heavily obscures its area. When you cast the spell, you can choose whether the cloud remains in the location where you cast it or if it moves with you, centered on you.
When you reach higher levels, the size of the cloud you can create with this spell increases. When you reach 5th level, the cloud has a maximum diameter and height of 15 feet, at 11th level this increases to 25 feet, and at 17th level this increases to 40 feet. You choose how big the cloud is in each dimension up to this maximum each time that you cast it.
You inhale deeply, magically enhancing the scents that surround you. You have advantage on the next ability check you make that relies on smell, and you can treat a roll of 4 or lower as a 5.
When you reach higher levels, this spell gives you an increasingly astute ability to identify the source of the scents around you. When you reach 5th level, whenever you make an ability check that relies on smell, you can treat a d20 roll of 7 or lower as an 8. At 11th level, a roll of 10 or lower is treated as an 11, and at 17th level, a roll of 13 or lower is treated as a 14.
You utter a bestial, magically-augmented howl that can be heard for 1000 feet. The howl can manifest as any animal call you've heard, such aa the screech of a hawk or trumpet of an elephant. Choose one creature with whom you are familiar as the recipient: if it can hear your howl, it understands your meaning and can respond in a likewise manner.
Creatures other than your recipient that hear the howl and that are under the effects of the comprehend languages spell or similar magic, or that can understand beasts, can understand the howl's meaning. Otherwise, the howl is unintelligible to creatures that can hear it.
With a pulse of adrenaline, a tremendous ferocity comes upon you. Make one weapon attack against a target within your reach or range. If this attack hits, the target takes additional 1d4 damage of the weapon's damage type.
The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).
You temporary tangle the Weave around a creature within range that you can see. Until the start of your, next turn, each time the creature tries to cast a cantrip whilst this spell affects it, it must succeed on a spell-casting ability check against your spell save DC or waste its action (but not spell slot). The spell ends if the target moves ,out of the spell's range.
The maximum level of spell inhibited by this cantrip increases when you reach 5th level (1st-level spells), 11th level (2nd-level spells), and 17th level (3rd-level spells).
With a word, you coat a creature in a shimmering shield that absorbs the energy of incoming blows. The creature gains 15 temporary hit points the instant before it takes the triggering damage. These hit points last until the start of the creature's next turn.
At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you may choose to either increase the range of the spell by 30 feet or increase the number of temporary hit points gained by 5, for each slot level above 2nd.