(None) A bolt of lightning streaks from the sky to strike one creature within range. The creature is randomly determined by the DM. The creature must make a Dexterity saving throw, taking 3d10 lightning damage on a failed save, and taking half as much damage on a successful one.
If the spell is cast again by any spellcaster within 1 minute, the same creature is struck.
AT HIGHER LEVELS: When just spell is cast using a spell slot of 2nd level or higher, it's damage increases by 1d10 for every slot level above first.
(None) You touch an ally creature and channel their inner life force to cause a surge of natural healing. If the target creature has at least 1 hit point, it can spend one of its Hit Dice, rolling the die and adding their Constitution modifier to the result. They regain hit points equal to the total (minimum of 0).
A creature touched by this spell can spend one additional Hit Die when you reach 5th level (2), 11th level (3), and 17th level (4).
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
(None) 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 (Bludgeoning, Slashing, Piercing) 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 can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
(None) A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
(None) When the caster makes a motion, usually snapping their fingers, a serviceable chair made of non-breathable air appears. The chair has a back and three evenly placed legs (for better balance/ not sitting crooked), if the caster desires it can have a swivel motion like a bar stool. This chair is rooted to wherever it was summoned, anyone but the caster who goes to interact with it go right through.
At higher levels the chair is improved, though they can still summon a lower level version if they want to.
5th level: A chair with arms and an air cushion in the seat seat.
11th level: A plush chair with padded arms, back, and seat. In addition, a footrest is available for the caster if they so wish it.
17th level: A plush couch appears with seating for 4, same features as the last version.
After casting this spell, a shroud of dark flames wreathes your body. For the spell’s duration, any creature within 5 feet of you that touches or strikes you with an unarmed or melee weapon attack takes an amount of necrotic damage equal to 1d4 + your spellcasting ability modifier.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the amount of necrotic damage increases by 1d4 for each slot level above 1st.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.