With a thdoom that can be heard 100 feet away, you cause a sudden increase in the air pressure surrounding a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d8 thunder damage and become deafened until the start of your next turn.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You momentarily shut down a small part of the nervous system of a creature you can see within range, before overstimulating it and causing crippling pain. The creature must succeed on a Constitution saving throw or take 1d8 psychic damage. If the target fails its saving throw by 5 or more, it has disadvantage on the next attack roll it makes before the end of its next turn as it temporarily loses full control of a part of its body.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You spew a thick cloud of dense black smoke that forms a 5-foot-diameter, 10-foot-high cylinder centred 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, centred 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
With a gesture, you cause an updraft in the air, slowing your descent. You ignore the first 30 feet when calculating falling damage.
This spell ignores an additional 30 feet of falling damage when you reach 5th level (60 feet), 11th level (90 feet), and 17th level (120 feet).
A spark of bright light arcs from you to a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. On a critical hit, the target is also blinded until the end of its next turn.The spell creates more than one spark when you reach higher levels: two sparks at 5th level, three sparks at 11th level, and four sparks at 17th level. You can direct the sparks at the same target or at different ones. Make a separate attack roll for each spark.
Choose a source of water that you can see within range that has a volume of at least 4 pints. Make a melee spell attackagainst a creature within 30 feet of the source of water. On a hit, the target takes 1d6 slashing damage and, if the creature is Large or smaller, you can force it to make a Strength saving throw, pulling it up to 10 feet towards the source of water on a failure.The spell’s damage increases by 1d6 and the distance it can pull a target increases by 5 feet when you reach 5th level (2d6 and 15 feet), 11th level (3d6 and 20 feet), and 17th level (4d6 and 25 feet).
You exploit a creature’s focus on you to detonate a blinding flash of light. The attacking creature must succeed on a Constitution saving throw or be blinded until the end of its next turn.
You form a curving blade of ice and project it forward in an eviscerating rush. Each creature in a 5-foot-wide, 30-footlong line must make a Dexterity saving throw. On a failure, a creature takes 1d6 slashing damage and 1d6 cold damage, and its speed is reduced by 10 feet until the end of its next turn. On a success, a creature takes half as much damage and its speed is unaffected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
You peer into the divergent potentials of the future, your attention drawn to moments of your own harm. For the duration, any critical hits you suffer become normal hits, and opportunity attacks against you have disadvantage. In addition, when an attacker hits you with an attack or you fail a Strength or Dexterity saving throw, you can use your reaction to roll 1d4 and add the result to your AC against that attack or to the result of the saving throw, potentially turning a hit into a miss or a failure into a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases to 10 minutes (3rd level), 1 hour (5th level), 8 hours (7th level), or 24 hours (9th level). When you cast this spell using a spell slot of 2nd level or higher, the size of the die you can roll to add to your AC or saving throw increases to 1d6 (2nd level), 1d8 (4th level), 1d10 (6th level), or 1d12 (8th level).
You conjure a tempestuous drake of spiralling wind that moves with you, wielding it as an extension of your body for the duration. When you conjure the drake and as a bonus action on your subsequent turns, you can cause one of the following effects with it:• Thunder Strike. The drake slams into a creature or object within 20 feet of you with a deafening boom. Make a melee spell attack against the target. On a hit, the target takes 1d6 thunder damage.• Vortex Grapple. The drake billows towards a Large or smaller creature within 20 feet of you, attempting to encase it in a vortex of air. The target must succeed on a Dexterity saving throw or be restrained for the duration, or until you use another effect of the wind drake. A target can use an action to make a Strength or Dexterity check against your spell save DC, escaping the drake on a success and ending the spell.• Windstrider. The drake forms a whirling eddy at your feet, increasing your speed by 10 feet, and preventingyour movement from provoking opportunity attacks. This effect lasts until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage from the Thunder Strike option
increases by 1d6, and the Windstrider option’s bonus to your speed increases by 10 feet, for each slot level above 1st.