You touch a length of rope that is up to 60 ft. long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extra-dimensional space that lasts until the spell ends.
The extra-dimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can't cross through the entrance into or out of the extra-dimensional space, but those inside can see out of it as if through a 3 ft. by 5 ft. window centered on the rope. Anything inside the extra-dimensional space drops out when the spell ends.
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it.
You can seem 1 ft. shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection.
To discern that you are disguised, a creature can use its ACTION to inspect your appearance and must succeed on an INVESTIGATION Check against your Spell Save DC.
The ground in a 20 ft. 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 ft. 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 cast must make a PERCEPTION Check against your Spell Save DC to recognize the terrain as hazardous before entering it.
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 ft. of you (including you) has +10 to 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.
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 ADV on any PERCEPTION or SURVIVAL Check you make to find it.
If the target drops to 0 HP 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.
*Which you take when you take acid, cold, fire, lightning, or thunder damage
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next MELEE Attack.
You have Resistance to the triggering damage type until the start of your next Turn. Also, the first time you hit with a MELEE Attack on your next Turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.