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 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.
Youpoint your nger toward a creature within
range and whisper a message. The target (and
only the target) hears the message and canreply
ina whisper thatonly youcanhear.
Youcancast this spell throughsolid objects if
youare familiar withthe target and know it is
beyond the barrier. Magical silence, 1 footof
stone, 1 inchof common metal, a thinsheetof
lead,or 3 feetof wood blocks the spell. The spell
doesn'thave tofollow a straight line and can
travel freely around cornersor through
openings.
Youcreate a 20-foot-radius sphereof fog
centered ona point withinrange. The sphere
spreads around corners, and its area isheavily
obscured. It lasts for the durationoruntil a wind
of moderateor greater speed (at least 10 miles
perhour) disperses it.
At Higher Levels: Whenyoucast this spell
using a spell slotof 2nd levelorhigher, the radius
of the fog increases by 20 feet for eachslot level
above 1st.
Grasping weeds and vines sprout from the
ground ina 20-foot square starting from a point
withinrange. For the duration, these plants turn
the ground inthe area into difcult terrain.
A creature inthe area whenyoucast the spell
must succeed ona Strengthsaving throw or be
restrained by the entangling plantsuntil the spell
ends. A creature restrained by the plants canuse
its actionto make a Strengthcheck against your
spell save DC. Ona success, it frees itself. Whenthe spell ends, the conjured plants wilt
away.
Thenext time youhit a creature witha weapon
attack before this spell ends, a writhing massof
thorny vines appears at the pointof impact, and
the target must succeed ona Strengthsaving
throw or be restrained by the magical vinesuntil
the spell ends. A Largeor larger creaturehas
advantageonthis saving throw. If the target
succeedsonthe save, the vines shrivel away. While restrained by this spell, the target takes
1d6 piercing damage at the startof eachof its
turns. A creature restrained by the vinesorone
that cantouchthe creature canuse its actionto
make a Strengthcheck against your spell save
DC. Ona success, the target is freed.
At Higher Levels: If youcast this spellusing a
spell slotof 2nd levelorhigher, the damage
increases by 1d6 for eachslot level above 1st.
Beckon Air. Create a breeze in a 5-foot cube that ripples cloth, stirs dust, rustles leaves, and closes open doors and shutters (unless held).
Beckon Earth. Cover a 5-foot-square area with a thin layer of dust or sand, or write a single word in dirt or sand.
Beckon Fire. Create a harmless 5-foot cube of embers and colored, scented smoke. Embers can light candles, torches, or lamps, smoke scent lasts 1 minute.
Beckon Water. Create a light mist in a 5-foot cube or produce 1 cup of clean water in an open container or on a surface (evaporates in 1 minute).
Sculpt Element. Shape dirt, sand, fire, smoke, mist, or water (up to a 1-foot cube) into a crude form (like a creature) for 1 hour.