When you cast Witchfire, you may expend one Hex Die to infuse it with energy from the Realm of the Shroud. The flames ignore fire resistance and can burn underwater for up to 1 minute without extinguishing.
As an action, expend a Hex Die. A creature within 30 ft. must pass a Constitution save or become indifferent to its current tasks unless in danger.
When you hit a creature with Witchfire, you can expend one Hex Die to make the flames arc to a second target within 10 feet of the original. Roll a new attack roll against the new target. On a hit, replace the damage of the second attack with one hex dice of fire damage.
Inscribe a charm on a nonmagical wearable item. As a reaction when the wearer is hit by an attack or fails a save, expend a Hex Die to add the result to their AC (for that attack) or the saving throw.
When you cast Witchfire, you may expend one Hex Die to shape it into a flaming spectral whip. On a hit, the attack deals extra damage equal to your Hex Die. As a bonus action, you can attempt to grapple the target, they must succeed on a Dexterity save or be restrained by the tendrils until the start of your next turn.
Expend a Hex Die to summon a tiny beast (agreed with the DM) as your familiar. It has the base creature’s stats but vanishes in smoke if reduced to 0 HP. Command it as an action to attack or interact.
Resummoning: After a long rest, expend a Hex Die to resummon it if dismissed or defeated.
A invisible, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your bonus action to control the hand:
- Manipulate an object
-Open an unlocked door or container
- Stow or retrieve an item from an open container or an item from a creature.
- Pour the contents out of a vial.
- You can use thieves' tools to pick locks and disarm traps at range.
You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.
Roll a Sleight of Hand check contested by the creature's Perception check, to see if it notices.
A spark of white and purple flames streaks toward a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
Additionally, on a hit you can use a bonus action to choose one creature within 5 feet of the target, make a ranged spell attack on that creature. On a hit that target takes 1d4 fire damage.
Cantrip Upgrade. The spell creates up to two sparks at level 5, three sparks at level 11 and four at level 17. You can hurl individual sparks at the same target or at different ones. Make a separate attack roll for each spark.