You summon a spirit familiar in the form of a CR
0 beast (like a cat or owl), appearing within range
as a Celestial, Fey, or Fiend. It acts on its own but
obeys you.
You are link within 100 ft, you can talk
telepathically and, as a Bonus Action, see and
hear through it.
Spells. It can deliver your touch spells within 100
ft using its Reaction.
Combat. Rolls its own Initiative, can’t attack.
Dismiss. Vanishes at 0 HP or when dismissed,
can be recalled within 30 ft.
Limit. Only one familiar at a time, recasting
changes its form.
You touch a willing creature. Until the spell ends, the target’s skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration.
Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
Whispering to the spirits of nature, you create
one of the following effects within range.
• You create a tiny, harmless sensory effect that
predicts what the weather will be at your
location for the next 24 hours. The effect might
manifest as a golden orb for clear skies, a cloud
for rain, falling snowflakes for snow, and so on.
This effect persists for 1 round.
• You instantly make a flower blossom, a seed
pod open, or a leaf bud bloom.
• You create an instantaneous, harmless sensory
effect, such as falling leaves, a puff of wind, the
sound of a small animal, or the faint odor of
skunk. The effect must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a small campfire.
You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.
Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).