You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.
Cantrip Upgrade.The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Make a melee spell attack against a creature you touch. On a hit, the target takes 1d10 necrotic damage. If the target is a Tiny or Small nonmagical object that isn't being worn
or carried by a creature or is a plant, it automatically takes maximum damage from the spell.
Cantrip Upgrade. This spell's damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10).
You temporarily inhibit the vital force of a creature within range. If the target makes a successful Constitution saving throw, the spell is ineffective.
On a failed save, the next time the creature makes a Constitution check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.
You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.
Cantrip Upgrade.The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.
Your weapon or unarmed strike is cauted with dripping toxic rotten goo. The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 necrotic damage.
If the target of that attack was a living creature, it must make a successful Constitution saving throw or take 1d6 necrotic damage at the start of each of its turns for 1 minute as its flesh start to rot around the wound.
An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The rotting effect also ends if the affected creature receives magical healing.
Using a Higher-Level Spell Slot.When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the weapon's hit increases by 1d6 for each slot level above the 1st. When you cast this spell using a spell slot of 3rd level or every second spell level thereafter, the continuous damage is increased 1d6 for every second spell level above the 1st.
The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a CON saving throw or have the poisoned and incapacitated condition. The incapacitated condition lasts one round, the poisined until the target successfully saves. They can try to save each round.
Using a Higher-Level Spell Slot.The damage increases by 1d6 for each spell slot level above 1.
You infect yourself or a target creature with a magical fever for the duration. While infected, the target is poisoned but 3 times as a bonus action on each of its turn can experience profound divine hallucination.
They can throw the the next ability check, attack roll, or saving throw with advantage.
For the purpose of this spell your poison immunity does not apply
Your touch infects a friendly creature with a soothing infection. The target regains a number of hit points equal to 1d8 + your spellcasting ability modifier. The next time the target takes damage, the infection ends on the target and infects a new friendly creature within 20 feet of the first.
The new target regains hit points equal to 1d8 + your spellcasting modifier. The next time the new target takes damage, the disease ends on it and moves to another friendly creature within 10 feet of it, continuing in this manner until no valid targets are in range or the spell ends.
A creature can be healed by your contagious healing only once per casting of this spell. This spell has no effect on Undead or Constructs.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
Caustic bile streams from your mouth. You can choose to create a toxic circle around yourself or send a stream of bile at one creature.
Circle. You cover the ground in a range of 30 feet in a 15-foot radius with slippery, acidic bile for 1 minute. The area becomes difficult terrain, and each creature, other than you, that enters the spellvs area for the first time on a turn or starts its turn there must succeed on a Constitution saving throw or take 2d6 acid damage and become poisoned while it remains within the spell's area. Successful save halves damage and creature is not poisoned.
Targeted. You spray a jet of caustic bile at a creature you can see within 30 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 4d6 acid damage and is poisoned until it, or another creature within reach of it, uses a action to wipe off the bile. While covered, the creature takes 1d6 damage each round and their AC is reduced by 2.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
When you cast this spell using a spell slot of 5th level or higher, the circle's radius increases by 5 feet for every two slot levels above 3rd.
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only.
Using a Higher-Level Spell Slot.The damage (both initial and later) increases by 1d4 for each spell slot level above 2.
When you touch a creature you infect it with a symbiotic bacterium. At the end of each turn the creature regains hit 2d4 hit points + your spellcasting ability modifier (minimum of 1) but it also takes 1d6 unavoidable necrotic damage each turn what can not be reduced.
Using a Higher-Level Spell Slot.When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 3d4 and the damage increases 1d6 for each slot level above 2nd.