You extend your hand and trace a sigil of warding in the air. Until the end of your next turn,you have resistance against bludgeoning,piercing,and slashing damage dealt by weapon attacks.
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit,the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels - two beams at 5th level,three beams at 11th level,and four beams at 17th level. you can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
You place a curse on a creature that you can see within range. Until the spell ends,you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also,choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
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 curse a new creature. A remove curse cast on the target ends this spell early.
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.
An invisible barrier of magical force appears and protects you. Until the start of your next turn,you have a +5 bonus to AC,including against the triggering attack,and you take no damage from magic missile.
Your body becomes blurred,shifting and wavering to all who can see you. For the duration,any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight,as with blindsight,or can see through illusions,as with truesight.
Briefly surrounded by silvery mist,you teleport up to 30 feet to an unoccupied space that you can see.