You project a beam of twinkling lights at a creature or object within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 radiant damage. Until a creature uses an action to remove the glitter, a target hit by this spell emits bright light in a 5-foot radius and has disadvantage on any Dexterity (Stealth) checks it makes to hide or conceal itself.
At Higher Levels. The damage of this spell increases
by 1d8 at 5th (2d8), 11th (3d8), and 17th level (4d8).
You create a lash of arcane lightning and strikes at a creature of your choice you can see within 15 feet. It must succeed on a Strength saving throw or take 1d8 lightning damage and be pulled in a line to an unoccupied space within 5 feet of you.
At Higher Levels. The range of this spell increases at 5th level (20 feet), 11th level (25 feet), and 17th level (30 feet).
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A
flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
You hurl a bolt of pure spirit at a creature within range. Make a ranged spell attack against your target. On hit, it takes 3d6 radiant damage and for the duration, its speed is reduced to 0 as it is pinned in place by the spiritual bolt. As an action, any creature can make a Strength ability check against your Spell save DC, ending this spell's effects on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radiant damage increases by 1d6 for each slot level above 1st.
As a bonus action, you can expend one Exploit Die to switch
places with a conscious and willing creature within 5 feet of
you. This movement does not provoke opportunity attacks.
After switching, you or the creature you switched places
with gains temporary hit points equal to your Exploit Die.
If you hit a creature with a melee weapon attack, you expend
an Exploit Die and force it to make its choice of a Strength or
Dexterity saving throw. On a failure, add your Exploit Die to
the damage roll and the creature is knocked prone.