,Whispering to the spirits of nature, you create one of the following effects within range.,
• Weather Sensor. 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.,
• Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.,
• Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.,
• Fire Play. You light or snuff out a candle, a torch, or a campfire.
You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
,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).
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d8 for each slot level above 1st.
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.
,As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw,, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one.,
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.,
* - which you take immediately after hitting a creature with a Ranged weapon
,You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) ,check you make to find it.,
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.,
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 34 (up to 8 hours) or 5+ (up to 24 hours).
,You touch a creature. The targets Speed increases by 10 feet until the spell ends.,
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
,For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence actions skill options with them.,
Most Beasts have little to say about topics that dont pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
,You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
,The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.,
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.