Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.,
Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spells thunderous sound can be heard up to 100 feet away,,
The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).,,
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
, You gain 2d4 + 4 Temporary Hit Points.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. ,On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.
,On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. ,The target repeats the save at the end of each of its turns, ending the spell on a success.