You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit the target suffers the weapon attack's normal effects and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
At Higher Levels. At 5th level the melee attack deals an extra 1d8 fire damage to the target on a hit and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then the target takes 1d8 thunder damage and the spell ends.
At Higher Levels. At 5th level the melee attack deals an extra 1d8 thunder damage to the target on a hit and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
You hurl a twisting bolt of blood at a creature within
range. Make a ranged spell attack against the target.
On a hit, the target takes 1d6 necrotic damage, and you gain a number of temporary hit points equal to your proficiency bonus.
The spell’s damage increases by 1d6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).