-You gain the service of a familiar, a spirit that takes the form of a jeweled insect or arachnid. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
-Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
-While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
-Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it.
You create a shadowy field that reaps escaping life force in a 30-foot Cube originating from a point within range. A creature Hostile to you in the field when it appears, or when it enters the field for the first time on a turn or ends its turn there, is cursed until the end of its next turn. While cursed, the first time the creature takes damage during a turn, it takes an extra 1d6 Necrotic damage, and a creature of your choice within the field that isn’t cursed by it regains a number of Hit Points equal to the Necrotic damage taken.
At Higher Levels
When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each spell slot level used above 5th.
You summon and unleash a murder of deadly crows. Each creature of your choice in a 30-foot Cone originating from you makes a Dexterity saving throw. On a failed save, the target takes 5d6 Force damage and has the Blinded condition. On a successful save, it takes half as much damage only.
A Blinded creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature regains any Hit Points. The crows disperse and vanish after they strike.
At Higher Levels
If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each spell slot level used above 4th.
You touch a willing creature and shroud its presence. Until the spell ends, other creatures must subtract 1d4 from any Wisdom (Insight or Perception) checks made against the target.
You invoke the wisdom of your ancestors to gain insight into your trials. When you cast the spell, and at the start of each of your turns for the duration, you gain Heroic Inspiration if you don’t already have it.
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.
At Higher Levels
The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You imbue a weapon you are holding, or your Unarmed Strikes, with ravenous negative energy. For the duration, when you hit a creature with an attack using the empowered weapon or Unarmed Strike for the first time on a turn, the target takes Necrotic damage equal to your spellcasting ability modifier, and you gain a number of Temporary Hit Points equal to the Necrotic damage dealt.
You sting the eyes of a creature attacking you. The target must make a Constitution saving throw (a creature with Blindsight or Immunity to the Blinded condition succeeds automatically). On a failed save, the target has the Blinded condition until the end of your next turn and it must subtract 1d4 from the triggering attack roll.. On a successful save, a creature avoids the effect. The target automatically succeeds on its saves against your subsequent casting of this spell for 24 hours.
You absorb a measure of a creature's suffering and escaping vital essence. Expend and roll one Hit Point Die. You regain a number of Hit Points equal to the number rolled plus your spellcasting ability modifier. If the creature took damage from a Critical Hit, double the number of Hit Points you regain.
At Higher Levels
If you cast this spell using a spell slot of 2nd level or higher, you can expend an additional Hit Point Die for each spell slot level used above 1st.
You usurp the negative energy animating an Undead creature that you can see within range, attempting to take control of it. The target must make a Charisma saving throw. On a failed save, for the duration, the target has the Charmed condition (ignoring any Immunity to that condition), and it is Friendly toward you. On a successful save, the target has Disadvantage on the next attack roll it makes against you before the start of your next turn. If you or any of your allies damage the target or force it to make a saving throw, the spell ends.
At Higher Levels
If you cast this spell using a spell slot of 2nd level or higher, you may target an additional creature for each spell slot level used above 1st.
You unleash a blast of light and wind in a 15-foot cone. Your allies in the Cone regain 1d6 Hit Points. Undead within the cone must make a Constitution saving throw, taking 1d6 Radiant damage on a failed save, or half as much damage on a successful one.
At Higher Levels
When you use a spell slot of 3rd level or higher, the damage and healing increase by 1d6 for each spell slot level used above 2nd.
You send tendrils of black and gray rot toward a target that you can see within range. Three tendrils then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or a nonmagical plant that isn’t a creature, such as a tree or shrub. In either case, each can be targeted by only one of the tendrils.
A target that is a creature must make a Constitution saving throw. On a failed save, it takes 3d8 Necrotic damage and has the Poisoned condition for the duration. On a successful save, it takes half as much damage only. A creature Poisoned in this way takes 1d8 Necrotic damage at the start of each of its turns. A Poisoned creature repeats the save at the end of each of its turns, ending the spell on itself on a success.
* A Plant creature automatically fails the initial save, and a nonmagical plant that isn’t a creature simply withers and dies.
At Higher Levels
If you cast this spell using a spell slot of 4th level or higher, an additional tendril leaps from the first target for each spell spell slot level used above 3rd.
You touch an immobile surface and mark a symbol that causes agony in twisted creatures. An Invisible, 30-footradius Sphere springs out from the point you touch. Each Aberration, Fey, Fiend, Monstrosity, or Undead in the Sphere has Disadvantage on ability checks and attack rolls. When an affected creature enters the Sphere for the first time on a turn or starts its turn there, it must succeed on a Wisdom saving throw or have the Frightened condition until the start of its next turn.
At Higher Levels.
If you cast this spell using a spell slot of 4th level or higher, the duration increases to 1 hour for a 4th level spell slot and to 8 hours for a 5th level spell slot. If you cast this spell using a spell slot of 6th level or higher, the spell doesn't require Concentration and the duration increases to 24 hours.
You create a ghostly sickle that lasts for the duration and can strike out at your foes. The sickle appears hovering in your space and moves with you. When you cast this spell and as a Bonus Action on each of your turns, you can direct it to fly at and strike a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 2d8 Necrotic damage, and you gain Temporary Hit Points equal to half the damage dealt. After the sickle hits or misses, it returns to hover in your space.
At Higher Levels
If you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each spell slot level used above 3rd.
You call upon the light of the moon to illuminate a 20-foot-radius Sphere centered on a point within range. The area is bathed in silvery Dim Light. Creatures and objects with the Invisible condition in the light become visible as translucent, shimmering images. When one of your allies is within the light, it can use a Bonus Action to absorb some of the light and gain 2d6 Temporary Hit Points.
Crimson light shines down in a 20-foot-radius, 60-foothigh Cylinder centered on a point within range. Each creature in that area that isn’t a Construct or Undead must make a Constitution saving throw, taking 4d10 Necrotic damage on a failed save or half as much damage on a successful one. Constructs and Undead in the area regain 4d10 Hit Points.
If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
At Higher Levels
If you cast this spell using as spell slot of 4th level or higher, the damage increases by 1d10 for each spell level used above 3rd. Additionally, the spell dispels any overlapping Darkness spell that was cast using a spell slot level equal to the one you used to cast this spell or lower.
You send your enemies to their graves even if they aren’t dead yet. A creature that you can see within range that is standing on the ground must make a Strength saving throw. On a failed save, the ground opens and swallows the target, burying it up to 10 feet deep. While buried, the target has Total Cover, has the Restrained and Blinded conditions, and can’t breathe. On a successful save, the target has the Prone condition, and its Speed is 0 until the end of its next turn. A buried creature can dig out of the grave by using its action to make a DC 15 Strength (Athletics) check. On a success, it digs 5 feet closer to the surface. If it succeeds by 5 or more, it reaches the surface. When the creature reaches the surface, it exits the ground with the Prone condition.
The target automatically succeeds on its saving throw if it’s standing on any thickness of stone or metal, or at least 2 inches of wood.
You unleash a primal howl that calls lesser creatures to your command. Each Beast in a 100-foot Emanation originating from you when you cast the spell must make a Wisdom saving throw. On a failed save, a target has the Charmed condition, it can understand your commands, and it follows them on its next turn to the best of its ability. On your subsequent turns, you can take a Magic action to issue a new command. On a successful save, a target has the Charmed condition until the start of your next turn, but you have no additional ability to command it. The howl is audible within 300 feet.
You cause a creature that you can see within range to burst into consuming, relentless flames. The target must make a Dexterity saving throw. On a failed save, the target takes 2d8 Fire damage and 2d8 Necrotic or Radiant damage (choose when you cast the spell), and the radiant flames linger. On a successful save, it takes half as much damage only.
While the flames linger, the creature takes the damage again at the start of each of its turns. The target, or another creature within reach of the target, can take an action to allow the target to repeat the saving throw, ending the spell on a success.
A creature killed by the damage from this spell is reduced to ash, along with any nonmagical equipment it is wearing or carrying.