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.
The next time you hit a creature with a Melee Weapon Attack during the Spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 2d6 Fire Damage to the target and causes the target to ignite in flames.
At the start of each of its turns until the spell ends, the target must make a Constitution Saving Throw. On a Failed Save, it takes 1d6 Fire Damage. On a Successful Save, the Spell ends.
If the target or a creature within 5 feet of it uses an Action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the Spell ends.
Legacy of Avernus: Once you reach 3rd Level, you can cast this spell once per Long Rest as a 2nd-Level Spell without expending a Spell Slot.
The next time you hit a creature with a Melee Weapon Attack during the Spell's duration, the weapon gleams with astral radiance as you strike.
The attack deals an extra 2d6 Radiant Damage to the target, which becomes Visible if it is Invisible, and the target sheds Dim Light in a 5-foot radius and can't become Invisible until the spell ends.
Legacy of Avernus: One you reach 5th Level, you can cast this Spell once per Long Rest without expending a Spell Slot.
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.
You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
You touch a willing beast. For the duration of the Spell, you can use your Action to see through the beast's eyes and hear what it hears, and continue to do so until you use your Action to return to your normal senses.