All attack rolls against you for the duration lose 1d4 off the roll.
Why don't we just ban weapons from hitting us?
-Abjurist Elliot Kamparan's breakthrough thesis
Conjure a floating hand in range for the duration. It vanishes if you cast the spell again or if it is ever more than 30 feet away.
On casting, and as a magic action on later turns, you can make the hand manipulate an object, open a door or container, pour out a vial, or stow or retrieve an item from an open container. On later turns, you can also move the hand 30 feet as part of the action. It cannot attack, activate magic items, or carry more than 10 pounds.
Finally! Heeka can reach all the pretty shiny things!
-Novice Heeka, demonstrating why goblinoids don't usually get accepted into the arcane universities
Sweep the area around you with spectral blades. All creatures within 5 feet of you roll a dexterity save to avoid 1d6 force damage. This damage scales as a cantrip.
This will be easy. That elf is unarmed.
-Bandit Keever, making a horrible mistake while approaching Archmage Yalikin during his travels
Make an attack with the material component. Use your spellcasting ability for the attack and damage rolls instead of strength or dexterity, and choose if the damage is radiant or normal.
At first, there is no bonus damage, but this scales as a cantrip. When you reach level 5, regardless of what damage the attack makes, deal an extra 1d6 radiant damage. Deal 2d6 at level 11, and 3d6 at level 17.
The fighters laugh at you until you casually bust open their armor with a single hit every single time. Then they call you a cheater. Unpleasable prigs.
-Diviner Wilbur Caventon