(a stone)You touch a piece of stone and prime it for detonation. The stone detonates at the end of your turn, dealing 1d6 piercing damage to creatures within 5 ft.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), 17th level (4d6).
Call forth an animal visage that dances around you, shedding bright light up to 10 ft. around the caster. For the duration, the Spirit Guide grants you advantage on all Survival, Investigation, and Animal Handling checks.
The Spirit Guide will also protect its summoner. Hostile creatures that end their turn within 10 ft. of the caster must make a Widom saving throw or take 1d6 force damage.
You spray highly flammable tar from your hands, covering the ground in a 20 ft. square in front of you. Creatures in that square must make a Dexterity saving throw. If a creature fails, their speed is reduced to 10 ft., and they are considered to be ensnared in the tar. An ensnared creature may use its action to try and free themselves by making a Strength saving throw against your spell save DC.
If the tar is ignited by fire, all creatures within it must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, and half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slow of 3rd level or higher, the damage caused by the tar when ignited increases by 1d6 for every two slot levels above 2nd.
You touch the ground and enter a trance, gaining knowledge on the following subjects of the immediate surrounding area within range: History, Nature, and Survival. While in this area, you gain proficiency in these skills and your Proficiency Bonus is doubled when making checks using these skills. You lose the knowledge when your concentration is broken or after the spell ends.
Your skin hardens and becomes tough like stone, granting you advantage on Constitution saving throws and resistance to your choice of bludgeoning, piercing, or slashing damage.
Choose up to two willing creatures you can see within range. For the duration, when an affected creature makes a damage roll, they may deal an additional 1d6 fire damage.
At Higher Levels.When you cast this spell using a spell slot of 2nd level or higher, dcreatures deal an additional 1d6 fire damage for each slot level above 2nd.
Annoint a creature within range that is visible. For the duration, the anointed creature has resistance to force, psychic, necrotic, and radiant damage and when they would make a saving throw, they can use their reaction to gain advantage on the roll.
At Higher Levels.When you cast this spell using a spell slot of 4th-level or higher, you can target another creature for each slot level above 3rd.