You grant yourself a last burst of energy when deeply wounded. Before you fall unconscious, you gain one action. Any roll you make, such as for an ability check or attack roll, has advantage. You automatically fail your first death saving throw.
You summon a magical boot that kicks a creature you can see within range. Make a melee spell attack against that target. If it hits, the target takes 2d6 force damage and is knocked prone. A creature damaged by this spell has disadvantage on the next attack roll it makes before the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature in range for every two slot levels above 1st.
The next time you hit a creature with a melee weapon attack before the spell ends, sand sloughs off your hands and blows into your target’s eyes. The target must make a Constitution saving throw. On a failed save, the target takes 1d4 piercing damage and is blinded for 1 minute. On a successful save, the target takes half the damage and isn’t blinded. If you hit the target with an unarmed strike, the target has disadvantage on the saving throw.
At the end of each of its turns, the target can make another Constitution saving throw. On a success, the target is no longer blinded.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
You touch a nonmagical melee weapon, temporarily making it stronger, sharper, and more destructive. Until the spell ends, the weapon deals an extra 1d6 damage of its type on a hit. This spell doesn’t make the weapon magical.
At Higher Levels. When you cast this spell using a slot of 3rd level or higher, you can target one additional weapon within your reach for each slot level above 2nd.
Your hands vibrate and emit a low hum upon casting this spell. For the duration, each time you hit a creature with an unarmed strike, the creature takes an extra 1d6 thunder damage.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.