When you score a critical hit or get a killing blow on a creature, you can use your reaction to give an emboldening screech. All allies within 15ft of you have advantage on their next attack until the start of your next turn.
You speak a threat or taunt in Abyssal to a creature that has just damaged you, and the creature that damaged you is momentarily surrounded by the cold Grasp of the damned. The creature must make a Dexterity saving throw. It takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one. You regain half the necrotic damage done as Temp HP. { At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.}
Your eyes flash with divine light, and the creature that damaged you is engulfed in radiant energy. The creature must make a Dexterity saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. { At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.}
You point your finger, and the creature that damaged your ally is surrounded by blinding light. The creature must succeed on a Constitution saving throw. It takes 2d10 radiant damage on a failed save, and half as much on a successful one. { At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.}