You drain life energy from a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage. You then gain temporary hit points equal to the amount of damage dealt. This spell has no effect on undead or constructs.
At Higher Levels: Damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
You conjure minor paranormal phenomena and other ominous effects. You create one of the following magical effects within range for 1 minute: * You cause all candles, torches, and other open flames to darken and flicker. * You create a quiet sound that originates from a point of your choice within range, such as ominous whispers, the drone of insects, or the sound of crying. * You create up to four torch-sized spectral, glowing orbs, which float around within range. The orbs do not provide light, apart from a dim glow. * You can chill or warm the air in a 10-foot cube by 10 degrees. * Cause small, unattended objects to rattle or levitate an inch off the ground. If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action.