You extend your hand and quickly trace a sigil of warding in the air. For the attack, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
You raise your hand in the path of a melee attack. Reduce the damage of the attack by 1d6+2. Should you reduce the damage to zero, you repel the weapon back to the attacker , dealing 1d6+2 bludgeoning, slashing, or piercing damage. { The spell's deflection/damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)}
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.
If an enemy fires any form of ranged attack and fails to hit, you can use a reaction to reverse the path of the weapon and return it to the enemy, dealing the same amount of damage it would have done.
You extend your hand and trace a sigil of warding in the air. The attacker must make a Dexterity saving throw against your spellcasting DC. If they fail, roll 1d10 and subtract that number from the damage done to you, granted it was slashing, piercing, or bludgeoning. If they succeed, they do the normal amount of damage. { The damage ward increases when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)}
When a creature you can see within range takes damage from a spell, you can use your reaction to cause flumes of powdery snow to warp the spell's nature for that instant. The damage becomes cold damage, and you can add or subtract 1d8 from the damage dealt. { At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage you add or subtract increases by 1d8 for each slot above the 1st},,
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 Dexerity saving throw. It takes 2d10 necrotic damage on a failed save, or half as much damage on a seccessful one. You regain half the necrotic damage done as Temporary Hit Points. { As 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.}
Upon taking damage that reduces you to 0 hit points, your body becomes encapsulated in a prism of ice. While encapsulated you do not need to make death saving throws, you remainat 0 hit points, are considered incapacitated, and your movement speed is 0. The ice prism has an AC equal to your spell save, 10 hit points, and vulnerability to fire damage. At the start of your next turn, any ice remaining melts away and heals you for half of its remaining hit points.
You point your finger, and the creature that damaged you is cursed by a pulse of manifest dissonance to the great spirit dragon Io's eternal decrees, momentarily surronded by surging waves of gravity and energy flux. The creature must make a Dexerity saving throw. It takes 2d6 force damage and is knocked prone on a failed save, or half as much on a successful one and is not knocked prone. { 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.}
In response to an effect that would alter your mind (Charm Person, Suggestion, Modify Memory, etc) you may use your reaction to expend a spell slot to gain advantage on the saving throw. On a success, your mind is suddenly filled with warped shards of lightning that leap out towards the caster of the hostile spell, who must make a Dexterity saving throw, on a failure they take 2d8 lightning damage or half damage on a success. { At Higher Levels: When you cast spell using a spell slot of 2nd level of higher, the damage increases by 1d8 for each slot level above 1st.}
When you miss with a melee attack you can use this spell to shift your perception backwards in time for a moment, turning the attempt into a premonition thus allowing you to try that attack again. You can use your reaction to reroll the d20 and use the higher roll, potentially turning the attemppt into a success. If this does result in a sucess you cannot cast this spell again until the end of your next turn.
Causes 5 vermillion ribbons that radiate light burst from your hand upon getting hit. The ribbons swirl in the air and crash down on up to 5 targets of your choice within a 20 ft cone. A single target can be hit by multiple ribbons if so desired. For each ribbons, the target must make a Dexterity saving throw. On a failed save each ribbon will deal 1d4 fire damage. { At Higher Level: When you cast this spell using a spell slot of 2nd level or higher, the amount of ribbons increases by 5 for each slot level above 1st.}