Blessings of the Sun. You can cast the spell bless,
targeting only yourself, without using a spell slot.
For the spell’s duration, if you roll a 4 on the d4 that you add to an attack roll or saving throw, you gain advantage on that attack roll or saving throw.
Once you use this trait, you can’t use it again until you finish a long rest.
*BLESS*
Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a
raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
You conjure into existence a spectral microphone,
which can hover in front of you or be held in one hand. Speaking through the microphone amplifies your voice to a booming level and allows you to distort your voice. This distortion can change your voice's pitch, cause an echo, make it sound metallic, add a layer of static noise, or any other simple audio effect. It can't be used to completely duplicate another person's voice. You can change the mic's volume and change the nature of the distortion on your turn (no action required). Your voice also projects through radio waves allowing you to be heard on comm sets and communication systems within 10 miles.
You can use your action to shout into the mic. When you do so, each creature you choose within 10 feet of you must make a Constitution saving throw or take 1d4 thunder damage.
The spell’s damage increases when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)
With a complex input gesture, you can manipulate a
technological device you can see within range. You can use this ability to perform any basic operation on the device, including, but not limited to, pressing an external button, entering a dozen keystrokes of data, performing an authorized operation (such as opening an unlocked door), dimming or brightening a screen, or muting a device that has a speaker.
You can’t disconnect or reconnect wires, or perform an unauthorized operation, such as crashing a device or changing its password without knowing the original.
You extend your forefinger and thumb, a dangerous gesture mimicking a gun. For the duration, you can use your action to make a ranged spell attack against one creature you can see within 60 feet, dealing 1d8 force damage on a hit.
Your finger gun is considered to be a blaster (but not
magical technology) for spells and effects which influence blasters.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8)
As part of the action used to cast this spell, you must
make a melee attack with a weapon against one
creature within the spell’s range, otherwise the spell
fails. On a hit, the target suffers the weapon attack’s
normal effects, except that any damage dealt by the
attack is lightning damage instead of its normal type.
Additionally, an arc of lightning jumps to a creature
you choose within 5 feet of the target, dealing 1d6
lightning damage.
This spell’s damage increases when you reach
certain levels. At 5th level, the melee attack deals an
additional 1d8 lightning damage, and the secondary
damage deals an additional 1d6 lightning damage to
their targets. Both damage rolls increase by one die
at 11th level (2d8 and 3d6) and 17th level (3d8 and
4d6).
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels - two beams at 5th level, three beams at 11th level, and four beams at 17th level. you can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.