Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
You can cast this spell without expending a spell slot. Once you cast it in this way, you can't cast it in this way again until you finish a long rest.
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
You can cast this spell without expending a spell slot. Once you cast it in this way, you can't cast it in this way again until you finish a long rest.
You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw against your Wisdom Spell Save DC.
On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw against you Charisma Spell Save DC. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one.
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw against you Charisma Spell Save DC. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one.