You call out to gain the attention of creatures a-round you. Each creature of your choice in a 30-foot cone originating from you that hears this call must succeed on a Wisdom saving throw or its speed is halved until the end of its next turn. If any affected creature within the area currently benefits from a spell that increases its speed, all of that spell’s ef-fects on that creature are suppressed until the end of your next turn.
You sacrifice your own vitality to grant protection and health to another creature. When you cast this spell, you touch another creature and instantly spend one or more of your current Hit Dice, up to a number equal to the level of the spell slot used to cast this spell. You don’t regain any hit points when you spend Hit Dice in this manner, instead imbuing the target with your life.
Once before the spell ends, when the target takes damage, it can use its reaction to reduce that dam-age by an amount equal to 5 times the number of Hit Dice you chose to spend in the casting of this spell. After it reduces damage in this way, the spell ends.
From thought, you create matter, equipping yourself with a simple implement you need. You summon one piece of adventuring gear worth 2 gp or less which you can hold in one hand, and which must weigh less than 10 pounds.
If the item is more than 10 feet away from you at the end of your turn, the spell ends. This object can sim-ulate the effects of a tool that requires proficiency, but it can only be used to make one ability check for a task that takes 1 round or less, after which time the spell ends. Anyone who holds the item or ex-amines it closely can tell it is not real.
When the spell ends, the item disappears.
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. You can use your spellcasting ability instead of Strength for the attack and damage rolls of this attack.
On a hit, the target suffers the attack’s normal effects, and its moment of pain gives you an opening to search your target’s mind, sensing its immediate intentions. Until the spell ends at the start of your next turn, the target can’t take the Disengage action, and it can’t benefit from advantage on melee attack rolls against you. In addition, for the duration, if you and the target share a language, you can commun-icate telepathically with it as long as it’s within 30 feet.
When you reach higher levels, this spell deals extra damage on a hit. At 5th level, the melee attack deals an extra 1d6 psychic damage to the target, increa-sing by 1d6 at 11th level (2d6) and 17th level (3d6).
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability.
(see PH.279)
You create a magical memory palace, a mnemonic device that focuses all the information in your mind and allows a sudden flash of future insight. Once during the duration, when you make an Intelligence check or Wisdom check, you can choose to gain a +5 bonus on that roll. You make this choice after you see the roll, but before the outcome is determined. When you do so, the spell ends. This spell ends early
if you cast it again, or if you are reduced to 0 hit points.
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 emit a powerful battle cry that hammers
your enemy, distracting it from a nearby ally.
Choose a creature within range that’s adjacent
to one of your allies. That target must make a
Wisdom saving throw. On a failed save, it takes
1d6 thunder damage and you can choose one
ally that is within 5 feet of the target. That ally
can use its reaction to move up to 10 feet with-
out provoking an opportunity attack from the
target. The sound of the battle cry for this spell
can be heard up to 100 feet away.
This spell’s damage increases when you
reach higher levels, dealing 2d6 thunder dam-
age at 5th level, 3d6 at 11th level, and 4d6 at
17th level.
You cast your mind’s eye forward a split second, predicting the best moment for a telling blow. As part of the action used to cast this spell, you must make a melee weapon attack against a creature within range, otherwise the spell fails. You can use your spellcasting ability instead of Strength for the attack and damage bonus for this attack. If the attack hits, it deals an extra 2d6 damage of the weapon’s type, and the next attack roll made against the target before the end of your next turn is made with advantage.
As part of the action used to cast this spell, you must make a ranged weapon attack against a creature within range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects and your enchanted shot renders your foe unaccountably clumsy. It has disadvantage on the next attack roll it makes before the start of your next turn. If that attack misses, it falls prone and the spell ends.
When you reach higher levels, this spell deals extra damage on a hit. At 5th level, the ranged attack deals an extra 1d4 psychic damage to the target, increasing by 1d4 at 11th level (2d4) and 17th level (3d4).
You conceal your arcane attack, manipulating your foe into believing the attack came from your ally and focusing on them obsessively. Make a ranged spell attack against a target within range. On a hit, the target takes 4d6 psychic damage, and you choose one willing ally within 30 feet of both you and the target. That ally marks the target until the end of your next turn. While a target marked with this spell is within 5 feet of the ally that marked it, it has disadvantage on any attack roll that doesn’t target that ally. This spell ends early if the marking ally dies or is incapacitated, or if the target marked with this spell is marked by a creature besides the ally you chose.
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.
Your gift helps you foresee and avoid incoming danger. Once per long rest, when another creature damages you with a melee attack, you can use your reaction to reduce the damage taken by 1d8 + your charisma modifier.
Your connection to the Threads enables you to curse an individual as repayment for an injustice or a slight.
You can use this feature to cast the bane spell at first level without somatic or material components. The saving throw DC is 8 + your proficiency bonus + your Charisma modifier.
Once you use the Curse of Paine feature, you may not do so again until you complete a long rest.
You can curse an individual as follows:
• The target is unable to perform a certain kind of act involving fine motor control, such as tying knots, writing, playing an instrument, or sewing.
• The target's appearance changes in a sinister yet purely cosmetic way. For example, the curse can place a scar on the target's face, turn the target's teeth into yellow fangs, or give the target bad breath.
• A nonmagical item in the target's possession disappears and can't be found until the curse ends. The lost item can weigh no more than 1 pound.
Once cursed in this way, the effect lasts 24 hours, until the target acquires healing equal to or greater than the lesser restoration spell, or until you dismiss it. If the target is undeserving of such a curse or punishment (at the discretion of the DM), the effect will not take hold and you will immediately take 1d6 psychic damage.
Once you use the Curse of Paine feature, you may not do so again until you complete a long rest.
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
If a creature has a Mark of Fortune and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Mark of Fortune is then lost.
You can grant others fortune by inspiring with them visions of the future. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. Offer that creature a token of fortune.
The creature may roll a d6 immediately, recording the result, but not losing the die. Once within the next 10 minutes, the creature may spend the mark of fortune. They may either use the the recorded result, or they may roll the die again. This die may be added to an ability check, attack roll, saving throw, or healing or damage from a spell. The creature can spend the mark after it rolls the base die, but must decide before the DM says whether the roll succeeds or fails. A creature can only carry one token at a time.
You can use this feature a number of times equal to your Charisma modifier. You regain any expended uses when you finish a long rest.
At higher levels: The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
*which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.