,This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.,
This spell can physically repair a magic item, but it can't restore magic to such an object.
,You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) ,check you make to find it.,
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.,
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 34 (up to 8 hours) or 5+ (up to 24 hours).
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d8 for each slot level above 1st.
,As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. ,On a successful save, the vines shrivel away, and the spell ends.,
While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.,
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.,
* - which you take immediately after hitting a creature with a weapon
,As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw,, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one.,
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.,
* - which you take immediately after hitting a creature with a Ranged weapon
,You touch a creature. The targets Speed increases by 10 feet until the spell ends.,
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.