For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence actions skill options with them.
Most Beasts have little to say about topics that dont pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
You cast this spell immediately after hitting a target with a Melee weapon or an Unarmed Strike
On hit, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot: The healing increases by 2d8 for each spell slot level above 1.
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.
Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 1.
You cast this spell immediately after hitting a target with a Melee weapon or an Unarmed Strike
The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 1.
You cast this spell immediately after hitting a target with a Melee weapon or an Unarmed Strike
As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.
Using a Higher-Level Spell Slot: All the damage increases by 1d6 for each spell slot level above 1.
A flash of flame descends on a creature that you can see within range. The objective must exceed a Dexterity saving throw or take 1d8 damage radiant. You will not be able to benefit from average coverage or three quarters in this spread.
Trick improvement: Damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
You touch a willing creature and choose an ability. Until the spell ends, the creature adds 1d4 to a ability check with the chosen skill.