You play a complex and quick up-tempo piece that gradually gets faster and more complex; instilling the targets with its speed. You cannot cast another spell through your spellcasting focus while concentrating on this spell.Until the spell ends; targets gain cumulative benefits the longer you maintain concentration on this spell (including the turn you cast it).1 Round: Double Speed.2 Rounds: +2 bonus to AC.3 Rounds: Advantage on Dexterity saving throws.4 Rounds: An additional action each turn. This action can be used only to take the Attack (one weapon attack only); Dash; Disengage; Hide; or Use an Object action.When the spell ends; a target can't move or take actions until after its next turn as the impact of their frenetic speed catches up to it.Duration: Concentration (6 rounds) Cast at Higher LevelsYou may maintain concentration on this spell for an additional 2 rounds for each slot level above 4th.Rare VersionsKoren's Agile Accelerando. A target's additional action can be used to escape a grapple; and targets have advantage on saving throws made to avoid or escape a grapple.
A jet of acid streaks towards the target like a hissing; green arrow. Make a ranged spell attack. On a hit the target takes 4d4 acid damage and 2d4 ongoing acid damage for 1 round. On a miss the target takes half damage. Cast at Higher Levels Increase this spell's initial and ongoing damage by 1d4 per slot level above 3rd. Rare Versions Kreven's Insidious Acid Arrow. The acid stinks and disorients as it burns. A creature damaged by this spell makes a Constitution saving throw with advantage or it is poisoned until the end of its next turn. Gabal's Blinding Acid Arrow. The arrow flies to the target's sensory organs seeking to damage its sight. A creature damaged by this spell makes a Dexterity saving throw or it is blinded until the end of its next turn.
A stinking bubble of acid is conjured out of thin air to fly at the targets; dealing 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6); 11th level (3d6); and 17th level (4d6).
You draw upon divine power; imbuing the targets with fortitude. Until the spell ends; each target increases its hit point maximum and current hit points by 5. Cast at Higher Levels The granted hit points increase by an additional 5 for each slot level above 2nd. Rare Versions Stekart's Fortifying Aid. Once per round each target gains an expertise die on its first saving throw made to resist or end a condition.
USES: Spell slots regained on Short or Long Rest. Manu has 1 slot at Lvl 1; 2 slots at Lvl 2+. Slot level = Warlock level divided by 2 (rounded up; max 5). All slots are the same level. Spellcasting ability: Charisma. Key rule: ALL spell slots are the same high level - casting a 1st level spell still uses your highest slot. This makes each slot very powerful but limited in number.
USES: Choose invocations from the Eldritch Invocations list. You gain 1 at Level 1; 3 at Level 2; 5 at Level 5. Invocations are permanent passive abilities or expanded spell options. Examples: Agonizing Blast (add CHA to Eldritch Blast damage); Devil's Sight (see in magical darkness 120 ft); Repelling Blast (push targets 10 ft); Pact of the Tome (spellbook with extra cantrips); Pact of the Chain (improved familiar). Ask Manu which invocations he chose.
USES: Once per Long Rest. You perform an esoteric rite for 1 minute. At the end; you regain expended Pact Magic spell slots up to half your maximum (rounded up). At Level 2 that means you can regain 1 spell slot per Long Rest via this feature.
(Tasha's Cauldron - Genie subclass) Your Djinn patron gifts you a Tiny magical vessel (a lamp; ring; or similar object). The vessel serves as your spellcasting focus and grants Genie's Wrath: once per turn when you hit with an attack; you can deal extra Thunder damage equal to your proficiency bonus (Djinni type). Bottled Respite: As an action; you can magically vanish and enter your vessel for up to twice your proficiency bonus in hours. The vessel remains in your space. You can't do this again until you finish a Long Rest.
(Tasha's Cauldron - Genie subclass) Your Djinn patron expands your available Warlock spell list. These spells are always available to prepare (they don't count against your Prepared Spells limit). Djinni expanded spells by level: L1 - Detect Evil and Good; Thunder Wave. L2 - Gust of Wind; Phantasmal Force. L3 - Create Food and Water; Wind Wall. L4 - Greater Invisibility; Summon Elemental. L5 - Creation; Seeming. L9 - Wish (Genie-type spell available at high level).