You wrap yourself in shadows that veil you between strikes.
At the end of any turn in which you hit a creature with an attack roll, you gain the Invisible condition until the start of your next turn.
Choose a creature you can see within range and whisper a frightful phrase that only the target can hear.
The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 Psychic damage and has the Frightened condition until the start of your next turn.
On a successful save, the target takes half as much damage only.
While Frightened in this way, the creature has Vulnerability to your choice of Bludgeoning, Piercing, or Slashing damage.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
You draw knowledge through the power of blood about a creature you can see within range.
You learn the target's species and creature type, its current Hit Points, and any conditions affecting it. You also learn if it has any of the following, and if so, what they are: Vulnerability, Resistance, or Immunity to damage or conditions.
Additionally, the next ability check or attack roll you make against the target before the end of your next turn has Advantage.
You inflict a mind-eroding song on a creature that you can see withing range.
If the creature has an Intelligence of 4 or higher, it must succeed on an Intelligence saving throw or have the Charmed condition for the duration.
While Charmed in this way, the target is struck with a rapidly repeating ballad that one it can hear, it takes 1d6 Psychic damage at the start of each of its turns, and it has Disadvantage on Wisdom (Perception) checks and on Constitution saving throws made to maintain its Concentration. The target repeats the save at the end of each of its turns, ending the spell on a success.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2.
You summon the eerie song and wailing of lost souls from a point you can see within range.
Each creature in a 15-foot-radius Sphere centered there must make a Wisdom saving throw.
On a failed save, the target takes 2d6 Psychic damage, and it has the Frightened condition for the duration.
On a successful save, it takes half as much damage, and it has the Frightened condition until the end of its next turn. A Frightened target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
You sacrifice a portion of your life force to enhance your magical power.
When you cast this spell, you take 1d6 Necrotic damage, which can't be reduced or prevented in anyway. For the duration, when you cast a spell that deals damage, one target of the spell (your choice) takes an extra 1d6 damage of the same type as the spell's normal damage type (your choice if there are multiple).
Using a Higher-Level Spell Slot. The damage you take and the extra damage your spells deal both increase by 1d6 for each spell slot level above 2.
Reaction, which you take when another creature within range takes damage.
You absorb a measure of a creature's suffering and escaping vital essence.
Expend and roll one Hit Point Die. You regain a number of Hit Points equal to the number rolled plus your spellcasting ability modifier.
If the creature took damage from a Critical Hit, double the number of Hit Point you regain.
Using a Higher-Level Spell Slot. You can expend one additional Hit Point Die for each spell slot level above 1.
You usurp the negative energy animating an Undead creature that you can see within range, attempting to take control of it.
The target must make a Charisma saving throw.
On a failed save, for the duration, the target has the Charmed condition (ignoring any Immunity to that condition) and it is Friendly toward you.
On a successful save, the target has Disadvantage on the next attack roll it makes against you before the start of your next turn.
If you or any of your allies damage the target or force it to make a saving throw, the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Reaction, which you take when a creature you can see within range targets you with an attack.
You sting the eyes of a creature attacking you.
The target must make a Constitution saving throw (a creature with Blindsight or Immunity to the Blinded condition succeeds automatically).
On a failed save, the target has the Blinded condition until the end of the turn.
On a successful save, it must subtract 1d4 from the triggering attack roll. The target automatically succeeds on its saves against your subsequent casting of this spell for 24 hours.
You hurl a twisting bolt of blood at a creature within range.
Make a ranged spell attack against the target. On a hit, the target takes 1d6 Necrotic damage, and you gain a number of Temporary Hit Points equal to your Proficiency Bonus.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You touch a creature or nonmagical object and break the target's substance down into its most fundamental components.
Make a melee spell attack. On a hit, the target takes 1d8 Force damage, and it's AC is reduced by 1 against the next attack roll made against it before the end of your next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).