You release a loud, monstrous roar mimicking those of ravenous beasts, causing shockwaves around you. Each creature within 10 feet of you must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
This spell's radius increases by 5 feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet)
You utter a bestial, magically-augmented howl that can be heard for 1000 feet. The howl can manifest as any animal call you've heard, such as the screech of a hawk or trumpet of an elephant. Choose one creature with whom you are familiar as the recipient: if it can hear your howl, it understands your meaning and can respond in a likewise manner.
Creatures other than your recipient that hear the howl and that are under the effects of the comprehend languages spell or similar magic, or that can understand beasts, can understand the howl's meaning. Otherwise, the howl is unintelligible to creatures that can hear it.
A willing creature you touch gains a preternatural abil- ity to perceive the weaknesses in a creature's defenc- es. The first time the creature makes an attack while under the effect of this spell, it makes the attack with advantage. After it makes an attack, the spell ends.
This spell augments the creature's ability to strike at vital points when you reach certain levels. When you reach 5th level, the augmented attack scores a criti- cal hit on a roll of 19 or 20. At 11th level, this range is increased to 18 to 20, and at 17th level, this range becomes 17 to 20.
You inhale deeply, magically enhancing the scents that surround you. You have advantage on the next ability check you make that relies on smell, and you can treat a roll of 4 or lower as a 5.
When you reach higher levels, this spell gives you an increasingly astute ability to identify the source of the scents around you. When you reach 5th level, whenever you make an ability check that relies on smell, you can treat a d20 roll of 7 or lower as an 8. At 11th level, a roll of 10 or lower is treated as an 11, and at 17th level, a roll of 13 or lower is treated as a 14.
With a thdoom that can be heard 100 feet away, you cause a sudden increase in the air pressure surround- ing a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d8 thunder damage and become deafened until the start of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), a nd 17th level (4d10).
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.