You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:
Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each spell slot level above 1.
You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
You touch a creature. The target's 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.
For the duration, a willing creature you touch has Darkvision with a range of 150 feet.
You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead blocks a direct path between you and the object.
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.
Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
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 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.
You touch an immobile surface and mark a symbol that causes agony in twisted creatures. An Invisible, 30-footradius Sphere springs out from the point you touch. Each Aberration, Fey, Fiend, Monstrosity, or Undead in the Sphere has Disadvantage on ability checks and attack rolls. When an affected creature enters the Sphere for the first time on a turn or starts its turn there, it must succeed on a Wisdom saving throw or have the Frightened condition until the start of its next turn.
Using a Higher-Level Spell Slot. You can maintain Concentration on this spell for longer if you cast it using a spell slot of level 4 (up to 1 hour) or 5 (up to 8 hours). If you use a level 6+ spell slot, the spell doesn't require Concentration, and the duration becomes 24 hours.
You send tendrils of black and gray rot toward a target that you can see within range. Three tendrils then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or a nonmagical plant that isn’t a creature, such as a tree or shrub. In either case, each can be targeted by only one of the tendrils.
A target that is a creature must make a Constitution saving throw. On a failed save, it takes 3d8 Necrotic damage and has the Poisoned condition for the duration. On a successful save, it takes half as much damage only. A creature Poisoned in this way takes 1d8 Necrotic damage at the start of each of its turns. A Poisoned creature repeats the save at the end of each of its turns, ending the spell on itself on a success.
A Plant creature automatically fails the initial save, and a nonmagical plant that isn’t a creature simply withers and dies.
Using a Higher-Level Spell Slot. One additional tendril leaps from the first target to another target for each spell slot level above 3.
For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors.
The Grim in Combat. In combat, the Grim acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also command it as part of the Bonus Action you take to use Omen of Doom, or you can sacrifice one of your attacks when you take the Attack action to command the Grim to take the Ominous Rend action. If you have the Incapacitated condition, the grim acts on its own and is not limited to the Dodge action.
As a Bonus Action, you target a creature you can see within 90 feet of you and magically seal its doom for 1 hour. Once per turn when you hit the doomed target with an attack, it takes an extra 1d6 Necrotic damage.
In addition, a ghostly creature called the Grim appears in an unoccupied space within 30 feet of the target. Grims most often appear as black, spectral
hounds, but you can choose an appearance appropriate to its stat block.
The grim is Friendly to you and your allies, and it obeys your commands. It vanishes if you die, when the doomed creature dies, when it is reduced to 0 Hit Points, or when you use this feature again.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Short or
Long Rest. You can also expend a spell slot to restore an expended use (no action required).
For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.
Crimson light shines down in a 20-foot-radius, 60-foot-high Cylinder centered on a point within range. Each creature in that area that isn’t a Construct or Undead must make a Constitution saving throw, taking 4d10 Necrotic damage on a failed save or half as much damage on a successful one. Constructs and Undead in the area regain 4d10 Hit Points.
If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
Using a Higher-Level Spell Slot. The damage increases by 1d10 and the level of spell that can be dispelled increases by 1 for each spell slot level above 3.
This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature.
This spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.
Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force damage.
You then teleport to an unoccupied space you can see within 5 feet of one of the targets.