Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.
Cantrip Upgrade: The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Whispering to the spirits of nature, you create one of the following effects within range.
Weather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
Bloom: You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
Sensory Effect: You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.
Fire Play: You light or snuff out a candle, a torch, or a campfire.
You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.
Cantrip Upgrade: The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.
Cantrip Upgrade: The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.
Using a Higher-Level Spell Slot: You can target one additional Beast for each spell slot level above 1.
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 1.
You gain 2d4 + 4 Temporary Hit Points.
Using a Higher-Level Spell Slot: You gain 5 additional Temporary Hit Points for each spell slot level above 1.
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.
Most Beasts have little to say about topics that don’t 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.