You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it. It can manipulate an object, open an unlocked door, stow or retrieve an item, or pour out contents of a vial. It can’t attack, activate magic items, or carry more than 10 pounds.
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
This spell’s damage increases by one die when you reach 5th level (2d8/2d12), 11th level (3d8/3d12), and 17th level (4d8/4d12).
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type.
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel.
Your familiar acts independently but obeys your commands. It can’t attack, but it can take other actions as normal. It shares telepathic communication with you while within 100 feet. You can see through its senses by using your action.
You can temporarily dismiss your familiar into a pocket dimension or resummon it. If it drops to 0 hit points, it disappears.
This spell summons familiars with special abilities: Poisonous Snake.
AC 13, HP 1, Speed 30 ft. Blindsight 10 ft. Bite (informational only; cannot attack). Passive Perception 10.
Abilities: STR 2, DEX 16, CON 11, INT 1, WIS 10, CHA 3. Poison: some familiars deal poison damage, but cannot attack on their own. Blindsight: see without sight within a specific radius.
Acts independently but obeys commands. Can deliver touch spells. Telepathic link within 100 ft.
This spell summons a familiar that can swim: Crab, Octopus, Quipper, Sea Horse, Frog (Toad).
AC, HP, Speed, and Special Abilities:
Crab – AC 11, HP 2, Speed 20 ft, swim 20 ft. Can climb and swim.
Octopus – AC 11, HP 1, Speed 10 ft, swim 60 ft. Can squeeze through 1-inch gaps.
Quipper – AC 13, HP 1, Speed swim 40 ft. Swim only.
Sea Horse – AC 11, HP 1, Speed swim 40 ft. Swim only.
Frog (Toad) – AC 11, HP 1, Speed 20 ft, swim 20 ft. Jump 10 ft.
All swimming familiars act independently but obey your commands. Cannot attack, can deliver touch spells, telepathic link within 100 ft.
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
This spell summons a familiar that can fly: Bat, Hawk, Owl, Raven.
AC, HP, Speed, and Special Abilities:
Bat – AC 12, HP 1, Speed 5 ft, fly 30 ft. Blindsight 60 ft. Echolocation.
Hawk – AC 13, HP 1, Speed 10 ft, fly 60 ft. Keen Sight: advantage on Perception checks relying on sight.
Owl – AC 11, HP 1, Speed 5 ft, fly 60 ft. Darkvision 120 ft. Flyby: can move without provoking opportunity attacks.
Raven – AC 12, HP 1, Speed 10 ft, fly 50 ft. Mimic sounds, scout.
All flying familiars act independently but obey your commands. They cannot attack, can deliver touch spells, and share a telepathic link within 100 ft.
This spell summons small land-based familiars: Cat, Lizard, Rat, Weasel, Spider.
AC, HP, Speed, and Special Abilities:
Cat – AC 12, HP 2, Speed 40 ft, climb 30 ft. Keen Smell: advantage on Perception checks relying on smell.
Lizard – AC 12, HP 2, Speed 30 ft, climb 30 ft. Can climb walls.
Rat – AC 10, HP 1, Speed 20 ft, climb 20 ft. Keen Smell.
Weasel – AC 13, HP 1, Speed 30 ft. Keen Smell, stealthy.
Spider – AC 12, HP 1, Speed 20 ft, climb 20 ft. Spider climb: can walk on walls and ceilings.
All climbing familiars act independently but obey commands. Cannot attack, can deliver touch spells, telepathic link within 100 ft.
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier.
A ray of sickly greenish energy lashes out toward a creature within range. Make a ranged spell attack. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw or be poisoned until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot above 1st.
Beginning at 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy.
You don’t gain this benefit for killing constructs or undead.