Whispering to the spirits of nature, you create one of the following effects within
range.
• 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.
• You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
• You create an instantaneous, harmless sensory effect, such as falling leaves,
a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must
fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a small campfire.
You exert control over the elements, creating one of the following effects within
range.
• Beckon Air. You create a breeze strong enough to ripple cloth, stir dust,
rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and
shutters being held open by someone or something aren’t affected.
• Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in
a 5-foot-square area, or you cause a single word to appear in your handwriting in a
patch of dirt or sand.
• Beckon Fire. You create a thin cloud of harmless embers and colored, scented
smoke in a 5-foot Cube. You choose the color and scent, and the embers can light
candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute.
• Beckon Water. You create a spray of cool mist that lightly dampens creatures
and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in
an open container or on a surface, and the water evaporates in 1 minute.
• Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit
in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
You point toward a creature within range and whisper a message. The target (and only
the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and
know it is beyond the barrier. Magical silence; 1 foot of stone, 1 inch of common metal,
a thin sheet of lead, or 3 feet of wood blocks the spell.
The spell doesn't have to follow a straight line and can travel freely around corners
or through openings.
This spell repairs a single break or tear in an object you touch, such as broken chain
link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the
break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace
of the former damage.
This spell can physically repair a magic item or construct, but the spell can't
restore magic to such an object.
A flickering flame appears in your hand. The flame remains there for the duration and
harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius
and dim light for an additional 10 feet. The spell ends if you dismiss it as an action
or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast
this spell, or as an action on a later turn, you can hurl the flame at a creature within
30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8),
and 17th level (4d8).
You extend your hand toward a creature you can see within range and project a puff of
noxious gas from your palm. The creature must succeed on a Constitution saving throw or
take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level
(3d12), and 17 level (4d12).
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.
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).
You launch a mote of light at one creature or object within range. Make a ranged spell
attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the
end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the
Invisible condition.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8),
and 17 (4d8).
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.
You create a long, vine-like whip covered in thorns that lashes out at your command
toward a creature in range. Make a melee spell attack against the target. If the attack
hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller,
you pull the creature up to 10 feet closer to you.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6),
and 17th level (4d6).
You create a burst of thunderous sound that can be heard up to 100 feet away. Each
creature within range, other than you, must succeed on a Constitution saving throw or
take 1d6 thunder damage.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6),
and 17th level (4d6).