For the duration,you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends,the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion),depending on the nature of your interaction with it.
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw,and does so with advantage if you or your companions are fighting it. If it fails the saving throw,it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends,the creature knows it was charmed by you.,
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher,a target's hit points increase by an additional 5 for each slot level above 2nd.,
,By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.,,
As you hold your hands with thumbs touching and ingers spread,a thin sheet of lames shoots forth from your outstretched ingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 ire damage on a failed save,or half as much damage on a successful one. The ire ignites any lammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d6 for each slot level above 1st.,