You magically reinforce a creature you can see within range, granting it resistance to nonmagical bludgeoning, piercing, and slashing damage until the end of its next turn.
Choose an unoccupied 15-foot cube of air that you can see within range. An elemental force of swirling winds appears in the cube and lasts for the spell's duration. The cloud heavily obscures its area.
Any creature that enters the storm for the first time on a turn or starts its turn there must make a Strength saving throw. On a failed save, the creature takes 3d4 slashing damage. As a bonus action, you can move the storm up to 30 feet in any direction. If the storm's area contains leaf litter, flowers, bushes, or trees, it sucks up extra material and the damage the spell deals increases by 2d4.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
You touch a creature, absorbing the energy from its body and bolstering your metabolism Make a melee spell attack against a creature you can reach On a hit, the target takes 5d6 cold damage and can't take reactions until the end of its next turn In addition, until the end of its next turn, its speed is reduced by 15 feet and your speed is increased by 15 feet
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
You cause the skin of a willing creature you touch to produce a slimy, electrified mucous. The creature's unarmed strikes and natural weapon attacks become magical for the duration of the spell. The first time the creature hits with an unarmed strike or an attack using a natural weapon on its turn, it deals an additional 1d8 lightning damage as the stored lightning discharges
Slimy. For the duration, the creature has advantage on checks and saves made to avoid being grappled or restrained, and disadvantage on any attempts you make to grapple another creature
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 per two slot levels above 2nd.
Target a willing creature you can see within range
that has a flying speed (including one with a
temporary or magically bestowed flying speed). That
creature gains the following benefits for the duration:
• The target can take the Dash action as a bonus
action.
• The target can hover.
• The target has advantage on Dexterity
(Acrobatics) checks.
• The target doesn’t provoke opportunity attacks
when it flies out of an enemy’s reach.
This spell causes your anatomy to become fluid,
constantly refreshing into new and more terrible
shapes. For the duration, you do not take extra
damage from critical hits.
Additionally, your body adapts to threats as it
warps. Immediately after you take damage while
this spell is active, you can use your reaction to gain
resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance doesn’t apply to the triggering damage.