You can use soothing music or oration to help revitalize your wounded allies during a short rest.
If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class to 1d8 at 9th level, 1d10 at 13th level, and to 1d12 at 17th level.
When you choose the school of divination, glimpses of the future begin to press in on your awareness.
When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
It seems you have been dabbling a lot with time. Do you ever look back and worry that it will catch up to you?
(Materials: a glowing stick of incense or a phosphorescent vial) Choose one creature, object, or magical effect within range.
Any spell of 3rd level or lower on the target ends.
-For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability (+4).
---The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
(Materials: a chip of mica) A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range.
Each creature in a 10-foot-radius sphere centered on that point must make a CON saving throw.
-A creature takes 3d8 thunder damage on a failed save, or half as much on a successful one.
---A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
-3rd Level: 4d8 Thunder
-4th Level: 5d8 Thunder
(Materials: tiny tarts and a feather) A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it.
The target must succeed on a WIS saving throw or fall prone, becoming incapacitated and unable to stand up for the duration.
---A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another WIS saving throw.
---The target has advantage on the saving throw if it's triggered by damage.
---On a success, the spell ends.
An invisible barrier of magical force appears and protects you.
Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Bombarda (magic missile).
(Materials: Petrified eye of a newt) You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack.
---Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A remove curse cast on the target ends this spell early.
When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours.
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames.
The creature must make a DEX saving throw.
---It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
-2nd Level: 3d10 Fire
-3rd Level: 4d10 Fire
-4th Level: 5d10 Fire
(materials: a cup of water) A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear.
You gain 5 temporary hit points for the duration.
If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
-2nd Level: +10 HP / -10 Cold Damage
-3rd Level: +15 HP / -15 Cold Damage
-4th Level: +20 HP / -20 Cold Damage
A creature of your choice that you can see within range regains hit points equal to 1d4 + 4.
This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
-2nd Level: 2d4+4
-3rd Level: 3d4+4
-4th Level: 4d4+4
You create 3 glowing darts of magical force.
Each dart hits a creature of your choice that you can see within range. This spell does not require an attack roll, and unless they use a magical defense it is a guaranteed hit.
A dart deals 1d4 + 1 force damage to its target.
The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels, when you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
-2nd Level: 4 darts
-3rd Level: 5 darts
-4th Level: 6 darts
You hurl a mote of fire at a creature or object within range.
Make a ranged spell attack (+5 to hit) against the target. On a hit, the target takes 2d10 fire damage.
A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You unleash a string of insults laced with subtle enchantments at a creature you can see within range.
If the target can hear you (though it need not understand you), it must succeed on a WIS saving throw (DC-16) or take 2d4 psychic damage.
---They also have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you.
On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it.
---The second creature takes fire damage equal to your spellcasting ability modifier (+4).
This spell's damage increases when you reach certain levels.
-5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier.
-Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8)
-17th level (3d8 and 3d8).
You brandish the weapon used in the spell's casting and make a melee attack (+7 to hit) with it against one creature within 5 feet of you.
On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes another 2d8 thunder damage, and the spell ends.
This spell's damage increases when you reach certain levels.
-5th level the damage the target takes for moving increases to 2d8.
-Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8)
-17th level (3d8 and 4d8).
A frigid beam of blue-white light streaks toward a creature within range.
Make a ranged spell attack against the target (+5 to hit). On a hit, it takes 2d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach
- 5th level (2d8)
- 11th level (3d8)
- 17th level (4d8).
A beam of crackling energy streaks toward a creature within range.
Make a ranged spell attack against the target (+8 to hit). On a hit, the target takes 1d10 force damage + your agonizing blast bonus (+4).
The spell creates more than one beam when you reach higher levels:
-2 beams at 5th level
-3 beams at 11th level
-4 beams at 17th level.
You can direct the beams at the same target or at different ones.
---Make a separate attack roll for each beam
(Materials: a small amount of makeup applied to the face as this spell is cast) 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.
(Materials: a bit of fleece) You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
---If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
---If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful INT (Investigation) check against your spell save DC (13)
For the duration, you sense the presence of magic within 30 feet of you.
If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
(Materials: A pinch of Dirt) You touch a creature.
The target's movement speed increases by 10 feet until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
(Materials: a small, straight piece of iron) Choose a humanoid that you can see within range. The target must succeed on a WIS saving throw or be paralyzed for the duration.
-At the end of each of its turns, the target can make another WIS saving throw.
---On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd.
---The humanoids must be within 30 feet of each other when you target them.
(Materials: a focus worth 100 gold, either a jewelled horn or a glass eye for seeing) You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees).
The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space.
-As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
(Materials: a pinch of diamond dust worth 25 gold sprinkled over the target) For the duration, you hide a target that you touch from divination magic.
The target can be a willing creature or a place or an object no larger than 10 feet in any dimension.
The target can't be targeted by any divination magic or perceived through magical scrying sensors.
(Materials: a glowing stick of incense or a phosphorescent vial, ) You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes.
Each creature in the area who sees the pattern must make a WIS saving throw.
-On a failed save, the creature becomes charmed for the duration.
-While charmed by this spell, the creature is incapacitated and has a speed of 0.
-The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
(2 Portent Dice (d20)) Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
It seems you have been dabbling a lot with time. Do you ever look back and worry that it will catch up to you?