You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn.
That attack deals an extra 1d8 force damage on a hit.
Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
You gain the ability to comprehend and verbally communicate with beasts for the duration.
The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.
You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.
At the start of each of its turns until the spell ends, the target must make a Constitution saving throw.
On a failed save, it takes 1d6 fire damage.
Until the spell ends, one willing creature you touch is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target.
The target also can't be charmed, frightened, or possessed by them.
If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
You touch a creature. The target's speed increases by 10 feet until the spell ends.
You touch a creature. The creature's jump distance is tripled until the spell ends.
You choose a creature you can see within range and mystically mark it as your quarry.
Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.
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 mark a new creature.
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition.
In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw.
A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
Up to ten berries appear in your hand and are infused with magic for the duration.
A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
You create a 20-foot-radius sphere of fog centered on a point within range.
The sphere spreads around corners, and its area is heavily obscured.
It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).
Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range.
For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends.
A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC.
On a success, the target is freed.
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends.
A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns.
If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
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, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair.
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
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 is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
This spell has no effect on undead or constructs.
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.
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you.
The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other.
Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you.
While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack.
You have resistance to the triggering damage type until the start of your next turn.
Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range.
It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration.
If you or one of your companions harms the target, the spell ends.
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube.
Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area.
When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
A spectral, floating hand appears at a point you choose within range.
The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magical items, or carry more than 10 pounds.