You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
Create sound or image in range for duration. Create can take study action to examine (Intelligence (Investigation) check against spell save DC)
A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.
Until the spell ends, you can take an action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 2d8 Fire damage.
A creature you touch regains a number of hit points equal to 2d8 + your spellcasting ability modifier.
At higher levels: The healing increases by 2d8 for each slot level above 1st.
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus 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.
Uneaten berries disappear when the spell ends.
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.
Hunter’s Lore You know the creatures Immunities, Resistances, or Vulnerabilities
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours).
You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
Magic Initiate 1 free use per long rest
Use rope to create 5ft radius circle. Nearly invisible, successful Int (Investigation) against spell save DC to find.
Triggers when Small, Medium, or Large create moves into range. Succeed Dex saving throw or hoisted into air, upside down, 3 feet above the ground. Restrained until spell ends.
Dex saving throw at end of each turn, ending effect if success. Other creature may make Int (Investigation) check against spell save DC to end effect.
after it’s triggered, ends when creature no longer constrained.
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.
Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
Gnomish Lineage. Can use 3 times per long rest.
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.
This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.