Summons a knight in black garbs, who uses his longsword to dispatch enemies. Make a melee attack against the target. On a hit, it takes 1d10 slashing damage. Generates 1 Blight counter.
This attack deals an additional 1d10 in damage for each level this spirit has (above 1).
Last Rites: Unleashes a flurry of slashes against the enemy. The target must make a Dexterity saving throw, taking 5d10 on a failed save, or half as much on a succesful one. This attack deals an additional 1d10 damage for each level this spirit has (above 1)
Summons a giant man who uses a maul to sweep enemies in an area. Make a melee attack roll. Enemies in a 15-feet cone area that are hit take 2d6 bludgeoning damage. Generates 1 Blight counter, and has a 3 turn cooldown.
This attack deals an additional 2d6 damage at level 3, and hits on a 25-feet cone at level 6.
Last Rites: The Giant screams, emitting a shockwave in a 30-feet radius and dealing damage. All creatures in the area must make a Constitution saving throw, taking a 2d10 bludgeoning damge and being pushed 20 feet away from the attack's maximum range, or half as much damage on a succesful one.
This attack deals and additional 2d10 at level 3. and doesn't hit allies at level 6
Summons a knight wielding a lance that can pierce enemies from afar. Make a melee attack against the target. On a hit, it takes 1d12 piercing damage. This attack deals an additional 1d12 damage at levels 2, 4 and 6.
You can also make a melee attack roll to attack in a 5-feet radius around you. All creatures hits by this take 1d6 slashing damage. This attack deals an additional 1d6 at levels 2, 4, and 6.
Both attacks generate 1 Blight
Last Rites: Concentrates Blight on the tip of the lance and releases a ray that hits in a 30-feet line. Enemies in the area must make a Dexterity saving throw, taking 2d12 piercing damage on a failed save, or half as much on a succesful one. This attack deals an additional 1d12 damage on levels 2, 4 and 6
(A firefly or phosphorescent moss)You touch 1 object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
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.
(2 lodestones)This spell repairs a single break or tear in an object you touch, such as broken chain link, 2 halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
(A short piece of copper wire)You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
(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 Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is the illusion becomes faint to the creature.
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to 3 of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
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 Wisdom saving throw or take 1d4 psychic damage and 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).