You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
>You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
>You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
>You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
>You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
With a flick of your wrist, you magically complete a small, simple task without any physical interaction—such as flipping a book page, sewing a tear in a shirt, or heating a cup of tea. The task can't include anything intended to inflict a harmful effect on a creature and must be something you could normally accomplish without the use of magic. The spell fails if the target of the task is behind Total Cover.
If you cast this spell multiple times, you can have up to three tasks active at a time.
AC: 11 + Spell Level (+2 Brute)
HP: 20 (Flyer/Stalker) or 30 (Brute) +5 per spell level above 2
Speed: 40 ft. | Fly 30 ft. (Hover) | Swim 30 ft. (Flyer)
Initiative: +3
Immunities: Charmed, Frightened
Spell Save/Checks: +ВЅ Spell Level (round down)
STR +3|DEX +3|CON +1|INT в€’1|WIS +1|CHA+0
>ATTACK
Multiattack: ВЅ Spell Level (round down)
Rend: Spell Attack to hit, 5 ft.
Damage: 1d8 + 3 + Spell Level Force
>SPECIAL
Flyby (Flyer): Flying away doesn’t provoke Opportunity Attacks.
Prowl (Stalker): Move ВЅ Speed without Opportunity Attacks в†’ Hide.
() You conjure a familiar imbued with magical might. The familiar appears in an unoccupied space within range, resembles an animal of your choice but is a Celestial, Fey, or Fiend (your choice), and uses the Battle Familiar stat block. When you cast this spell, choose the Brute, Flyer, or Stalker form. The choice determines certain details in the stat block.
Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn.
Disappearance of the Familiar. The battle familiar disappears when the spell ends, if it drops to 0 Hit Points, or if you die. When it disappears, it leaves behind in its space anything it was wearing or carrying.
() You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart can target a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, the missile does 2d4 force damage.
If the attack roll scores a critical, the missile does 5d4 force damage instead of the 4d4 force that you would normally get on a critical. If any of the attack roll is a natural one, all missiles turn around and hit the caster for 1 force damage per missile.
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. This also increases the tax by 1 gp per spell slot over 1st.
You create a Small fire hydrant in an unoccupied space on a solid surface you can see within range. The hydrant expels a continuous stream of pressurized water in a direction you choose. The stream is a Line that is 20 feet long and 5 feet wide. Each creature in the Line must succeed on a Strength saving throw or be pushed to the nearest unoccupied space at the end of the Line. A creature that enters the Line for the first time on a turn or ends a turn there must make the same save.
As a Bonus Action on your later turns while you’re within range, you can change the direction in which the stream blasts from the hydrant, causing the previous stream of water to cease. The hydrant has an Armor Class equal to your spell save DC, 30 Hit Points, and Immunity to Poison and Psychic damage. Reducing the hydrant to 0 Hit Points destroys it, ending the spell early.