Whenever a creature makes an attack roll against you before the spell ends; the attacker subtracts 1d4 from the attack roll.
You exert control over the elements; creating one of the following effects within range. Beckon Air: Create a breeze that ripples cloth; stirs dust; and closes open doors in a 5-ft Cube. Beckon Earth: Create a thin shroud of dust or sand in a 5-ft square; or write a word in dirt/sand. Beckon Fire: Create harmless embers and colored/scented smoke in a 5-ft Cube; embers can light candles/torches. Beckon Water: Create a cool mist dampening creatures in a 5-ft Cube; or create 1 cup of clean water. Sculpt Element: Cause dirt; sand; fire; smoke; mist; or water (1-ft Cube) to assume a crude shape for 1 hour.
(Magic Initiate — Druid) A flickering flame appears in your hand for the duration; shedding Bright Light 20 ft and Dim Light 20 ft further. It emits no heat and ignites nothing. Until the spell ends; you can take a Magic action to hurl fire at a creature or object within 60 ft — make a ranged spell attack; on a hit the target takes 1d8 Fire damage. Cantrip Upgrade: Damage increases to 2d8 at level 5; 3d8 at level 11; 4d8 at level 17.
Lightning springs from you to a creature you try to touch. Make a melee spell attack against the target. On a hit; the target takes 1d8 Lightning damage and can't make Opportunity Attacks until the start of its next turn. Cantrip Upgrade: Damage increases to 2d8 at level 5; 3d8 at level 11; 4d8 at level 17.
Make a ranged spell attack against one creature or object within range. On a hit; the target takes 1d8 damage of a type you choose: Acid; Cold; Fire; Lightning; Poison; Psychic; or Thunder. If you roll an 8 on a d8; you can roll another d8 and add it to the damage. The maximum number of extra d8s equals your spellcasting ability modifier. Cantrip Upgrade: Damage increases to 2d8 at level 5; 3d8 at level 11; 4d8 at level 17.
You create a vine-like whip covered in thorns. Make a melee spell attack against a creature in range. On a hit; the target takes 1d6 Piercing damage; and if it is Large or smaller; you can pull it up to 10 feet closer to you. Cantrip Upgrade: Damage increases to 2d6 at level 5; 3d6 at level 11; 4d6 at level 17.
A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw; taking 3d6 Fire damage on a failed save or half as much on a success. Flammable objects in the Cone that aren't worn or carried start burning. Cast at Higher Levels: Damage increases by 1d6 per slot level above 1st.
(Magic Initiate — Druid) Grasping plants sprout in a 20-foot square within range; turning the ground into Difficult Terrain for the duration. Each creature (other than you) in the area must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can use an action to make a Strength (Athletics) check against your spell save DC to free itself.
Triggered when you are hit by an attack roll or targeted by Magic Missile. An imperceptible barrier of magical force 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 Magic Missile.