You summon elemental spirits that a flit around you for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature within 15 feet of you.
This damage is Bludgeoning, Cold, Fire, or Lightning (your choice when you make the attack).
In addition, the ground within 15 feet of you is Difficult Terrain for your enemies.
At Higher Levels. When you cast this spell using a spell slot of level 5 or higher, the damage increases by 2d8 and the range of Difficult Terrain increases by 5 feet for each slot level above 4.
You exert control over the elements, creating 1 of the following effects within range:
Beckon Air. Create a breeze strong enough to ripple cloth, stir dust, rustle leaves, & close open doors & shutters, all in a 5' cube. Doors & shutters being held open by someone or something aren’t affected.
Beckon Earth. You create a thin shroud of dust or sand that covers 5sqft, or you cause 1 word to appear in your handwriting in a patch of dirt or sand.
Beckon Fire. You create a thin cloud of harmless embers & colored, scented smoke in a 5' cube. You choose the color & scent, & the embers can light candles, torches, or lamps in that area. The scent lingers for 1min.
Beckon Water. Create a spray of cool mist that lightly dampens creatures & objects in a 5' cube. Or, create 1 cup of clean water either in an open container or on a surface, & the water evaporates in 1min.
Sculpt Element. Cause dirt, sand, fire, smoke, mist, or water that can fit in a 1' cube to assume a crude shape (such as that of a creature or an object) for 1hr.
Combat. The familiar is an ally to you and your companions. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys your commands (no action required by you), but the familiar can’t attack unless you use your Reaction on its turn to command it do so.
If you don’t issue any commands, the familiar takes the Dodge action and uses its Move to avoid danger.
Disappearance of the Familiar. The familiar disappears if it drops to 0 Hit Points, if you dismiss it as a Bonus Action, or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the familiar that disappeared or a different one.
Remote Viewing. As a Magic action, you can see what your familiar sees and hear what it hears until the end of your next turn.
As you call out words of restoration, up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.
This spell has no effect on Constructs or Undead.
At Higher Levels. When you cast this spell using a spell slot of level 4 or higher, the healing increases by 1d4 for each slot level above 3.
You gain the service of an otherworldly spirit, which manifests as a little animal in an unoccupied space of your choice within range. This creature uses the Otherworldly Familiar stat block. If you already have a familiar from this spell, that familiar transforms into the new one but retains its memories, you don’t get a second familiar.
Whenever you cast the spell, choose the familiar’s creature type: Celestial, Fey, or Fiend. Also choose an environment: Air, Land, or Water. The familiar resembles a Tiny animal of your choice—such as an owl, a cat, or a frog—that is native to the chosen environment. Both choices—creature type and environment— determine certain traits in the stat block.
At Higher Levels. If cast using ≥2nd lvl Spell Slot, use the higher lvl in the stat block.
You summon nature spirits that flit about you for the duration.
Until the spell ends, each creature you choose that enters a space within 10 feet of you for the first time on a turn or starts its turn there must make a Wisdom saving throw, taking 5d8 Force damage on a failed save or half as much damage on a successful one.
In addition, you can take the Disengage action as a Bonus Action for the spell’s duration.
At Higher Levels. When you cast this spell using a spell slot of level 6 or higher, the damage increases by 1d8 for each slot level above 5.
A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Until the spell ends, you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage on a hit.
In addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can use your Reaction to force the creature to make a Constitution saving throw.
On a failed save, the creature has the Blinded condition until the end of your next turn.
Choose a creature within range that has 0 Hit Points yet is alive. The creature becomes Stable.
Cantrip Upgrade. The spell’s range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).