Sebastian Siegfried Schnickerlsons Spell list
You take the Attack action and magically choose one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to your quarry 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, on your turn you can choose a new creature you can see within range as your quarry (no action required).
This spell counts as hunter’s mark for the purpose of any Ranger class feature or subclass feature.
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.
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.
While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.
Using a Higher-Level Spell SlotThe damage increases by 1d6 for each spell slot level above 1.
As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell SlotThe damage increases by 1d10 for each spell slot level above 1.
You take the Attack action and magically mark one creature you can see within range as your quarry. Until the spell ends you deal an extra 1d6 Poison damage to the target whenever you hit it with an attack roll. In addition, once on your turn when you hit your quarry with an attack, it gains the Restrained condition until it escapes (DC equals your spell save DC).
If the target drops to 0 Hit Points before this spell ends, on your turn you can choose a new creature you can see within range as your quarry (no action required).
The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell SlotUse the spell slot's level for the spell's level in the stat block.
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.
Using a Higher-Level Spell SlotThe bonus increases to +2 with a level 3-5 spell slot. The bonus increases to +3 with a level 6+ spell slot.