Sersmit Alots Spell list
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Using a Higher-Level Spell SlotYou can target one additional creature for each spell slot level above 1.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
- Approach The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
- Drop The target drops whatever it is holding and then ends its turn.
- Flee The target spends its turn moving away from you by the fastest available means.
- Grovel The target has the Prone condition and then ends its turn.
- Halt On its turn, the target doesn't move and takes no action or Bonus Action.
Using a Higher-Level Spell SlotYou can affect one additional creature for each spell slot level above 1.
The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
Using a Higher-Level Spell SlotThe damage increases by 1d8 for each spell slot level above 1.
As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.
Using a Higher-Level Spell SlotAll the damage increases by 1d6 for each spell slot level above 1.