Spellcasting Ability Wisdom
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier (16)
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier (8)
Sphinx Roar (3/day):
Frightening Roar:
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AOE 30 ft centered on Kaket Wis saving throw (DC 16) on a fail take 6d6 thunder damage e frightened; on a success take half damage and are not frightened
Thunderous Roar:
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Straight line 120 ft Dex saving throw (DC 16) saving throw on a fail take 10d10 thunder damage and are deafened for 1 min; on a success take half damage and are not deafened
Mental Roar:
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(select up to wisdom modifier +5) Wis saving throw (DC 16) on a fail take 8d6 psychic damage and are stunned for 1 round, on a success they are not stunned and take half damage
Mending
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This spell Repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or Construct, but the spell can't restore magic to such an object.
Vicious Mockery Cantrip
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You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next Attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th Level (2d4), 11th level (3d4), and 17th level (4d4).
Mage Hand Cantrip
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A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't Attack, activate magical items, or carry more than 10 pounds.
Comprehend Languages (R) 1st
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For the Duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn’t decode Secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
Illusory Script (R) 1st
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You write on Parchment, paper, or some other suitable writing material and imbue it with a potent Illusion that lasts for the Duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different Message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the Illusion both disappear.
A creature with Truesight can read the hidden Message.
Charm Person 1st
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You attempt to charm a Humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Faerie Fire Cantrip
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Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the Duration, Objects and affected creatures shed dim light in a 10-foot radius.
Any Attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being Invisible.
Hunter's Mark 1st
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You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon Attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 Hit Points before this spell ends, you can use a Bonus Action on a subsequent turn of yours to mark a new creature.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th Level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th Level or higher, you can maintain your Concentration on the spell for up to 24 hours.
Goodberry 1st
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Up to ten berries appear in your hand and are infused with magic for the Duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Cure Wounds 1st
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A creature you touch regains a number of Hit Points equal to 1d8 + your Spellcasting Ability modifier. This spell has no effect on Undead or Constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, the Healing increases by 1d8 for each slot level above 1st.
Web 2nd
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You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the Duration. The webs are Difficult Terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free.
A creature Restrained by the webs can use its Actions to make a Strength check against your spell save DC. If it succeeds, it is no longer Restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Misty Step 2nd
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Briefly surrounded by silvery mist, you Teleport up to 30 feet to an unoccupied space that you can see.
Silence 2nd
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For the Duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere is immune to thunder damage, and creatures are Deafened while entirely inside it. Casting a Spell that includes a verbal component is impossible there.
Pass Without Trace 2nd
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A veil of shadows and Silence radiates from you, masking you and your companions from detection. For the Duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its Passage.
Spellcasting