1st-level conjuration

The weapons in your hands glow with an ethereal light, which persist briefly even when they leave your hands. At the end of your turn, you can choose for any weapons you have thrown in the last turn to teleport to your hands.

If you hit with a weapon it stays transfixed in the target until the end of your next turn. You can use your action to wrench all such weapons back, dealing 2d8 force damage for each weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage per flower increases by 1d8 for each slot level above second.

Illusory feint 1st-level illusion Casting Time: 1 action

1 action Range: self

self Components: V, M (a weapon)

V, M (a weapon) Duration: Concentration, up to 1 minute Once a turn you can conjure a fleeting Illusion of an attack or movement; a feint. You can use your bonus action to gain advantage on one attack each turn. Alternatively, you can use your bonus action to have the target waste its reaction. ] After a creature is affected by this spell, they make an Intelligence (Investigation) check against your spell save DC to discern the Illusion (no action required). If a creature discerns the Illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. The spell no longer has any effect on the creature. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blind sight, or if it can perceive Illusions as false, as with true sight.

Jaunt 1st-level evocation Casting Time: 1 action

1 action Range: 5 feet

5 feet Components: V, M (a weapon)

V, M (a weapon) Duration: Instantaneous You move in a flash of movement, appearing to have teleported to the untrained eye. Move up to 15 feet with opportunity attacks made at disadvantage. After moving, you can make a melee spell attack at a target within range. On a hit, the target takes 2d6 lightning damage and a Large or smaller creature is pushed away the same distance. If the creature is pushed into place already occupied by an object or a creature, the target takes an additional 1d6 bludgeoning damage and stops. At Higher Levels. When you cast this spell using a spell slot of 2nd or higher the distance you move increases by 15 feet for each spell level above 1st.