Table of Contents

Spells: Cantrips

A

Acid Splash

Conjuration cantrip

Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Spell Lists. Artificer, Sorcerer, Wizard

You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Acumen

Transmutation cantrip

You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Wisdom check of its choice. It can roll the die before or after making the check. The spell then ends.

Allergy Field

Transmutation cantrip

You indicate a point within range. All creatures within 10 feet of that point must make a Constitution at advantage saving throw or be incapacitated for the next minute due to uncontrollable sneezing. At the beginning of its turn, a creature may make a Constitution saving throw, ending the effect on a success. A creature who is immune to being poisoned cannot be affected by this spell.

Allure

Transmutation cantrip

You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Charisma check of its choice. It can roll the die before or after making the check. The spell then ends.

Alter Instrument

Transmutation cantrip

You may transform one musical instrument into another one of similar size (up to 50% larger or smaller) with which you are familiar. It remains in this shape for as long as you are touching it. If you put it down, it reverts to its normal shape.

The spell’s duration increases to 1 hour when you reach 5th level and 3 hours when you reach 11th level.

Alter Normal Fires

Transmutation cantrip

You cause an existing fire of Medium or smaller size to reduce in size and light to that of a match, or increase in brightness – but not size – to that of a light spell. Reducing a fire also reduces its consumption of fuel by half, with the effect of doubling its remaining duration, while increasing a fire doubles its fuel consumption. This spell doesn’t change the heat output of the fire.

Amanuensis

Transmutation cantrip

You choose any nonmagical writing you can see within range and it is magically copied onto blank paper you are holding. This spell copies 250 words per minute and creates a perfect duplicate of the original. It does not translate the text or make it clearer.

Illustrations or magical writings (such as the text of a spellbook, a spell scroll, or a glyph of warding) are not copied at all by this spell. If the original text contains both normal writing and magical writing or illustrations (such as a letter with a glyph of warding or a drawing in one corner), only the normal text is copied.

You must provide blank paper in some form for the spell to copy the text onto. If a blank sheet is filled with copied text, you must cast the spell again with a new blank sheet of paper to continue copying more text.

Ambiance

Transmutation Cantrip

This spell is often used by merchants to create a comfortable atmosphere for shop patrons by providing subtle background music and lightly perfuming the air. The specific music and perfume manifested is determined by the caster’s personality, experience, the goods or services being offered, and the patrons who are likely to enter the establishment. The caster can allow the spell to decide on the specific music and scent, or they can select a combination they prefer instead. This spell will not produce any music or scents that are obviously offensive in any way.

Ambient Light

Transmutation Cantrip

This spell increases the ambient light within a 30-foot area. It removes all deep shadows and makes it easy to examine objects. Anyone trying to hide within the spell boundaries will do so at a disadvantage.

Analyze Blood

Necromancy Cantrip

This cantrip can tell the caster something about a specific creature from some of its blood. When cast on a sample of fresh blood (less than 24 hours old), the caster gains knowledge about the nature and location of the donor. It can tell something about the creature’s lifestyle, habits, its current state, and a general idea of its current direction and distance. This spell will not work if the creature is on another plane.

Analyze Materials

Divination Cantrip

This cantrip tells the caster what materials make up an object and their general origins. For example, the spell could indicate that a particular sword was made from steel mined in the Barrier Mountains to the west, and that the hilt was made from ghost wood harvested from the forests of the north. The spell may also give an approximate age of the item’s construction (GM’s discretion). This spell will work on magic items, but it will only give information about the materials used in their fabrication and not any magical properties.

Analyze Potion

Transmutation Cantrip

This spell instantly tells the caster the exact nature of a potion, including what it does, its duration, or any other pertinent information. It will not tell if the potion is cursed or if its true nature is magically concealed in some way.

Additionally, if the caster is proficient in alchemy, he is able to use the analysis to recreate the potion if he can gather the materials and start crafting it within 1 hour. Crafting the potion in this way requires a an alchemy check at DC 16 to succeed If the crafting does not begin within the hour, the fine details required to craft the potion are lost from memory, the crafting fails, and all the components are ruined.

Analyze Quality

Divination Cantrip

This cantrip informs the caster of the overall quality of an item and highlights any defects. It will indicate if it is masterwork, and if it is likely to impart any benefits based on its quality. It will work on magic items, but will not provide any information regarding its magical properties.

Analyze Value

Divination Cantrip

This cantrip makes the caster aware of the current market value of any object. The value will be based on what people in the region are willing or able to pay and on the caster’s personal experience. This spell does not guarantee that the object will sell, nor that the caster will get the fair market value if it does sell.

Animate Quill

Transmutation cantrip

You touch a quill or brush and animate it. While animated, you can speak a command word or phrase that will cause the quill to begin recording everything you say on the closest piece of parchment with the closest ink or closest ink substitute within 10 ft. of it, or you can repeat this word to make it stop. You can designate the quill with a special word or phrase to record the words of another creature you designate that you can see within 30 ft. of you. You can only have one quill animated at one time. You can end this spell at any time before the end of its duration.

The spell will end early if you move 30 ft. away from the quill.

Animated Scroll

Transmutation cantrip

The paper or parchment must be folded into the shape of an animal before casting the spell. It then becomes an animated paper animal of the kind the folded paper most closely resembles. The creature uses the stat block of any beast that has a challenge rating of 0. It is made of paper, not flesh and bone, but it can do anything the real creature can do: a paper owl can fly and attack with its talons, a paper frog can swim without disintegrating in water, and so forth. It follows your commands to the best of its ability, including carrying messages to a recipient whose location you know.

The duration increases by 24 hours at 5th level (48 hours), 11th level (72 hours), and 17th level (96 hours).

Arcane Graffiti

Conjuration cantrip

This spell allows you to inscribe your personal rune or a short message, which can be no larger than 2 feet tall and consist of no more than six words, on a nonliving creature or object. The writing can be visible or invisible. An arcane graffiti spell enables you to etch the words upon any substance (even stone or metal) without harming the material upon which the mark is placed. If invisible graffiti is made, the casting of any spell within 30 feet causes the words to become visible for 5 rounds.

Arrow of Wind

Conjuration cantrip

When you call upon the power of the wind, the smell of fresh rain briefly permeates the area.

You conjure a bow made of swirling storm clouds that immediately fires a lightning arrow and then disappears. Make a ranged spell attack against a creature within range. If the attack hits, the creature takes 1d6 lightning damage, and another creature within 5 feet of the creature takes 1d4 lightning damage.

This spell’s primary damage increases by 1d6 and the spell’s secondary damage increases by 1d4 when you reach 5th level (2d6 and 2d4), 11th level (3d6 and 3d4), and 17th level (4d6 and 4d4).

Ascending Flame

Evocation cantrip (cleric)

A flame-like radiance burns a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 radiant damage, granting you half of the damage dealt as temporary hit points. The target gains no benefit from cover for this saving throw.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Astral Seal

Evocation cantrip

A flash of silver light streaks toward a creature of your choice you can see within range. Make a ranged spell attack against the target. On a hit, the target suffers 1d6 radiant damage, and you outline your enemy with the silver glow of the Astral Plane, exuding an energizing light that may aid an ally. The next time an ally hits the target with an attack roll before the end of your next turn, that ally gains temporary hit points equal to half the radiant damage inflicted. Objects and creatures with 0 hit points do not grant temporary hit points from this spell when they are struck.

At Higher Levels. This spell's radiant damage increases when you reach higher levels, becoming 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

B

Baleful Glare

Enchantment cantrip

You exude supernatural menace that unnerves those around you. Your voice undergoes a slight but noticeable change, and your facial features take on subtle hints of your choice of a fiendish, undead, or celestial features. As long as you maintain concentration with this spell, you can advantage on Charisma (Intimidate) checks.

While this spell remains active, however, you suffer disadvantage on all Charisma (Persuasion) checks.

Bear Feet

Transmutation Cantrip

The caster transforms their feet into large bear paws that allow them to travel over rough terrain more effectively, increasing the woodland movement by 10 feet for the duration of the spell. Additionally, the bear feet give them an advantage in climbing checks, and (if they are attempting to evade trackers) deception checks, since pursuers might mistake the paw prints for a real bear. Obviously, the latter would not apply in regions that do not have a native bear population.

Beast Whisperer

Enchantment Cantrip

This spell creates a weak psychic link with a domesticated animal known to the caster, usually a mount, pack animal or pet. It gives the caster an advantage to animal handling checks specific to that beast for the duration of the spell.

This connection can also allow the animal to warn the caster of danger, help the caster to calm them if spooked, or impart simple ideas such as “stay put” or “follow me.” This does not allow full communication of ideas or feelings, as with a familiar, nor will it work on wild animals.

Befriend

Enchantment cantrip

Select one creature you can see within range. For the duration, you have advantage on Charisma (Persuasion) or Charisma (Deception) checks to interact with the target. Afterward, the target is aware you magically influenced it, and becomes hostile toward you. A violent creature might attack you, while others might spread word of your treachery, summon the authorities, or otherwise attempt to thwart you.

Befuddle

Enchantment cantrip

One creature you can see must make a Wisdom saving throw. If the saving throw fails, the creature becomes confused and loses its train of thought.

Note that this spell does no real damage, doesn’t affect the target’s Intelligence, and doesn’t negate the target’s next action; it simply erases the target’s current thought. The thought probably will reoccur to the creature naturally at some time in the future. For example, if a lady sees someone running from her husband’s room with a dagger, this spell compels her to forget that image. But if the person with the dagger is still visible a second later, she’ll wonder about it all over again. Similarly, an opponent in combat can forget what strike he was planning but still realizes he’s in combat and attack on his next action. The spell’s effect ends at the start of the target’s next action, so you must be quick to make certain that something forgotten isn’t instantly remembered.

Beggar’s Luck

Enchantment cantrip

This spell enchants a single intelligent creature, making them more likely to acquire money through the act of begging. Anyone seeing and hearing him beg for money will feel a wave of sympathy for his situation, and will be more likely to give him a few coins. Practically speaking, this means that over the course of an hour, the enchanted beggar can earn anywhere between 5 and 200 copper pieces, depending on the overall wealth of the area. As an example, along a well traveled road the enchanted beggar can earn 5d10 (25) copper pieces in an hour. In a village or town, that amount is doubled, in a city it is tripled, and in a major city or capital, the amount is quadrupled.

This spell loses its effectiveness over time if used too often in the same area, and so each consecutive use in the same area within a 12 hour period will have a cumulative 10% chance that the local people will start to get annoyed at the beggar. In other words, if one were to use this spell 10 times in a row in the same place, it is almost certain that they would be run out of the area by the locals and/or authorities.

Bellow of the Grave

Necromancy cantrip

You bellow with a craven voice that haunts your enemies. Choose one creature within range.

That creature must succeed on a Constitution saving throw or take 1d8 necrotic damage. If they fail their saving throw by 5 or more, they are frightened until the end of their next turn.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Benediction

Abjuration cantrip (angelic)

You call down a blessing in the name of an angel of protection. A creature you can see within range shimmers with a faint white light. The next time the creature takes damage, it rolls a d4 and reduces the damage by the result.

The spell then ends.

Bewilderment

Enchantment cantrip

You temporarily inhibit the cognitive ability of a creature within range. If the target makes a successful Wisdom saving throw, the spell is ineffective. On a failed save, the next time the creature makes an Intelligence check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.

Biting Arrow

Evocation cantrip (winter)

Casting Time: 1 action Range: Self Components: V, M (an arrow or a thrown weapon) Duration: 1 round

As part of the action used to cast this spell, you make a ranged weapon attack with a bow, a crossbow, or a thrown weapon. The effect is limited to a range of 120 feet despite the weapon’s range, and the attack is made with disadvantage if the target is in the weapon’s long range.

If the weapon attack hits, it deals damage as usual. In addition, the target becomes coated in thin frost until the start of your next turn. If the target uses its reaction before the start of your next turn, it immediately takes 1d6 cold damage and the spell ends.

The spell’s damage, for both the ranged attack and the cold damage, increases by 1d6 when you reach 5th level (+1d6 and 2d6), 11th level (+2d6 and 3d6), and 17th level (+3d6 and 4d6).

Black Goat’s Blessing

Enchantment cantrip (mythos)

You raise your hand with fingers splayed and utter an incantation of the Black Goat with a Thousand Young. Your magic is blessed with the eldritch virility of the All-Mother. The target has disadvantage on saving throws against spells you cast until the end of your next turn.

Black Ice

Conjuration cantrip

Classes: Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute Replaces: Frostbite You cause a patch of nearly transparent ice to form on ground that you can see within range. Until the spell ends, the magic ice fills a 5-foot square. Any Medium or smaller creature on the ice's space when you cast the spell must succeed on a Dexterity saving throw or take 1d6 cold damage and fall prone. A creature must also make the saving throw when it moves onto the ice's space for the first time on a turn or ends its turn atop it.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Blacksteel

Transmutation cantrip

One weapon you touch becomes completely matte-black and utterly silent—it makes no noise when being drawn, when striking someone even if it hits armor, or when dropped.

Blade Ward

Abjuration cantrip

Casting Time: 1 action Range: Self Components: V, S Duration: 1 round Spell Lists. Bard, Sorcerer, Warlock, Wizard

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Blazing Starfall

Conjuration cantrip

A shower of radiance falls upon your enemies and then bursts out, creating a cage of burning embers that are painful to pass through. Choose a 10-foot cube within range. Each creature in the cube must make a Dexterity saving throw, taking 1d4 radiant damage if it fails. Until the start of your next turn, the area of the cube is lightly obscured, and the next time a creature leaves the area, it takes 1d4 fire damage and the spell ends.

At Higher Levels. When you reach 5th level, the radiant damage and fire damage both increase to 2d4. Both damage rolls increase to 3d4 at 11th level, and 4d4 at 17th level.

Bless the Dead

Abjuration cantrip

You grant a blessing to one deceased creature, enabling it to cross over to the realm of the dead in peace. A creature that benefits from bless the dead can’t become undead. The spell has no effect on living creatures or the undead.

Blade Burst

Conjuration cantrip

You conjure a ring of blades that slash or stab at your foes. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take your choice of 1d6 slashing or 1d6 piercing damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Blood Curse

Necromancy cantrip

You gamble some of your own life force on a curse that bedevils your enemy but may empower you. You may not cast this spell if you currently have less than 5 hit points. Choose a target within range that can see or hear you. The target makes a Wisdom saving throw. If it fails, the target takes 1d4 psychic damage. You also take the same amount of psychic damage, which cannot be reduced or redirected in any way. Before the beginning of your next turn, if the target is hit with an attack, it takes an additional 1d4 necrotic damage, and the spell ends. When this happens, you also gain temporary hit points equal to your spellcasting ability modifier plus the amount of necrotic damage the creature took.

The necrotic damage increases by an extra 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Blood Dagger

Conjuration cantrip (sorcerer, warlock)

As a bonus action on your turn, you are able to create a weapon from the very life-force that sustains you. Casting this spell causes you to immediately take 1d6 psychic damage, as a small blade that resembles a dagger made of flowing blood appears clutched in your hand.

Attacks with this weapon use your spellcasting modifier for attack rolls and deal 1d4 slashing damage. Attacks from this weapon are also considered magical and you cannot be disarmed. You can only have one blood dagger created by this spell active at a time. The dagger disappears if it leaves your hand or you dismiss it as a bonus action.

The damage dealt by this weapon increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Blood Divination

Divination Cantrip Casting Time: 1 hour Range: Special Components: V, S, M (a sample of blood) Duration: Instantaneous

This spell allows the caster to glean information about a particular living thing using a drop of its blood. The caster can determine the target’s current direction, distance, mental state and their physical state.

The range is unlimited, but the target must be on the same plane of existence.

Blood Siphon

Necromancy cantrip (sorcerer, warlock, wizard)

You touch a creature with the tip of your finger and attempt to siphon their life force to strengthen your own. Make a melee spell attack against a target, with a successful attack dealing 1d4 necrotic damage and granting you half of the damage dealt as temporary hit points.

The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Blood Tide

Necromancy cantrip (blood)

When you cast this spell, a creature you designate within range must succeed on a Constitution saving throw or bleed from its nose, eyes, ears, and mouth. This bleeding deals no damage but imposes a -2 penalty on the creature’s Intelligence, Charisma, and Wisdom checks. Blood tide has no effect on undead or constructs.

A bleeding creature might attract the attention of creatures such as stirges, sharks, or giant mosquitoes, depending on the circumstances.

A cure wounds spell stops the bleeding before the duration of blood tide expires, as does a successful DC 10 Wisdom (Medicine) check.

The spell’s duration increases to 2 minutes when you reach 5th level, to 10 minutes when you reach 11th level, and to 1 hour when you reach 17th level.

Bloodbridge

Necromancy cantrip

You touch two creatures and draw blood out from one (the “donor”), channel it through yourself, and infuse it into the other (the “recipient”). This causes the donor to lose hit points equal to 1d6 + your spellcasting ability modifier and the recipient to gain that number of hit points. The donor does not need to be willing and may make a Dexterity saving throw to evade your grasp.

This spell has no effect on undead, constructs, plants, and other creatures that lack blood.

Necromancy cantrip (cleric, sorcerer, warlock)

You touch two willing creatures and form a brief magical link between them, causing one of the creatures that you select to lose 1d8 hit points. The other creature gains temporary hit points equal to this lost health.

This amount increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Blur Hands

Transmutation Cantrip

This cantrip increases the speed of the caster’s hands, giving them an advantage on any sleight of hand check.

Originally created by gamblers to cheat at games of chance, this cantrip has been adopted by thieves to aid in picking pockets.

Bolster

Abjuration cantrip

A shimmering magical force appears and shelters you from danger at the cost of your stability. When you are targeted with an attack but before you know if the attack hits, you can roll a d6. If the attack hits, the die roll is subtracted from the damage done by a single attack and you fall prone. If the attack misses, you fall prone and are incapacitated until the end of your next turn. The spell then ends.

This amount increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Bookworm Bane

Evocation cantrip

You create a Tiny hand out of shimmering, translucent force. This hand immediately seeks out and destroys bookworms and other creatures that eat paper and glue. The bookworm bane has a Strength of 6 (-2) and a Dexterity of 12 (+1), so it can open books to seek out insects living inside. When it finds an intrusive creature of no larger than Tiny size, it automatically hits, doing 1 point of damage, which is more than enough to automatically squish a bookworm, roach, mouse, etc. The hand has 4 hit points and will not attack anything larger than Tiny, cannot defend itself, and can perform no other actions.

Booming Blade

Evocation cantrip

Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: 1 round Spell Lists. Artificer, Sorcerer, Warlock, Wizard

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Braid

Transmutation Cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous This cantrip magically braids hair, rope, string, etc. It can braid up 10 feet of material no greater than 3 inches thick. The style of the braid can be any that is known to the caster. This does not confer any abilities onto the braided item, nor will it work on an unwilling target, an item held by an unwilling target, or any magical material.

Braise

Evocation cantrip

Classes: Sorcerer, warden, wizard Casting Time: 1 action Range: 5 feet Components: V, S Duration: Instantaneous

A spark ignites as you snap your fingers, turning your empty fist into a blaze of flame. Make a melee spell attack against a creature within range. If the attack hits, the creature takes 1d8 fire damage. If the target is wearing metal armor, it instead takes 1d12 fire damage.

The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Brawn Boost

Transmutation cantrip

You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Strength check of its choice. It can roll the die before or after making the check. The spell then ends.

Brimstone Infusion

Transmutation cantrip (alkemancy)

You infuse an ordinary flask of alchemist’s fire with magical brimstone. While so enchanted, the alchemist’s fire can be thrown 40 feet instead of 20, and it does 2d6 fire damage instead of 1d4. The Dexterity saving throw to extinguish the flames uses your spell save DC instead of DC 10. Infused alchemist’s fire returns to its normal properties after 24 hours.

Buckler of Thorns

Conjuration cantrip

Upon uttering the spell, the caster’s arm is woven about with a thick buckler made from coiling bramble vines. This buckler grants +1 to AC and lasts until the end of the caster’s next turn.

Its abilities increase as the caster’s level increases, and the caster is always proficient with the shield.

At fifth level, the shield becomes spiked and the druid can use it as a weapon, inflicting 1d6 points of piercing damage on a successful hit. At eleventh level, the spikes are coated with a weak paralyzing poison; those struck must succeed at a Constitution save against the druid’s save DC or be paralyzed until the end of their next turn. This save is made at advantage. At seventeenth level, the shield’s AC bonus increases to +2 and the shield deals 2d6 damage on a successful attack.

The material component of this spell is a length of bramble vine twisted in a loop that is worn as a bracelet prior to casting.

Bulwark of Earth

Conjuration cantrip

When you call upon the power of the earth, the smell of churned earth briefly permeates the area.

You point your finger and a shield of crumbling earth appears to prevent a ranged attack from hitting you or an ally within range. The shield reduces a hit from a ranged attack by 1d6, then explodes with force.

The shield is destroyed, and the protected creature is pushed backward 5 feet. If the creature is unable to move, it must succeed at a Strength saving throw, or be knocked prone.

This spell’s damage reduction increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level.

Buoyancy

Transmutation Cantrip

This spell makes the target sufficiently buoyant to stay afloat in water for up to 12 hours, even if they are severely encumbered. Any objects removed from the target’s person will sink normally. This can only be used on willing targets.

Burden

Transmutation cantrip

You double the weight of one inanimate object you can see. At 5th level, you can affect an object weighing up to 5 lbs. and quadruple its weight. At 10th level, you can affect an object weighing up to 20 lbs. and increase its weight by a factor of six.

Burn

Transmutation cantrip

You ignite a brilliant flame around your hand that sears anything you touch. Make a melee spell attack against the a creature or object within range. On hit, the target takes 1d12 fire damage.

The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Button/Tie (Reversible)

Transmutation Cantrip

This spell allows the caster to magically cause an object to button, unbutton, tie, or untie itself. The spell can affect any single button or knot with a one cubic foot area. So the spell could untie an average rope knot, but not a ship’s mooring line. When tying a knot, the caster can choose which type of knot to tie as long as it is known to them. The item to be effected must be in sight of the caster or he must be touching it. This spell does not work on any magical material.

C

Calculate

Divination cantrip (sorcerer, warlock, wizard)

You instantly know the answer to a mathematical equation that you speak aloud. The equation must be a problem that a creature with Intelligence 20 could solve using nonmagical tools with 1 hour of calculation, otherwise the spell fails.

GM Note

Using the calculate cantrip allows a player to make use of a calculator at the table in order to rapidly answer mathematical equations.

Call Upon Faith

Evocation cantrip

You call upon your god to bless you. If you have been true to faith (as determined by the GM) you may make one roll in your next round at advantage.

Camouflage

Illusion cantrip

You assume the colors and appearance of the nearest surface, blending into your environment, enabling you to become all but invisible when still. The spell has no effect on any creature that has already seen you (unless you break line of sight and then hide), and the spell’s effects cease to work whenever you move.

Candletrick

Transmutation cantrip

You light a candle, torch, or lantern. For the duration of the spell, this flame cannot be extinguished by normal means, although it can be extinguished if placed underwater, deprived of oxygen, or through magical means. Otherwise, if the flame is snuffed out, it will automatically relight itself.

Card Trick

Transmutation cantrip

You imbue a deck of playing cards in your possession with magical energy. For the duration and while you are holding the cards, you have advantage on Sleight of Hand (Dexterity) checks made using these cards. You are also able to use your action to perform one of the following tricks:

d% (or Card) Effect
1-62 (or 2-9) The card deals 1d6 + your spellcasting modifier slashing damage.
63-92 (or 10-King) The card deals 1d10 + your spellcasting modifier slashing damage.
93-100 (or Ace) The card deals 1d10 + your spellcasting modifier slashing damage. You have advantage on the attack roll.

If you cast this spell again, the spell ends early on any deck of playing cards still affected by it.

Caustic Touch

Evocation cantrip

Your hand sweats profusely and becomes coated in a film of caustic slime. Make a melee spell attack against a creature you touch. On a hit, the target takes 1d8 acid damage. If the target was concentrating on a spell, it has disadvantage on its Constitution saving throw to maintain concentration.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Challenger’s Mark

Enchantment cantrip

You bellow out a magical challenge that your opponent finds difficult to ignore. When casting this spell, make a melee weapon attack against one creature within range. On a hit, the target suffers the attack's normal effects. In addition, before the beginning of your next turn, the target has disadvantage on the next attack roll it makes that does not target you. Also, if the target willingly moves more than 30 feet away from you, or makes an attack that suffers disadvantage from this spell, it immediately takes 1d8 psychic damage.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target, and the damage the target suffers for moving more than 30 feet away from you, or attacking you with disadvantage, increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Chaos

Transmutation Cantrip

This spell releases a sudden, violent telekinetic burst, affecting a 30 feet area centered on the caster. The burst creates a flash of bright blue light, and hurls up to 25 pounds of loose material away from the caster. Anyone in the area must make a Dexterity save (DC 10) or take 1d4 hit points of damage from flying debris. Additionally, everyone within the area is dazed for 1 round. This is a relatively harmless spell, but it looks very impressive and can be used as an effective distraction or display of power.

Chill Touch

Necromancy cantrip

Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round Spell Lists. Sorcerer, Warlock, Wizard

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Chilling Breath

Evocation cantrip

You exhale a vicious cone of freezing air at a creature or object within range. Make a Dexterity save. If successful then avoid damage altogether. If not, then take 1d8 cold damage and be slowed by 5ft per round for 1 round.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Claws of Darkness

Evocation cantrip (shadow)

You shape shadows into claws that grow from your fingers and drip inky blackness. The claws have a reach of 10 feet.

While the spell lasts, you can make a melee spell attack with them that deals 1d10 cold damage.

Clean

Transmutation Cantrip

Although prestidigitation is commonly used for simple cleaning jobs, this spell allows the caster to clean a larger area (including any creatures therein) and with greater effect. When cast in an area of no larger than 30 feet, this spell removes all unwanted filth, muck, dirt, moisture, mildew, debris, and so on from the area. Additionally, any small rips, tears, scratches, and so on are repaired if they are not too severe. Afterwards, everything effected will look as if it has been polished, scrubbed, buffed, exfoliated, combed, and generally cleaned as appropriate for the creature, object or area.

The skin of any creature is softened as if washed by the finest soap and spiced perfumes. The hair is set to a current fashionable style as envisioned by the caster. These effects normally last until nature takes its toll upon the recipient. There will be a faint scent of musk and wildflowers in the spell’s wake, which will remain for the next several hours. All of the removed material ends up in a small, compact ball near the caster, somewhere within the spell’s range at a location of his choosing. This spell will not organize clutter or put things away that have been left out, nor can it be used on an unwilling target. Any unwilling creature in the area remains untouched, dirty and smelly.

Clean Flame

Transmutation Cantrip

This spell causes a small fire (such as a modest campfire) to burn clean, without producing soot, smoke or excess fumes, for up to eight hours. Such fires have unusually hot, dim, blue, flames and are slightly more fuel efficient then normal fires.

Clockwork Bolt

Evocation cantrip (clockwork)

You imbue an arrow or crossbow bolt with clockwork magic just as you fire it at your target; spinning blades materialize on the missile after it strikes to further mutilate your enemy.

As part of the action used to cast this spell, you make a ranged weapon attack with a bow or a crossbow against one creature within range. If the attack hits, the missile embeds in the target. Unless the target (or an ally of it within 5 feet) uses an action to remove the projectile (which deals no additional damage), the target takes an additional 1d8 slashing damage at the end of its next turn from spinning blades that briefly sprout from the missile’s shaft. Afterward, the projectile reverts to normal.

This spell deals more damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d8 slashing damage to the target, and the target takes an additional 1d8 slashing damage (2d8 total) if the embedded ammunition isn’t removed. Both damage amounts increase by 1d8 again at 11th level and at 17th level.

Clot

Conjuration cantrip

This spell allows the caster to stop a wound from bleeding.

Clumsiness

Necromancy cantrip

You temporarily make a creature within range less dexterous. If the target makes a successful Constitution saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Dexterity check before the spell ends, roll a d6 and subtract the result from the roll.

The spell then ends.

Coin Trick

Transmutation cantrip

You imbue up to three coins in your possession with magical energy. For the duration, you are able to use your action to perform one of the following tricks:

If you use a coin to perform any of these tricks, the spell ends on that coin. If you cast this spell again, the spell ends early on any coins still affected by it.

Commendation

Abjuration cantrip (cleric)

You touch a willing creature and say a short prayer, warding the target against danger by granting it advantage on its next saving throw.

Compost

Transmutation cantrip

This spell accelerates the composting of dead organic matter, producing rich soil in a matter of minutes. This could be used to help with gardening or to deal with bodily waste while traveling.

Conflagrate

Evocation cantrip (sorcerer, warlock, wizard)

You burn a target and make them susceptible to fire. Make a ranged spell attack against the target. On a hit, the target takes 1d6 fire damage and is marked with a fiery rune for the duration of the spell. In any round after the one when this spell is cast, a target that takes fire damage from any source takes an additional 1d6 fire damage. This effect can only occur once per round.

Both instances of this spell’s damage increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Control Flames

Transmutation cantrip

Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous or 1 hour Spell Lists. Druid, Sorcerer, Wizard

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Cooling Breeze

Evocation cantrip

This produces a pleasant breeze that moves clockwise at approximately 4 miles per hour (roughly the speed of a ceiling fan).

You may choose to place the effect on an object (including a willing target) or at a specific point in midair. This cantrip’s primary function is its use as air conditioning.

Copy

Transmutation cantrip

You hold a blank sheet of paper, a book with empty pages, or another similar material over a document and this spell produces a perfect copy. Each casting of this spell will duplicate a standard 8 inch ×10 inch quarto size.

Attempts to copy magical text of any sort will automatically fail.

Corruption

Necromancy cantrip (warlock, wizard)

You touch the ground beneath your feet to imbue it with a faint necrotic energy. This energy glows with a green dim light in a 10-foot radius. As a bonus action on your turn, you can cause the energy to travel through the ground centered on a place you can see within 30 feet of you.

Any creature other than yourself making an attack while standing on the corrupted ground does so with a -2 attack penalty.

The distance you can move the corruption increases by an additional 10 feet when you reach 5th level (40 feet), 11th level (50 feet), and 17th level (60 feet).

Courage

Enchantment cantrip (bard, cleric, druid)

You touch a willing creature and strengthen its resolve. Until the end of the creature’s next turn, it cannot be frightened. If the target is currently frightened, it can immediately reroll its saving throw if one was required to avoid the condition.

Create Bonfire

Conjuration cantrip

You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.

At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Create Item

Conjuration cantrip

From thought you create matter, equipping yourself with a simple implement you need. You summon one piece of adventuring gear worth 2 gp or less which you can hold in one hand, and which must weigh less than 10 pounds.

If the item is more than 10 feet away from you at the end of your turn, the spell ends. This object may simulate the effects of a tool which requires proficiency, but it can only be used to make one ability check, for a task that takes 1 round or less, after which time the spell ends. Anyone who holds the item or examines it closely can tell it is not real. When the spell ends, the item disappears.

Crushing Curse

Enchantment cantrip (Void)

You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute, except that it can still hear Void Speech. A creature deafened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

D

Dabble

Transmutation cantrip

You touch one willing creature and give it temporary knowledge of a specific skill set or tool.

Once before the spell ends, the creature can add their proficiency bonus to one skill-based or tool-based ability check. The spell then ends, and that creature is immune to this effect for 24 hours.

Dancing Lights

Evocation cantrip

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Dark Maw

Necromancy cantrip

Thick, penumbral ichor drips from your shadow-stained mouth, filling your mouth with giant shadow fangs.

Make a melee spell attack against the target. On a hit, the target takes 1d8 necrotic damage as your shadowy fangs sink into it. If you have a bite attack (such as from a racial trait or a spell like alter self), you can add your spellcasting ability modifier to the damage roll but not to your temporary hit points.

If you hit a humanoid target, you gain 1d4 temporary hit points until the start of your next turn.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Daze Animal

Enchantment cantrip

Choose a Medium-size or smaller beast you can see. The beast makes a Charisma saving throw. If it fails, it can’t take actions or reactions until the start of your next turn.

Dazzle

Illusion cantrip (bard, cleric, druid, wizard)

You create a flash of blinding light directly in front of a creature that you can see within range. The target is subjected to a Charisma saving throw. On a failure, it has disadvantage on its next attack, or grants advantage on the next attack made against it, whichever comes first.

The target must be able to see in order to suffer these effects.

Decay

Necromancy cantrip

Make a melee spell attack against a creature you touch. On a hit, the target takes 1d10 necrotic damage. If the target is a Tiny or Small nonmagical object that isn’t being worn or carried by a creature, it automatically takes maximum damage from the spell.

This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Decompose

Necromancy cantrip

You reach out and touch the corpse of a creature. Over the next minute, the corpse begins to rapidly decompose, sprouting fungus and moss as it begins to degrade into compost and mulch. An odd-colored flower or two may also spring from the corpse in this time. Applicable requirements for resurrection are unaffected by this decomposition.

Decorate Object

Transmutation cantrip

You add details to one crafted object you touch, or alter its existing details. The changes are purely cosmetic and do not alter its properties in any way.

Deepen Shadows

Illusion cantrip

Over the course of a minute, the shadows in one 10 foot × 10 foot or smaller area grow larger, deeper, and more concealing. A room that is brightly lit becomes dimly lit. The change is so gradual that it requires a DC 16 Wisdom (Insight) check to notice it.

The size of the area that can be affected increases when you reach 5th level (20×20), 11th level (50×50), and 17th level (100×100).

Detect Charm

Divination cantrip

You recognize automatically whether one creature you can see within range is currently charmed.

Detect Self

Divination cantrip

This spell bestows upon the caster a certain knowledge of their whereabouts in relation to the rest of the world, and particularly places well known to them. This works even if he is blinded, shrouded in a darkness spell, or otherwise unsure of his location. This spell doesn’t allow the caster to discern any information about his surroundings, nor can it counteract the effects of a higher-level spell intended to hide his location from him.

Detect Water

Divination cantrip

For the duration, you sense the presence and location of any contiguous body of water within 120 feet of you. If you sense water in this way, you learn whether it is fresh and likely potable, brackish, or saline, but not whether it is poisoned or diseased if it would not appear so to mundane observation.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detune

Transmutation cantrip

One instrument you can see becomes detuned. Anyone using the instrument in a performance has disadvantage on their ability checks to play it. If the instrument is held by a creature, that creature makes a Wisdom saving throw when the cantrip is cast; a successful save negates the effect.

Disable Merchant Alarm

Abjuration cantrip

This spell was developed to counter the Merchant Alarm spell. The caster simply picks up a protected item and moves his finger over the wax seal with the appropriate motion. The caster must make a successful Wisdom save (DC 12) to disarm the alarm, otherwise it is triggered immediately.

Disarm

Evocation cantrip (bard, cleric, wizard)

As an action, choose a creature you can see within 60 feet.

That creature must make a Strength saving throw with advantage or drop an object or weapon they are holding in their hand. This spell has no effect if they are holding the object with two hands.

If they are holding two items (one in each hand), select which item they drop. If they fail the saving throw by a score of 5 or greater, the item flies out of their hand in a direction of your choosing, up to 10 feet away from their original location.

Discomfort

Charm cantrip

This is a mild, area effect charm that causes people to feel uneasy in a particular area. This is often used to drive patrons away from a specific tavern or shop, or to keep potential witnesses away from the scene of a crime. Those within the area are automatically affected, and will leave immediately, unless they have a very specific reason to be there (i.e. they are meeting someone, they work there, they are looking for a particular item, etc.).

The spell can be cast on a small item like a stone, and then casually left at the desired location.

Discordance

Divination cantrip

When the target creature you can see makes an ability check, it must succeed on a Charisma saving throw, or you cause it to roll a d4 and subtract the number rolled from that check’s roll.

Dissonance

Transmutation cantrip

One creature you can see takes a -2 penalty on the next ability check it makes as part of a performance unless it makes a successful Wisdom saving throw.

Distort Time

Enchantment cantrip

This spell changes the caster’s perception of time, allowing him to either stretch a few seconds into subjective minutes or compressing hours to make them seem like moments.

Stretching subjective time makes the world, and even the casters own body, seem to be moving in slow motion for 1 round (6 seconds). This gives the caster several subjective minutes to observe and consider a situation while only a few moments have passed in real time. This means that the caster gains a +1 bonus to armor class, attacks and Dexterity save for that round. There could of course be other benefits to this extended perception depending on the situation (GM’s discretion).

Compressing time makes it seem to pass ten times the normal rate. This lasts until something of significance happens or the caster decides to return to their normal perception of time. Compressing time can last for up to 8 hours.

Distraction

Enchantment cantrip

One creature you can see must make a Wisdom saving throw or become incapacitated for one round, too preoccupied by its own thoughts or too distracted by shiny things to notice any movement, sound, or smell around them. Creatures with an Intelligence of 1 or that are immune to being charmed are unaffected by this spell.

The number of people you can affect increases to 3 when you reach 5th level, 6 when you reach 5th level, and 12 when you reach 17th level.

Divine Blessing

Divination cantrip

Classes: Cleric, Druid Casting Time: 1 minute Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Replaces: Guidance For the duration, magic enhances your words as you advise one creature that can perceive and understand you within range. Once within the next minute, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. A creature with 4 Intelligence or higher that perceives your spellcasting is aware of its magical influence and responds accordingly.

Stacking bonus-die buffs can easily break skill checks. We strongly recommend this house rule: Only one bonus-die effect (the highest) can be applied to any given d20 roll.

Divine Hygiene

Transmutation cantrip

The caster uses this spell to make themselves presentable. This spell cleans and styles their hair (if any), washes and moisturizes the skin, manicures the nails, polishes the teeth, removes all foreign matter from their clothes, and even makes small repairs to fabric.

This spell will not repair magic items, nor will it repair major damage to clothing or armor.

Divine Visage

Transmutation cantrip

This spell will cause an image of the caster’s deity (or their symbol) to appear on any reasonably smooth, non-magical surface. The spell works by discoloring the surface slightly, creating a very good likeness of the god, goddess or symbol in question. The discoloration is naturally appropriate to the material, so a metal surface might tarnish or rust. The image remains until removed by normal means.

Douse

Transmutation cantrip

A spout of water erupts from your outstretched hand, dousing a creature you can see within range in water. Make a ranged spell attack. On hit, the target takes 1d10 cold damage. If you are outdoors in stormy conditions when you cast this spell, the spell acts as a grounding rod for the storm, dealing 1d4 extra lightning damage.

The spell’s damage increases by one die when you reach 5th level (2d10 and 2d4), 11th level (3d10 and 3d4), and 17th level (4d10 and 4d4).

Douse Light

Transmutation cantrip (shadow)

With a simple gesture, you can put out a single small source of light within range. This spell extinguishes a torch, a candle, a lantern, or a light or dancing lights cantrip.

Dowsing

Divination cantrip

This spell allows the caster to locate water underground. It will let them know generally how much water is there and how deep it is. The water must be within range of the caster, so she may have to walk around a bit to find it.

Dragon Roar

Evocation cantrip (dragon)

Your voice is amplified to assault the mind of one creature.

The target must make a Charisma saving throw. If it fails, the target takes 1d4 psychic damage and is frightened until the start of your next turn. A target can be affected by your dragon roar only once per 24 hours.

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Draining Bolt

Necromancy cantrip

You sap the vitality of one creature you can see in range. Make a ranged spell attack against the target. On a hit, it takes 1d6 necrotic damage and has disadvantage on the next weapon attack roll it makes before the end of its next turn. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Drench

Conjuration cantrip

You trigger a sudden, short, freezing-cold downpour just big enough to drench a single creature, or several creatures if they’re standing close together. This downpour also quenches candles or a small fire.

Druidcraft

Transmutation cantrip

Whispering to the spirits of nature, you create one of the following effects within range:

Dustshot

Evocation cantrip

You direct a stream of dust toward the face of a creature. Make a ranged attack roll against that creature. On a hit, that creature is blinded until the end of the turn.

The spell creates more than one stream when you reach higher levels: two streams at 5th level, three streams at 11th level, and four streams at 17th level. Make a separate attack roll for each dust stream.

E

Ease Birth

Conjuration cantrip

The caster uses this spell to help make childbirth easier and safer for both mother and child. It has the effect of relaxing the mother, dulling pain, and generally easing all the bodily functions involved in the process. The spell will also allow the child to gently rotate if it is breached, keep the birth cord from around the neck, prevent tearing, and prevent after birth complications like hemorrhaging.

The spell lasts as long as the caster is touching the mother and concentrating on her.

Echoing Blow

Abjuration cantrip

Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 round

As part of the action used to cast this spell, you must make an unarmed strike or weapon attack against one creature within range. On a hit, the target suffers the attack's normal effects, and if the target is concentrating on a spell when this attack hits, the attack deals an extra 1d6 thunder damage, which creates a loud noise that can be heard up to 100 feet away. In addition, until the start of your next turn, the next time the target you hit with this cantrip makes a Constitution saving throw to maintain concentration (such as against damage from this spell), it does so with disadvantage.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 thunder damage to the target, and the damage the target suffers if it is concentrating on a spell increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

Eidolic Chains

Conjuration cantrip (bard, sorcerer, warlock, wizard)

A creature that you can see within range must succeed on a Strength (Athletics) or Dexterity (Acrobatics) skill check (target’s choice) vs your spell DC or become grappled. The target may attempt another skill check at the start of each of its turns to break the grapple.

Eldritch Blast

Evocation cantrip

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Empathy

Divination cantrip

You look at one target within range and learn that the target is feeling one of the following emotions: anger, anticipation, anxiety, curiosity, desire, disgust, distress, fatigue, happiness, hatred, hostility, horror, hunger/thirst, love, lust, fear, need, optimism, pain, panic, pleasure, shame/guilt, sorrow, surprise, torment, uneasiness, or wonder, and whether it is a weak, moderate, or strong emotion. This does not reveal the source of the emotion or any other information about it. Only one emotion (the most prominent one the target is experiencing) per casting of the spell is revealed.

A creature that is aware that you are or might be attempting to contact its mind may attempt to make an Intelligence saving throw to resist; otherwise, there is no saving throw.

Only humanoids, giants, beasts, monstrosities, and dragons with an Intelligence of 2 or higher can be affected with this spell.

Encode Thoughts

Enchantment cantrip

You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.

If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.

Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)

Encrypt/Decrypt

Transmutation cantrip

By touching a page of written information, you can encode its contents. All creatures that try to read the information when its contents are encoded see the markings on the page as nothing but gibberish. The effect ends when either encrypt/decrypt or dispel magic is cast on the encoded writing, which turns it back into its normal state.

Engrave

Transmutation cantrip

Removes up to one cubic inch of material from a surface according to the pattern envisioned by the user. This is commonly used to engrave lines or simple pictures on an item, or to finish a surface by removing irregularities. This does not work on magical items, though it could be used on an object prior to enchanting.

Enhance Tracking

Divination cantrip

This spell enhances the target’s tracking ability by sharpening the senses to specifically notice subtle differences in the terrain. This gives the tracker an advantage to their survival check when tracking. If cast on someone without tracking ability, it will allow them to track with a disadvantage for the duration of the spell.

Enumerate

Divination cantrip

You are able to divine the exact amount of a number of like objects in a 10-foot-cube centered on a point within range. You can be general (“How many coins in this chest?”) or specific (“How many silver coins in this chest?”) but can receive only one number as a response from the casting of this spell. If, for example, you want to know the number of coins of each denomination in a chest, you must cast the spell anew for each type of coin to be counted (copper, silver, gold, and so forth).

Exceptional Wit

Transmutation cantrip

You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Intelligence check of its choice. It can roll the die before or after making the check. The spell then ends.

F

Ferment

Transmutation cantrip

The liquid in one pint-sized container becomes alcoholic, but it looks, tastes, and smells exactly as it did before.

Fiery Eyes

Evocation cantrip

Your eyes glow with unnatural fire—they’re so bright, they project bright light to a range of 5 feet around you. You may choose what color they burn. These fiery eyes have several functions.

If you stare at one spot for three rounds, any combustible materials in that spot burst into flame.

If you look into the eyes of another creature within 10 feet, that creature must make a Wisdom saving throw or become incapacitated for 1 round due to being fascinated by the unearthly light.

If this spell is active while you cast a spell or use an ability that charms a target, and that target is within 30 feet and can see your eyes, it has disadvantage to its saving throw against the charm.

Filch

Conjuration cantrip

Choose 1 nonmagical object you can see within range. If the object weighs 1 pound or less, it appears in your hand.

This spell can’t be used to remove an object from a creature’s grasp. However, if a creature wears or carries the object in another way, the creature can make a Wisdom saving throw. If the saving throw succeeds, the cantrip fails. Otherwise, the cantrip works. Whether the cantrip succeeds or fails, the creature might notice the attempt unless you succeed on a Dexterity (Sleight of Hand) check with a DC equal to the creature’s passive Perception. You have disadvantage on the check if the object was worn or carried in such a way that its disappearance or absence is easy to notice.

Fire Bolt

Evocation cantrip

Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous Spell Lists. Artificer, Sorcerer, Wizard

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Fire Hawk

Evocation cantrip

You conjure a minor spirit in the form of a flaming hawk, which makes a swooping attack against your foe and then circles above it for a moment to attack again if your foe's defenses falter.

Make a ranged spell attack against a creature within range. If the attack hits, the creature takes 1d8 fire damage and has the fiery hawk looming above until the start of your next turn. If the target provokes an opportunity attack before then (whether such an attack is actually made or not), it immediately takes 1d8 fire damage and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the ranged spell attack deals an extra 1d8 fire damage to the target, and the damage the target takes for provoking an opportunity attack increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Firelights

Conjuration cantrip

You call upon lesser fey spirits, which manifest as up to three clusters of fireflies within range. They hover around you for the duration, each shedding dim light in a 5-foot radius unless commanded otherwise (no action required by you).

As a bonus action on your turn, you can move each cluster up to 20 feet to a new spot within range. Alternatively, if a cluster is within 10 feet of a visible creature, you may choose to hurl the fireflies into it instead. If the target is a hostile creature, they must succeed on a Dexterity saving throw or take 1d4 radiant damage. If the target is an ally, they gain 1d4 temporary hit points, lasting until the start of your next turn.

Doing this disperses the cluster, sending the fey spirits back to their realm.

At Higher Levels. The damage and number of temporary hit points both increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Fireproof

Transmutation cantrip

Renders any single object weighing up to 10 pounds immune to natural fire, and resistant to magical fire.

First Aid

Transmutation cantrip

This spell will clean, disinfect and seal one wound. It will not repair the wound (restore hit points), but it will stabilize someone who is critically wounded, stop bleeding, disinfect a wound, and even set a bone. The spell seals the wound with a sticky web-like substance that holds the wound closed and keeps the area sterile. This process causes little discomfort to the target, except for setting a bone which is still quite painful.

If the wound is complex (such as a broken bone that punctures the skin) it would require First Aid to be used twice, or it could be used in conjunction with mundane medical skills. In other words, one could set the bone by hand, and then use the First Aid spell to seal the wound.

Fist of Iron

Transmutation cantrip (clockwork)

You transform your naked hand into iron. Your unarmed attacks deal 1d6 bludgeoning damage and are considered magical.

Flare

Evocation cantrip

This cantrip can be used in a number of ways, but is intended to signal one’s location. The caster simply points his forefinger in the direction he wishes the flare to go (often straight up) and a pea-sized mote of red light flies out to a maximum of 500 feet in the caster’s line-of-sight. Upon reaching its mark, the tiny mote bursts into a brilliant light that burns for 1 round and gradually dims for one round after that. At its brightest, it is bright enough to be seen for miles.

The flare can also be fired at an enemy, who must succeed on a Dexterity saving throw to avoid it. A successful hit does 1d4 points of force damage and blinds the creature for 1 round. Note that despite its brilliance, the flare is almost entirely without heat, and will not ignite flammable objects.

Flashpuff

Evocation cantrip

You throw a pinch of powder into a burning fire and it causes a brilliant flash of light and a cloud of colorful smoke (one or two colors of your choice). All creatures within 10 feet of you must make a Constitution saving throw or be blinded for 1 round.

You can sculpt the smoke into a simple, two-dimensional image for as long as you concentrate on it (up to 1 minute), or you can use the flash and smoke to hide a quick escape.

Flay the Skin

Necromancy cantrip

Invisible barbs slash at a creature you can see within range.

Make a melee spell attack against the target. On a hit, it takes 2d4 slashing damage, and the next time it takes damage before the end of its next turn, it suffers an extra 1d4 slashing damage.

At Higher Levels the spell’s initial damage and extra damage increases by 1d4 when you reach 5th level (3d4 and 2d4), 11th level (4d4 and 3d4), and 17th level (5d4 and 4d4).

Fling

Enchantment cantrip

You enchant a small piece of rock and fling it at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 bludgeoning damage. In addition, this infuriating act causes the creature to become enraged by you until the start of your next turn; a creature that is immune to charm ignores this effect.

The target’s first attack roll against you while enraged has advantage. If this enraged attack misses, you can use your reaction to make an opportunity attack against the creature.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Flora

Transmutation cantrip

This spell causes beautiful flowering plants to sprout and grow within a 20-foot area. These flowers must be native to the region, and will continue to grow normally if the conditions are right. This spell cannot produce magical plants, but it could produce useful herbs if the caster is knowledgeable about such things, and the herbs are native to the region.

Foliate Garb

Transmutation cantrip

This spell uses surrounding vegetation to camouflage the caster. Any plant matter in the area is drawn to the caster, clinging to them like a suit, covering every part of them except for the eyes. The foliate suit is quite comfortable, allowing them to move and breathe normally.

When hiding in vegetation similar to that used for the suit, the caster gains an advantage to the stealth check.

The foliate garb can provide some minor protection against the elements (wind, sun, hot, cold, insects, etc.), but does not provide any real armor protection. In fact, depending on the type of foliage, it could make the caster vulnerable to fire and certain vermin (GMs discretion).

Forage

Divination cantrip

The caster of this spell knows the location of the nearest wild food source (edible plants, tubers, fungus, insects and any normal wild game) and drinkable water within range of the spell. The spell lasts for up to an hour, allowing the caster to find food, even in sparsely vegetated areas.

It will only detect natural, non-sapient animals.

Forge, Minor

Transmutation cantrip

This spell can be used to slowly reshape any piece of normal metal up to 1 cubic foot and up to 10 pounds. When cast on the selected material, it slowly morphs into the desired shape while the caster concentrates on the desired result. The final shape can have a bit of complexity, but it cannot create moving parts, nor can it create detailed surface textures like fine writing or designs. One could however make a functional tool, container, or a crude weapon. The time involved depends on the complexity the work (GM’s discretion).

If the caster has any background in metalworking, he is capable of adding more detail to his work, including moderately more complex designs and some writing.

Any weapon made using this spell functions at a -1 unless it is somehow refined through other means.

Forgetful

Illusion cantrip

This cantrip makes the caster less noticeable, allowing them to blend in with a crowd or the background. It only works however if the caster is not particularly unique or noticeable.

For example, a man with a bright red hat might not blend in well, nor would a centaur be able to go unnoticed in a halfling village. The caster can increase the chances of their spell functioning by dressing unobtrusively and disguising any particularly noticeable features (GM’s discretion).

This spell gives the caster an advantage to any stealth check to be unnoticed, especially in a crowd. If someone is actively searching for the caster, they must make a Wisdom save to avoid the effects of the spell.

Fool’s Gold

Illusion cantrip

This spell can make silver or copper coins appear to be gold. The victim gets a Wisdom save to notice the deception, with a disadvantage if they are not paying close attention or if the coins are mixed in with some real gold coins.

Forgotten

Enchantment cantrip

A creature you can see in range forgets you’re there for a split second, targeting others instead. The target of the spell must make a Wisdom saving throw. On a failure, the target does not see you and cannot attack you until after the end of your next turn.

Fortifying Cry

Enchantment cantrip

You assume an empowering stance and give a loud shout, rousing your own fighting spirit and defying fear. Roll 1d6. You gain temporary points equal to the number rolled, and you add that same number as a bonus to your next saving throw against exhaustion or becoming frightened before the end of your next turn.

When you cast this cantrip, you may also choose a creature within 5 feet of you and force it to roll a Wisdom saving throw. If it fails, it takes 1d4 psychic damage. The amount of psychic damage you inflict with this spell increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Fortitude

Transmutation cantrip

You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Constitution check of its choice. It can roll the die before or after making the check. The spell then ends.

Frailty

Necromancy cantrip

Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute

You temporarily inhibit the vital force of a creature within range. If the target makes a successful Constitution saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Constitution check before the spell ends, roll a d6 and subtract the result from the roll.

The spell then ends.

Freezing Rain

Conjuration cantrip

A dark cloud forms above a creature you can see within range, dousing them with ice cold rain. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage and can’t use a bonus action until the end of its next turn.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Friends

Enchantment cantrip

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

Frostbite

Evocation cantrip

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Frostwind Blade

Evocation cantrip

As part of the action used to cast this spell, you must make a melee weapon attack against one creature within the spell's range, otherwise the spell fails.

Your weapon leaves a frosty trail as it cuts through the air, striking blows that inflict winter's wrath. On a hit, the target suffers the attack's normal effects. In addition, the next time the target makes an attack before the end of your next turn, it must choose to either make the attack with disadvantage or take 1d10 cold damage, and make the attack roll normally. A creature within 5 feet of you that takes cold damage from this cantrip reduces its speed by half until the end of your next turn.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d10 cold damage to the target, and the damage the target suffers for not taking disadvantage on its next attack increases to 2d10. Both damage rolls increase by 1d10 at 11th level and 17th level.

Fumigate

Conjuration cantrip

A cloud of noxious gas forms in a 5-foot-radius sphere centered on a point of your choice within range. Any creature that starts its turn within this gas must make a Constitution saving throw, taking 1d10 poison damage on a failed save. A creature that both starts and ends a turn within the area of the gas must make a Constitution saving throw or become poisoned for 1 minute. A creature poisoned this way can repeat the saving throw at the end of each of its turns, ending the effect early on a successful one. On each of your following turns, you can use a bonus action to move this cloud 5 feet. The distance you can move the cloud increases by 5 feet when you reach 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet).

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Gentle Repose, Minor

Necromancy cantrip

This spell prepares a body for burial. It does not preserve the body like Gentle Repose, but it cleans them up, masks any offensive odors, and gives them the appearance of simply being asleep. The effects only last 24 hours before the natural effects of death become apparent.

Ghost Lights

Evocation cantrip

You create up to four small lights within range that hover in the air for the duration. Each light may appear as you wish (torch, lantern, glowing orb, etc.) and can be colored as you like. Whichever form you choose, each one sheds dim light in a 15-foot radius.

As a bonus action on your turn, you can move any or all of the lights up to 60 feet within range, or extinguish any or all of them. A light must be within 30 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. If you cast this spell again, any current lights you created with this spell instantly wink out.

Ghost Touch

Necromancy cantrip

You create an intangible, cadaverous hand that latches onto a creature within range, assailing its life force. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn.

If you hit an undead target, it has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Glacial Blade

Evocation cantrip (sorcerer, warlock, wizard)

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and it becomes encased in a sheath of ice until the start of your next turn. If the target uses its action to make a weapon attack, it immediately takes 1d8 cold damage, and the spell ends.

At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the damage the target takes for making a weapon attack increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Glacial Slide

Transmutation cantrip

A wave of cold air washes over a point on the ground that you can see within range, creating slick ice. Every creature within 5 feet of this point must succeed on a Dexterity saving throw or be knocked prone.

Gleam

Evocation cantrip (bard, cleric, sorcerer, wizard)

You may use your reaction to cause your physical form to emit a bright flash of light. This flash will shed bright light in a 10-foot radius and dim light for an additional 10 feet, centered on yourself. Additionally, if you are currently being grappled by a creature, it must succeed on a Dexterity saving throw or take 2d6 radiant damage and drop its grapple.

Gloom

Evocation cantrip (bard, cleric, druid, warlock, wizard)

You touch one object that is 5 feet or smaller in any single dimension. Until the spell ends, the object absorbs natural light in a 15-foot radius sphere. Within that sphere, bright light becomes dim light and dim light becomes darkness. The spell ends if you cast it again or dismiss it as an action.

Grave Call

Necromancy cantrip

You gesture at one creature within range while ringing a chime to announce their doom. The target must make a Wisdom saving throw or suffer 1d8 necrotic damage. If they are below half their maximum hit points, the damage increases to 1d12.

This spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Green-Flame Blade

Evocation cantrip

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Grim Scythe

Transmutation cantrip (warlock, wizard)

For the duration, a spectral blade forms on the end of a quarterstaff you touch. While this blade lasts, you use your spellcasting ability instead of Strength for the attack and damage rolls of two-handed melee attacks. The weapon also becomes magical if it isn’t, it deals necrotic damage instead of bludgeoning, and its damage die becomes a d10. The spell ends if you cast it again or if you let go of the weapon.

Guidance

Divination cantrip

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Gust

Transmutation cantrip

You seize the air and compel it to create one of the following effects at a point you can see within range:

H

Haggle

Enchantment cantrip

This is a weak charm spell that causes the target to be much more likely to sell an item to, or purchase an item from the caster. This gives the caster an advantage to any rolls related to buying or selling a particular item, as well as modifying the price by 20% in the caster’s favor. For example, if the caster is selling an item, they will get 20% more for it, and if they are buying, they will pay 20% less. If the spell fails, the target becomes uneasy and will generally refuse to do any business with the caster for at least a week.

Hailstone

Evocation cantrip

You fire a large hailstone from the palm of your hand. Make a ranged spell attack to hit. If successful, you inflict 1d8 bludgeoning damage and the creature is stunned for 1 round.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Hamstring

Evocation cantrip

You create an arrow of eldritch energy and send it at a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 force damage, and it can’t take reactions until the end of its next turn.

The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Hand of Doom

Necromancy cantrip (apocalypse)

Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous

Your outstretched hand glows with sinister power that hastens the demise of a creature you touch. Make a melee spell attack against the creature. On a hit, the target takes 1d4 necrotic damage and must make a successful Constitution saving throw or become poisoned until the end of your next turn. If the target was already poisoned when you hit it with hand of doom, it takes 1d12 poison damage instead of 1d4 necrotic damage on a failed save.

This spell’s damage increases by one die at 5th level (2d4 necrotic or 2d12 poison), 11th level (3d4 or 3d12), and 17th level (4d4 or 4d12).

Hand of Radiance

Evocation cantrip

Casting Time: 1 action Range: 5 feet Components: V, S Duration: Instantaneous Spell Lists: Cleric

You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.

At Higher Levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Handcandle

Evocation cantrip

A flame springs forth from your palm.

The flame can be either red or white, and you may switch between them as a bonus action.

Hand Fan

Conjuration cantrip

Originally created by Sha’ir in the Yellow Sea desert, this cantrip helps to cool the user by summoning a hand-fan into existence next to the target. The fan will constantly wave at a steady pace, offering a non-stop breeze to help offset the heat. The caster can call into existence 1 fan per caster level. The spell can be targeted at the caster or another person.

The fan gives the creature an advantage on any saving throw against heat induced exhaustion or to avoid being overcome by non-magical vapors.

Handfang

Transmutation cantrip

You cause a sharp-toothed maw to appear on the palm of your hand. The maw is completely under your control and can be easily hidden by curling your fingers over it, wearing a glove, keeping the palm flat against your body, etc.

If you touch someone with that hand (this requires an attack if done in combat), it bites, doing 1d4 + your Strength ability modifier in piercing damage and 1d4 acid damage from its corrosive saliva.

The acid damage increases when you reach 5th level (2d4), 11th-level (4d4), and 17th level (8d4).

Handyman

Conjuration Cantrip

This cantrip is particularly useful for the handyman wizard. It allows the caster to have one very short, repetitive task continue without his concentration or monitoring. For example, if a thick piece of wood needed to be cut in half, the wizard could simply start cutting the wood while casting the cantrip. A spectral, albeit tangible hand will appear and continue the cutting action for up to 10 minutes.

The wizard is free to move around or attend to other tasks, confident that the hand will continue the cutting action until the wood is cut or the spell expires. The wizard only has to remain with 500 feet of the chore, and he need not maintain line of sight. Other examples of this task might include hammering a spike, stirring a pot, scrubbing a surface, rotating a wheel, etc. At Higher Levels. This conjuration can be cast as a full spell, increasing the duration to 1 hour per spell level, and allowing up to 1 task per spell level.

Harrow

Necromancy cantrip

With a word and a gesture, you scour the soul of your enemy, for the gods have given you the power to punish as well as redeem. Your target makes a Wisdom saving throw; if it has protection from evil and good active, it makes this saving throw with advantage (as this spell invokes celestials). If it fails this saving throw, it suffers 1d4 psychic damage and has a -1d4 penalty to its next attack roll, ability check, or saving throw before the end of its next turn. If it succeeds, the spell has no effect.

The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Haunting

Illusion cantrip

You create a “spooky” sound—the creaking of a door, mysterious footsteps, a moan or groan, the rattling of chains, the type of rapping noise that is normally heard at a séance, etc. A creature hearing the sound must make a Wisdom saving throw or be frightened for 1 round.

Haywire

Transmutation cantrip (technomagic)

This cantrip causes a single device to behave randomly and erratically, defying any attempts to bring it under control. Cash registers display random prices and open their money drawers repeatedly. Escalators surge forward, then reverse themselves. Automatic teller machines flash random patrons' account balances on the screen as they spew forth receipts (not money, though).

It's impossible to describe the exact effects of haywire on every modern device. In general, a machine subject to haywire functions as if someone were pressing random buttons or otherwise manipulating it randomly.

Turning off a device subject to a haywire spell doesn't work, because the spell disables the “off” switch. Cutting off the power supply (by unplugging it, for example) disables the device 1d4 rounds later, ending the spell.

This cantrip doesn't disable the devices (for example, a camera might get a static effect but it will continue recording, and a door with an electronic lock might not be openable while is under the effects of this cantrip).

Headwind

Evocation cantrip

You send a burst of air against one creature you can see. The creature must make a Strength saving throw. If the saving throw fails, it is pushed 10 feet away from you and knocked prone.

Hinder

Abjuration cantrip (sorcerer, warlock, wizard)

You assault a Medium or smaller creature you can see within range with an invisible force. The creature must succeed on a Strength saving throw or have its movement speed halved until the end of its next turn.

At 5th level you can target creature of Large size, at 11th level you can target Huge size, and at 17th level you can target Gargantuan creatures.

History

Divination cantrip

This spell allows the caster to read the psychic impressions left on an object or place. It can give the caster information about its general history, and maybe even a few secrets associated with that particular item or location (GMs discretion).

The spell will not identify a magic item specifically, but it might show the item performing a particular spell. This spell can only be used once per object or location. Although the casting time is long, it is unobtrusive, and only a single touch is required to make the spell work. It can therefore be cast covertly with a successful deception or slight of hand check.

Hoarfrost

Evocation cantrip (ring)

A melee weapon you are holding is imbued with cold. For the duration, a rime of frost covers the weapon and light vapor rises from it if the temperature is above freezing.

The weapon becomes magical and deals an extra 1d4 cold damage on a successful hit. The spell ends after 1 minute, or earlier if you make a successful attack with the weapon or let go of it.

The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Hobble

Evocation cantrip

You create an ethereal trap in the space of a creature you can see within range. The target must succeed on a Dexterity saving throw or its speed is halved until the end of its next turn.

Honeytrap

Conjuration cantrip

You attempt to impede the mobility of a creature within range with sticky honey. The target creature must make a Strength saving throw or have its speed reduced to 0 until the end of its next turn. On its turn, the target may make another Strength saving throw as an action. On a success, the creature regains its movement speed, and the spell ends.

Hone

Transmutation cantrip

This spell puts a keen edge on any non-magical, bladed weapon. This means that the weapon will critical on a 19 or 20 on the first attack after using this spell, provided that it occurs within the next 24 hours. This spell can affect 1 medium or smaller bladed weapon (such as a sword, ax or dagger).

Hydraulic Push

Conjuration Cantrip

You call forth a quick blast of water that knocks over and soaks one creature or 5 ft. square. An affected creature must make a Dexterity saving throw or be knocked prone. Hydraulic push extinguishes any normal fires on a creature, object, or in the targeted square. Magical fires are unaffected.

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Ice Shard

Evocation cantrip (sorcerer, wizard)

An icy shard shoots from your outstretched hand. Make a ranged spell attack against a single creature, dealing 1d6 cold damage on a successful attack. If your attack roll deals critical damage, the target becomes vulnerable to cold damage until the start of your next turn. Creatures resistant or immune to cold damage do not become vulnerable.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Impotence

Necromancy cantrip

You temporarily weaken a creature within range. If the target makes a successful Constitution saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Strength check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.

Infestation

Conjuration cantrip

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Influence

Necromancy cantrip (sorcerer, warlock, wizard)

Any creatures of your choice that are within 30 feet and frightened of you take 1d6 psychic damage.

This spell’s damage increases by 1d6 and the range increases by 5 feet when you reach 5th level (2d6, 35 feet), 11th level (3d6, 40 feet), and 17th level (4d6, 45 feet).

Ink Splash

Evocation cantrip (warlock, wizard)

Ink shoots from your hand to a target. Make a ranged spell attack with the ink. On a hit, the target takes 1d6 poison damage and must succeed on a Dexterity saving throw or become blinded until the end of its next turn.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Instant Wardrobe

Conjuration cantrip

Choose any one material component for this spell that you can see within range. If you are wearing it, the object is safely removed from you, and placed as you desire in a container within range. If you are not wearing the object, it is instantly placed on you in the appropriate manner.

Iron Hand

Abjuration cantrip

Iron hand is a common spell among metalsmiths and other crafters who work with heat. When you use this spell, one of your arms becomes immune to fire damage, allowing you to grasp red-hot metal, scoop up molten glass with your fingers, or reach deep into a roaring fire to pick up an object. In addition, if you take the Dodge action while you’re protected by iron hand, you have resistance to fire damage until the start of your next turn.

Itemize

Divination cantrip

You instantly learn the exact quantity of one type of item within 30 feet of you. It must be a type of item that you’ve handled in the past; you can’t, for example, use itemize to find out how many swords of sharpness are nearby if you’ve never handled such a weapon. The object being itemized must also be reasonably specific. You can learn how many apples are nearby, for example, but not how much fruit.

J

Jinx Shot

Enchantment cantrip

As part of the action used to cast this spell, make a ranged weapon attack against a creature within range. On a hit, the target suffers the attack's normal effects, and your enchanted shot renders your foe unaccountably clumsy. It has disadvantage on the next attack roll it makes before the start of your next turn. If that attack misses, it falls prone and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the attack deals an extra 1d4 psychic damage to the target. This extra damage increases to 2d4 at 11th level and 3d4 at 17th level.

L

Lance of the Efreeti

Conjuration cantrip

When you call upon the power of the efreeti, the smell of the burning coals briefly permeates the area.

You conjure a lance of smoke and flame that you may hurl at a creature or use as a melee weapon. It disappears once an attack is made. To hurl the lance, make a ranged spell attack. On a hit, the target takes 1d6 fire damage and becomes vulnerable to the next lance of the efreeti melee spell attack that hits it before the end of your next turn.

If you wield the lance as a melee weapon, it has a range of 10 feet. You make a melee spell attack, the creature takes 1d8 fire damage on a successful hit, and is vulnerable to the next lance of the efreeti ranged spell attack that hits it before the end of your next turn.

This spell’s damage increases by 1d6 (ranged) or 1d8 (melee) when you reach 5th level (2d6 or 2d8), 11th level (3d6 or 3d8), and 17th level (4d6 or 4d8).

Leading Strike

Enchantment cantrip

Casting Time: 1 action Range: 5 feet Components: V, S, M (a melee weapon) Duration: Instantaneous

As part of the action used to cast this spell, make a melee weapon attack against a creature within range. On a hit, the target suffers the attack's normal effects, and your enchanted strike shows an ally of your choice within 5 feet of you or the target how to hit your foe where it hurts. That ally has advantage on the next attack roll it makes against the target before the start of your next turn. If that attack hits, it inflicts an extra 1d6 radiant damage and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, your melee attack deals an extra 1d6 radiant damage to the target, and the extra radiant damage from an ally’s strike increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

Leaf Dagger

Transmutation cantrip

A leaf you touch becomes a sharp dagger in your hands, and you immediately can make a weapon attack (melee or ranged, 20/60) with this leaf as if it were a dagger (1d4 piercing) as if you had proficiency with it, adding your spellcasting modifier to your attack roll and your wisdom modifier to your damage roll. The leaf remains a dagger for 1 minute.

The leaf dagger’s base damage die increases by 1d4 when you reach 5th (2d4), 11th (3d4), 17th (4d4).

Ledger

Transmutation cantrip

This cantrip allows the caster to automatically update a specially prepared sales ledger. The shop owner need only speak the transaction aloud while within range, and the ledger will make all necessary additions, subtractions and even simple calculations. The ledge takes about an hour to initially prepare, and must be held when the spell is cast at the beginning of the day. The average ledger will last for approximately one month if used daily. Once the ledger is completed, the magic dissipates, and the ledger becomes a normal shop ledger, its contents fixed as if they had been written down normally. The handwriting in the ledger will precisely match that of the caster.

Legerdemain

Conjuration cantrip

You perform a magic trick, of the sort normally performed by stage magicians.

Light

Evocation cantrip

Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour Spell Lists. Artificer, Bard, Cleric, Sorcerer, Wizard

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Lightning Leash

Evocation cantrip

You create a whip of crackling electricity, and arc it outwards at a creature of your choice that you can see within 30 feet. Make a melee spell attack. If it hits, the target takes 1d6 lightning damage, and is ensnared by the lightning leash. Until the start of your next turn, as a reaction if the enemy moves outside this spell's range, you can yank on the leash. The target must make a Strength saving throw or take 1d6 lightning damage and have their movement reduced by half. Once they are outside of the spell's range, the leash dissipates.

Both damage rolls increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Lightning Lure

Evocation cantrip

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Lightning Spike

Evocation cantrip

You hurl a bolt of lightning at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. If the target is wearing metal armor, you can reroll the damage and take the higher of the two results.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Liquid Orb

Conjuration cantrip

You create a pint of any nonflammable, non-acidic liquid you wish—water, juice, dye, ink, mediocre beer, chicken broth, etc. It appears as a sphere and remains that way through magical surface tension. The liquid can be anywhere within 10 degrees of room temperature but cannot be above boiling or below freezing.

The amount of liquid you create increases to 1 quart when you reach 5th level, 1 gallon when you reach 11th level, and 10 gallons when you reach 17th level.

Locate Animal

Divination cantrip

This spell allows the caster to detect a specific kind of normal, non-magical animal within range.

Locate Fungi

Divination cantrip

This spell allows the caster to find specific fungi (mushrooms, toadstools, yeasts, molds, etc.) within the spell’s range. If the caster is not knowledgeable about fungi, they can simply keep in mind the desired properties, and the spell will locate the nearest fungi that would be appropriate, though of course it will not impart the understanding of how specifically to use the fungi. If there are no appropriate fungi within range, the spell will make the caster aware of that fact as well.

Note that this spell can locate food items made with some fungi including bread, beer and cheese. Some ingenious and thirsty adventurers have used this spell as a kind of “tavern detector.”

Locate Herbs

Divination cantrip

This spell allows the caster to find specific culinary and healing herbs within the spell’s range. If the caster is not knowledgeable about herbs, they can simply keep in mind the desired properties, and the spell will locate the nearest herb that would be appropriate, though of course it will not impart the understanding of how specifically to use the herb. If there are no appropriate herbs within range, the spell will make the caster aware of that fact as well.

Locate Personal Item

Divination cantrip

This spell allows the caster to find an object owned by them within range. It can be something as significant as a spell book or as mundane as their favorite pair of slippers.

Looming Shadow

Illusion cantrip

As part of the action used to cast this spell, you must make a thrown or ranged weapon attack against one creature within the spell's range, otherwise the spell fails. If the weapon or ammunition hits the target, a shadowy duplicate of it appears, hanging in the air just short of where the original struck, and you choose one of your allies within 30 feet of the target.

The first time the target attacks the chosen ally, forces the chosen ally to make a saving throw, or includes that ally in a harmful area of effect before the end of your next turn, the second weapon or piece of ammunition automatically strikes, inflicting 1d10 psychic damage.

This spell's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d10 psychic damage to the target, and the damage the target suffers for acting against the chosen ally increases to 2d10. Both damage rolls increase by 1d10 at 11th level and 17th level.

Lullaby

Enchantment cantrip (bard)

This spell sends a creature into a magical slumber. Roll 3d4; this is the amount of hit points this spell can affect. Compare this amount to the hit points of a creature you can see within range of the spell. If the total equals or exceeds the target’s hit points, it falls unconscious until the spell ends, the target takes damage, or someone uses an action to shake or slap it awake. If the total is less than the target’s hit points, it has disadvantage on Wisdom based skill checks until the spell ends or someone takes a hostile action against it.

The amount of hit points this spell can affect increases by 2d4 when you reach 5th level (5d4), 11th level (7d4), and 17th level (9d4).

M

Mage Hand

Conjuration cantrip

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.

Mage Senses

Transmutation cantrip

This cantrip allows the caster to enhance one of their senses (hearing, sight, smell, taste, or touch) for the duration of the spell. This imparts an advantage for any checks involving that particular sense.

Magic Cloud

Evocation cantrip

You create a cloud that fills a five-foot cube at any point within range. You can freely move the cloud at a speed of 40 feet by concentrating on it; when you stop concentrating, it drifts on the wind. When you create the cloud, you choose one of three options:

Magic ID

Illusion cantrip

You touch a small card or slip of paper appear to be a valid identification card of your choosing. The card bears your name, likeness, and all other data expected by anyone examining such a card. However, it is only visually accurate and does not contain any valid machine-readable data or electronic coding. You cannot use this spell to make an electronic passkey.

Magic Stone

Transmutation cantrip

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.

If you cast this spell again, the spell ends early on any pebbles still affected by it.

Magic Tailor

Transmutation cantrip (ritual)

You magically resize one mundane outfit or suit of armor to fit you or another creature within range you can see.

When the wearer removes the outfit or armor, it reverts to its normal size.

Magnify

Abjuration cantrip

This spell allows the caster to get a very close look at an object, by magnifying it many times. This scrutiny might allow him to notice many otherwise unseen details; small scratches on a lock, suggesting it has been picked, or tiny bits of fur in a door frame indicating the passage of an animal. The cantrip might also aid in the investigation of a body, with the magnification showing signs of tiny bite marks or puncture wounds.

While in effect, the spell grants the caster a +10 bonus to perception checks of the object affected, and can include details that might not be observable without magical aid (DMs discretion).

Maintain Tools

Transmutation cantrip

This cantrip helps the artisan to maintain the tools of their trade by polishing, cleaning, sharpening, oiling, or whatever simple process is necessary for the general care of their basic tool set. This not only keeps the tools in fine working order, but imparts an advantage to the next roll when using the tools in the way that they were intended.

Manipulate Earth

Transmutation cantrip

You mold earth you can see within range, causing it to twist and buckle to your command, selecting one of the following effects:

Manipulate Fire

Transmutation cantrip

You control fire you can see within range, causing it to bend to your command, selecting one of the following effects:

Manipulate Water

Transmutation cantrip

You shape water you can see within range, causing it to move and shape at to your command, selecting one of the following effects:

Manipulate Wind

Transmutation cantrip

You produce a gust of wind within range, causing it to surge and swirl at your command, selecting one of the following effects:

Manipulate Shadow

Illusion cantrip (bard, druid, sorcerer, warlock, wizard)

As a bonus action, you are able to manipulate the shadow belonging to a creature of Medium size or smaller that you can see within range. This manipulation can take several forms, such as making it act out simple actions independent from its owner, move up to 30 feet away from its owner, or to alter its shape one size larger or smaller than its owner.

You may only manipulate one shadow at a time with this spell. Should the source of the shadow move from its original location, the shadow will follow its owner but remain under your control for up to the duration while within a range of 120 feet.

Mask Scent

Transmutation cantrip

You alter the target’s scent to one of your choice. It can be whatever you wish, as long as you have smelled it before. If you grant the target a pleasant or offensive smell, it grants them a +1 or -1 to Charisma checks for the duration.

Masking the scent of a creature being tracked causes those tracking them to roll their Wisdom (Survival) check at disadvantage to follow the trail.

Maul of the Waves

Conjuration cantrip

When you call upon the power of the waves, the smell of the ocean briefly permeates the area.

You conjure a maul made of water and swing it in a wide arc in front of you, hitting a creature within 5 feet of you, and up to two creatures within 5 feet of your target. The maul disappears once used. Make a melee spell attack. If the attack hits, the creatures suffer 1d4 cold damage, and you gain your proficiency bonus in temporary hit points.

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4, and 17th level (4d4).

Measure

Divination cantrip (sorcerer, warlock, wizard)

Upon casting this spell, you choose an area of up to 40 cubic feet that is within range. You instantly determine the height, width, diameter, weight, temperature, or similar measurement of an object, group of objects, or similar collection of objects (like the volume of a patch of soil or pool of water) that are within the area. The spell cannot handle extremely precise or large measurements. For example, measure cannot be used to measure the exact weight of a grain of sand, or to determine the width of an odd non-euclidian object or similarly strange magical occurrences. In addition, the spell always fails when cast inside of a pocket dimension (such as those of a portable hole and similar items).

A creature knows when measure is cast on them or objects on their person, including when it is only a part of a wider area or group of objects being measured.

The creature may make a Charisma saving throw to resist the spell, being excluded from the result on a successful save. Creatures of Intelligence 3 or lower automatically fail this saving throw.

Detecting Counterfeit. This spell may cause certain acts of trickery, such as attempts to pay with fake money, to instantly fail unless the deceiver has accounted for the proper weight of genuine coinage, or grant advantage on an Intelligence (Investigation) check opposed by the buyer’s Charisma (Deception) check to realize that the currency is counterfeit.

Measure Amounts

Transmutation cantrip

This cantrip automatically sorts ingredients by kind, volume, and weight, based on the caster’s needs. This is particularly useful for alchemists, bakers, or any other craftsman who works with many different ingredients. This spell will speed up any related crafting process by 50%.

Memento Mori

Necromancy cantrip

You transform yourself into a horrifying vision of death, rotted and crawling with maggots, exuding the stench of the grave. Each creature that can see you must succeed on a Charisma saving throw or be stunned until the end of your next turn.

A creature that succeeds on the saving throw is immune to further castings of this spell for 24 hours.

Mending

Transmutation cantrip

Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous Spell Lists. Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, 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.

Merchant Alarm

Abjuration cantrip

This spell allows the merchant to protect their shop against thieves. Before casting the spell, the merchant simply marks each item for sale in their shop with a unique seller’s mark, which is a small wax seal pressed onto the surface of the object in some unobtrusive location. When the spell is active, the marked items cannot cross the threshold of the shop without setting off a loud alarm that alerts the merchant to the theft. When a sale is made, the merchant simply touches the wax seal to dispel it, allowing the item to leave the shop without setting off the alarm.

Message

Transmutation cantrip

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

Mind Sliver

Enchantment cantrip

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Minor Illusion

Illusion cantrip

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Minor Symbol

Transmutation cantrip

You know some basic symbols that can create magical effects. You can draw a symbol on a surface.

When you do, you can imbue that symbol with a minor effect. You can choose one of the following effects:

You can only have one symbol active at a time.

If you have a symbol active and you cast this spell again, the previous symbol fades and the effect ends as the new effect begins.

Misstep

Enchantment cantrip (labyrinth)

Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous

You gesture to a creature within range that you can see. If the target fails a Wisdom saving throw, it uses its reaction to move 5 feet in a direction you dictate. This movement does not provoke opportunity attacks. The spell automatically fails if you direct the target into a dangerous area such as a pit trap, a bonfire, or off the edge of a cliff, or if the target has already used its reaction.

Modify Hair

Transmutation cantrip

This spell enables you to selectively grow, shorten, or remove hair anywhere on the body of a median sized creature or smaller, and prevent its regrowth. The style and length of the hair is up to the caster, though the hair cannot be made longer than the target’s height. The color can be altered as well. Many use this to concealing graying or adjust the shade slightly, though a wide variety of natural colors is achievable. The coloring and growth prevention lasts for 24 hours.

The spell cannot be performed on an unwilling target.

Mold Earth

Transmutation cantrip

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Money Shot

Evocation cantrip

This spell allows the caster to turn a coin into a weapon by simply selecting a copper, silver or gold piece, and flicking it at his target. The coin immediately begins to glow as if it just came out of a furnace as it speeds toward its intended victim. The caster must make a successful spell attack roll, with the damage being determined by the coin used. A copper piece causes 1d8 hit points of fire damage, while a silver piece does 1d10, and a gold piece does 1d12.

Although the ideal spell component is a coin, a bit of pure copper, silver or gold of approximately the same mass can work with a 20% chance of failure. If the spell fails in this way, the caster suffers half of the damage that was intended for their target.

At Higher Levels. When cast using a spell slot of 1st level or higher, the damage increases by 1 die for each slot level. For example, using a 2nd level slot with a silver coin would cause 3d10 points of damage.

N

Nature Call

Conjuration cantrip

You summon fey spirits that take the form of beasts and appear in unoccupied spaces you can see within range. Choose one of the following options:

Each beasts is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions, but otherwise act normally. You may give them directions, but they are not under your total control.

At Higher Levels. You summon twice as many creatures when you reach 5th level, three times as many when you reach 11th level, and four times as many when you reach 17th level.

Nature’s Shelter

Transmutation cantrip

This spell collects whatever raw natural materials are at hand (wood, plants, stone, dirt, moss, bone, etc.) and weaves them into a reasonably comfortable debris shelter up to 5 feet high and 10 feet in diameter. The shelter provides basic protection against wind, rain and sun, though it will not protect against extreme weather or physical attacks.

The caster has some minor control over the design, such as where to place any openings, general shape, and specific materials if there are several options available. If properly made, it can provide a bit of camouflage at a distance, giving the casual observer a disadvantage to spot it.

The shelter will remain intact until it is destroyed or naturally degrades over time.

Night Terror

Conjuration cantrip (warlock, wizard)

You conjure an Small shadowy figure in an area that you can see within range that remains until it is slain or the spell ends. The shadowy figure has 10 hit Points, an Armor Class of 14 and a movement speed of 0. When you cast the spell, you can command the shadowy figure to assault the mind of a creature within 30 feet of it that you can see. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage.

As an action, you can repeat the attack against a creature within 30 feet of it that you can see.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Nimbleness

Transmutation cantrip

You touch a willing subject. Once before the spell ends, the target can roll a d6 and add the result to one Dexterity check of its choice. It can roll the die before or after making the check. The spell then ends.

O

Obtuse

Enchantment cantrip

You temporarily cloud the mind of a creature within range, inhibiting its decision-making skills. If the target succeeds on a Wisdom saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Wisdom check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.

On/Off

Transmutation cantrip (technomagic)

Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Spell Lists. Sorcerer, Warlock, Wizard

This cantrip allows you to activate or deactivate any electronic device within range, as long as the device has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by On/Off.

Orison

Transmutation cantrip

The most basic prayers that an acolyte learns, orisons are used to hone the spellcasting ability of priests. You create one of the following effects within range.

P

Pacify

Evocation cantrip (bard, cleric, druid, wizard)

When you have at least one Hit Die remaining, you may touch a willing creature and spend a single hit die, healing your target for that amount + your Constitution modifier. A creature can only receive the benefit of this spell once per long rest.

Pain

Necromancy cantrip

One creature you touch is wracked by horrific pains. For the duration of the spell, that creature is at disadvantage on attack rolls and ability checks.

At the beginning of each of its turns, the creature may make a Constitution saving throw, ending the effect on a success.

Pain Ray

Cantrip, Necromancy

A yellow ray emanates from the caster’s pointed finger to strike one creature. A targeted creature that fails a Constitution saving throw suffers intense pains. Until the end of their next turn, the creature suffers disadvantage on all attack rolls, attribute checks and saving throws.

Peaceful Valediction

Necromancy cantrip (cleric, druid, wizard)

You touch one corpse, and for the next 10 minutes, the target can’t become undead by any means short of a Wish spell. You can only affect one target with this spell at a time.

Pepper’s Purpose

Enchantment cantrip

One creature you can see sneezes loudly unless it makes a successful Constitution saving throw.

Phantom Plow

Evocation cantrip

You create a deep furrow in the ground, suitable for planting, that extends from your feet to up to 50 feet away. It will not work on earth that is consecrated or under a long-term spell.

You create additional furrows when you reach 5th level (2 furrows), 11th level (4 furrows), and 17th level (8 furrows).

Phase

Abjuration cantrip (sorcerer, wizard)

When you are targeted with an attack, you may use your reaction in an attempt to phase through a single attack made against you, imposing disadvantage on that attack.

If the attack against you is still successful, you become incapacitated until the end of your next turn.

Poison Spray

Conjuration cantrip

Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous Spell Lists. Artificer, Druid, Sorcerer, Warlock, Wizard

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

At Higher Levels. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Preserve

Transmutation cantrip

This spell allows the caster to preserve recently collected organic material, which could include fruits, vegetables, meat, nuts, animal hides, and so on. The manner of preservation depends on the substance to be preserved and the caster’s taste. The organic material can be: pickled, salted, dried, cured, fermented, tanned, smoked, or canned (canning requires the caster to have a suitable container).

Only one kind of organic material can be preserved at a time, but one could use more than one preservation technique. For example, one could smoke and salt a quantity of meat, but they could not salt some meat and then dry some fruit. Any preservation technique that requires special or expensive ingredients must have those ingredients on hand.

This spell cannot be cast on a living creature, or any unharvested plant material.

Prestidigitation

Transmutation cantrip

Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour Spell Lists. Artificer, Bard, Sorcerer, Warlock, Wizard

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Primal Savagery

Transmutation cantrip

Casting Time: 1 action Range: Self Components: S Duration: Instantaneous Spell Lists. Druid

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.

At Higher Levels. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Project Object

Conjuration cantrip

Your force of will teleports an object a short distance away. You teleport one object you are holding to an unoccupied space within range. Alternatively, you can teleport the object to a willing creature within range. You can either cause the object to land at the creature’s feet, or you can give the creature the option to grasp it with a free hand, which requires the creature to make a Dexterity (Acrobatics) check with a DC of 11. If the creature succeeds, it is instantly holding the object. If the check fails, the object falls to its feet. This cantrip can only teleport objects that weigh 25 pounds or less. In addition, it cannot affect objects that you are not already holding when you cast the spell.

Promotion

Transmutation cantrip

This spell allows the caster to create a written notice on a surface like a wall, door, or notice board. The caster starts by making a physical notice through normal means, which can include any colors, writing or illustrations they like. They can then touch any relatively smooth surface to create a duplicate of the notice (up to 9-inch x 12-inch) as if it had been painted there. The caster must be looking at the notice when they touch the surface.

The notice fades after 24 hours, or it can be removed with a simple washing.

Produce Flame

Conjuration cantrip

Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes Spell Lists. Druid

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Prophetic Dreams

Divination cantrip

This spell opens the caster’s mind to prophetic, clairvoyant, or meaningful dreams while she sleeps. It can only be used once per situation since repeated use is likely to either repeat the same dream, or provide confused information.

This spell has the unfortunate side effect of leaving the user open to psychic disturbances, sometimes producing terrifying nightmares instead of meaningful dreams, particularly if used in an area carrying strong psychic impressions. The results of this spell are entirely at the discretion of the GM.

Prophylactic

Abjuration cantrip

This spell protects one creature against becoming impregnated (if female) or from contracting any sexually transmitted disease (either gender).

Protection from the Sun

Abjuration cantrip

This spell protects the target from suffering sunburn even under very adverse conditions. It also provides a resistance to sun stroke, snow blindness, heat exhaustion, dehydration, or other sun related problems.

This will not protect against any sunlight-based magic, nor will it protect any creatures (such as certain undead) form the adverse effects of natural sunlight.

Puff Of Smoke

Evocation cantrip (dragon)

Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: Instantaneous

By harnessing the elemental power of fire, you warp nearby air into obscuring smoke. One creature you can see within range must make a Dexterity saving throw. If it fails, the creature is blinded until the start of your next turn. Puff of smoke has no effect on creatures that have tremorsense or blindsight.

Pummelstone

Conjuration cantrip

Casting Time: 1 action Range: 60 feet Components: V, S, M (a pebble) Duration: Instantaneous

You cause a fist-sized chunk of stone to appear and hurl itself against the spell’s target. Make a ranged spell attack.

On a hit, the target takes 1d6 bludgeoning damage and must roll a d4 when it makes an attack roll or ability check during its next turn, subtracting the result of the d4 from the attack or check roll.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Punishing Strike

Necromancy cantrip

Casting Time: 1 action Range: 5 feet Components: V, S Duration: 1 round

As part of the action used to cast this spell, you must make an unarmed strike or melee weapon attack against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects. In addition, a black web of necrotic energy radiates across its skin from where it was struck until the start of your next turn. If the target willingly takes a reaction before then, it immediately takes 1d8 necrotic damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target, and the damage the target suffers for taking a reaction increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Q

Quick Knot

Transmutation cantrip

You target a piece of rope, lace, string, twine, or other similar material that is 10 or less feet long and cause that material to create a secure and strong knot at any point along it. Any knot created in this way requires an Athletics (Strength) check against your spell save DC to break. You can also target a knot on any material and magically unknot it. Alternatively, you can target material that is 10 feet or less, and you can cause one of these types of material that is between 5 ft. to 10 ft. long and attempt to wrap around one pair of a large or smaller creature’s limbs within 10 ft. of that material. A creature must succeed on a Dexterity saving throw or you bind one pair of limbs, causing a certain effect based on the targeted limbs:

The material has an AC of 10 and 5 HP. A creature can use its action to make an Athletics (Strength) to snap the material or a Sleight of Hand (Dexterity) to free themselves against your spell save DC.

Quicken

Transmutation cantrip (temporal)

Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the duration of the spell expires, the target can roll a d4 and add the number rolled to an initiative roll or Dexterity saving throw it has just made. The spell then ends.

Quickling Step

Transmutation cantrip

You gain the speed of a magical creature. For the rest of the turn, your walking speed is increased by 10 feet, and you have advantage on Dexterity (Acrobatics) checks.

Quills

Conjuration cantrip

You conjure and throw 2d4 long quills, which unerringly strike one or two chosen targets within range, even getting in between the chinks in the target’s armor. Each does 1 point of piercing damage each, for each of three rounds, and remains in the wound.

The target may use a bonus action to yank a quill out, but that inflicts an additional 1 point of damage. Otherwise, the quills vanish in 10 minutes.

The number of quills you create increases by 2d4 when you reach 5th level (4d4), 11th level (6d4) and 17th level (8d4)

R

Rainshield

Abjuration cantrip

You create an invisible, slightly convex barrier about three feet in diameter to appear no higher than five feet above your head.

This protects you from normal rainfall and light hail, but not from magical non-water-based rains. It will protect you from other sorts of falling liquids.

With concentration, you may angle the rainshield to help protect you from windblown rain.

Rancorous-Mist Blade

Conjuration cantrip (sorcerer, warlock, wizard)

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and it becomes engulfed in a 5-foot square of acidic mist. If the target does not move out of this square by the start of your next turn, it immediately takes 1d8 acid damage, and the spell ends.

This spell’s damage and affected area increase when you reach higher levels. At 5th level, the damage is increased by 1d8 and the area covered by the mist is 10 feet in a line away from you, affecting any creatures in the mist at the start of your next turn. Both the damage and area’s line increase by 1d8 and 5 feet at 11th level and 17th level.

Rapid Fermentation

Transmutation cantrip

By putting the appropriate ingredients into a container, the caster can use this spell to speed up the fermentation process, creating an appropriate alcoholic beverage based on the ingredients and the caster’s intentions. The quality of the drink will only be of fair quality, unless the caster has any background in brewing or distilling, in which case they can make an Intelligence check (DC 10) to create a good quality drink, or perhaps even an excellent drink (DC 18).

Ray of Frost

Evocation cantrip

Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Spell Lists. Artificer, Sorcerer, Wizard

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Read Text

Illusion cantrip

You designate a voice that is familiar to your, possibly your own, which then begins to read your chosen book or scroll aloud. The spell will read the text in a normal pace and exactly as the words are written. You can pause the spell any time during the reading, without dismissing it entirely.

The spell cannot be used on magical writing.

Reassurance

Enchantment cantrip (cleric, druid)

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one attack roll of its choice. It can roll the die before or after making the attack roll. The spell then ends.

Reaver’s Touch

Necromancy cantrip

The touch of your hand drains a target’s life energy, allowing you to sacrifice animals or sometimes other creatures to make their vitality your own. Make a melee spell attack against the target. You have advantage on the attack if your target is a beast. On a hit, the target takes 1d6 necrotic damage, and you gain temporary hit points equal to half the damage dealt (rounded up). The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Reflection of Life

Transmutation cantrip

This spell allows the caster to create a painting just by looking at a scene. The caster must be holding a canvas no larger than 40 inches square (which can be flat or rolled) when the spell is cast. He then stares at a particular scene in front of him for a minimum of 10 minutes, after which the scene begins to appear on the canvas, rendered in the medium of his choice (oil paint, watercolors, charcoal, etc.). The average rendering will take about an hour to achieve the maximum detail.

Most renderings are quite good, though someone with artistic talent to begin with might be able to create a much better work of art.

This artwork does not reveal anything the caster’s eyes cannot see, though it could allow him to review a scene later to notice something that he didn’t notice at the time. If something in the scene before him is an illusion, it will appear in the artwork as the caster observed it.

The caster must be relatively undisturbed during the process, and must have adequate vision. If the caster has darkvision, the rendering will depict the scene exactly as they perceived it. The art is permanent unless ruined by normal means.

Repel Vermin

Abjuration cantrip

This spell creates a vermin-free area around a single point designated by the caster. All insects, small reptiles, and rodents will be driven outside the area of effect, and kept out for the duration of the spell. The creatures are not harmed by this spell. It will not work against magical or summoned vermin.

Resistance

Abjuration cantrip

Casting Time: 1 action Range: Touch Components: V, S, M (a miniature cloak) Duration: Concentration, up to 1 minute Spell Lists. Artificer, Cleric, Druid

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.

Resize

Transmutation cantrip

Resize alters one piece of non-magical clothing or non-metal armor to fit a differently sized creature as if personally tailored for them. The garment can be enlarged or reduced by one size category, and no greater than large.

Rest

Enchantment cantrip

This spell can put one willing creature to sleep (no save necessary) or influence an unwilling creature to remain asleep (Wisdom save). Any willing creature under the influence of this spell will sleep for 8 hours if not awakened, and it will allow them to sleep under less than ideal conditions, which could include loud noises, cold, uncomfortable sleeping surface, pain, etc.

Unwilling creatures will sleep for at least 4 more hours unless awakened. Any attempt to wake someone under the influence of this spell will have a slightly harder time doing so.

This spell will not work on an unwilling creature who is awake and/or aware of the caster’s presence.

Ripen

Transmutation cantrip

This spell causes up to 10 normal fruits or vegetables (in any stage of development) to become ripe and edible. This spell does not change the basic properties of the fruit or vegetable, and will not make something edible that is not normally so.

Ritual Strength

Abjuration cantrip (ritual)

You or one willing creature you touch meditates, drawing on an inner strength to banish weariness. While this spell is active, the target is immune to exhaustion.

This spell’s duration increases when you reach 5th level (6 hours), 11th level (12 hours), and 17th level (1 day).

S

Sacred Flame

Evocation cantrip

Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Spell Lists. Cleric

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sand Glass

Transmutation cantrip

This simple spell allows the caster to create small glass objects (up to 1 cubic foot and no greater than 1 pound) out of sand. The caster can shape the glass in any way he wants, but trying to duplicate an existing object or creating something complex or valuable will require the proper artistic background. The caster can produce transparent, translucent or even colored glass. Common products of this spell are cups, bowls, vials, small windows, glass bullets, cutting shards, and so on. It takes at least 1 minute to prepare the glass, plus a variable time for the shaping, depending on the object’s complexity (GM’s discretion). Any complex or precise objects (such as a lens) requires an Intelligence check (DC 12) to be successful.

Sapping Sting

Necromancy cantrip

Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous Spell Lists. Wizard (Dunamancy)

You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.

At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Scatterspray

Evocation cantrip

You point to any group of small, unsecured items (each of which may be no larger than a hen’s egg), within range, which must be piled together in an area of no more than 1 square foot, and cause them to fly off in all directions. The GM must decide if the items are hard or sharp enough to cause damage. If so, all creatures within 20 feet must make a Dexterity saving throw or take 1 to 1d4 points of either bludgeoning or piercing damage, depending on the weight and type of item that is scattered.

Scent Mask

Transmutation cantrip

This spell alters or eliminates the scent of the caster for the duration. This can be useful when hunting or to prevent a predator from tracking them. If the caster is going to alter their scent,, it must be a scent with which they are familiar. So if they had a sample of someone else’s scent, they could alter their own to mimic it.

Scourge

Necromancy cantrip (wizard)

You touch a target with the tip of your finger, transferring a dark green energy that flows through your finger and infects the target. Make a melee spell attack against the target. On a hit, the target takes 1d6 necrotic damage and suffers disadvantage on a single Constitution saving throw it makes before the start of your next turn.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Scribe

Transmutation cantrip

This spell enables you to create a copy of a one-page written work by placing a blank piece of paper or parchment near the work that you are copying. All the writing, illustrations, and other elements in the original are reproduced in the new document, in your handwriting or drawing style. The new medium must be large enough to accommodate the original source. Any magical properties of the original aren’t reproduced, so you can’t use scribe to make copies of spell scrolls or magic books.

Scribe’s Quill

Conjuration cantrip

This cantrip creates a magical quill with an endless supply of ink which will precisely write down everything the caster says. This spell cannot scribe magical writings and cannot create any illustrations. An appropriate surface to write on is required, whether that is parchment, paper, book or any surface where a normal pen could conceivably write.

Sculpt Earth

Transmutation cantrip

You can shift and shape loose dirt and rocks within range to create an inanimate object on the ground no larger than a 5-foot cube. This object can be any shape or design.

Any attack made against it automatically hits, causing it to fall apart.

If you cast this spell as a reaction, the object is hastily sculpted, and provides half cover against the triggering attack. Whether the attack hits or misses, the object crumbles immediately after.

Secret Signs

Divination cantrip

You make a particular gesture, place an object in a certain way, or give someone a meaningful look and convey a single thought or idea of up to 10 words in length to one recipient within 30 feet of you who can see you.

Seduction

Enchantment cantrip

You use suggestive comments and body language to produce an effect similar to the Friends cantrip, except that it lasts as long as you are seducing the target. Of course you muster be able to see one another, and the target’s sexual preference must allow for it. There must also be no major distractions, nor can the target perceive you as an obvious enemy prior to this.

For the duration, you have an advantage on all Charisma checks that relate to the target, and the target suffers a disadvantage to all Wisdom checks while under the effects of this cantrip. Unfortunately, this seduction requires your full concentration, and so you suffer a disadvantage to all perception checks for the duration.

Once you cease your seduction and walk away or the duration ends, the target begins to lose interest, but still suffers the Wisdom disadvantage for 1 minute. They may realize that they have been duped (GMs discretion), but will simply feel as if they have been a fool.

If you or your allies should attack them during the seduction however, you gain advantage on the first attack, but they gain advantage on every attack thereafter for up to 10 rounds.

Semblance of Dread

Illusion cantrip (mythos)

Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 1 minute

You adopt the visage of the faceless god Nyarlathotep. For the duration, any creature within 10 feet of you and able to see you can’t willingly move closer to you unless it makes a successful Wisdom saving throw at the start of its turn.

Constructs and undead are immune to this effect.

For the duration of the spell, you also gain vulnerability to radiant damage and have advantage on saving throws against effects that cause the frightened condition.

Shadow Armor

Transmutation cantrip

You touch a willing creature and a protective magical layer of shadow surrounds it until the spell ends, giving it a +1 to its base armor class. The creature’s outward appearance changes little except that it always seems to be standing in shadow while the spell is in effect. At night or in deep shadows, this property gives it an advantage on visual stealth checks.

Sunlight does not hinder the effectiveness of the armor, though it does make them appear as if wreathed in a dark purple aura. Any magical radiant damage will dispel the armor.

Shadow Bite

Illusion cantrip (shadow)

You create a momentary needle of cold, sharp pain in a creature within range. The target must make a successful Constitution saving throw or take 1d6 necrotic damage immediately and have its speed halved until the start of your next turn.

This spell’s damage increases to 2d6 when you reach 5th level, 3d6 when you reach 11th level, and 4d6 when you reach 17th level.

Shadow Blindness

Illusion cantrip (shadow)

You make a melee spell attack against a creature you touch that has darkvision as an innate ability; on a hit, the target’s darkvision is negated until the spell ends. This spell has no effect against darkvision that derives from a spell or a magic item. The target retains all of its other senses.

Shadow Embrace

Illusion cantrip (sorcerer, warlock, wizard)

You cause shadows to manifest around a creature within range. The target must make a Wisdom saving throw or receive a -2 penalty to their attack rolls and disadvantage on Dexterity saving throws until the end of their next turn as they become engulfed by a dark embrace.

Shadow Ink

Conjuration cantrip (wizard)

You pull shadows into a swirling mass inside an empty vial you possess. As long as the vial is open, you are able to use its new contents as 1 ounce of pitch-black ink. If the vial is stoppered, or 1-hour passes, the ink dissipates back into shadow; any writing that has already been made with the ink is unaffected.

Shadowed Gaze

Transmutation cantrip

You wrap a layer of shadowy wisps around a willing creature you can see within range. The recipient can see through these shadows without difficulty. A creature with Sunlight Sensitivity protected by this spell ignores the penalties for being exposed to direct sunlight, even if a target they are trying to perceive is in direct sunlight.

Shape Water

Transmutation cantrip

Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous or 1 hour Spell Lists. Druid, Sorcerer, Wizard

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Shape Wood

Transmutation cantrip

Using this spell, the caster can shape a single piece of wood of no larger than 1 cubic foot. The wood cannot be held by another living creature, nor can it be part of a living tree. The level of detail imparted into the final design depends on the caster. She can make an Intelligence check (DC 12) to shape the wood as close to her specific vision as possible. If the concentration check fails, the object is still shaped, but it will obviously be of poor quality. If they succeed, the quality is quite good, and might even fetch a few silver in a market.

This spell can be used to make sculptures, simple containers, and even weapons such as clubs or cudgels.

Share Blood

Necromancy cantrip (cleric, druid, warlock)

Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Target: 1 willing or unconscious creature

The creature’s skin and yours open, creating wounds that let you share the essence of life itself. You reduce your hit point maximum by 1d4, and the target heals the same number of hit points. The hit point maximum reduction by this spell restores with a long rest. Alternatively, if the target of the spell is not unconscious, it can choose willingly to reduce its hit points by 1d4 and heal you by the same number of hit points. The healing and reduction increase to 3d4 at 5th level, to 5d4 at 11th level and 7d4 at 17th level.

Shawl of the Unseen

Conjuration cantrip (bard, wizard)

You touch a Medium or smaller creature, enveloping it in a 10-foot-radius sphere of dark mist. The mist lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. While active, the mist grants the target advantage on Dexterity (Stealth) skill checks for the duration.

At 5th level you can target a creature of Large size, at 11th level you can target a creature of Huge size, and at 17th level you can target a creature of Gargantuan size.

Shield Open Flame

Abjuration cantrip (druid, wizard)

You create a protective shield of force around one flame. That flame can’t be extinguished by nonmagical breezes or gusts of air.

Shillelagh

Transmutation cantrip

Casting Time: 1 bonus action Range: Touch Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) Duration: 1 minute Spell Lists. Druid

The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.

Shiver

Evocation cantrip (winter)

You fill a humanoid creature with such cold that its teeth begin to chatter and its body shakes uncontrollably. Roll 5d8; the total is the maximum hit points of a creature this spell can affect. The affected creature must succeed on a Constitution saving throw, or it cannot cast a spell or load a missile weapon until the end of your next turn. Once a creature has been affected by this spell, it is immune to further castings of this spell for 24 hours.

The maximum hit points you can affect increases by 4d8 when you reach 5th level (9d8), 11th level (13d8), and 17th level (17d8).

Shock Bolt

Evocation cantrip

The caster channels energy into a bolt of electricity and casts it at a single target, making a ranged spell attack. On a successful hit, the shock bolt deals 1d10 points of lightning damage. It does not set fire to combustibles, nor damage objects in its path.

This spell’s damage increases by 1d10 when you reach 5th level, 11th level, and 17th level, to a maximum of 4d10.

Shocking Grasp

Evocation cantrip

Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Spell Lists. Artificer, Sorcerer, Wizard

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Smoke Shape

Transmutation cantrip

You may shape masses of smoke, mist, or fog into any shape you want, although you will be incapable of fine detail. Once you have created the desired shape, you may give it a gentle push or blow hard on it, propelling it in one direction with a speed of 30 feet. You can only affect a cloud of smoke up to Large sized. A strong wind will rapidly dissipate the shape.

Song of Battle

Evocation cantrip

Choose a creature that you can see within 25 feet of you. The target must succeed on a Wisdom saving throw, or it takes 1d6 psychic damage. Choose an ally within 30 feet of you; that ally deals +1d6 radiant damage with her first successful attack before the beginning of your next turn.

The spell’s damage and damage bonus granted to an ally each increase by 1d6 which you reach a caster level of 5th (2d6), 11th (2d6), and 17th (4d6).

Song of the Dead

Necromancy cantrip (bard, wizard)

You perform a haunting tune that causes spirits of the dead to stir. Make a ranged spell attack against a target within range.

On a hit, an incorporeal entity materializes and deals 1d4 necrotic damage to the target. Additionally, the target cannot take reactions until the start of its next turn.

You can select an additional target within range at 5th level (2 targets), 11th level (3 targets), and 17th level (4 targets).

Squeaking Floor

Abjuration cantrip

A 5-foot-square area of floor squeaks loudly if anything that weighs more than 3 pounds passes over it.

The duration of the spell increases at 5thlevel (3 hours), 11th-level (8 hours), and 17thlevel (24 hours).

Shrine

Transmutation cantrip

This spell is similar to Nature’s Shelter, except that it creates a small religious shrine using materials from the surrounding area. The shrine will be large enough for one or two people to meditate, read or perform minor rituals. When inside the shrine, the caster gains an advantage to any check involving some sort of meditation of intense concentration.

The gold piece used during the casting ends up on the small altar in the shrine. If it is removed, any magic within the shrine is interrupted or dispelled immediately.

Smoke Image

Transmutation cantrip

This spell shapes existing smoke into any shape, creature, or object the spellcaster can visualize. The image is composed entirely of smoke and, if disturbed by any force or action, dissipates back into smoke.

Snatch

Conjuration cantrip

This spell makes an object smaller than 3 inches and no greater than a few ounces to vanish from its location and then reappear in the caster’s hand. If the object is not within sight, then the caster must know the exact location and nature of the object to be snatched. A thief who has seen his victim pocket a valuable ruby, for example, will know where it is located and so be able to use this spell. This spell cannot affect magic items.

If the item is possessed by an unwilling or unaware target, they get a Wisdom save. Success means that they retain the object, and become aware that the caster tried to do something to them, though they may not know what specifically.

Spare the Dying

Necromancy cantrip

Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Spell Lists. Artificer, Cleric

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Spectral Candles

Illusion cantrip

This spell creates 4 floating illusory candles within the spell’s range. Since the candles are illusions, they do not interfere with movement, nor do the produce any heat. They are simply for light and setting a mood. The candles are under the control of the caster for the duration of the spell, and can be positioned or moved about as the caster likes. The caster can even walk with the candles following him, as long as they stay within 30 feet. Each candle only illuminates a 5-foot diameter area, but if they are spread out, they can dimly light a fairly large area.

Spell Parry

Abjuration cantrip

Using this cantrip, the caster can attempt to instantly deflect an incoming magical ranged attack. It creates a barrier around the caster’s hand that she uses to try and deflect the attack, as if parrying a physical blow, giving them an additional +2 to their Armor Class against that attack.

Starburst

Evocation cantrip (illumination)

You cause a mote of starlight to appear and explode in a 5-foot cube you can see within range. If a creature is in the cube, it must succeed on a Charisma saving throw or take 1d8 radiant damage.

This spell’s damage increases to 2d8 when you reach 5th level, 3d8 when you reach 11th level, and 4d8 when you reach 17th level.

Stick to Staff

Transmutation cantrip

You touch a stick or piece of wood that is shorter than 3 ft. in length, instantly turning it into a wooden quarterstaff.

Stinger Fist

Evocation cantrip

You create a fist out of stingers, and use it to punch a creature within range. Make a ranged spell attack against the target. Being within 5 feet of a hostile creature doesn't impose disadvantage on this roll. On a hit, the target takes 1d4 piercing damage and 1d6 poison damage.

The spell's damage increases by 1d4 piercing and 1d6 poison when you reach 5th level (2d4 and 2d6), 11th level (3d4 and 3d6), and 17th level (4d4 and 4d6).

Stinging Insects

Conjuration cantrip

You cause a cloud of biting, stinging insects to appear near one creature you can see within range. The target must make a Constitution saving throw. On failure, it takes 1d4 piercing damage and 1d4 poison damage and moves 5 feet in a direction of your choice. The creature doesn't move into obviously dangerous ground, such as a fire or a pit.

The spell's damage increases by 1d4 when you reach 5th level (2d4+2d4), 11th level (3d4+3d4), and 17th level (4d4+4d4).

Stonefist

Evocation cantrip

Debris from the air gathers around your empty fist, forming a stone block. Make a melee spell attack against a creature within range. On a hit, the target takes 1d8 bludgeoning damage, and if the target is your size or smaller, you push it up to 10 feet away from you.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Storm Orb

Conjuration cantrip

An ominous storm cloud materializes above your head.

The first time a creature deals damage to you with a melee attack, you can use your reaction to deal 1d8 lightning damage to that creature, and the spell ends.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Summarize

Divination cantrip

When cast upon a non-magical book held by the caster, the caster immediately becomes aware of the general contents of that book, but not specific details. If it is a magical tome, the spell will simply give them the impression of gibberish.

The book need not be opened for this spell to work. The caster must be able to speak the language in which the book is written.

Summon Holy/Unholy Symbol

Conjuration cantrip

This spell summons an appropriate holy or unholy symbol into the hand of the caster. The symbol will be fashioned of any appropriate material, and will glow faintly with the light of the summoner’s deity. Apart from the glow, it has no inherent power of its own, but can be used as a normal holy symbol in the hands of a cleric or paladin. Only one symbol can be summoned at a time, and only the caster can use it. If it leaves the caster’s possession for more than a few seconds, it vanishes.

Summon Minor Animals

Conjuration cantrip

This spell summons a single, normal animal of medium size or smaller. The animal must be native to the area, and cannot be intelligent, magical or greater than 2 hit dice. The animal shows up naturally, and so may take up to 30 minutes to arrive. Once it has arrived, it will behave normally for that species, with the caster having no particular influence over them.

Summon Personal Item

Conjuration cantrip

This spell summons to the caster any small object (5 pounds or less) upon which he has inscribed his personal mark. The object remains with the caster until the spell is dismissed, at which time, the objects return to its original location. There is no limit on the spell’s range, but the item cannot be held by another intelligent creature, or summoned from a different plane of existence. The item summoned can contain other items, as long as it doesn’t exceed the 5-pound limit. For example, he could summon a small pouch with many coins inside, or a small box with various spices. If the summoned object does contain items, the items must be returned to the container to be sent back, otherwise they remain with the caster.

The caster can inscribe up to 5 items at any one time, so if he wants a different item inscribed, one of his items must be disenchanted.

Summon Spider

Conjuration cantrip

You magically conjure a single black widow in the palm of your hand, using the Spider statblock from the Basic Rules. It is friendly to you and your companions, and obeys your commands (no action required). In combat, the spider shares your initiative count, but takes its turn immediately after yours. It cannot attack, but may take other actions as normal.

While the spider remains within 60 feet of you, it is able to communicate with you telepathically; relaying anything that it sees or hears.

Once the spell ends, or the spider is reduced to 0 hit points, it vanishes in a mist of black smoke.

At Higher Levels. When you reach 5th level, you can use an action to directly see through the spider’s eyes (and hear what it hears) until the start of your next turn; becoming blinded and deafened for the duration in regard to your own senses. When you reach 11th level, the spider’s telepathy range increases to 120 feet. When you reach 17th level, you may cast this spell as a bonus action without requiring concentration.

Spell Lists. Wizard, Warlock, Bard, Sorcerer

Sustain Fire

Transmutation cantrip

One nonmagical fire that is no larger than a Large bonfire is slowed and consumes its fuel at one-tenth its normal rate, while still giving off the normal amount of heat and light. It lasts until it goes out, or 24 hours have passed.

Sword Burst

Conjuration cantrip

Casting Time: 1 action Range: Self (5-foot radius) Components: V Duration: Instantaneous Spell Lists. Artificer, Sorcerer, Warlock, Wizard

You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.

At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Sympathetic Focus

Necromancy cantrip

This cantrip transforms a sample from any living creature (such as a bit of skin, blood, hair, saliva, or anything else that was once part of that creature’s body) into a focus that can be used to target other spells.

By using this focus when casting another spell against that specific creature, it decreases their saving throw by 5. This will have no effect on area spells, nor will it work if the creature is on another plane of existence.

The focus only remains potent for 24 hours, and is consumed when used, so it can only be used once.

The caster who uses the sympathetic focus need not be the one who created it.

T

Telekinetic Trip

Transmutation cantrip

You lash out with a burst of telekinesis, sweeping a creature within range off its feet. The target of this spell must succeed on a Dexterity saving throw or fall prone.

Thaumaturgy

Transmutation cantrip

Casting Time: 1 action Range: 30 feet Components: V Duration: Up to 1 minute Spell Lists. Cleric

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Thieves’ Ruse

Illusion cantrip (bard, wizard)

You make an object, up to 5 pounds that you possess, invisible for up to 10 minutes. Once the spell ends, you can’t make the same object invisible again for 24 hours.

Thorn Volley

Evocation cantrip

You fire a barrage of thorns at targets within range. Make two ranged spell attacks. On a hit, a target takes 1d6 piercing damage.

The number of ranged spell attacks you make when you cast this spell increases by 2 when you reach 5th level (4 attacks), 11th level (6 attacks), and 17th level (8 attacks).

Thorn Whip

Transmutation cantrip

Casting Time: 1 action Range: 30 feet Components: V, S, M (the stem of a plant with thorns) Duration: Instantaneous Spell Lists. Artificer, Druid

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Thump

Evocation cantrip

You smack a hostile, attacking creature with the item you are holding on the head, face, or hand, forelimb, or paw while berating it, using an unarmed attack or your spell attack modifier to hit. The creature must make a Wisdom saving throw or be stunned for 1 round.

Thunder Bolt

Evocation cantrip (dragon)

You cast a knot of thunder at one enemy. Make a ranged spell attack against the target. If it hits, the target takes 1d8 thunder damage and can’t use reactions until the start of your next turn.

Thunder Burst

Evocation cantrip

You create a burst of cracking sound that can be heard up to 100 feet away. All other creatures within 5 feet of you must succeed on a Constitution saving throw or take 1d8 thunder damage and be deafened until the end of their next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Thunderclap

Evocation cantrip

Casting Time: 1 action Range: Self (5-foot radius) Components: S Duration: Instantaneous Spell Lists. Bard, Druid, Sorcerer, Warlock, Wizard, Artificer

You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.

At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Thunderous Chord

Evocation cantrip (bard)

You release a blast of sound that can be heard up to 60 feet away. A creature that you can see within range must make a Constitution saving throw or take 2d4 thunder damage and become deafened until the end of its next turn.

This spell’s damage increases by 2d4 when you reach 5th level (4d4), 11th (6d4), and 17th (8d4).

Tidy

Transmutation cantrip

By utilizing this cantrip, one can straighten up and dust the a single room. All objects within the area of effect are moved slightly (as necessary) to make them appealing to the eye, while removing light dust and debris. This spell will not move objects heavier than 5 pounds, nor will it do any serious cleaning if the objects are very dirty. This spell is often used by merchants to make their shop more presentable. In a case like that, it will give the merchant an advantage to selling their wares for the first hour of business.

Tint

Abjuration cantrip

This spell causes the surface of the caster’s eyes to darken, reducing the amount of light affecting them. This allows the caster to see more effectively in bright conditions. The cantrip also offers some protection against light-based spell attacks, providing an additional +1 to any related save (GMs discretion).

Tiny Summons

Conjuration cantrip

You summon a tiny fey or fiend creature in the form of a beast with a CR of 0. The summoned creature disappears when it drops to 0 hit points, when you dismiss it as an action, or when the spell ends. The summoned creature is friendly to you and your companions, and obey simple commands to the best of their ability. The GM has the creature’s statistics.

You can cast this spell multiple times to have up to three creatures summoned from this spell at one time.

These creature(s) cannot carry objects, Attack or Help, but can take all other actions as normal. If combat begins, the summoned creature( s) begins fleeing from the combat as fast and as far as possible.

Toll the Dead

Necromancy cantrip

Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Spell Lists. Cleric, Warlock, Wizard

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Tormenting Flame

Evocation cantrip (sorcerer, warlock, wizard)

When you are hit with an attack that deals critical damage, you are able to strike back at your attacker with a blast of fire.

After the damage is dealt, make a ranged spell attack against your attacker if you can see them and they are within range.

On a hit, a target takes 1d12 fire damage.

This spell deals an additional 1d12 fire damage when you reach 5th level (2d12), 11th level (3d12) and 17th level (4d12).

Tree Heal

Evocation cantrip

You touch a plant, and it regains 1d4 hit points.

Alternatively, you can cure it of one disease or remove pests from it. Once you cast this spell on a plant or plant creature, you can’t cast it on that target again for 24 hours.

This spell can be used only on plants and plant creatures.

Trick of the Light

Illusion cantrip

You cause a creature you can see in range to think an ally is an enemy for a split second. The target of the spell must make a Wisdom saving throw. On a failure, the target uses a reaction to make an immediate melee attack with a weapon or natural attack against a random ally it’s adjacent to.

Trip

Transmutation cantrip

This spell can be used to cause a single victim to stumble slightly as if they caught their foot on a heavy object. The victim gets a Wisdom save, and if they fail, they trip. If used in combat, the victim suffers a -1 to his attack and defense for that round. If used outside of combat, stumbling could distract the victim, causing them to miss something important, like their pocket being picked. It could cause someone to trip at an inopportune moment such as at the top of a flight of stairs, walking along a narrow bridge, or carrying a delicate object. Then again, it could simply be used as a prank to make someone look silly.

If the victim rolls a 1 on their save, they fall prone, taking 1d4 hit points and are stunned for 1 round.

Triptrick

Abjuration cantrip

As an action, you try to trip a target creature with an unseen force. The target must make a Dexterity saving throw or be knocked prone.

The number of creatures you can target increases by 1 when you reach 5th level (2), 11th level (3), and 17th level (4).

True Strike

Divination cantrip

Casting Time: 1 action Range: 30 feet Components: S Duration: Concentration, up to 1 round Spell Lists. Bard, Sorcerer, Warlock, Wizard

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.

U

Uncanny Avoidance

Divination cantrip

You extend a hand and point a finger at a creature within range. Your magic grants the target enhanced awareness of attacks directed at it. The next attack roll against the creature before the spell ends is made with disadvantage.

Unhinging Inclination

Divination cantrip (bard, cleric)

You touch a creature and attempt to sear their mind with pain depending on how different their beliefs are from your own. Make a melee spell attack against a creature you can see. On a hit, the target takes 1d4 force damage if its moral identity (good, neutral, or evil) differs from your own. Additionally, if the target’s ideals towards society and order (lawful, neutral, or chaotic) also differ from your own, it takes an additional 1d4 force damage. If the target shares your alignment, the spell has no effect. This spell does not reveal a creature’s alignment to you.

Both instances of this spell’s damage increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Unholy Flame

Evocation cantrip (cleric, wizard)

A purple flame descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 necrotic damage. The target gains no benefit from cover for this saving throw.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Unseen Assistant

Conjuration cantrip

Similar to Unseen Servant, this spell is limited to retrieving items from a specific area — usually a merchant’s shop or craftsman’s workshop. The assistant can bring out items from a stockroom, hand tools or materials to the caster, or even pump a bellows for a blacksmith. They cannot do anything that requires a specific craft skill, nor can they do anything to harm another creature. It dissipates if it takes any damage or if the caster attempts to send it beyond the spell’s range (centered on the caster).

V

Veil

Conjuration cantrip (wizard)

A thick pale mist radiates from you after you take damage from a melee attack. You are treated as having total cover, but are blinded and deafened until the end of your next turn, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Venomous Strike

Transmutation cantrip (bard, druid)

As part of the action used to cast this spell, you imbue a magical poison on a weapon or piece of ammo you touch and must make an attack with it against one creature within the weapon’s range, otherwise the spell fails. On a hit, the target suffers the attack‘s normal effects plus 1d4 poison damage. If your attack roll deals critical damage, the target becomes poisoned until the end of its next turn. Targets resistant or immune to poison damage or immune to the poisoned condition do not become poisoned.

This spell deals an additional 1d4 poison damage when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).

Vicious Mockery

Enchantment cantrip

Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous Spell Lists. Bard

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.

At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Virtue

Abjuration cantrip

Casting Time: 1 action Range: Touch Components: V, S Duration: 1 round Spell Lists. Cleric

You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.

Virtuous Strike

Evocation cantrip

As part of the action used to cast this spell, make a melee weapon attack against a creature within range. On a hit, the target suffers the attack's normal effects, and divine light invested in your weapon fills you with resolve. If the target forces you to make a saving throw before the start of your next turn, the target takes an additional 1d6 radiant damage, you gain advantage on the saving throw, and the spell ends.

The spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 radiant damage to the target, and the damage the target takes for forcing you to make a saving throw increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

Voice of Battle

Enchantment cantrip

You emit a powerful battle cry that hammers your enemy, distracting it from a nearby ally. Choose a creature within range that is adjacent to one of your allies. That target must make a Wisdom saving throw. If the target fails the saving throw, it takes 1d6 thunder damage and you can choose one ally that is within 5 feet of the target. That ally can use its reaction to move up to 10 feet without provoking an opportunity attack from the target, and the spell ends.

This spell's damage increases when you reach higher levels, dealing 2d6 thunder damage at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

W

Waning Touch

Necromancy cantrip (wizard)

You touch one creature. On the next ability check it makes before the spell ends, the target must roll a d4 and subtract the number rolled from the ability check. The spell then ends.

Warning Shout

Evocation cantrip

You can shout a single word (such as “Help!” or “Orcs!”), which is magically amplified loud enough to be heard a half-mile away. You must be outside to cast this spell.

Water Whip

Evocation cantrip

When cast, this spell causes an 8 foot tendril of water to extend from the caster’s hand, which can then be used as a +0 magical whip. When used against creatures who are vulnerable to water, it inflicts an additional 1d6 hit points of damage. Conversely, if a creature is made from water, as in the case of a water elemental, they are immune to it. The whip gains a +1 magical bonus to hit and damage when the caster reaches 5th level, +2 at 11th level, and +3 at 17th level.

Wax Spear

Conjuration cantrip

You conjure up one long spear made of thin wax with a bee stinger at its tip in a free hand to use as a weapon. The spear exists for the duration, and can be wielded by any creature. It is considered a magic spear, and deals 1d4 piercing damage and 1d4 poison damage on a hit, or 1d4 piercing damage and 1d6 poison damage if wielded with two hands. You may create a maximum of 1 spear; if you create more than 1 spear, the oldest spear disappears.

Additionally, when you wield the spear, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee and ranged attacks using this spear, and the range of the thrown property becomes 40/120 for you. The spear disappears when the spell ends.

You may create a maximum of 2 spears at the same time when you reach 5th level, a maximum of 3 spears at the same time when you reach 11th level, and a maximum of 4 spears at the same time when you reach 17th level.

Weaken

Transmutation cantrip

This weakens a few ounces of material, such as a section of rope, a bowstring, a link of chain, the center of a staff, the bolt of a lock, or the base of a dagger. Once it is weakened, if the item is stressed in any way, it has a 50% chance of failure. This will not work on magical objects.

It can have minor effects on very large objects, though it may result in only a small scratch or chip.

Weave

Transmutation cantrip

The caster can use this spell to weave any flexible material into almost any desired shape. The material must be ready and available (not attached to anything or held by anyone), and cannot be magical. This spell can be used to make things like baskets or very simple fabrics like burlap. It will work on just about any flexible material, such as hair, bark, grass, leather, and other fibers.

Wind Lash

Evocation cantrip

Your swift gesture creates a solid lash of howling wind.

Make a melee spell attack against the target. On a hit, the target takes 1d8 slashing damage from the shearing wind and is pushed 5 feet away from you.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wind Slash

Conjuration cantrip (druid, wizard)

A blade of wind flies from your outstretched hands in a straight line up to 15 feet in a direction you choose. If the blade would strike a creature, it must make a Dexterity saving throw. On a failed save, the target takes 1d8 slashing damage and then the spell ends.

This spell deals an additional 1d8 slashing damage when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8).

Woodland Trail

Divination cantrip

This spell allows the caster to clearly see the most subtle of trails in a natural setting. The trail will appear to glow slightly to the caster, though no one else will be able to see it. This can be used to follow game trails and even lightly used paths through the wilderness. It cannot be used to track an individual, or detect a brand new trail that has only been used once or twice. This spell can also be used to follow a more obvious trail that has been obscured by fog, plant matter, darkness, or snow.

Woodworking

Transmutation cantrip

This spell softens up to a cubic foot of non-magical wood, allowing the user to do the equivalent of three hours of work in only one. This could be used for carving, collecting firewood, or even hacking through a stubborn door.

Word of Censure

Abjuration cantrip

You deliver a stern word of rebuke, empowered by your consecration into holy mysteries, against a creature within range that can understand a language (not necessarily a language you speak). The target must succeed a Wisdom saving throw or take 1d6 psychic damage. If it fails this saving throw and ends its next turn closer to you than it began that turn, it suffers the cantrip’s damage again (roll the damage a second time).

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Word of Misfortune

Enchantment cantrip (Void)

You hiss a word of Void Speech. Choose one creature you can see within range. The next time the target makes a saving throw during the spell’s duration, it must roll a d4 and subtract the result from the total of the saving throw.

The spell then ends.

Word of Radiance

Evocation cantrip

Casting Time: 1 action Range: 5 feet Components: V, M (a holy symbol) Duration: Instantaneous Spell Lists. Cleric

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.

At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).