Acid Bubble
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Conjuration cantrip (brew, ooze, swamp)
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CAST TIME |
Action
|
RANGE |
30 feet
|
DURATION |
Instant or Round (see text)
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COMPONENTS |
V, S, M (a wand or simple weapon)
|
|
At the tip of the material used to cast this spell, you produce and inflate an acidic bubble to shoot at a creature or object. You can either shoot the bubble immediately, or you can continue to gradually inflate the bubble until your next turn.
Immediate. Make a ranged spell attack against a creature in range you can see.
Inflate. The first time you're hit by a melee attack before the start of your next turn, the attacker takes 1d6 acid damage from the popping bubble, and this spell ends. At the start of your next turn, if you haven't been hit by a melee attack and aren't Incapacitated, make a ranged spell attack against a creature in range you can see or end the spell with no effect.
Hit. A hit creature takes 1d6 acid damage if you shoot immediately, or 2d6 damage if you first inflated the bubble.
Higher Levels. The bubble uses twice as many damage dice when you reach 5th level (2d6 or 4d6), thrice as many once you reach 11th level (3d6 or 6d6), and four times as many once you reach 17th level (4d6 or 8d6).
|
Adhesion
|
Transmutation cantrip (alchemy, handy, ooze)
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CAST TIME |
Action
|
RANGE |
Touch
|
DURATION |
2 shifts (or 8 hours)
|
COMPONENTS |
V, S
|
|
As part of casting this spell you press together two unattended objects, thereby causing them to stick together as if with a powerful paste for the duration. The adhesion created between the two objects can support at least 45 pounds (or 20 kilograms) of weight.
The spell ends early if you cast the spell again, if either object becomes Soaked, or if the two objects are forced apart. A creature that gets a solid grip on one of the objects can use its Use action to force them apart with a successful Scuffle save. The objects are also forced apart if one is either destroyed or loses 10 hit points or more with one attack.
You can end the spell at any time with a Magic action.
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Aegis
|
Abjuration cantrip (protection)
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CAST TIME |
Action
|
RANGE |
60 feet
|
DURATION |
Round
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COMPONENTS |
V, S
|
|
A creature or object in range that you can see is veiled in a thin, invisible barrier that protects it from energy and elements. Until the start of your next turn, the target has resistance to all damage other than bash, pierce, and slash.
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Aeromancy
|
Transmutation cantrip (air)
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CAST TIME |
Action
|
RANGE |
20 feet
|
DURATION |
Minute
|
COMPONENTS |
V, S
|
|
By gently bending air and wind, you create one of the following effects:
- Everywhere within range, a harmless gentle breeze flows in a direction of your choice for 1 minute, if not overpowered by strong wind.
- Leaves, dust, or other lightweight objects are kicked up by a soft gust or a Tiny dust devil that lasts for up to 1 minute, originating from a point in range you designate.
- You generate any harmless scent of your choice which for 1 minute originates from a point within range that you designate. This scent can be smelled up to 20 feet away. A creature with keen smell can pinpoint the origin of this scent from up to 60 feet away, and can discern it is unnatural.
- A Tiny cloud of mostly transparent fog appears at an unoccupied point within range, persisting for up to 1 minute. The cloud can be any one color of your choice, and can formed in a simple soft shape such as a ring, a letter, or a heart. The cloud disperses early if an object or creature passes through it, or if it's subjected to a strong wind. Within the duration, you can use your bonus action each turn to move the cloud up to 20 feet in any direction.
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Air Bridge
|
Transmutation cantrip (air, ghost, handy, travel)
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CAST TIME |
Bonus action
|
RANGE |
Self
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
Until the end of your turn, you have a 20-foot fly speed. You can't use this speed to ascend. If at the end of your turn you're airborne due only to this fly speed, you fall. The distance of this fly speed increases by 5 feet when you reach 5th level (25 feet), 11th level (30 feet), and 17th level (35 feet).
|
Arc
|
Evocation cantrip (lightning, storm)
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CAST TIME |
Action
|
RANGE |
60 feet
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
A flash of electricity arcs out from your hand to a creature in range you can see. Make a ranged spell attack against the target.
On a hit, the target takes 1d6 lightning damage, then the lightning potentially arcs to a new target. After this hit, you can make a second ranged attack against a different creature you can see within 15 feet of the hit target. On the second hit, the second target takes also 1d6 lightning damage, but you can't make a third attack as part of this spell. If the first attack misses, you can't make the second attack.
Higher Levels. Both the first and second hits deal an extra 1d6 damage when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Inspired by arc.
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Arise
|
Abjuration cantrip (heal, undead)
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CAST TIME |
Action
|
RANGE |
300 feet
|
DURATION |
Round
|
COMPONENTS |
V, S
|
|
A creature in range you can see is uplifted by an invisible force, and alleviated of any Prone condition. Until the start of your next turn the creature can't be slowed (except by swimming or climbing), shoved, or knocked prone. Even if the creature is Unconscious, it is unnaturally raised upright until this spell ends.
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Bandage
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Abjuration cantrip (plague, heal)
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CAST TIME |
Action
|
RANGE |
Touch
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
You touch a creature to alleviate fresh, minor injuries. If since the end of your last turn the touched creature lost hit points, it regains a number of hit points equal to your PB, but not exceeding the amount of hit points it lost since the end of your last turn. This spell has no effect on any construct or undead.
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Bee Swarm
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Conjuration cantrip (chaos, forest, vermin)
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CAST TIME |
Action
|
RANGE |
60 feet
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
A cloud of bees is momentarily conjured to descend upon a creature in range that you can see. The creature must succeed on a Grit save or take 1d8 poison damage and be shoved in a random direction.
If the creature is holding in its limb(s) food or a potion, the creature has disadvantage on this save, and on a failed save the bees consume and destroy the food or potion.
Higher Levels. The bees deal an extra 1d8 poison damage when you reach 5th level (2d8), 11th level (3d8), and 17th level.
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Blades of Grass
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Transmutation cantrip (blade, forest)
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CAST TIME |
Action
|
RANGE |
Self
|
DURATION |
Phase
|
COMPONENTS |
V, S
|
|
For the duration, you can instantly transform any leaf or blade of grass you touch into a dagger, shuriken, scythe, sickle, or spear (no action required). Any such grass reverts to the normal form if your turn ends while you are not in contact with it.
You can add your casting ability modifier to attack and damage rolls you make with any of these weapons, instead of your Strength or Dexterity modifier. While holding one of these weapons, you needn't provide the somatic component (S) for any other spell from the same domain as blades of grass.
Inspired by blade of grass.
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Blast Bolt
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Evocation cantrip (chaos, explosive, wrath)
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CAST TIME |
Action
|
RANGE |
Touch
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
Volatile and sparkling multicolored energy dances between your fingertips, which you push towards a creature you try to touch. Make a melee spell attack against the target. On a hit the target takes 1d12 force damage from the explosive burst, and if the target is a Medium or smaller creature it is shoved directly away from you. On a miss, you take 1d4 force damage and are shoved directly away from the target as a result of your backfiring magical energy.
Higher Levels. The target takes an extra 1d12 damage when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Inspired by blastbolt.
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Bomb
|
Evocation cantrip (alchemy, explosive)
|
CAST TIME |
Action
|
RANGE |
20 feet
|
DURATION |
Instant
|
COMPONENTS |
S
|
|
You throw a tiny concussive bomb at a point within range. Any creature within a 10-foot square centered on that point must succeed on a Reflex save take 1d6 thunder damage, and any unattended object in this area takes 1d6 thunder damage. The explosion can be heard up to 300 feet away.
Higher Levels. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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Bravery Brew
|
Enchantment cantrip (brew)
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CAST TIME |
Phase
|
RANGE |
Touch
|
DURATION |
2 shifts (or 8 hours)
|
COMPONENTS |
V, S, M (brewing tools)
|
|
You deliver a courage-enhancing drink to a willing creature you touch. The creature gains temporary hit points equal to your proficiency bonus which persist for the duration, if not depleted sooner. While these temporary hit points persist, the creature has advantage on saves made to prevent or end the Frightened conditions on itself.
This spell ends once these temporary hit points are depleted, or if you cast this spell again.
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Cauterize
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Abjuration cantrip (fire, forge, heal)
|
CAST TIME |
Action
|
RANGE |
Touch
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
Your searing touch burns a creature you try to touch.
If the target is willing and has less than half its hit points remaining, it regains 1d4 hit points, up to not exceeding half its maximum hit points. A creature can't be affected by this spell this way again until it finishes a break.
If the target is unwilling, make a melee spell attack against the target. On a hit, deal 2d4 fire damage to the target.
At Higher Levels. The dice double when you reach 5th level (2d4 or 4d4), triple when you reach 11th level (3d4 or 6d4), and quadruple when you reach 17th level (4d4 or 8d4).
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Charge Weapon
|
Evocation cantrip (jotun, tinker)
|
CAST TIME |
Action
|
RANGE |
Touch
|
DURATION |
2 shifts (or 8 hours)
|
COMPONENTS |
V, S
|
|
A steel weapon you touch is charged with electrical energy. For the duration it sheds dim light out to a radius of 5 feet. The first time within the duration a creature is hit with the weapon, that creature takes an extra 1d4 lightning damage and this spell ends. This spell also ends if you cast it again. At Higher Levels. The damage increases by 1 when you reach 5th level (1d4 + 1), 11th level (1d4 + 2), and 17th level (1d4 + 3).
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Chronomancy
|
Transmutation cantrip (time)
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CAST TIME |
Action
|
RANGE |
Touch
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
By plucking the tendrils of time, you achieve one of the following minor effects in an item you touch, or up to 1 cubic foot of an object, which persists until the end of your next turn. If the item is held or carried by an unwilling creature, you must succeed on a melee spell attack roll against that creature to affect the item.
Accelerate. If the touched object falls or is thrown in open air, the object appears to move at double its normal speed. If the item has a short and long range, such as for a ranged attack, its short range is doubled (but long range is unaffected). Any Falling damage the object takes is maximized.
Decelerate. If the touched object falls or is thrown in open air, the object appears to move at 1⁄4 of its normal speed. If the item has a range, such as for a ranged attack, it's reduced to 1⁄4 of the normal distance. Any Falling damage the object takes is reduced to 1⁄4 the normal amount.
Reverse Flow. An hourglass, pouring pitcher, or other flowing substance you touch appears to flow in the opposite direction. To be affected, the fluid can't weigh more than 5 kilograms (or 10 pounds).
Stutter. The touched object appears to move in sudden jolts, as if only in 10 frames per second, but otherwise behaves normally.
Moonwalk. You or a willing creature you touch can appear to walk forwards while actually moving backwards, until the end of your next turn.
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Contagion Flash
|
Necromancy cantrip (plague, urban)
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CAST TIME |
Action
|
RANGE |
30 feet
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
You conjure a viral pestilence to momentarily afflict a creature in range you can see. A construct can't be targeted by this spell.
The targeted creature must make a Grit save. On a failure, the creature takes 1d6 poison damage, plus another 1d6 damage for every non-construct creature of Small size or larger within a 15-foot square centered on itself.
Higher Levels. The size of the square increases by 5 feet when you reach 5th level (20 feet), 11th level (25 feet), and 17th level (30 feet).
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Coral Claw
|
Conjuration cantrip (abyss, sea)
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CAST TIME |
Action
|
RANGE |
Touch
|
DURATION |
Phase
|
COMPONENTS |
V, S
|
|
You or a willing creature you touch has its arm suddenly overgrown with coral or barnacles, including any item held by that arm and not held or carried by another creature.
For the duration, the affected arm cannot be Disarmed, and cannot be used for anything except for a Strength-based a melee attack using either what it was holding, or a melee spell attack. This melee spell attack adds your PB and casting ability (even if the attack is made by a different creature). A target hit by this attack takes 1d4 bash damage plus 1d4 poison damage. This attack doesn't suffer disadvantage for being made underwater. If you cast this spell on yourself this turn, during this turn only you can use your bonus action to make this melee spell attack.
This spell ends if you cast it again. You can also end the spell at any time with your Cast action.
Higher Levels. The bash and poison damage both increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Inspired by coral blast.
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Descent
|
Transmutation cantrip (air, cosmic, mountain)
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CAST TIME |
Action
|
RANGE |
60 feet
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
A creature in range that you can see is slammed by a sudden surge as if gravity just momentarily intensified, and it must succeed on a Scuffle save or be pulled down towards the ground. If Incapacitated, the target automatically fails this save.
If a creature is airborne or suspended in a fluid when it fails this save, it immediately descends up to 20 feet. If it hits the ground it takes 1d6 bash damage for every 10 feet fallen, landing Prone.
A grounded creature that fails this save takes 1d6 bash damage and is Slowed until the start of your next turn.
Higher Levels. The amount of distance fallen increases by 10 feet when you reach 5th level (30 feet), 11th level (40 feet), and 17th level (50 feet). The damage taken by a grounded increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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Diagnose
|
Divination cantrip (heal, guidance, plague)
|
CAST TIME |
Action
|
RANGE |
30 feet
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
You discern the health of a creature in range that you can see. You can tell if its remaining hit points to the nearest quarter (e.g. if it's closer to 50% hit points or 75% hit points). You can also tell if the target is Gashed, Poisoned, or Exhausted and to what degree. This gives you advantage on any check made to discern the creature's physical capabilities or to diagnose a disease.
When you reach 5th level, you can cast this spell as a bonus action instead of an action. Its range doubles when you reach 11th level (60 feet), and doubles again when you reach 17th level (120 feet).
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Dim
|
Evocation cantrip (abyss, cave, shadow)
|
CAST TIME |
Action
|
RANGE |
30 feet
|
DURATION |
2 shifts (or 8 hours)
|
COMPONENTS |
V
|
|
One Large object in range you can see exudes an aura of darkness for the duration. Within 20 feet of this object, bright light becomes dim light, and dim light becomes darkness. This can't affect light caused by a spell of 1p or higher. If the affected object is hit by an attack or takes damage (see sunder)ing, this spell ends on that object. This effect also ends if you cast this spell again, or if you choose to end it with a Cast action.
Higher Levels. Once you reach 5th level, you can affect 2 different objects with this spell at once, but each requires a separate casting of this spell. This increases to 3 objects when you reach 11th level, and 4 objects when you reach 17th.
Inspired by light.
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Dispirit
|
Enchantment cantrip (horror, sloth)
|
CAST TIME |
Action
|
RANGE |
60 feet
|
DURATION |
Instant
|
COMPONENTS |
V (an insult)
|
|
A creature in range you can see has its thoughts plagued with memories of its own failures, draining it of determination. The target must succeed on a Will save or take 1d6 psychic damage. If when the target fails this save while it is at full hit points, it instead takes 2d6 psychic damage.
Any creature immune to being Charmed has advantage on this saving throw.
Higher Levels. The damage dice double when you reach 5th level (2d6 or 4d6), triple when you reach 11th level (3d6 or 6d6), and quadruple when you reach 17th level (4d6 or 8d6).
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Dragon Snort
|
Evocation cantrip (dragon, prismatic)
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CAST TIME |
Action
|
RANGE |
Self (10-foot cone)
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
You exhale a gout of elemental energy in a 10-foot cone originating from you, filling four 5-foot squares. Choose one type of damage from acid, cold, fire, or lightning. Each creature in one of these squares must succeed on a Reflex save or take 1d6 damage of the chosen type.
Higher Levels. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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Echo
|
Evocation cantrip (melody, speech, thievery)
|
CAST TIME |
Action
|
RANGE |
120 feet
|
DURATION |
Round
|
COMPONENTS |
V, S
|
|
You project the sound of your voice to a point in range that you can see, which sounds as though it's originating from that point instead of you. You provide the sound of your voice as part of the verbal component of this spell.
If you wish, the sound is amplified up to a painfully loud volume. If you do this, one creature of your choice within 5 feet of the point must succeed on a Grit save or take 1d6 thunder damage and become unable to hear anything else until the end of your next turn.
A creature has disadvantage on this save if it has keen hearing.
Higher Levels. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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Electromancy
|
Evocation cantrip (lightning)
|
CAST TIME |
Action
|
RANGE |
10 feet
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
Harnessing a tickle of lightning, you produce one of these effects within range:
Electrify Creature. A creature you can see has its hair raise on end for 1 minute, if it has any. The next time this creature touches steel for the first time within this duration, it experiences a harmless static shock.
Spark Crackle. You produce a sudden but harmless flash, emitting a loud crack reminiscent of a thunderbolt that can be heard up to 300 feet away.
Plasma Tendrils. Arcing lines of dim purple light momentarily extend between your hand and an object or creature in range that you can see, making it shed dim light out to a range of 10 feet for just a moment. Despite the chaotic appearance of these plasma lines, they are harmless and produce no tangible sensation but light.
Magnetic Hand. A Tiny unattended steel item in range either flies into your hand, or is shoved up to 10 feet directly away from you. This shove is not forceful enough to deal damage on impact.
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Fighting Words
|
Divination cantrip (speech, urban)
|
CAST TIME |
Bonus action
|
RANGE |
Touch
|
DURATION |
Minute
|
COMPONENTS |
V
|
|
The power of your voice is imbued into a melee weapon you touch. If the weapon is held by an unwilling creature, you must succeed on a melee spell attack to affect that creature's weapon.
For the duration, attacks with the weapon use your Charisma modifier in place of the wielder's Strength modifier.
Additionally, any critical hit with the weapon causes your voice to ring out from the impact, dealing extra thunder damage equal to your proficiency bonus.
This spell ends if you cast it again, or if you choose to end it (no action required).
Inspired by fighting words.
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Firework
|
Conjuration cantrip (alchemy, explosive)
|
CAST TIME |
Action
|
RANGE |
Varies
|
DURATION |
Varies
|
COMPONENTS |
S, M (alchemist tools)
|
|
From your alchemist’s tools you produce a finger-sized explosive which has one of the following possible uses, as you specify when you cast this spell:
Torch. The item acts as a torch for a phase.
Flash. You use the item to create a harmless spray of crackling, colorful lights centered on a point anywhere within 100 feet of you. You can choose any color and shape for the flash, though the lights are always clearly artificial. Any creature within 10 feet of this point has disadvantage Perception (Vision) checks until the end of your next turn, and the first ranged attack roll it makes before the start of your next turn.
Firecracker. You hurl the item in a lob, landing at a point anywhere within 20 feet of you where it produces a loud but harmless explosion. Any creature in 10 feet of this point has disadvantage on Perception (Hearing) checks until the end of your next turn.
Rocket. The item launches as a fiery rocket. Make a ranged spell attack targeting an object or creature within 120 feet of you. On a hit, the target takes 1d8 fire damage.
Higher Levels. The rocket's damage increases by 1d8 when you reach 5th level (2d10), 11th level (3d8), and 17th level (4d8).
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Foam Spray
|
Evocation cantrip (sea, swamp)
|
CAST TIME |
Action
|
RANGE |
Self (15-foot cone)
|
DURATION |
Minute
|
COMPONENTS |
V, S
|
|
A cloud of swamp or sea foam sprays into a 15-foot cone originating from you, momentarily filling six 5-foot squares. Any open flame in this area is extinguished, and the Ignited condition ends for creatures in this area.
Any creature in this cone must make a Reflex save. On a failure the target is Soaked for the duration as coarse sea foam sticks to their body. While soaked in this way, the target is also Slowed.
A creature Soaked this way, or a willing creature next to it, can use its Help action to wipe off the foam and end this spell's effect early on that creature.
Higher Levels. Once you reach 11th level, you can designate any number of creatures you can see within the cone who will automatically succeed on the save.
|
Frostnip
|
Evocation cantrip (abyss, cold, desert)
|
CAST TIME |
Action
|
RANGE |
10 feet
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
A creature in range you can see has the surface of its body rapidly chilled, worsening any wounds it has already sustained. The target must succeed on a Grit save or take 1d6 cold damage.
If the target is missing any of its hit points and it isn’t a construct or undead, it instead takes 2d6 cold damage.
Higher Levels. The damage dice double when you reach 5th level (2d6 or 4d6), triple when you reach 11th level (3d6 or 6d6), and quadruple when you reach 17th level (4d6 or 8d6).
|
Gale Cutter
|
Evocation cantrip (air, blade)
|
CAST TIME |
Action
|
RANGE |
60 feet
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
You form a slashing cyclone of air which spirals towards a creature or object in range that you can see. Make a ranged spell attack roll against the target, with advantage if the target is airborne or within a strong wind. The target takes 1d8 slash damage on hit. A Tiny creature or object hit by this attack is shoved 5 feet directly away from you.
Higher Levels. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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Ghost Hand
|
Conjuration cantrip (arcane, faerie, ghost, handy, psychic, thievery)
|
CAST TIME |
Action
|
RANGE |
30 feet
|
DURATION |
Minute
|
COMPONENTS |
V, S
|
|
A spectral, floating hand fades into existence 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 60 feet away from you or if you cast this spell again.
When you cast this spell the hand can manipulate an object as you specify, such as opening an unlocked door or container, writing with a quill, or pushing a pitcher off a table. The hand can't attack, and can't carry any heavy item. If required to make an ability check, it does so with a -5 ability modifier and no proficiency bonus.
Within the duration, you can use a Cast action on each of your turns to move the hand up to 30 feet and manipulate the hand again.
Higher Levels. The range of this spell and the distance the hand can move increases by 30 feet when you reach 5th level (60 feet), 11th level (90 feet), and 17th level (120 feet).
Inspired by mage hand.
|
Hydromancy
|
Evocation cantrip (sea, swamp)
|
CAST TIME |
Action
|
RANGE |
Varies
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
By manipulating moisture, you produce one of these effects within range. Any effect you cause ends early if you cast this spell again.
Divine Water. You discern the nearest contiguous cubic foot of water within 10 feet of you, if there is one.
Purify. Up to 1 cubic foot of water you touch is instantly purified, such as if filtered and boiled. You can use this effect no more than once per shift.
Shape.' You unnaturally shape water inside a 5-foot cube originating at a point within 30 feet of you, for up to 1 minute. You can for example create a whirlpool, splash, parting, or upwards-facing water jet. Any creature swimming through this water treats it as Difficult Terrain.
Soak. You soak a creature or object within 10 feet. If the target is a creature, worn by a creature, or wielded by a creature that creature is afforded a Reflex save, and on a success dodges this effect.
Water Walk. You can walk over the surface of water as if it were harmless ground until the end of the current turn. If this turn ends while you are above the water, you fall into it. You can't use this effect if you are already submerged in the water.
|
Ice Bolt
|
Evocation cantrip (cold)
|
CAST TIME |
Action
|
RANGE |
60 feet
|
DURATION |
Round
|
COMPONENTS |
V, S
|
|
You sling a cyan mote of freezing magic at a creature or object in range. Make a ranged spell attack roll against the target, and on a hit the target takes 1d6 cold damage. The target is affected differently if it's a creature, body of water, or other object:
Creature. A hit creature is Slowed until your next turn starts.
Water. Up to a 5-foot square of the water's surface becomes fragile terrain until your next turn ends. Occupied water is unaffected.
Object. Terrain or any other hit object has up to a 5-foot square of its surface frozen over with slippery ice until your next turn ends.
Higher Levels. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). The number of adjacent 5-foot squares increases when you reach 5th level (two), 10th (three), and 17th (four). These squares can be in any orientation of your choice so long as they are all connected.
|
Ignite
|
Evocation cantrip (fire, inferno)
|
CAST TIME |
Action
|
RANGE |
60 feet
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
You gesture towards a creature or flammable object that you can see, and it bursts into flames. The target must succeed on a Grit save or become Ignited. An unattended object automatically fails this save.
Higher Levels. Starting when you reach 5th level, on a failed save a creature also takes 2d6 fire damage. This increases to 4d6 at 11th level, and 6d6 at 17th level.
|
Jolt Corpse
|
Necromancy cantrip (arcana, lightning, undead)
|
CAST TIME |
Action
|
RANGE |
60 feet
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
You compel a dead or undead creature in range to perform a sudden, jerking motion. If the target is undead, it makes a Will save, and on a success is unaffected by this spell for the next 24 hours. Otherwise, the target makes the motion you specify.
The motion performed must be simple, momentary, devoid of intelligence or magic, cannot reach beyond 5 feet, and must mimic an action the creature could have performed in life. The motion can otherwise be any you choose. Possibilities include compelling a severed arm to point in a given direction, causing a recently-slain soldier to sloppily swipe at an adjacent creature, or forcing a zombie to drop Prone.
Any motion caused by this spell does not consume any action, reaction, or movement the target would otherwise be afforded.
If you compel the target to make an attack, it uses your melee spell attack roll and deals 1d10 bash damage. For any motion that would require a Strength check, the target uses your casting ability in place of Strength.
Higher Levels. The possible damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
|
Keepsake
|
Abjuration cantrip (handy, protection, urban)
|
CAST TIME |
Action
|
RANGE |
Touch
|
DURATION |
Until dispelled
|
COMPONENTS |
V, S
|
|
A light item you touch is protected for the duration, granting several benefits:
- The item has a damage threshold of no less than 10.
- You cannot be Disarmed of the item.
- You are instantly notified telepathically if the item is no longer carried by you, or if the item is destroyed. You are woken up from natural sleep by either notification.
- You can detect the item's exact location within 300 feet of you, as if with blindsight. If the item is beyond this range you can tell the general direction towards it, if it is on the same plane of existence as you and it isn't destroyed.
This spell ends if you cast it again.
Inspired by keepsake.
|
Ki Ball
|
Evocation cantrip (ki)
|
CAST TIME |
Action
|
RANGE |
Self or 120 feet (see text)
|
DURATION |
Until dispelled, or instant
|
COMPONENTS |
V, S (two hands)
|
|
You channel ki into both of your hands, forming a glowing sphere of energy. You can use this ball of ki for one of two different effects:
Torch. For as long as you keep one hand holding the sphere, it sheds bright light out to a radius of 20 feet, and dim light for another 20 feet. This effect lasts until you take damage, become Incapacitated, no longer have a free hand, or use an action to Blast (see below).
Blast. You hurl the sphere towards a creature or object within a range of 120 feet. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
|
Leech
|
Necromancy cantrip (abyss, ooze, vampire, vermin)
|
CAST TIME |
Action
|
RANGE |
Touch
|
DURATION |
Minute
|
COMPONENTS |
S
|
|
Your touch drains the life force from another to invigorate yourself. Make a melee spell attack against a creature. On a hit, the target takes 1d4 necrotic damage, and you gain temporary hit points equal to the hit points lost by the target. These temporary hit points last for the duration, if not depleted sooner.
Higher Levels. The damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
|
Liberate Flame
|
Transmutation cantrip (fire)
|
CAST TIME |
Action
|
RANGE |
60 feet
|
DURATION |
Instant
|
COMPONENTS |
S
|
|
The flame of an Ignited creature or object (such as a torch) is extinguished, and it is no longer Ignited.
If you wish, the flame explodes outward in a fiery burst as it goes out. If you do and the target is a creature, it takes 2d6 fire damage with no save. Any creature within 5 feet of this target must succeed on a Reflex save or take 1d6 fire damage. A creature that is holding, mounting, or grappling the target has disadvantage on this save.
Higher Levels. The initial and secondary damage both increase by 1d6 when you reach 5th level (3d6 or 2d6), 11th level (4d6 or 3d6), and 17th level (5d6 or 4d6).
Inspired by liberate flame.
|
|
Lights
|
Evocation cantrip (faerie, radiance, writing)
|
CAST TIME |
Action
|
RANGE |
Touch
|
DURATION |
2 shifts (or 8 hours)
|
COMPONENTS |
V
|
|
You touch one Large or smaller object. If the object is worn or held by an unwilling creature, you must succeed on a melee spell attack roll to touch the object, otherwise this spell is wasted with no effect.
For the duration, the touched object sheds bright light out to a radius of 20 feet, and dim light for another 20 feet. This light can be any color you like. Covering the object with an opaque substance blocks this light.
If the affected object is hit by an attack or takes damage (see sunder)ing, this spell ends on that object.
You can end this effect on an object with a Cast action, which can be the same action you use to cast this spell again. You can only affect 1 object with this spell at a time.
Higher Levels. Once you reach 5th level, you can affect 2 different objects with this spell at once, but each requires a separate casting of this spell. This increases to 3 objects when you reach 11th level, and 4 objects when you reach 17th.
Inspired by light.
|
Luminous Lure
|
Transmutation cantrip (abyss, faerie, hypnotism, radiance)
|
CAST TIME |
Action
|
RANGE |
15 feet
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
You project a hypnotic light towards a creature within range that you can see. The target must succeed on a Will save be shoved up to 10 feet straight toward you, then take 1d8 psychic damage if it’s within 5 feet of you. You can choose to shove the creature without damaging it.
A beast has disadvantage on this save, and any creature that can’t be Charmed has advantage on it.
Higher Levels. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
|
Magnet Pull
|
Transmutation cantrip (forge, lightning)
|
CAST TIME |
Action
|
RANGE |
30 feet
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
You outstretch your hand to a creature or item in range to pull it towards you with electromagnetism. This spell's effect depends on whether the target is a creature or item.
Creature. If the target is steel a creature wearing steel attire, it must succeed on a Scuffle save or be pulled up to 30 feet straight towards you, then take 1d10 lightning damage if it’s within 5 feet of you. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Item. If the target is a steel item that you can hold in one hand, it is pulled into the open hand you use as the Somatic component of this spell, and you can catch it. If the object is held by another creature, that creature can make a Scuffle save and on a success this spell has no effect.
In either case, an Incapacitated creature automatically fails this save.
|
Malevolent Mockery
|
Enchantment cantrip (faerie, inferno, speech, wrath)
|
CAST TIME |
Action
|
RANGE |
30 feet
|
DURATION |
Round
|
COMPONENTS |
V (an insult), S
|
|
Vicious insults and debilitating doubts fill the mind of a creature in range you can see. The creature must succeed on a Will save or take 1d4 psychic damage and suffer disadvantage on the first attack roll it makes before the start of your next turn.
Higher Levels. Once you reach 5th level, when you cast this spell you can target up to 2 different creatures in range. This increases to 3 creatures when you reach 11th level, and 4 creatures when you reach 17th.
Inspired by vicious mockery.
|
Marker
|
Conjuration cantrip (writing)
|
CAST TIME |
Bonus action
|
RANGE |
Touch
|
DURATION |
Phase
|
COMPONENTS |
V, S
|
|
You conjure a ink pen, quill, marker, or paint brush that never runs out of ink. It marks in any color you like, has the Focus (Writing) property, and even works underwater. It can function as painter tools. This implement vanishes if it's ever more than 10 feet away from you.
You can choose to create writing or three-dimensional drawings in the air using this quill. Any such drawings disappear when you move more than 10 feet away from them.
|
Marvelous Melody
|
Enchantment cantrip (hypnotism, melody)
|
CAST TIME |
Action
|
RANGE |
5 feet
|
DURATION |
Round
|
COMPONENTS |
V, S, M (any musical instrument)
|
|
Your music flows into a melody so marvelous it melts the aggression of those in your immediate vicinity. Each creature in range able to hear you has disadvantage on the first attack roll it makes before the end of your next turn. Within this duration, any Charisma check made to pacify an affected creature has advantage.
|
Messages
|
Divination cantrip (guidance, psychic)
|
CAST TIME |
Action
|
RANGE |
120 feet
|
DURATION |
Round
|
COMPONENTS |
V (a whisper), S
|
|
You whisper to a creature in range. That creature, and no one else, can hear your message. Before the start of your next turn, the creature can reply in a whisper that only you can hear (no action required). This spell can affect a creature behind solid objects if you are familiar with this creature or can guess its location (within a 5-foot square).
Higher Levels. Once you reach 5th level, when you cast this spell you can affect 2 different creatures in range. This increases to 3 creatures when you reach 11th level, and 4 creatures when you reach 17th.
Inspired by message.
|
Monstrous Visage
|
Illusion cantrip (figment, horror, wrath)
|
CAST TIME |
Action or reaction (see text)
|
RANGE |
30 feet
|
DURATION |
Minute
|
COMPONENTS |
V, S
|
|
A creature in range that you can see momentarily appears monstrous to others, but gains no knowledge of this change unless it sees its own reflection.
The target has disadvantage on the first Charisma check it makes within the duration, unless this check uses the Intimidation skill. The target has advantage on the first check it makes within the duration that uses the Intimidation skill. Once this spell affects any ability check, the spell ends. This spell ends early if you cast it again.
If you see or hear a creature taking the Influence action, you can cast this spell as a reaction to affect the ability check the creature makes as part of that action.
|
Paper Cut
|
Transmutation cantrip (game, writing)
|
CAST TIME |
Action
|
RANGE |
15 feet
|
DURATION |
Instant
|
COMPONENTS |
V, S, M (a book, scroll, or deck of cards)
|
|
Several pieces of paper fly out from your material component with magically-sharp edges to seek out targets, before safely returning to the item which they came.
Choose one or two creatures in range that you can see. If you choose one creature, it must succeed on a Reflex save or take 2d4 slash damage. If you choose two creatures, each must succeed on a Reflex save or take 1d4 slash damage.
Higher Levels. Once you reach 5th level, the damage dice and potential targets increase by one (3d4) and the range increases by 5 feet (20 feet). You can split these d4 between targets as you see fit; for example 3d4 damage could go to one creature, 1d4 to three different creatures, or 2d4 to one creature and 1d4 to another. Each creature only makes one save.
This increase happens again when you reach 11th level (4d4 damage with a range of 25 feet), and 17th level (5d4 damage with a range of 30 feet).
|
Pulse
|
Evocation cantrip (cosmic, lightning)
|
CAST TIME |
Action
|
RANGE |
5 feet
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
An invisible shockwave of charged electromagnetism blasts out from your body in all directions. Each creature in range must succeed on a Grit save or take 1d6 lightning damage. A creature has disadvantage on this save if it is made of steel or wearing steel attire.
Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6) and 10th level (3d6).
|
Pyromancy
|
Evocation cantrip (fire)
|
CAST TIME |
Action
|
RANGE |
30 feet
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
Wielding a flicker of flame, you produce one of these effects within range:
Light. You light a torch or other highly-flammable Tiny item in range that you can see. This isn't enough to inflict the Ignited condition or otherwise deal damage directly.
Snuff. You extinguish the flame on one object or creature in range that you can see. This ends the Ignited condition on that target.
Spread. Target a 5-foot square of Ignited Terrain in range; a 5-foot square of terrain adjacent to it becomes Ignited Terrain. Alternatively, target an Ignited creature in range; another creature within 5 feet of it becomes Ignited.
Hold. A Tiny, controlled flame begins to hover over your hand, which persists until this hand becomes otherwise occupied or until you take damage. The flame is hot to others but not you. It sheds bright light out to a radius of 20 feet, and dim light for another 20 feet. While the flame persists you can make a melee spell attack against a creature within 5 feet, or throw the flame a distance up to 20 feet to make a ranged spell attack, ending this spell. On a hit the target takes 1d8 fire damage.
Higher Levels. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
|
Quick Step
|
Augmentation cantrip (time, travel)
|
CAST TIME |
Action
|
RANGE |
Touch
|
DURATION |
Round
|
COMPONENTS |
V, S
|
|
A creature you touch can move an extra time on its turn, once before the end of your next turn.
|
Rend
|
Transmutation cantrip (beast, blade, dragon)
|
CAST TIME |
Action
|
RANGE |
Touch
|
DURATION |
Instant
|
COMPONENTS |
V, S, M (optionally a melee weapon that deals slash damage)
|
|
You transform your weapon or part of your body into a fearsome, beastly blade or claw that rends deep into a creature or object you try to touch. Make a melee spell attack against the creature.
On a hit, the target takes the weapon's attack damage if you used one, or otherwise takes 1d8 slash damage. A hit creature must succeed on a Grit save or become Gashed.
Higher Levels. The initial damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
|
Rolling Wave
|
Evocation cantrip (sea)
|
CAST TIME |
Action
|
RANGE |
Self (30-foot line)
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
A wave of water rises before you and rushes forward in a line 30 feet long and 5 feet wide. All creatures and objects in this area become Soaked, and the creature in this area closest to you must succeed on a Scuffle save or take 1d6 bash damage and be shoved directly away from you.
If the creature is shoved into the space of a different creature directly behind it that is also within the line, that creature must also succeed on a Scuffle save or also take bash damage. (It isn't also shoved.)
Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
Rotten Spew
|
Conjuration cantrip (brew, chef, horror, plague, vermin)
|
CAST TIME |
Action
|
RANGE |
20 feet
|
DURATION |
Round
|
COMPONENTS |
V, S
|
|
You hurl a grotesque mockery of food or drink at a creature or object in range. Make a ranged spell attack against the target, and on a hit deal 1d4 acid damage. If the hit target is a creature it must also succeed on a Grit save or take 1d4 poison damage and become Poisoned until the start of your next turn.
Higher Levels. Both the acid and poison damage each increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
|
Salinate
|
Evocation cantrip (chef, sea)
|
CAST TIME |
Action
|
RANGE |
30 feet
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
A creature or object in range that you can see is harshly and swiftly dehydrated with sea salt momentarily evoked onto its body. If the target is a creature it must succeed on a Grit save or take 1d8 necrotic damage. An ooze, plant, or any Soaked creature has disadvantage on this save.
Regardless of the save result, the target’s exterior becomes dry, ending any Soaked condition on it.
A ration or appropriate food targeted by this spell becomes preserved. It ignores the first time it would be spoiled, but can't be preserved again.
Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
|
Sandswirl
|
Conjuration cantrip (desert, mountain)
|
CAST TIME |
Action
|
RANGE |
120 feet
|
DURATION |
Round
|
COMPONENTS |
V, S
|
|
You conjure a mass of sand that soars out to a creature or object in range that you can see. Make a ranged spell attack against the target.
On a hit, the target takes 1d6 bash damage. A hit target suffers disadvantage on the first ranged attack roll it makes before the start of your next turn, and also has disadvantage on Perception (Vision) checks made before then.
Any unprotected, small flame hit by this spell is smothered and extinguished. Any hit target is alleviated of the Ignited condition.
Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Inspired by sandcast.
|
Scatter
|
Transmutation cantrip (chaos, faerie, handy, ghost)
|
CAST TIME |
Action
|
RANGE |
60 feet
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
An unsecured pile of Tiny objects in range that you can see, such as a stack of firewood or a basket of eggs, violently explodes apart. The pile must have objects at least as large and dense as toothpicks, and the pile cannot be worn or carried.
Any creature within 10 feet of the exploding pile must succeed on a Reflex save or take 1d12 bash damage.
The pile is scattered and thus cannot be used for this spell again unless recollected into a pile, which takes an entire phase.
Higher Levels. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
|
Scatter Spikes
|
Illusion cantrip (cave, figment, hunt, tinker)
|
CAST TIME |
Action
|
RANGE |
5 feet
|
DURATION |
8 hours (or 2 Shifts)
|
COMPONENTS |
V, S
|
|
You scatter magically-conjured caltrops or other spiky objects to cover a 5-foot square of unoccupied ground in range, which are shielded with an illusion making them virtually indecipherable from the nearby terrain. A creature can discern something is amiss only with a Deduce action and a successful ability check against your spell save DC.
The first time a creature enters this space, it must succeed on a Reflex save or take 1d10 pierce damage and have its speed drop to 0 until the end of the current turn. Regardless of the save result, the spell ends. This spell also ends early if you cast it again.
Higher Levels. The damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
|
Sear
|
Transmutation cantrip (chef, desert, forge)
|
CAST TIME |
Action
|
RANGE |
60 feet
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
A creature in range that you can see suffers a sudden flash of scorching heat across its surface, as if suddenly exposed to burning sunlight. The target must succeed on a Grit save or take 1d8 fire damage. A Medium or smaller creature has disadvantage on this save if it isn’t wearing attire or armor.
Alternatively, you can instantly cook one item as if pan-seared over a fire for a desired duration. The item mustn't be held or carried by a creature. This can instantly boil a bucket of water or freshly sear a steak, for example. Food prepared with this spell tends to taste horribly bland, though.
Higher Levels. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
|
Shard of Agony
|
Enchantment cantrip (wrath)
|
CAST TIME |
Action
|
RANGE |
Touch
|
DURATION |
Concentration, up to a minute
|
COMPONENTS |
S, M (a melee weapon)
|
|
As part of the action used to cast this spell, attack with a melee weapon used as a material component for this spell. If this attack hits a creature, you imbue what feels like a vibrating shard of agony into the creature which persists for the duration. For the duration you can detect the target's location through vibrations in the ground, as tremorsense, out to a range of 60 feet. Within the duration, the first time the target moves on each of its turns, the shard vibrates violently, causing the target to take 1d8 thunder damage. The creature knows it will experience this agony before it chooses to move.
|
Sharpen
|
Transmutation cantrip (blade, forge)
|
CAST TIME |
Phase
|
RANGE |
Touch
|
DURATION |
2 shifts (or 8 hours)
|
COMPONENTS |
S, M (smith tools)
|
|
You touch a nonmagical melee weapon, which becomes magical for the duration. A +1 bonus is added to the first damage roll made with this weapon. This spell ends once one damage roll is made with this benefit, or if you cast this spell again.
Higher Levels.' This bonus increases by 1 when you reach 5th level (+2), 11th level (+3), and 17th level (+4).
|
Shatterstone
|
Transmutation cantrip (handy, marksman, mountain)
|
CAST TIME |
Bonus action
|
RANGE |
Touch
|
DURATION |
Round
|
COMPONENTS |
V, S
|
|
You imbue magical kinetic energy into a pebble you touch or create as part of this spell. The pebble must be made of solid stone or metal, and no longer than 1 inch in any dimension. A valid target includes a piece of ammunition for a sling, slingshot, firearm, or similar weapon.
Before the end of your next turn, you or another creature can as an Attack action throw the pebble as if it was a simple thrown weapon with the Thrown (range 20/60) property which on a hit deals 2d4 damage. The pebble can also be used as normal ammunition before the start of your next turn. If this attack hits in either case, it deals thunder damage instead of its normal damage type, and the stone explodes. Any other creature within 5 feet of the hit target must succeed on a Reflex save or take 1d4 thunder damage.
Higher Levels. The damage dice increase by 1d4 when you reach 5th level (3d4 for the attack or 2d4 for the save), 11th level (4d4 or 3d4), and 17th level (5d4 or 4d4).
|
Slash Chord
|
Evocation cantrip (melody)
|
CAST TIME |
Action
|
RANGE |
60 feet
|
DURATION |
Instant
|
COMPONENTS |
V, S, M (any musical instrument)
|
|
You perform a musical note so visually and audibly striking it literally strikes a chord. This forms a shockwave that shoot towards a creature in range that you can see. Make a ranged spell attack against the target, and on a hit deal 1d8 slash damage.
This attack roll has advantage if the target has keen sight or keen hearing. The attack roll instead has disadvantage if the target is unable to either hear or see, such as if Blinded.
Higher Levels. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
|
Smog
|
Conjuration cantrip (plague, urban)
|
CAST TIME |
Action
|
RANGE |
Concentration, up to a minute
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
You conjure a cloud of toxic violet particles that fills a 5-foot square centered on you. This cloud persists for the duration, but vanishes early if subject to a strong wind.
While you aren't in the cloud, any creature that enters the cloud or starts its turn there must succeed on a Grit save or take 1d12 poison damage.
Higher Levels. The damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
|
Smoke Bomb
|
Illusion cantrip (alchemy, thievery)
|
CAST TIME |
Action
|
RANGE |
5 feet
|
DURATION |
Round
|
COMPONENTS |
V, S
|
|
A burst of billowing gray smoke erupts from the ground on which you stand, obfuscating the immediate vicinity for just a moment. Until the start of your next turn, each creature in range can't use a reaction targeting you, has disadvantage on any attack roll otherwise made as part of a reaction, and has disadvantage on all Perception checks.
Higher Levels. Once you reach 5th level, immediately after the smoke billows out you can move a distance of up to 5 feet without expending speed. This distance increases to 10 feet when you reach 11th level, and 15 feet when you reach 17th level.
|
Snowflakes
|
Evocation cantrip (chef, cold)
|
CAST TIME |
Action
|
RANGE |
Touch
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
Freezing flakes of snow flow from your fingertips onto a creature or object you try to touch. The spell’s effect depends on whether you target a creature, a patch of terrain, or an item that isn’t worn or carried:
Terrain. A pile of snow grows over a 5-foot square, turning it into difficult terrain, and will remain until it melts naturally. Melting takes a phase in temperate weather, but melts instantly in arid heat or if exposed to any fire damage. Unlike normal snow, it melts into nothingness instead of becoming water.
Item. The item is instantly frozen. For example, a bucket of water becomes a bucket of ice, or raw meat becomes frozen meat. Rations or other food becomes preserved and is immune to being spoiled once, but can't be preserved again. Any food preserved this way ends up tasting awfully bland.
Creature. Make a melee spell attack targeting the creature. On a hit, the target takes 1d6 cold damage and has disadvantage on the first attack roll it makes before the start of your next turn.
Higher Levels. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th levels.
|
Spectral Flames
|
Evocation cantrip (fire, ghost)
|
CAST TIME |
Action
|
RANGE |
20 feet
|
DURATION |
Round
|
COMPONENTS |
V, S
|
|
You conjure a pair of floating violet flames which fill two separate unoccupied 5-foot cubes of space in range that you can see. A creature which enters the space of either flame takes 1d4 fire damage, and that flame vanishes.
Any remaining flame vanishes at the end of your next turn, unless during that turn use a Cast action to sustain the flames for another round. So long as you use this Cast action on each of your turns, you can sustain any untouched flames indefinitely over any distance.
While the flames persist, each sheds dim violet light out to a radius of 30 feet.
Higher Levels. You can conjure one more flame when you reach 5th level (3 flames) and 17th level (4 flames). Once you reach 11th level, the damage of each flame increases to 1d6.
|
Spook
|
Evocation cantrip (figment, ghost, horror)
|
CAST TIME |
Action
|
RANGE |
120 feet
|
DURATION |
Round
|
COMPONENTS |
V (the name of something frightening), S
|
|
A creature in range suffers a momentary but overwhelming terror experienced by no one else. The target must succeed on a Will save or take 1d6 psychic damage. A creature that fails this save also suffers two effects until the end of your next turn:
Higher Levels. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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Spores
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Evocation cantrip (faerie, forest, plague, swamp)
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CAST TIME |
Action
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RANGE |
5 feet
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DURATION |
Instant
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COMPONENTS |
V, S
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You shake off a cloud of spores. All creatures in range, other than you, must succeed on a Grit save or take 1d6 poison damage.
Inspired by emit spores.
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Spotlight
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Evocation cantrip (glamour, guidance, radiance)
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CAST TIME |
Action
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RANGE |
120 feet
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DURATION |
Round
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COMPONENTS |
V, S
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A golden shaft of light is called down upon a creature in range that you can see, causing that creature to become Highlighted until the end of your next turn.
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Static Shock
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Evocation cantrip (lightning, tinker)
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CAST TIME |
Action
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RANGE |
Touch
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DURATION |
Instant
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COMPONENTS |
V, S
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With a touch you discharge electricity into a creature you try to touch. Make a melee spell attack against the creature, with advantage if the target is Soaked, wearing steel, or made of steel.
If you moved at least 10 feet in a straight line towards the target prior to making this attack, a hit deals 2d6 lightning damage. Otherwise a hit deals 1d6 lightning damage. In either case a hit creature can't use a reaction before the end of this turn.
Higher Levels. The damage dice double when you reach 5th level (2d6 or 4d6), triple once you reach 11th level (3d8 or 6d6), and quadruple at 17th level (4d6 or 8d6).
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Storm Surge
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Evocation cantrip (brew, cold, storm)
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CAST TIME |
Action
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RANGE |
60 feet
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DURATION |
Instant
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COMPONENTS |
V, S
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A deluge of icy water appears from thin air to forcefully crash into a creature in range that you can see, before evaporating as suddenly as it appeared.
The creature is Soaked, and must succeed on a Scuffle save or take 1d8 cold damage and be shoved in a random direction.
Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level. If two of these d8s ever land on the same number, the creature is shoved 10 feet in a random direction instead of 5 feet.
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Stutter Bolt
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Transmutation cantrip (chaos, time)
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CAST TIME |
Action
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RANGE |
60 feet
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DURATION |
Instant
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COMPONENTS |
V, S
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You launch an orb of warped time, visible only by distorting the light around it, towards a creature in range. Make a ranged spell attack against that creature. On a hit, the creature takes 1d8 force damage and can't take a bonus action during its next turn.
If the d20 for your attack roll lands on a 1, the creature can instead take an additional action during its next turn.
Higher Levels. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Inspired by bolt of time.
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Summon Instrument
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Evocation cantrip (melody)
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CAST TIME |
Action
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RANGE |
Touch
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DURATION |
Until dispelled
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COMPONENTS |
V, S
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Into your limbs you summon a musical instrument of your choice, which persists until it leaves your hands. It must be a musical instrument you can carry in one or two hands.
Higher Levels. Once you reach 5th level, when you make an ability check using this instrument for a musical performance, add a d4 expert die to the roll. This increases to a d6 when you reach 11th level, and d8 when you reach 17th level.
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Survival Instinct
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Abjuration cantrip (beast, desert, hunt, protection)
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CAST TIME |
Action
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RANGE |
Touch
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DURATION |
Day
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COMPONENTS |
V, S
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A creature you touch is instilled with a feral fight to stay alive. For the duration, the target has advantage on death saves. This spell ends if you cast it again.
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Throw Tomato
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Illusion cantrip (chef, glamour)
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CAST TIME |
Action
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RANGE |
60 feet
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DURATION |
Round
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COMPONENTS |
V, S, M (any food item, which the spell consumes)
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You hurl a rotten tomato or other piece of food at a creature in range that you can see. Make a ranged spell attack against the target. On a hit, the creature is subjected to an illusion of a booing crowd throwing tomatoes at it. A hit creature takes 1d6 psychic damage and suffers disadvantage on first attack attack roll it makes before the start of your next turn.
Upcast. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Inspired by conjure rotting tomatoes.
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Transmute Tool
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Transmutation cantrip (forge, handy)
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CAST TIME |
Action
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RANGE |
Touch
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DURATION |
Until dispelled
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COMPONENTS |
V, S
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One tool you’re holding transforms into another tool with which you have proficiency. This transformation lasts until you cast this spell again, become Incapacitated, or are no longer in contact with the tool, at which point the tool reverts to its original form.
When you transform the tool, you can choose for its new form to also behave as a simple melee weapon that on a hit deals 1d6 bash damage. This weapon isn't magical.
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Transmute Weapon
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Transmutation cantrip (forge)
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CAST TIME |
Action
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RANGE |
Touch
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DURATION |
Until dispelled
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COMPONENTS |
V, S, M (a simple or martial melee weapon)
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One simple or martial melee weapon you're holding transforms into another simple or martial melee weapon of your choice. If the weapon has any magic or special properties, its new form does not inherent these properties, except for curses.
If you are holding the weapon, you can use your bonus action this turn to Attack with the weapon once.
This transformation lasts until you cast this spell again or become Incapacitated, at which point the weapon reverts to its original form.
Any close inspection of the weapon, such as might occur if you tried to sell it, reveals the weapon is in some way not what it seems.
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Veiling Winds
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Abjuration cantrip (air, protection, storm)
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CAST TIME |
Action
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RANGE |
Touch
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DURATION |
Round
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COMPONENTS |
V, S
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A creature you touch is briefly spiraled by a vortex of winds that deflect attacks. If the creature is unwilling, you must succeed on a melee spell attack roll to affect it, and on a miss this spell is wasted.
Until the start of your next turn, attack rolls targeting the affected creature have disadvantage if they originate from more than 10 feet away from it, but the creature's own attack rolls also have disadvantage against targets more than 10 feet away from it. Any smoke within 10 feet of the affected creature is dispersed.
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