Acid Bubble
|
Conjuration cantrip (brew, frog, ooze)
|
CAST TIME |
Action
|
RANGE |
30 feet
|
DURATION |
Instant or 1 round
|
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, ooze, tinker)
|
CAST TIME |
Action
|
RANGE |
Touch
|
DURATION |
8 hours (or 2 shifts)
|
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 Strength saving throw. 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.
|
Aegis
|
Abjuration cantrip (protection)
|
CAST TIME |
Action
|
RANGE |
60 feet
|
DURATION |
1 round
|
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.
|
Arc
|
Evocation cantrip (lightning, storm)
|
CAST TIME |
Action
|
RANGE |
60 feet
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
Inspired by arc.
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, 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).
|
Bee Swarm
|
Conjuration cantrip (chaos, forest, vermin)
|
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 Constitution saving throw 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.
|
Blades of Grass
|
Transmutation cantrip (forest)
|
CAST TIME |
Action
|
RANGE |
Self
|
DURATION |
1 phase
|
COMPONENTS |
V, S
|
|
Inspired by blade of grass.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.
|
Blast Bolt
|
Evocation cantrip (chaos, wrath)
|
CAST TIME |
Action
|
RANGE |
Touch
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
Inspired by blastbolt. 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 due to 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).
|
Bomb
|
Conjuration cantrip (alchemy)
|
CAST TIME |
Action
|
RANGE |
30 feet
|
DURATION |
Instant
|
COMPONENTS |
S, M (alchemist tools)
|
|
You throw a concussive bomb at a creature or object in range, which explodes impact. Make a ranged spell attack against the target.
On a hit, the target takes 1d6 thunder damage, and any creature within 5 feet of it must succeed on a dexterity save or also take 1d6 thunder damage. On a miss, these creatures needn’t make the save.
Higher Levels. Both damage rolls increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
Bravery Brew
|
Enchantment cantrip (brew)
|
CAST TIME |
1 phase
|
RANGE |
Touch
|
DURATION |
8 hours (2 shifts)
|
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. The creature also 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.
|
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 Charisma 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).
|
Distract
|
Enchantment cantrip (figment, sloth)
|
CAST TIME |
Action
|
RANGE |
120 feet
|
DURATION |
Concentration, up to 1 minute
|
COMPONENTS |
V, S
|
|
A creature in range has its mind clouded with random errant thoughts. The target must succeed on a Perception save or become Distracted for the duration. An affected creature can tell if it was Distracted but gains no particular insight into why. The affected creature can repeat this saving throw at the end of each of its turns, ending this spell on a success.
|
Dragon Snort
|
Evocation cantrip (dragon)
|
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 dexterity 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).
|
Echo
|
Evocation cantrip (speech, thievery)
|
CAST TIME |
Action
|
RANGE |
120 feet
|
DURATION |
1 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 Constitution 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 advantage on all Perception checks made to hear.
Higher Levels. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
Fighting Words
|
Divination cantrip (speech)
|
CAST TIME |
bonus action
|
RANGE |
Touch
|
DURATION |
1 minute
|
COMPONENTS |
V
|
|
Inspired by fighting words.
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).
|
Firework
|
Conjuration cantrip (alchemy)
|
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 1 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 on Perception checks made to see until the end 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 checks made to hear, 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).
|
Foam Spray
|
Evocation cantrip (frog, sea)
|
CAST TIME |
Action
|
RANGE |
Self (15-foot cone)
|
DURATION |
1 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 Dexterity 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 Constitution 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, slash)
|
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. On a hit, the target takes 1d8 slash damage. A Tiny creature or object hit by this attack is shoved directly away from you.
Higher Levels. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
|
Guiding Light
|
Evocation cantrip (guidance, radiance)
|
CAST TIME |
Action
|
RANGE |
120 feet
|
DURATION |
1 round
|
COMPONENTS |
V, S
|
|
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. If before then the creature takes damage, this spell abruptly ends.
|
Ice Bolt
|
Evocation cantrip (cold)
|
CAST TIME |
Action
|
RANGE |
60 feet
|
DURATION |
1 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 starts. 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 starts.
Higher Levels. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th levels. 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 point towards a creature or flammable object that you can see, and it bursts into flames. The target must succeed on a Constitution save or become Ignited.
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 Charisma 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).
|
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 |
1 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
|
|
Inspired by liberate flame. 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 dexterity save take 1d6 fire damage. A creature that was 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).
|
Lights
|
Evocation cantrip (radiance, writing)
|
CAST TIME |
Action
|
RANGE |
Touch
|
DURATION |
8 hours (or 2 shifts)
|
COMPONENTS |
V
|
|
Inspired by light. 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 Magic 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.
|
|
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 Charisma 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 metal a creature wearing metal attire, it must succeed on a Strength 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 metal 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 Strength save and on a success this spell has no effect.
|
Malevolent Mockery
|
Enchantment cantrip (faerie, inferno, speech, wrath)
|
CAST TIME |
Action
|
RANGE |
30 feet
|
DURATION |
1 round
|
COMPONENTS |
V (an insult), S
|
|
Inspired by vicious mockery. Vicious insults and debilitating doubts fill the mind of a creature in range you can see. The creature must succeed on a Charisma 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.
|
Marvelous Melody
|
Enchantment cantrip (hypnotism, melody)
|
CAST TIME |
Action
|
RANGE |
5 feet
|
DURATION |
1 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, knowledge, psychic, thievery)
|
CAST TIME |
Action
|
RANGE |
120 feet
|
DURATION |
1 round
|
COMPONENTS |
V (a whisper), S
|
|
Inspired by message. 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.
|
Monstrous Visage
|
Illusion cantrip (figment, horror, wrath)
|
CAST TIME |
Action or reaction (see text)
|
RANGE |
30 feet
|
DURATION |
1 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 (thievery, 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 Dexterity save or take 2d4 slash damage. If you choose two creatures, each must succeed on a Dexterity 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 Constitution save or take 1d6 lightning damage. A creature has disadvantage on this save if it is made of metal or wearing metal attire.
Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6) and 10th level (3d6).
|
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 Strength save or take 1d6 bash damage and be shoved directly away from you.
If the creature is shoved into a different creature directly behind it that is also within the line, that creature must also succeed on a Strength 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, vermin)
|
CAST TIME |
Action
|
RANGE |
20 feet
|
DURATION |
1 minute
|
COMPONENTS |
V, S
|
|
You hurl a grotesque mockery of food or drink at a creature or object in range. Make a ranged spell attack targeting that creature. On a hit, the target takes 1d6 acid damage, and if the target is a creature it must succeed on a Constitution save or also take 1d6 poison damage and become Poisoned until the start of your next turn. A creature Poisoned this way immediately regurgitates any creature it has swallowed whole, and within the duration cannot Swallow, Gulp, or otherwise willingly consume food or drink.
A hit creature also reeks so bad it can be smelled up to 20 feet away for the duration. A creature with advantage on Perception checks made to smell can pinpoint the creature's exact location even if it's invisible, while anyone else able to smell can detect the creature's presence but not pinpoint its location. If multiple creatures are affected at once, it's not clear which smell belongs to which creature. This effect ends early if the hit creature becomes Soaked or otherwise cleaned, such as with the presto spell.
Higher Levels. Both the acid and poison damage increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
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 Constitution save or take 1d8 necrotic damage. A creature has disadvantage on this save if it is an ooze, or if it is soaked.
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 (air, desert, earth)
|
CAST TIME |
Action
|
RANGE |
120 feet
|
DURATION |
1 round
|
COMPONENTS |
V, S
|
|
Inspired by sandcast. 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. If the hit target is a creature that can be Blinded, it suffers disadvantage on the first ranged attack roll it makes before the start of your next turn.
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).
|
Scatter
|
Transmutation cantrip (chaos, faerie, 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 Dexterity 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).
|
Sear
|
Transmutation cantrip (chef, desert, fire, 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 Constitution save or take 1d8 fire damage. A creature has disadvantage on this save if it isn’t wearing attire (or armor) and doesn’t have natural armor (in its stat block).
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 rather 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 1 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 (forge)
|
CAST TIME |
1 phase
|
RANGE |
Touch
|
DURATION |
8 hours (or 2 shifts)
|
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).
|
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 advantage any Perception checks made to see or to hear. 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).
|
Smoke Bomb
|
Illusion cantrip (air, alchemy, thievery)
|
CAST TIME |
Action
|
RANGE |
5 feet
|
DURATION |
1 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 dfficult terrain, and will remain until it melts naturally. This 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 infamously 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.
|
Spook
|
Evocation cantrip (figment, ghost, horror)
|
CAST TIME |
Action
|
RANGE |
120 feet
|
DURATION |
Instant
|
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 Knowledge saving throw save or take 1d6 psychic damage and until the start of your next turn is unable to maintain Concentration, has disadvantage on all ability checks, and has disadvantage on any saving throw made to prevent or end the Frightened condition on itself.
Higher Levels. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
Static Shock
|
Evocation cantrip (lightning, tinker)
|
CAST TIME |
Action
|
RANGE |
Touch
|
DURATION |
1 round
|
COMPONENTS |
V, S
|
|
With a touch you discharge electricity into a creature you try to touch. Make a melee spell attack against the target, with advantage if the target is wearing metal or made of metal.
A hit creature takes 1d12 if you already moved at least 20 feet this turn, or 1d8 lightning damage otherwise. A hit creature also loses Concentration (if any) and can't target you with a reaction before the start of your next turn.
Higher Levels. The damage die increases by one when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
|
Storm Surge
|
Evocation cantrip (brew, cold, storm)
|
CAST TIME |
Action
|
RANGE |
60 feet
|
DURATION |
Instant
|
COMPONENTS |
V, S
|
|
A deluge of icy water appears from thin air to 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 Strength 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.
|
Summon Instrument
|
Evocation cantrip (melody)
|
CAST TIME |
Action
|
RANGE |
Touch
|
DURATION |
Until dispelled
|
COMPONENTS |
V, S
|
|
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.
|
Transmute Tool
|
Transmutation cantrip (forge, tinker)
|
CAST TIME |
Action
|
RANGE |
Touch
|
DURATION |
Until dispelled
|
COMPONENTS |
V, S
|
|
One tool you’re holding transforms into another tool with which you have proficiency. This transformation lasts until you cast this spell again, become Incapcitated, or are no longer in contact with the tool, at which point the tool reverts to its original form.
|
Transmute Weapon
|
Transmutation cantrip (forge)
|
CAST TIME |
Action
|
RANGE |
Touch
|
DURATION |
Until dispelled
|
COMPONENTS |
V, S, M (a simple or martial melee weapon)
|
|
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 Incapcitated, 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.
|
Veiling Winds
|
Abjuration cantrip (air, protection, storm)
|
CAST TIME |
Action
|
RANGE |
Touch
|
DURATION |
1 round
|
COMPONENTS |
V, S
|
|
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.
|
- This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at [1].
- Both this work and the SRD 5.1 are licensed under the Creative Commons Attribution 4.0 International License available at [2].
|
|