User:Guy/Splat/Spells/Cantrips

From D&D Wiki
Jump to navigation Jump to search

Cantrips

Name Time Duration Range Comp. Material Summary
Acid Bubble action instant 30 feet S
Arc action instant 30 feet V, S On a hit, the target takes 1d4 lightning damage, then and as part of this same action you can make a second ranged attack against a different creature you can see within 30 feet of the first.
Beamos action instant 20 feet V Your eyes shoot beams out to a range of 20 feet. The damage is higher if you haven't moved since the start of your last turn.
Blades of Grass bonus action 1 minute self S For 10 minutes, you can transform any leaf or blade of grass you touch into a magic dagger, dart, scythe, sickle, or spear.
Bomb action instant 30 feet S, M alchemist's tools You hurl a bomb that explodes, dealing thunder damage in a small area.
Echo action instant 120 feet V You project the sound of your voice to a point in range that you can see, optionally dealing thunder damage in a small area.
Fighting Words bonus action 1 minute touch V, M a simple weapon For the duration, attacks with the weapon use your Charisma modifier in place of the wielder's Strength modifier.
Foam Spray action 1 minute self (15‑foot cone) V, S A cloud of sea foam sprays into a 15-foot cone originating from you, extinguishing flames and slowing creatures.
Freeze action instant 5 feet S
Gale Cutter action instant 60 feet V, S A blade formed from air deals slashing damage. The attack roll has advantage against a flying target or a target within a strong wind.
Glitter Spray action 1 minute self (15‑foot cone) V, S A cloud of glowing glitter shoots into a 15-foot cone originating from you, covering creatures in that area for the duration.
Gravity Pull action instant 30 feet V, S If your size category is the same or smaller than the target, you are pulled up to 30 feet straight towards the target.
Ignite action instant touch V, S Your touch ignites an object or creature.
Infest action instant 30 feet V, S Ravenous vermin dirty an object or deal 1d8 poison damage a creature. A damaged creature is compelled to move 5 feet.
Jolt Cadaver action instant 60 feet V, S You compel a dead or undead creature in range to perform a sudden, jerking motion. 
Ki Blast action instant 120 feet V, S
Liberate Flame bonus action instant 30 feet S
Magnet Push action instant 60 feet V, S You propel one metal object in a straight line up to 30 feet, with enough strength to lift objects or deal damage.
Malevolent Mockery action 1 round 60 feet V A creature you can see must succeed on a Cha save or take 1d6 psychic damage and suffer disadvantage on one attack roll.
Radiant Ray action 1 round 60 feet V, S You sling a mote of glowing energy. On a hit, the target takes 1d4 radiant damage, and an attack roll against it gains advantage.
Rolling Wave action instant 60 feet V, S Summon a wave from a nearby body of water to crash into a target; soaked and must succeed a Str save or take 1d10 damage and be pushed.
Rusting Spray action instant self (10‑foot cone) V, S You sling a cloud of corrosive particles into a 10-foot cone, dealing acid damage and rusting armor.
Sacrificial Power bonus action 1 round self S
Sandcast action 1 round 60 feet S, M fistful of dirt or sand A swirl of sand flies out from you to pelt a creature or object in range that you can see.
Scatter action instant 120 feet V, S You blast apart an pile of Tiny objects with violent force. Creatures within 10 feet must succeed on a Dex save or take 1d10 bludgeoning damage.
Shocking Grasp action instant touch V, S Your touch deals lightning damage, and prevents the target from making reactions. You have advantage on the attack roll if the target is wearing metal armor or is soaked.
Siphon action instant touch S A creature you try to touch is drained of life, and another creature you touch is instilled with life.
Slash Cord action instant 30 feet V, S, M a musical instrument
Spook action 1 round 60 feet S
Stalagmite action instant 30 feet S, V An earthen spike rises up to deal piercing damage. A burrowing creature has disadvantage on the save.
Step Up bonus action 1 round 30 feet S The target's speed increases by 10 feet until the start of your next turn.
Sticky Smoke action 1 minute 30 feet V, S Fill a 10-foot area with heavily obscuring smoke. Any creature which passes through the area vividly sheds identical smoke.
Transmute Implement action 10 minutes touch V, S, M a weapon or musical instrument Transmute one common weapon or musical instrument into another for up to 10 minutes.