Cantrips

CANTRIPS

Abate

Abjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Cleric, Inquisitor, Shaman, Wizard
  • Origin: Jack Weighill

You create a wave of oppressive arcane force that fills a 10-foot cube centred on a point that you can see within range, which lasts until the start of your next turn. When the area appears, each creature in the area that you choose must make a Charisma saving throw. On a failure, a creature’s speed is reduced by 10 feet until the end of its next turn. A creature also makes this saving throw when it enters the area for the first time on a turn or ends its turn there.

Acid Splash

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Alchemist, Artificer, Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 10 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

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

Adhere

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a drop of adhesive)
  • Duration: 1 minute
  • Classes: Alchemist
  • Origin: Jack Weighill

Sticky adhesive covers surfaces in a 5-foot cube centred on a point within range and turns it into difficult terrain for the duration.

Additionally, a prone creature in the adhesive must make a Strength saving throw in order to stand. On a failure, the creature expends the movement but is unable to stand and can't attempt to do so while in the area again until the end of the turn. On a success, the creature can stand up as normal.

Age

Dunamancy cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You touch a creature or a nonmagical object, briefly subjecting them to the passage of time, weakening them. The spell’s effects differ on whether you targeted a creature or an object, as follows:

Creature. Make a melee spell attack against the target. On a hit, the target’s internals suffer the effects of momentary, but harmful aging, causing it to suffer the following effects for the duration. The target’s speed is reduced by 5 feet and the first time it makes an attack roll or ability check each turn that uses Strength, Dexterity, or Constitution, the creature rolls a d4, subtracting the result from its roll. The target can make a Wisdom saving throw at the end of each of its subsequent turns, ending the spell’s effects on itself on a success.

Object. The target becomes brittle and aged, gaining vulnerability to damage for the duration. If the target object is Large or larger, a 5-foot cube centred on the point you touched suffers this effect, rather than the entire object.

Animate Image

Illusion cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A drawn or painted image)
  • Duration: Concentration up to 1 minute
  • Classes: Bard, Runeshaper, Sorcerer, Wizard
  • Origin: Misc

You cause a painted or drawn image on a surface in range that is no larger than a 5-foot square to animate and move as though the image were real.

When you cast this spell and as an action on subsequent turns, you can move the image to a different point on the surface (up to a maximum of 30 feet, if the surface is large enough), and/or otherwise cause it to behave in any way you choose. The image is intangible and silent.

A creature than can see the image while its animated this way can make an Intelligence (Investigation) check to determine that it is an illusion; if it discerns the illusion for what it is, the illusion becomes faint to it.

When this spell ends, the image instantly returns to its drawn position and location.

Animate Skull

Necromancy cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a skull)
  • Duration: 1 hour
  • Classes: Artificer, Bard, Cleric, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Genuine

You imbue a skull with necromantic magic, granting it an eerie sembalance of life. When you cast this spell, you can speak a phrase of 10 words or fewer. Whenever a creature touches the skull or enters a space within 5 feet of it, the skull speaks the phrase. You can also choose to infuse the skull with malicious energy. When you do, each time a creature other than you touches the skull, it will snap at them with its teeth. The creature must make a Dexterity saving throw. If they fail, they take 1d4 piercing damage. An animated skull has 6 AC and 1 hit point.

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

Aquabolt

Evocation cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard
  • Origin: Codex of the Waves

You conjure a sphere of turbulent water and hurl it at your foes. Make a ranged spell attack against a creature within range. On a hit, that creature takes 1d6 bludgeoning damage and, if it is Large size or smaller, it is pushed back 5 feet.

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

Arcane Comet

Evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Astromancer, Sorcerer, Wizard
  • Origin: Jack Weighill

You fire a tiny mote of arcane energy that streaks toward a target that you can see within range. The target must succeed on a Dexterity saving throw or take 1d4 force damage and become surrounded by latent arcane energy. The next time the target takes damage from a spell of 1st-level or higher before the end of your next turn, it takes an extra 1d4 force damage.

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

Blade Ward

Abjuration cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 round
  • Classes: Astromancer, Bard, Odic, Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Players Handbook

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

Blood Siphon

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Shaman, Warlock, Wizard
  • Origin: Grimlore's Grimoire

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

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

Bolt Rail

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Astromancer, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You conjure forth a beam of electrical energy from your fingertips that flies out in a 5-foot-wide, 10-foot-long line in front of you. Each creature caught in the line must succeed on a Dexterity saving throw, or take 1d6 lightning damage.

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

Bonding Vine

Conjuration cantrip


  • Casting Time: 1 bonus action
  • Range: 20 feet
  • Components: V, S, M (a small twig)
  • Duration: Concentration, for up to a minute
  • Classes: Druid
  • Origin: Sprouting Chaos

Choose one creature you can see within range. That creature must succeed on a Dexterity Saving throw or become connected to you with a magical vine. A creature that you are connected with must make a Strength saving throw whenever they attempt to move to a point more than 20 feet away from you.

On a failed save, their speed is reduced to zero until the start of their next turn and they are knocked prone. On a successful save, the vine snaps, and they are freed.

Booming Blade

Evocation cantrip (spellblade)


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 round
  • Classes: Alchemist, Artificer, Astromancer, Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Tasha's Cauldron of Everything

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

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Braise

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantenous
  • Classes: Artificer, Sorcerer, Wizard
  • Origin: Layhnet

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

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

Brand

Evocation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Inquisitor
  • Origin: Jack Weighill

You touch a creature, burning them with a radiant brand. Make a melee spell attack against the target. On a hit, the target takes 1d4 fire damage plus 1d4 radiant damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

Both the spell’s fire and radiant damage increase by 1d4 when you reach 5th level (2d4 + 2d4), 11th level (3d4 + 3d4), and 17th level (4d4 + 4d4).

Cherry Bomb

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a strip of magnesium and a pinch of sulfur)
  • Duration: Instantaneous
  • Classes: Artificer
  • Origin: Jack Weighill

You toss a sphere of packed explosive towards a creature or object that you can see within range. If the target is a creature or an object of Large size of smaller, make a ranged spell attack. On a hit, the target takes 1d8 fire damage. On a miss, the sphere lands in a random space adjacent to the target.

If the target is an object of Huge size or larger, the sphere hits automatically, but deals no damage.

On impact with a creature or object, the sphere detonates, creating a loud sound that can be heard from up to 100 feet away.

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

Chill Touch

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Alchemist, Astromancer, Odic, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Players Handbook

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

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

Clamouring Tones

Evocation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a bell)
  • Duration: Instantaneous
  • Classes: Bard, Runeshaper, Wizard
  • Origin: Jack Weighill

You create a horrid ringing sound that can be heard from up to 50 feet away at a point that you can see within range. Each creature within 5 feet of the clamouring must succeed on a Constitution saving throw or take 1d4 thunder damage and be deafened until the end of your next turn. A creature that is deafened in this way has disadvantage on ability checks as its head spins from the noise.

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

Clot

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a vial of blood and oil)
  • Duration: 1 minute
  • Classes: Alchemist
  • Origin: Jack Weighill

You cause a creature to instantly form blood clots around its open wounds. The target gains 1d4 temporary hit points, which last until the spell ends.

Additionally, if the target is bleeding, its bleeding is staunched, and the next time it starts bleeding before the spell ends, that bleeding is halved. For example, if the target starts bleeding for 1d8 + 2, it instead starts bleeding for 1d4 + 1.

The temporary hit points granted by this spell increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Clutter

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 round
  • Classes: Artificer, Astromancer, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You throw your hand forward, calling forth a series of random objects lost in the Astral Sea that fill a 10-foot cube, centred on a point that you can see within range. The clutter lightly obscures it area and turns it into difficult terrain. Additionally, a creature fully within the area has half cover.

If you choose, you can roll on the Clutter table to determine one noteworthy object that appears when you cast this spell.

Clutter
⠀d20⠀ Object
1–2 The skeleton of a Medium or Small creature.
3 A silver sword.
4–6 A section of a ship.
7 A half-eaten brain.
8 A vial of coloured liquid.
9 A tattered cloak.
10–14 A crystal geode.
15 A jar, containing many iridescent beads.
16 A palm-sized orb filled with shifting colours.
17–20 A broken piece of armour or weaponry.

Compass

Divination cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (an iron needle)
  • Duration: 7 days
  • Classes: Artificer, Astromancer, Bard, Druid, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You touch a nonmagical object, implanting a glowing arcane dot onto the surface you touch, around 1/2 an inch in diameter. You know the exact direction to the dot whilst the spell remains. The spell ends when you cast this spell again, you end the spell’s effects as a bonus action, or a creature spends an action to wipe the dot away.

The dot’s glow can be detected by a creature within 10 feet of the dot that has a passive Perception score equal to or higher than your spell save DC.

Concussive Bomb

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a pinch of sulphur)
  • Duration: Instantaneous
  • Classes: Alchemist
  • Origin: Jack Weighill

You create a burst of force in a 10-foot cube centred around a point that you can see within range. Each creature caught in the area must succeed on a Strength saving throw or pushed 10 feet in a straight line horizontally away from the point of origin.

When you cast this spell, you can designate one of the spell's targets to automatically succeed on its saving throw.

Conjure Instrument

Conjuration cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small piece of the instrument you wish to summon, such as the string of a viol, or the key of a piano)
  • Duration: 1 hour
  • Classes: Bard
  • Origin: XP to Level 3

With a snap of your fingers and a trill of your voice you conjure forth an instrument of shadowstuff. This instrument can be of any type or size, as long as it fits within a 10-foot square. Instruments created are semi-existant, and can only be touched or interacted with by you. Any other creature that comes into contact with the instrument finds that it seemingly has no physical mass. Instruments created in this way are visibly magical in some capacity. When the spell ends, the instrument fades out of existence.

Construe

Divination cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 round
  • Classes: Runeshaper
  • Origin: Jack Weighill

You conjure a lesser rune that conveys its meaning to all. The rune appears anywhere in your space, hovering in place until the end of your next turn. Choose any word in a language you speak for the rune to represent. Any creature that understands at least one language can understand the general meaning of the rune.

Control Flames

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard
  • Origin: Elemental Evil

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

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes - such as the vague form of a creature, an inanimate object, or a location - to appear within the flames and animate as you like. The shapes last for 1 hour.

Corrosive Blade

Evocation cantrip (spellblade)


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 round
  • Classes: Alchemist, Artificer, Astromancer, Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You brandish the weapon used in the spell's casting and make a melee attack with it. Your reach with this attack is 5 feet greater than normal. On a hit, the target suffers the weapon attack's normal effects and it must make a Dexterity saving throw. On a failure, if it’s wearing armor, wielding a shield, or has natural armor, it suffers a -2 penalty to AC until the start of your next turn, to a minimum of AC 10. A creature immune to acid damage can’t have its AC reduced this way.

At 5th level, the melee attack deals an extra 1d8 acid damage to the target on a hit and the penalty to AC increases by 1. The damage increases by 1d8 and the penalty to AC increases by 1 at 11th (2d8 and -3) and 17th level (3d8 and -4).

Create Bonfire

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, for up to a minute
  • Classes: Alchemist, Artificer, Druid, Sorcerer, Warlock, Wizard
  • Origin: Elemental Evil

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

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

Dancing Lights

Evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
  • Duration: 1 hour
  • Classes: Artificer, Astromancer, Bard, Shaman, Sorcerer, Wizard
  • Origin: Player's Handbook

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

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

Decaying Veil

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Shaman, Sorcerer, Warlock,
  • Origin: Opus of Extrinsic Substance

You conjure forth a descending pall of necrotic mist at a point within range. Each creature in a 10-foot cube must succeed on a Constitution saving throw or take 1d4 necrotic damage.

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

Decompose

Necromancy cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute
  • Classes: Alchemist, Cleric, Druid, Odic, Shaman
  • Origin: Matthew Mercer

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

Dire Radiance

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Inquisitor
  • Origin: Axios Verum

You call down a beam of frigid light, and interpose it between yourself and a creature within range.

The target must succeed on a Dexterity saving throw or take 1d6 radiant damage, and if the creature willingly moves towards you before the start of your next turn, it takes 1d6 radiant damage.

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

Drain Life

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Astromancer, Odic, Shaman, Warlock, Wizard
  • Origin: Jack Weighill

You reach out and pull the vigour from a creature within range. Make a melee spell attack against the target. On a hit, the target takes 1d6 necrotic damage. You then gain temporary hit points equal to half the damage dealt, rounded up, which last for the duration.

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

Dust Bunny

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S, M (a clump of dust)
  • Duration: Concentration, up to an hour
  • Classes: Alchemist, Druid, Odic, Runeshaper, Wizard
  • Origin: Jack Weighill

You imbue a simple clump of dust with the faintest hint of magical life. The dust bunny animates as a Tiny construct with 1 hit point, and an AC equal to your spell save DC. The dust bunny has a speed of 10 feet, and is permanently under the effects of the feather fall spell. It cannot take actions, and all of its statistics are 1, except for its Dexterity, which is equal to your spell save DC. When the dust bunny remains still, it is indistinguishable from a clump of dust.

As a bonus action on your turn, you can give the dust bunny a verbal command. As long as it is within 30 feet of you and can hear you, the bunny then follows that command to the letter.

You always know the exact distance and direction between you and the dust bunny.

When the spell ends, the dust bunny reverts to a lifeless clump of dust.

Druidcraft

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid
  • Origin: Player's Handbook

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

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.

Duelling Shadows

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Bard, Warlock, Wizard
  • Origin: Dart Arts

Choose two creatures within range that are within 5 feet of each other. Each target must succeed on a Dexterity saving throw or take 1d4 necrotic damage as their shadows lash out at each other. If one of the creatures moves before the start of your next turn, both targets must repeat the saving throw as the shadows lash out again, dealing another 1d4 necrotic damage.

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

Eidolic Chains

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Inquisitor, Odic, Shaman, Warlock
  • Origin: Grimlore's Grimoire

You conjure ethereal chains that wrap around a creature that you can see within range. The target must succeed on a Wisdom saving throw or become grappled (escape DC equal to your spell save DC) for the duration. The target can repeat its saving throw at the end of each of its turns, ending the effect for itself on a success.

Eldritch Blast

Evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Warlock
  • Origin: Player's Handbook

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

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

Encode Thoughts

Enchantment cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Up to 8 hours
  • Classes: Bard, Runeshaper, Warlock, Wizard
  • Origin: Guildmaster's Guide to Ravnica

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

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

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

Enervating Grasp

Necromancy cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Odic, Warlock
  • Origin: Outlandish Adventure

You attempt to grasp a creature and temporarily drain it of its vigor. Make a melee spell attack against the target. On a hit, the target takes 1d6 necrotic damage, and it has disadvantage on the first ability check or attack roll it makes before the end of its next turn. This spell has no effect on undead or constructs.

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

Evard's Expulsion

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

A burst of force pulses out from your body, forcing away enemies who have gotten too close. Each creature within 5 feet of you must succeed on a Strength saving throw or be pushed 5 feet away from you.

The distance a creature is pushed by this spell increases by 5 feet when you reach 5th level (10 ft.), 11th level (15 ft.), and 17th level (20 ft.).

Firebird

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V,S
  • Duration: 1 round
  • Classes: Druid, Sorcerer
  • Origin: Blackstaff's Book of 1000 Spells

You conjure a spirit of flame, casting it forward to a point that you can see within range, before lashing out at a target creature within 5 feet of it. The spirit makes a melee spell attack roll against the target, using your spell attack modifier. On a hit, the target takes 1d6 fire damage.

Hit or miss, the spirit remains until the start of your next turn. The original target provokes opportunity attacks from the spirit. Opportunity attacks made by the spirit are made in an identical fashion to the spirit's initial attack roll.

The spirit can provide and receive the benefits of flanking.

All damage dealt by this spell increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d8).

Fire Bolt

Evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Alchemist, Artificer, Astromancer, Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

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

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

Focus Brand

Divination cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Runeshaper,
  • Origin: Jack Weighill

You conjure a shining rune on the body of a creature within range, homing strikes in on them. The target must make a Charisma saving throw. On a failure, whenever a creature makes an attack roll against the target before the end of your next turn, the creature rolls a d4 and adds the result to its attack.

Fortify

Abjuration cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a thin sheet of metal)
  • Duration: 1 minute
  • Classes: Alchemist, Artificer, Cleric, Druid, Inquisitor, Odic
  • Origin: Devout Handbook

You invoke a protective ward around a creature you touch. The target gains 1d6 temporary hit points, which last for the duration.

The temporary hit points granted by this spell increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Friends

Enchantment cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (A small amount of makeup)
  • Duration: Concentration, up to a minute
  • Classes: Bard, Inquisitor, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you.

Frostbite

Evocation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Alchemist, Druid, Runeshaper, Sorcerer, Wizard
  • Origin: Elemental Evil

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Frostspear Blade

Evocation cantrip (spellblade)


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 round
  • Classes: Alchemist, Artificer, Astromancer, Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You brandish the weapon used in the spell's casting and make a melee attack with it. Your reach with this attack is 5 feet greater than normal. On a hit, the target suffers the weapon attack's normal effects and you can pull it up to 5 feet in a straight line towards you on freezing winds. Then until the end of the target’s next turn, it provokes opportunity attacks from you even if its takes the Disengage action before leaving your reach and if you hit it with an opportunity attack, the target takes extra cold damage from the attack equal to your spellcasting ability modifier.

This spell's damage increases when you reach certain levels. At 5th level, initial the melee attack deals an extra 1d8 cold damage to the target on a hit, and the cold damage dealt to a creature you hti with an opportunity attack increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Fumigate

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Druid, Runeshaper, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Layhnet

A cloud of noxious gas forms in a 5-foot-radius sphere centered on a point of your choice within range. Any creature that starts its turn within this gas must make a Constitution saving throw, taking 1d10 poison damage on a failed save. A creature that both starts and ends a turn within the area of the gas must make a Constitution saving throw or become poisoned for 1 minute. A creature poisoned this way can repeat the saving throw at the end of each of its turns, ending the effect early on a successful one.

On each of your following turns, you can use a bonus action to move this cloud up to 10 feet.

The spell’s damage increases by one die when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Additionally, the distance you can move the cloud increases by 5 feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

Gale Blade

Evocation cantrip (spellblade)


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 round
  • Classes: Alchemist, Artificer, Astromancer, Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You brandish the weapon used in the spell's casting and make a melee attack with it. On a hit, the target suffers the weapon attack's normal effects and you can immediately move up to half your speed into an unoccupied space within 5 feet of the attack's target without provoking opportunity attacks, as you ride magical wind currents to cut right through the target. The target then becomes surrounded by whistling winds until the end of your next turn. The next time you hit the target with a weapon attack before then, it takes an extra 1d4 force damage, and the spell ends.

If you cast this spell while your speed is 0 or you otherwise cannot move, the spell fails.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target on a hit, and the extra damage the target takes when you hit it with a subsequent weapon attack increases to 2d4. Both damage rolls increase by 1d8 and 1d4 respectively at 11th level (2d8 and 3d4) and again at 17th level (3d8 and 4d4).

Give Life

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Odic
  • Origin: Outlandish Adventure

You place your hand on another creature, transferring some of your life force to them. Expend and roll one of your Hit Dice. The target regains hit points equal to the number rolled + your Constitution modifier (a minimum of 1 hit point). This spell has no effect on undead and constructs.

You can expend and roll additional hit dice each time you cast this spell when you reach certain levels: up to two hit dice at 5th level, up to three hit dice at 11th level, and up to four hit dice at 17th level. You add your Constitution modifier to each hit die rolled.

Glowing Coin

Illusion cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (1 gp, which the spell consumes)
  • Duration: 1 minute
  • Classes: Artificer, Bard, Runeshaper, Wizard
  • Origin: Acquisitions Incorporated

You throw the coin used to cast the spell to a point that you can see within range, whereupon it falls to the ground. While the coin is in flight, it's invisible. When the coin impacts a solid surface, it transforms into a glowing mote of light and produces one of the following effects you choose for the duration:

  • The mote sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
  • The mote's light transfixes creatures who see it. Each creature within 30 feet of the mote that can see it must succeed on a Wisdom saving throw against charm or become distracted by the mote for the duration, or until it takes any damage. While distracted, the target has disadvantage on Wisdom (Perception) checks. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the effects of glowing coin for the next 8 hours.

Grasping Sprout

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A seedling)
  • Duration: Concentration, up to a minute
  • Classes: Druid
  • Origin: Sprouting Chaos

You conjure a small vine at a point you can see within range. The chosen point must be attached to a solid surface. Whenever a creature enters a space within 5 feet of the vine, you can use your reaction to have it attempt to grasp at its heels. If you do, the target must succeed on a Dexterity saving throw or its speed is reduced to 0 until the end of the turn.

Gravitic Repulsion

Dunamancy cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Astromancer
  • Origin: Jack Weighill

You release a pulse of gravitic energy towards a creature within range. Make a spell attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check (its choice). You succeed automatically if the target is incapacitated. If you succeed, the target is pushed up to 10 feet in a straight line away from you.

The distance at which you can push the target increases by 5 feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

Green-Flame Blade

Evocation cantrip (spellblade)


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Classes: Alchemist, Artificer, Astromancer, Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Tasha's Cauldron of Everything

You brandish the weapon used in the spell's casting and make a melee attack with it. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 10 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Guidance

Divination cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Artificer, Astromancer, Cleric, Druid, Runeshaper, Shaman
  • Origin: Player's Handbook

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

Gust

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard
  • Origin: Elemental Evil

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

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
  • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Holy Spear

Evocation cantripritual


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Inquisitor,
  • Origin: Jack Weighill

You launch a piercing ray of radiant light at a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage and the next time a creature makes an attack against it before the end of your next turn, that creature adds 1d4 to its attack roll.

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

Infestation

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a living flea)
  • Duration: Instantaneous
  • Classes: Alchemist, Druid, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d8 piercing damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d8 for the direction: 1, north; 2, northeast; 3, east; 4, southeast; 5, south; 6, southwest; 7, west; 8, northwest. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

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

Lacerate

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Odic, Sorcerer, Warlock, Wizard
  • Origin: Dark Arts

Two bolts of necrotic energy shoot from your fingertips towards a single creature within range. Make two ranged spell attacks against the target. On a hit, the target takes 1d4 necrotic damage. If both bolts hit the target, then the target’s hit point maximum is reduced by an amount equal to the necrotic damage it took. The target’s hit point maximum returns to normal after 10 minutes.

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

Light

Evocation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (firefly or phospherous moss)
  • Duration: 1 hour
  • Classes: Alchemist, Artificer, Bard, Cleric, Inquisitor, Sorcerer, Wizard
  • Origin: Player's Handbook

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can’t be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

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

Lightning Lure

Evocation cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Wizard
  • Origin: Tasha's Cauldron of Everything

You send out a tether of magical energy toward your enemy that becomes electrified as you pull them into range. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d10 lightning damage and must make a Strength saving throw or be pulled into a space adjacent to you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each spell slot level above 1st.

Mage Hand

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Artificer, Astromancer, Bard, Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magical items, or carry more than 10 pounds.

Magic Stone

Transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute
  • Classes: Artificer, Astromancer, Druid, Shaman,
  • Origin: Xanathar's Guide to Everything

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

If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.

Magnify

Divination cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to a minute
  • Classes: Artificer, Astromancer, Bard, Sorcerer, Warlock, Wizard
  • Origin: None

You create a magical, telescopic lense. For the duration, objects viewed through a lens are magnified to twice their size, granting you advantage on Intelligence checks made to gather information on something within 5 feet of you, as well as on Wisdom (Perception) checks made to spot or gather information on something far away.

Mediumship

Divination cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: 1 minute
  • Classes: Shaman,
  • Origin: Jack Weighill

You channel a spiritual force into yourself, taking on an aspect of another being. You invoke one of the following magical effects:

  • Your voice become eerie and mysterious for 1 minute.
  • Your body trembles and shudders for 1 minute.
  • You radiate a strange, harmless energy for 1 minute, filling your space with dim-light.
  • Each creature within 30 feet of you hears a strange, unintelligible whisper.
  • A glowing symbol appears somewhere on your body for 1 minute.
  • Candles, torches, and other tiny flames within 30 feet of you go out.
  • The next Tiny object you touch before the end of your next turn immediately begins hovers 5 feet in the air for 1 minute, or until touched by any creature again. When the effect ends, it floats harmlessly back down to the ground.

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

Mending

Transmutation cantrip


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (two loadstones)
  • Duration: Instantaneous
  • Classes: Alchemist, Artificer, Astromancer, Bard, Cleric, Druid, Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Mental Shadow

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a shard of mirror)
  • Duration: Concentration, up to a minute
  • Classes: Shaman,
  • Origin: Jack Weighill

You point to a creature that you can see within range, conjuring the part of their spirit that reflects their innermost anxieties, self-doubts, and fears. The spirit appears in a space you choose within 5 feet of the target and follows the them wherever they move, remaining in the same relative space to them. For example, if you summon the spirit on the south side of the target, the spirit will remain on the south side of the target regardless of where or how the target moves.

The spirit counts as a creature for the purposes of flanking, or any other feature, trait, or effect that requires another creature within 5 feet of the target.

The target may use its action to pull the spirit back into itself, pushing down its insecurities and ending the spell.

Creatures that can’t be frightened are immune to this spell.

Message

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a short piece of copper wire)
  • Duration: 1 round
  • Classes: Artificer, Astromancer, Bard, Runeshaper, Shaman, Sorcerer, Wizard
  • Origin: Player's Handbook

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

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

Mind Sliver

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: 1 round
  • Classes: Bard, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Unearthed Arcana

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save.

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

Minor Illusion

Illusion cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a bit of fleece)
  • Duration: 1 minute
  • Classes: Artificer, Astromancer, Bard, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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

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

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

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

Mordant Pool

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a vial of lemon juice and saliva)
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Druid, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You conjure up a 5-foot pool of caustic liquid at a point that you can see within range. Any creature that enters the pool for the first time or starts its turn there must succeed on a Dexterity saving throw or take 1d4 acid damage.

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

Mould Earth

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Astromancer, Druid, Sorcerer, Wizard
  • Origin: Player's Handbook

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

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

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

Mould Plant

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 hour
  • Classes: Druid
  • Origin: Sprouting Chaos

You choose a plant that you can see within range and that fits within a 10-foot cube. You manipulate it in one of the following ways:

  • Change the color of the plant for 1 hour
  • Cause the plant to shape itself into a form you designate. The plant’s branches and leaves may twist into words, create images, or shape into patterns. The changes last for 1 hour.
  • If the plant you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the plant to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

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

Nebulous Shackle

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Astromancer
  • Origin: Jack Weighill

You conjure stardust around a creature that you can see within range, which weighs heavily upon them. The target must succeed on a Strength saving throw or have its speed reduced to 0 until the start of your next turn.

Net

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a piece of fishing net)
  • Duration: Concentration, up to an hour
  • Classes: Runeshaper, Wizard
  • Origin: Jack Weighill

You conjure and hurl a net toward a creature within range. Make a ranged spell attack against the target. On a hit, it becomes restrained by the net, which is considered a standard non-magical net. The net vanishes when the spell ends.

The slashing damage required to destroy the net increases by 5 when you reach 5th level (10), 11th level (15), and 17th level (20). Additionally, the DC of the saving throw required to break free from the net increases by 2 when you reach 5th level (12), 11th level (14), and 17th level (16).

Night Terror

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a pinch of salt)
  • Duration: Concentration, up to a minute
  • Classes: Shaman, Warlock, Wizard
  • Origin: Grimlore's Grimoire

You conjure a small shadowy figure in an area that you can see within range that remains until it is slain or the spell ends. The figure has 10 hit points, 14 AC, and can end its turn in another creature's space.

As a bonus action on your turn, you can command the shadowy figure to assault the mind of a creature within 30 feet of it. The target must make an Intelligence save or take 1d4 psychic damage.

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

Odyllic Glow

Evocation cantrip


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Until dispelled
  • Classes: Odic
  • Origin: Outlandish Adventure

You spread your life force through your tattoos, causing them to glow with light, the color of which depends on the mixture of materials used to make the odyllic dye used in the ink. Until you choose to end the spell as a bonus action, or you become incapacitated or die, you shed bright light in a 20-foot radius, and dim light for an additional 20 feet.

Ond Fury

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 round
  • Classes: Odic
  • Origin: Outlandish Adventure

You imbue your body with excessive amounts of life force, allowing you to strike foes with incredible force. Make a melee spell attack against a creature within your reach. On a hit, the target takes 1d12 bludgeoning damage.

The spell allows you to make more attacks when you reach higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level. You can move between each of the attacks, and you can direct the attacks at the same target or at different ones. Make a separate attack roll for each attack.

Pack

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (A small leather pouch with a few inches of string inside)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Runeshaper, Sorcerer, Wizard
  • Origin: Miscellaneous

A group of objects in range of your choice not worn or carried by any creature weighing no more than a total of 300 lbs very quickly move to organize themselves into a space up to 12 cubic feet. The objects move in straight lines to their destinations and stop moving if they encounter obstacles. When the spell ends, an object stacked on top of another can possibly fall.

Piercing Thorn

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a rose thorn)
  • Duration: 1 round
  • Classes: Druid
  • Origin: Sprouting Chaos

You hurl a magical piercing thorn at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 piercing damage, and the thorn lodges itself into the creature for 1 minute or until the thorn explodes. If the creature is hit by a spell of 1st level or higher, the thorn absorbs some of the spell’s magical power and explodes into a rain of thorns, dealing 1d6 piercing damage to the creature.

This spell's damage initial increases by 1d4 and explosion damage increases by 1d6 when you reach 5th level (2d4 + 2d6), 11th level (3d4 + 3d6), and 17th level (4d4 + 4d6).

Poison Spray

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Alchemist, Artificer, Druid, Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. Make a ranged spell attack against the target. On a hit, the target takes 1d12 poison damage.

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

Power Chord

Evocation cantrip


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, M (a musical instrument)
  • Duration: Instantaneous
  • Classes: Bard
  • Origin: Jack Weighill

You strike a powerful note, sending out a wave of sonic force towards a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target suffers 1d8 thunder damage and is either pushed 5 feet away from you, or pulled 5 feet towards you (your choice).

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

Prestidigitation

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: 1 hour
  • Classes: Alchemist, Artificer, Astromancer, Bard, Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

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

Primal Savagery

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Druid
  • Origin: Xanatar's Guide to Everything

Your teeth or fingernails lengthen and sharpen. You choose which. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 piercing or slashing damage (your choice). After you make the attack, your teeth or fingernails return to normal.

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

Produce Flame

Conjuration cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Druid
  • Origin: Player's Handbook

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can cast the flame toward a creature. Make a melee spell attack against a creature you can touch, or a ranged spell attack against a creature within 30 feet of you. Regardless of which, on a hit, the target takes 1d8 fire damage.

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

Project Aspect

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, M (a drop of your own blood)
  • Duration: Concentration, up to a minute
  • Classes: Shaman
  • Origin: Jack Weighill

You shift a fragment of your spirit to a point that you can see within range. Until the spell ends, your active Shamanic Aspect extends from the target point instead of you.

This spell does not effect Shamanic Aspects that extend from any active totems you have.

Quickfoot

Transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Sorcerer, Wizard
  • Origin: Miscellaneous

You touch a willing creature, imbuing it with a moment of great haste. The target may immediately move up to 10 feet. Attacks of opportunity made against creatures that move in this way are made at disadvantage.

Ray of Frost

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Alchemist, Artificer, Astromancer, Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

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

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

Resistance

Abjuration cantrip


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (a miniature cloak)
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Artificer, Cleric, Druid, Inquisitor, Odic, Shaman
  • Origin: Player's Handbook

You bless one willing creature you can see within range. For the duration, whenever the target fails a saving throw, it can roll a d4 and add the number rolled to that saving throw, potentially turning its failure into a success. The spell then ends.

Ripple

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Druid, Sorcerer, Wizard
  • Origin: Codex of the Waves

You pull into existence a circular ribbon of water which wraps around you and rapidly expands outwards. Each creature within range, other that you, must succeed on a Dexterity saving throw or take 1d4 bludgoening damage and have disadvantage on opportunity attacks against you until the start of your next turn.

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

Root Snare

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Druid, Odic, Sorcerer
  • Origin: Devout Handbook

Grasping roots sprout in each unoccupied space on the ground surrounding a target within range. Until the start of your next turn, if a creature other than you willingly moves into one of the spaces, the creature must succeed on a Dexterity saving throw or take 1d4 piercing damage and have its speed reduced to 0 until the start of its next turn.

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

Ruse

Illusion cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Wizard
  • Origin: Grimlore's Grimoire

You make an object up to 5 pounds that you touch invisible for the duration.

Sacred Flame

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Astromancer, Cleric, Inquisitor
  • Origin: Player's Handbook

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

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

Sapping Sting

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Alchemist, Druid, Odic, Warlock
  • Origin: Explorer's Guide to Wildemount

You sap the vitality of one creature you can see within range. The target must succeed on a Constitution saving throw or take 1d6 necrotic damage and fall prone.

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

Selective Hearing

Divination cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Runeshaper, Wizard
  • Origin: Jack Weighill

You alter your ability to hear sound, allowing yourself to tune in and out of certain noises. For the duration, you can at any time choose any number of ongoing sound sources. When you do, you may choose to either be unable to hear those sources, or be able to hear only the chosen sources and no other sound (your choice). These effects last until you change your affected sources, or until the spell ends.

Whilst you have limited your hearing down to a single sound source, you have advantage on Wisdom (Perception) checks made to listen to that source.

The effects of this spell cannot cancel out sound strongly enough to alter the effectiveness of any thunder damage dealt to you.

Septic Shock

Necromancy cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a viper fang or scorpion tail)
  • Duration: 1 minute
  • Classes: Alchemist, Druid, Odic, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You touch a creature, filling their wounds in thin layer of infectious toxins, which remain for the duration. Make a melee spell attack against the target. On a hit, the creature suffers 1d4 poison damage and next time it takes bludgeoning, piercing, or slashing damage before the spell ends, it takes an additional 1d12 poison damage. Once a creature has taken this additional damage, the spell ends.

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

Shape Water

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard
  • Origin: Elemental Evil

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

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

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

Shillelagh

Transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: S
  • Duration: 1 minute
  • Classes: Druid, Odic, Shaman
  • Origin: Player's Handbook

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

Shocking Grasp

Evocation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneos
  • Classes: Artificer, Sorcerer, Wizard
  • Origin: Player's Handbook

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

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

Shunt

Dunamancy cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Astromancer, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You form a localised well of gravity near a creature that you can see within range, pulling them across the battlefield. The target creature must make a Strength saving throw. On a failure, it suffers 1d6 force damage and is pushed up to 10 feet in a direction you choose that's horizontal to you.

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

Smoke Trick

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S
  • Duration: 1 minute
  • Classes: Bard, Shaman, Sorcerer, Wizard
  • Origin: Jack Weighill

You conjure a 5-foot cube cloud of smoke at a point that you can see within range. The smoke heavily obscures its area. As a bonus action, you may cause the smoke to take on one or more of the following effects.

  • The smoke takes on a shape that you choose, as long as that shape fits within a 5-foot cube.
  • The smoke thins to a wispy mist, lightly obscuring its area, instead of heavily obscuring it, until the start of your next turn.
  • The smoke moves up to 30 feet in any direction.

Sorcerous Burst

Evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer
  • Origin: One D&D

You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d6 + 1 damage. The damage dealt is acid, cold, fire, lightning, or poison (you choose each time you cast the spell. If you roll a 6 on a d6 for this spell, you can roll another d6, and add it to the damage. Whenever you cast this spell, the maximum number of these d6s you can add to the spell’s damage equals your spellcasting ability modifier.

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

Spare the Dying

Necromancy cantrip


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Alchemist, Cleric, Inquisitor, Odic
  • Origin: Player's Handbook

You spare a living creature with 0 hit points that you can see within range. The creature becomes stable and if it's bleeding, the condition ends. This spell has no effect on Undead or Constructs.

Starry Wisp

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Astromancer, Bard, Druid
  • Origin: Unearthed Arcana

You launch a mote of light at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage and, until the end of your next turn, the target emits dim light in a 10-foot-radius and can't benefit from being invisible.

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

Stellarcraft

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Sight
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Astromancer
  • Origin: Jack Weighill

Calling out to the sky, you create one of the following effects that appears at a point in the sky that you can see. These effects are visible only to you and any number of creatures you choose within 120 feet of you.

  • You cause one celestial body or constellation that you are familiar with to shine noticeably brighter for the duration.
  • You create a harmless shooting star.
  • If it’s day, you create a projection of the night sky that shows the current position of celestial bodies.
  • Choose a moment anytime in the next 30 days. You create a projection of the night sky that shows the expected position of celestial bodies at the chosen moment.
  • A random number of stars or other celestial bodies shine or change position to indicate the direction of north.
  • Choose a lunar phase. The moon changes to indicate the number of days left before the moon next reaches that phase.

Stepping Stone

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (a skipping rock)
  • Duration: 1 minute
  • Classes: Astromancer, Druid, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You conjure forth a floating rock in an unoccupied space within range. The rock floats in space for the duration, or until you cast the spell again. The rock can only be moved with a successful Strength (Athletics) check against your spell save DC and it can support up to 500 lbs of weight, upon which the spell ends and the rock vanishes.

Additionally, as a part of your action to cast the spell, or as an action on subsequent turns whilst you can still see the rock, you can send the rock forward to strike at a target you can see within 30 feet of the rock. Make a ranged spell attack against the target. On a hit, it takes 1d6 bludgeoning damage and must succeed on a Strength saving throw or fall prone. A creature of Huge size or larger automatically succeeds on this saving throw. Anything on top of the rock when you use it to make an attack falls off the rock immediately before the attack is made.

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

Stonefist

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a pebble)
  • Duration: Instantaneous
  • Classes: Druid
  • Origin: Layhnet

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

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

Stoneward Blade

Abjuration cantrip (spellblade)


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 round
  • Classes: Alchemist, Artificer, Astromancer, Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You brandish the weapon used in the spell's casting and make a melee attack with it. On a hit, the target suffers the weapon attack's normal effects and then you are surrounded by swirling earth and stone that protects you from it. Until the start of your next turn, whenever the attack’s target makes an attack roll against you, you gain a +2 bonus to AC against that attack.

At 5th level, the melee attack deals an extra 1d8 bludgeoning damage to the target on a hit. This damage increases by 1d8 at 11th (2d8) and 17th (3d8) level.

Storm Bolt

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Alchemist, Druid, Sorcerer, Wizard
  • Origin: Jack Weighill

You coalesce a small storm cloud in the palm of your hand, before hurling it at your enemies. Make a ranged spell attack against a creature that you can see within range. On a hit, the target suffers 1d4 thunder damage and the storm cloud hovers above its head for the duration. At the start of the target’s next turn, the storm cloud unleashes a jolt of lightning energy. The target must make a Dexterity saving throw, suffering 1d8 lightning damage on a failure, or half on a success. Once the storm cloud has released this bolt, it disperses and the spell ends.

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

Sword Burst

Conjuration cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Artificer, Astromancer, Sorcerer, Warlock, Wizard
  • Origin: Tasha's Cauldron of Everything

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

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

Tanglevine

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Druid, Sorcerer
  • Origin: Jack Weighill

You hurl a tangling vine towards a creature that you can see within range, inhibiting their movement. Make a ranged spell attack against the target. On a hit, the target's speed is halved until the start of your next turn.

Thaumaturgy

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: 1 minute
  • Classes: Cleric, Inquisitor, Odic, Shaman
  • Origin: Player's Handbook

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

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

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

Thorn Whip

Conjuration transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the stem from a thorny plant)
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Odic
  • Origin: Player's Handbook

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

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

Thunderclap

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Classes: Alchemist, Artificer, Bard, Druid, Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Elemental Evil

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

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

Tinker

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Until dispelled
  • Classes: Artificer
  • Origin: Jack Weighill

You touch a Tiny nonmagical object and give it one of the following magical properties of your choice:


  • Glowing Light. The object sheds bright light in a 5-foot-radius and dim light for an additional 5 feet.
  • Image Projection. A static visual effect appears on one of the object's surfaces. The effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
  • Recorded Message. Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you cast this spell. The recording can be no more than 6 seconds long and it plays back in your voice.
  • Sense Emitter. The object continually emits your choice of an odour or a nonverbal sound (wind, waves, chirping, etc.). The chosen phenomenon is perceivably up to 10 feet away.

If you cast this spell multiple times, you can have up to three objects under its effects at a time, and you can dismiss such an effect as an action by touching an affected object. If you cast this spell on a fourth object, the spell ends on the oldest affected object.

Toll the Dead

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Inquisitor, Shaman, Warlock, Wizard
  • Origin: Unearthed Arcana

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

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

True Strike

Divination cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 round
  • Classes: Astromancer, Bard, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. Until the end of your next turn, you gain advantage on the first attack roll you make against the target each turn.

Twine

Conjuration cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a length of string)
  • Duration: Concentration, up to an hour
  • Classes: Runeshaper, Wizard
  • Origin: Jack Weighill

When you cast this spell, you can choose for the rope to attempt to grapple onto a creature or object within the rope’s reach. If the target is a creature, make a ranged spell attack contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (its choice). On a success, the target is grappled (escape DC equal to your spell save DC). If the target is an object, the rope wraps around it, holding tight until you command it to loosen as a bonus action.

Whilst a creature is grappled in this way, its speed is not reduced to 0, it instead moves at half speed and cannot move beyond the rope’s length for as long as you hold the rope.

Umbraturgy

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to an hour
  • Classes: Bard, Cleric, Inquisitor, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Dark Arts

You compel shadows to create one of the following effects at a point you can see within range:

  • The shadow of a creature or object changes size or shape, up to a maximum of double or half its normal size. This effect lasts for up to 1 minute, or until it moves.
  • You cause shadows to conceal a creature in dim light or darkness, giving them advantage on their next Dexterity (Stealth) check within the next minute as long as they remain in the dim light or darkness.
  • A creature or object’s shape becomes either harder or softer, making its form either easier or harder to discern from the shape of the shadow. This effect lasts for up to 1 hour.

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

Ventriloquism

Illusion cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Bard, Wizard

You cloak your voice in illusion, allowing it to travel far. As a part of the spell’s casting, you may speak up to 10 words, which are heard from a point that you can see within range instead of from you. When you speak as a part of the spell, your lips do not appear to move to those observing you.

Vessel

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a wood chipping)
  • Duration: 8 hours
  • Classes: Artificer, Bard, Wizard

You conjure a hollow container of any size or shape up to a 5-foot cube in an unoccupied space that you can see within range. This container can be made from any of the following materials: ceramic, glass, iron, burlap, leather, or wood, and remains for the duration, visibly magical on inspection.

The object, if its form allows it, can be locked with a simple lock. This lock can be unlocked with a successful DC 12 check made with thieves’ tools.

When the container disappears, its contents spill harmlessly onto the ground.

If you cast this spell whilst you already have a container in existence, the previously created container disappears.

Vicious Mockery

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard
  • Origin: Player's Handbook

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (thought it need not understand you), it must succeed on a Wisdom saving throw or take 1d6 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

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

Vile Hand

Necromancy cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute
  • Classes: Cleric, Inquisitor, Shaman, Sorcerer, Warlock
  • Origin: Jack Weighill

You cover your arm in a dark blackened energy before striking toward your enemy. Make a melee spell attack against a creature within range. On a hit, the target suffers 1d6 necrotic damage and the target is marred by a dark force. At the start of each of the targets turns for the duration, it suffers a further 1d4 necrotic damage and then makes a Constitution saving throw. If it succeeds, the spell ends.

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

Whelming Soil

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a handful of dirt and gravel)
  • Duration: Instantaneous
  • Classes: Astromancer, Druid, Sorcerer
  • Origin: Jack Weighill

You cause an area up to 20 feet on a side of soil, sand, gravel or other sediment to pull your enemies to the ground. Each creature stood in the area must succeed on a Strength saving throw or fall prone. A creature of Huge size or larger automatically succeeds on its saving throw.

The spell’s maximum area increases by 5 feet when you reach 5th level (25 ft.), 11th level (30 ft.), and 17th level (35 ft.).

Word of Radiance

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a holy symbol)
  • Duration: Instantaneous
  • Classes: Cleric
  • Origin: Xanathar's Guide to Everything

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

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

Wristpocket

Conjuration cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Runeshaper, Wizard
  • Origin: Matthew Mercer

You flick your wrist with a flourish, causing a single object that weighs no more than 5 lbs that you hold within your hand to vanish. The object is actually transported and stored within a small extradimensional pocket plane. The object remains there indefinitely until this cantrip is cast again, upon which it is immediately transported back into your grasp. You cannot store an object while one already occupies the extradimensional pocket.