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== Cantrips ==
= Cantrips =
 
== A-M ==
=== A-M ===
=== Acid Splash ===
{| class="wikitable"
{| class="wikitable"
|+ Acid Splash (Shaman, Sorcerer, Warlock)
|+ Acid Splash
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Shaman, Sorcerer, Warlock
|-
|-
| Range: 60ft || Duration: Instant || Components: VS
| Range: 60ft || Duration: Instant || Components: VS || Arcane
|}
|}
You hurl a bubble of acid. Choose one or two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw, taking 1d6 Acid Damage on a failed save.
You hurl a bubble of acid. Choose one or two creatures you can see within Range that are within 5ft of each other. A target must succeed on a Dexterity Saving Throw. On a failed Save, a target takes 1d6 Acid Damage.<br>
:This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
This Spell’s Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
 
<br><br>


=== Amanuensis ===
{| class="wikitable"
{| class="wikitable"
|+ Amanuensis (Sorcerer, Warlock, Wizard)
|+ Amanuensis
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Sorcerer, Warlock, Wizard
|-
|-
| Range: Touch || Duration: Instant || Components: VS
| Range: Touch || Duration: Instant || Components: VS || Arcane
|}
|}
You touch a work with writing, such as a book, scroll, or parchment, and you touch medium that could contain writing, such as a book, scroll or parchment. The work is copied into the medium at a rate of 250 words per minute, creating a perfect duplicate of the original. This spell only copies non-magical text, if the work contains non-magical writing in addition to illustrations and/or magical writing, only the non-magical writing is copied to the medium. If the medium runs out of space, then the spell ends. the spell does not translate the copied writing, it remains in the language it was copied from.  
You touch a work with writing, such as a book, scroll, or parchment, and you touch a medium that could contain writing, such as a book, scroll or parchment. The work is copied into the medium at a rate of 250 words per minute, creating a perfect duplicate of the original. This Spell only copies non-magical text, if the work contains non-magical writing in addition to illustrations and/or magical writing, only the non-magical writing is copied to the medium. If the medium runs out of space, then the Spell ends. The Spell does not translate the copied writing, it remains in the language it was copied from.<br>
 
This rate this Spell copies words increases by 250 when you reach 5th Level (500 words per minute), 11th Level (750 words per minute), and 17th Level (1,000 words per minute).
<br><br>


=== Booming Blade ===
{| class="wikitable"
{| class="wikitable"
|+ Booming Blade (Shaman, Sorcerer, Warlock, Wizard)
|+ Booming Blade
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Shaman, Warlock, Wizard
|-
|-
| Range: Self || Duration: 1 Round || Components: VM (a melee weapon)
| Range: Self || Duration: 1 Round || Components: VM (a Melee Weapon) || Arcane
|}
|}
You brandish the weapon used in the spell’s casting and make a melee weapon attack with it. On a hit, the target suffers the attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn.
You brandish the Weapon used in the Spell’s casting and make a Melee Weapon Attack with it. On a hit, the target suffers the Attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn.<br>
 
If the target willingly moves 5ft or more before then, the target takes 1d8 Thunder Damage, and the Spell ends.<br>
If the target willingly moves 5 feet or more before then, the target 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 additional 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).
: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).
<br><br>
 


=== Chill Touch ===
{| class="wikitable"
{| class="wikitable"
|+ Chill Touch (Sorcerer, Warlock, Wizard)
|+ Chill Touch
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Necromancy
| Level: Cantrip || Casting Time: 1 Action || Necromancy || Sorcerer, Warlock, Wizard
|-
|-
| Range: 120ft || Duration: 1 Round || Components: VS
| Range: 120ft || Duration: 1 Round || Components: VS || Arcane
|}
|}
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.
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.<br>
 
If you hit an Undead creature, it also has Disadvantage on Attack Rolls against you until the end of your next turn.<br>
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).
:This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
<br><br>
 


=== Control Flames ===
{| class="wikitable"
{| class="wikitable"
|+ Control Flames (Druid, Shaman, Sorcerer, Wizard)
|+ Control Flames
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Shaman, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: S
| Range: 60ft || Duration: Instant || Components: S || Primal
|}
|}
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 choose nonmagical flame that you can see within Range and that fits within a 5ft 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 expand the flame 5ft in one direction, provided that wood or other fuel is present in the new location.
*You instantaneously extinguish the flames within the cube.
*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 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.
*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.
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.
If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
 
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects.
<br><br>


=== Create Bonfire ===
{| class="wikitable"
{| class="wikitable"
|+ Create Bonfire (Druid, Shaman, Sorcerer, Warlock, Wizard)
|+ Create Bonfire
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS || Primal
|}
|}
You create a bonfire on ground that you can see within range. Until the spell ends, the magic 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, taking 1d8 fire damage on a failed save.
You create a bonfire on the ground at a point that you can see within Range. Until the Spell ends, the magic bonfire fills a 5ft Cube. Any creature in the bonfire’s space when you cast the Spell, that moves into the bonfire's space for the first time on a turn, or ends its turn there must succeed on a Dexterity Saving Throw. On a failed Save, the creature takes 1d8 Fire Damage.<br>
 
The Bonfire ignites flammable objects in its area that aren't being worn or carried.<br>
A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried.
The Spell’s Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
:The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
<br><br>
 


=== Dancing Lights ===
{| class="wikitable"
{| class="wikitable"
|+ Dancing Lights (Bard, Sorcerer, Wizard)
|+ Dancing Lights
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Illusion || Bard, Sorcerer, Wizard
|-
|-
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (a bit of phosphorus or wychwood, or a glowworm)
| Range: 120ft Still Emanation || Duration: 1 Minute (Concentration) || Components: VSM (a bit of phosphorus or wychwood, or a glowworm) || Arcane
|}
|}
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.
You create up to 4 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 shape up to Medium Size. The lights each shed Dim Light out to a Range of 10ft no matter what form they take.<br>
 
As a Bonus Action you can move the lights up to 60ft each to a new space within the Range of the Spell. If a light is ever outside the Range of the Spell or farther than 20ft from any other light created by this Spell, that light vanishes.<br>
Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
The Spell creates 2 additional lights when you reach 5th Level (6 lights), 11th Level (8 lights), and 17th Level (10 lights).
 
<br><br>


=== Die, Insect! ===
{| class="wikitable"
{| class="wikitable"
|+ Die, Insect! (Druid, Shaman, Sorcerer, Warlock, Wizard)
|+ Die, Insect!
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: 1 Turn (Concentration) || Components: V
| Range: 30ft || Duration: 1 Turn (Concentration) || Components: V || Arcane
|}
|}
You conjure a sphere of elemental flame which briefly hovers in place before flying at a nearby foe. At the end of your turn, the flame leaps at a random hostile creature within range; you roll randomly to determine which enemy is affected. That enemy must succeed on a Dexterity saving throw or take 8 Fire Damage.<br>
You conjure a sphere of elemental flame which briefly hovers in place before flying at a nearby foe. At the end of your turn, the flame leaps at a random hostile creature within Range, that creature makes a Dexterity Saving Throw; you roll randomly to determine which enemy is affected. On a failed Save, the target takes 8 Fire Damage.<br>
This spell's damage increases by 8 when you reach 5th level (16), 11th level (24), and 17th level (32).
The Spell's Damage increases by 8 when you reach 5th Level (16), 11th Level (24), and 17th Level (32).
 
<br><br>


=== Druidcraft ===
{| class="wikitable"
{| class="wikitable"
|+ Druidcraft (Druid, Shaman)
|+ Druidcraft
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Shaman
|-
|-
| Range: 30ft || Duration: Instant || Components: VS
| Range: 30ft || Duration: Instant || Components: VS || Primal
|}
|}
Whispering to the spirits of nature, you create one of the following effects within range:
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 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 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 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 5ft Cube.
*You instantly light or snuff out a candle, a torch, or a small campfire.
*You instantly light or snuff out a candle, a torch, or a small campfire.
*You create a scent similar to an animal's markings in a 5ft Cube within Range. This scent lasts for 24 hours.
*You create the sound of tweeting birds, creaking crickets, or similar repetitive sound in a 5ft Cube within Range. This sound lasts for 1 hour.
If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects.
<br><br>


 
=== Echoing Strike ===
{| class="wikitable"
{| class="wikitable"
|+ Echoing Strike (Bard, Shaman, Sorcerer, Wizard)
|+ Echoing Strike
|-
|-
| Level: Cantrip || Casting Time: 1 Action or Reaction (when you hear another creature within 60ft of you cast this spell) || Evocation
| Level: Cantrip || Casting Time: 1 Action or Reaction (when you hear another creature within 60ft of you cast this Spell) || Evocation || Bard, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: VS
| Range: 60ft || Duration: Instant || Components: VS || Arcane
|}
|}
You hurl a wave of echoing energy at a creature you can see within range. The target must make a Constitution Saving Throw, taking 1d6 Thunder Damage on a failure and being pushed back 5ft from you in a straight line.<br>
You hurl a wave of echoing energy at a creature you can see within Range, that creature makes a Constitution Saving Throw. On a failed Save, the target takes 1d6 Thunder Damage and is pushed 5ft away from you.<br>
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
This Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
 
<br><br>


=== Eldritch Blast ===
{| class="wikitable"
{| class="wikitable"
|+ Eldritch Blast (Warlock)
|+ Eldritch Blast
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Warlock
|-
|-
| Range: 120ft || Duration: Instant || Components: VS
| Range: 120ft || Duration: Instant || Components: VS || Arcane
|}
|}
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.<br>
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.<br>
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.
The Spell creatures one more beam when you reach 5th Level (two beams), 11th Level (three beams), and 17th Level (four beams). You choose a target (multiple beams can target the same creature) for each beam and make a separate Attack for each beam.
 
<br><br>


=== Encode Thoughts ===
{| class="wikitable"
{| class="wikitable"
|+ Encode Thoughts (Shaman, Wizard)
|+ Encode Thoughts
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Enchantment
| Level: Cantrip || Casting Time: 1 Action || Enchantment || Shaman, Wizard
|-
|-
| Range: Self || Duration: 8 hours || Components: VS
| Range: Self || Duration: 8 hours || Components: VS || Arcane
|}
|}
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.
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 5ft of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.<br>
 
If you cast this Spell while Concentrating on an effect that allows you to read or manipulate the thoughts of others (such as the Detect Thoughts or Modify Memory Spells), you can transform the thoughts or memories you read, rather than your own, into a Thought Strand.<br>
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 or using similar magic on the Strand has the same effect.)<br>
 
The Spell creates an additional Thought Strand when you reach 5th Level (2 Thought Strands), 11th Level (3 Thought Strands, and 17th Level (4 Thought Strands).
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.)
<br><br>
 


=== Firebolt ===
{| class="wikitable"
{| class="wikitable"
|+ Firebolt (Shaman, Sorcerer, Wizard)
|+ Firebolt
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Shaman, Sorcerer, Wizard
|-
|-
| Range: 120ft || Duration: Instant || Components: VS
| Range: 120ft || Duration: Instant || Components: VS || Arcane
|}
|}
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.
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.<br>
:This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
The Spell's Damage increases by 1d10 when you reach 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).
 
<br><br>


=== Friends ===
{| class="wikitable"
{| class="wikitable"
|+ Friends (Bard, Sorcerer, Warlock, Wizard)
|+ Friends
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Enchantment
| Level: Cantrip || Casting Time: 1 Action || Enchantment || Bard, Sorcerer, Warlock, Wizard
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: SM (a small amount of makeup applied to the face as this spell is cast)
| Range: Self || Duration: 1 Minute (Concentration) || Components: SM (a small amount of makeup applied to the face as this Spell is cast) || Arcane
|}
|}
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.
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, potentially becoming hostile towards you. A creature prone to violence might attack you. Another creature might seek retribution in other ways, depending on the nature of your interaction with it.<br>
 
You can target an additional creature with the Spell when you reach 5th Level (up to 2 creatures), 11th Level (up to 3 creatures), and 17th Level (up to 4 creatures)
<br><br>


=== Frostbite ===
{| class="wikitable"
{| class="wikitable"
|+ Frostbite (Druid, Shaman, Sorcerer, Warlock, Wizard)
|+ Frostbite
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: VS
| Range: 60ft || Duration: Instant || Components: VS || Arcane
|}
|}
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
You cause numbing frost to form on one creature that you can see within Range, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d6 Cold Damage and has Disadvantage on the next Weapon Attack it makes before the end of its next turn.<br>
:The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
 
<br><br>


=== Green Flame Blade ===
{| class="wikitable"
{| class="wikitable"
|+ Green-Flame Blade (Shaman, Sorcerer, Warlock, Wizard)
|+ Green Flame Blade
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: Self || Duration: Instant || Components: SM (a melee weapon)
| Range: Self || Duration: Instant || Components: SM (a Melee Weapon) || Arcane
|}
|}
You brandish the weapon used in the spell’s casting and make a melee weapon attack with it. On a hit, the target suffers the attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
You brandish the Weapon used in the Spell’s casting and make a Melee Weapon Attack with it. On a hit, the target suffers the 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 5ft of it. The second creature takes Fire Damage equal to your Spellcasting Ability Modifier.<br>
: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).
The Spell’s Damage increases when you reach certain Levels. At 5th Level, the Melee Attack deals an additional 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).
 
<br><br>


=== Guidance ===
{| class="wikitable"
{| class="wikitable"
|+ Guidance (Cleric, Druid, Shaman)
|+ Guidance
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Divination
| Level: Cantrip || Casting Time: 1 Reaction (when a creature you can see fails an Ability Check) || Divination || Cleric, Druid, Shaman
|-
|-
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS
| Range: 30ft || Duration: Instant || Components: VS || Divine and Primal
|}
|}
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.
You shout words of divine or primal wisdom to the creature that failed the Ability Check that triggered the casting of this Spell. You roll a d4 and add the result to the Ability Check.<br>
 
When you reach certain Levels this Spell Improves. When you reach 5th Level, you roll 2d4 and add the highest result to the failed Ability Check. When reach 11th Level you roll 2d4 and add the result of both dice to the failed Ability Check. Finally when you reach 17th Level yo roll 4d4 and add the two highest results to the failed Ability Check.
<br><br>


=== Gust ===
{| class="wikitable"
{| class="wikitable"
|+ Gust of Wind (Druid, Shaman, Sorcerer, Wizard)
|+ Gust of Wind
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Shaman, Sorcerer, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: VS
| Range: 30ft || Duration: Instant || Components: VS || Primal
|}
|}
You seize the air and compel it to create one of the following effects at a point you can see within range:
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.
*One Medium or smaller creature that you choose must succeed on a Strength Saving Throw. On a failed Save the creature is pushed 5ft 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 small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5lbs. The object is pushed up to 10ft away from you, however it isn’t pushed with enough force to deal Damage.
*You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
*You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
You can choose an additional effect when you reach 5th Level (2 effects), 11th Level (3 effects), and 17th Level (4 effects). You can choose an effect more than once, but the target of each effect must be different.
<br><br>


 
=== Infestation ===
{| class="wikitable"
{| class="wikitable"
|+ Infestation (Druid, Shaman, Sorcerer, Warlock, Wizard)
|+ Infestation
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: VSM (a living flea)
| Range: 30ft || Duration: Instant || Components: VSM (a living flea) || Primal
|}
|}
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within Range, the target makes a Constitution Saving Throw. On a failed Save the target takes 1d6 Poison Damage and is pushed 5ft in a direction of your choice.<br>
:The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
The Spell’s Damage increases by 1d6 and the distance the target is pushed increases by 5ft when you reach 5th Level (2d6 and 10ft), 11th Level (3d6 and 15ft), and 17th Level (4d6 and 20ft).
 
<br><br>


=== Light ===
{| class="wikitable"
{| class="wikitable"
|+ Light (Bard, Cleric, Sorcerer, Wizard)
|+ Light
|-
|-
| Level: Cantrip || Casting Time: 1 Bonus Action || Evocation
| Level: Cantrip || Casting Time: 1 Bonus Action || Transmutation || Bard, Cleric, Sorcerer, Wizard
|-
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (a firefly or phosphorescent moss)
| Range: Touch || Duration: 1 Hour || Components: VSM (a firefly or phosphorescent moss) || Arcane
|}
|}
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as a free action.
You touch one object that is no larger than 10ft in any dimension. Until the Spell ends, the object sheds Bright Light out to a Range fo 20ft, and Dim Light an additional 20ft. You choose the color of the light when you cast the Spell, and completely covering the object with something opaque blocks the light. The Spell ends if you cast it again or if dismiss it as a Free Action.<br>
 
If you target an object held or worn by an unwilling creature, you make a Melee Spell Attack against that creature, casting the Spell on a hit.<br>
If you target an object held or worn by a hostile creature, you must make a melee spell attack against that creature, casting the spell on a successful attack.
The Range of both the Bright Light and the Dim Light increases by 20ft when you reach 5th Level (40ft), 11th Level (60ft), and 17th Level (80ft).
 
<br><br>


=== Lightning Lure ===
{| class="wikitable"
{| class="wikitable"
|+ Lightning Lure (Druid, Shaman, Sorcerer, Warlock, Wizard)
|+ Lightning Lure (Druid, Shaman, Sorcerer, Warlock, Wizard)
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 15ft || Duration: Instant || Components: V
| Range: 15ft || Duration: Instant || Components: V || Arcane, Primal
|}
|}
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15ft of you, that creature makes a Strength Saving Throw. On a failed Save the target is pushed 10ft towards you in a straight line and then takes 1d8 Lightning Damage.
:This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
The Spell’s Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
 
<br><br>


=== Lucky Number ===
{| class="wikitable"
{| class="wikitable"
|+ Lucky Number (Bard, Sorcerer, Warlock)
|+ Lucky Number
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Divination
| Level: Cantrip || Casting Time: 1 Action || Divination || Bard, Sorcerer, Warlock
|-
|-
| Range: Self || Duration: 24 Hours || Components: VS
| Range: Self || Duration: 24 Hours || Components: VS || Arcane
|}
|}
You are able to tweak tiny variables affecting a creature's immediate future in order to grant yourself a bit of luck at the right time. Roll a d20; once during the duration of lucky number, when you roll that result (regardless of what type of dice the target rolls), the creature has the option to either reroll the result or add a +2 bonus to the result. The creature must decide to use this ability before the success or failure of the original roll is known. A creature can have only one lucky number per day.
You are able to tweak tiny variables affecting your future to grant yourself a bit of luck at the right time. Roll a d20 and the record the result. Once, if you roll the same result on any die, you choose whether you add a +2 bonus to the result, or if you reroll the die, then the Spell ends. You can only gain the benefits of this Spell once per day.<br>
 
You roll an additional d20 for this Spell when you reach 5th Level (2d20), 11th Level (3d20), and 17th Level (4d20). You choose which d20 result you use for this Spell.
<br><br>


=== Mage Hand ===
{| class="wikitable"
{| class="wikitable"
|+ Mage Hand (Bard, Sorcerer, Warlock, Wizard)
|+ Mage Hand (Bard, Sorcerer, Warlock, Wizard)

Revision as of 17:22, 24 December 2022

Cantrips

A-M

Acid Splash

Acid Splash
Level: Cantrip Casting Time: 1 Action Conjuration Artificer, Shaman, Sorcerer, Warlock
Range: 60ft Duration: Instant Components: VS Arcane

You hurl a bubble of acid. Choose one or two creatures you can see within Range that are within 5ft of each other. A target must succeed on a Dexterity Saving Throw. On a failed Save, a target takes 1d6 Acid Damage.
This Spell’s Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).

Amanuensis

Amanuensis
Level: Cantrip Casting Time: 1 Action Conjuration Artificer, Sorcerer, Warlock, Wizard
Range: Touch Duration: Instant Components: VS Arcane

You touch a work with writing, such as a book, scroll, or parchment, and you touch a medium that could contain writing, such as a book, scroll or parchment. The work is copied into the medium at a rate of 250 words per minute, creating a perfect duplicate of the original. This Spell only copies non-magical text, if the work contains non-magical writing in addition to illustrations and/or magical writing, only the non-magical writing is copied to the medium. If the medium runs out of space, then the Spell ends. The Spell does not translate the copied writing, it remains in the language it was copied from.
This rate this Spell copies words increases by 250 when you reach 5th Level (500 words per minute), 11th Level (750 words per minute), and 17th Level (1,000 words per minute).

Booming Blade

Booming Blade
Level: Cantrip Casting Time: 1 Action Evocation Artificer, Shaman, Warlock, Wizard
Range: Self Duration: 1 Round Components: VM (a Melee Weapon) Arcane

You brandish the Weapon used in the Spell’s casting and make a Melee Weapon Attack with it. On a hit, the target suffers the Attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn.
If the target willingly moves 5ft or more before then, the target 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 additional 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).

Chill Touch

Chill Touch
Level: Cantrip Casting Time: 1 Action Necromancy Sorcerer, Warlock, Wizard
Range: 120ft Duration: 1 Round Components: VS Arcane

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 creature, 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).

Control Flames

Control Flames
Level: Cantrip Casting Time: 1 Action Transmutation Druid, Shaman, Sorcerer, Wizard
Range: 60ft Duration: Instant Components: S Primal

You choose nonmagical flame that you can see within Range and that fits within a 5ft Cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5ft 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.

If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects.

Create Bonfire

Create Bonfire
Level: Cantrip Casting Time: 1 Action Conjuration Druid, Shaman, Sorcerer, Warlock, Wizard
Range: 60ft Duration: 1 Minute (Concentration) Components: VS Primal

You create a bonfire on the ground at a point that you can see within Range. Until the Spell ends, the magic bonfire fills a 5ft Cube. Any creature in the bonfire’s space when you cast the Spell, that moves into the bonfire's space for the first time on a turn, or ends its turn there must succeed on a Dexterity Saving Throw. On a failed Save, the creature takes 1d8 Fire Damage.
The Bonfire ignites flammable objects in its area that aren't being worn or carried.
The Spell’s Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).

Dancing Lights

Dancing Lights
Level: Cantrip Casting Time: 1 Action Illusion Bard, Sorcerer, Wizard
Range: 120ft Still Emanation Duration: 1 Minute (Concentration) Components: VSM (a bit of phosphorus or wychwood, or a glowworm) Arcane

You create up to 4 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 shape up to Medium Size. The lights each shed Dim Light out to a Range of 10ft no matter what form they take.
As a Bonus Action you can move the lights up to 60ft each to a new space within the Range of the Spell. If a light is ever outside the Range of the Spell or farther than 20ft from any other light created by this Spell, that light vanishes.
The Spell creates 2 additional lights when you reach 5th Level (6 lights), 11th Level (8 lights), and 17th Level (10 lights).

Die, Insect!

Die, Insect!
Level: Cantrip Casting Time: 1 Action Evocation Druid, Shaman, Sorcerer, Warlock, Wizard
Range: 30ft Duration: 1 Turn (Concentration) Components: V Arcane

You conjure a sphere of elemental flame which briefly hovers in place before flying at a nearby foe. At the end of your turn, the flame leaps at a random hostile creature within Range, that creature makes a Dexterity Saving Throw; you roll randomly to determine which enemy is affected. On a failed Save, the target takes 8 Fire Damage.
The Spell's Damage increases by 8 when you reach 5th Level (16), 11th Level (24), and 17th Level (32).

Druidcraft

Druidcraft
Level: Cantrip Casting Time: 1 Action Transmutation Druid, Shaman
Range: 30ft Duration: Instant Components: VS Primal

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 5ft Cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
  • You create a scent similar to an animal's markings in a 5ft Cube within Range. This scent lasts for 24 hours.
  • You create the sound of tweeting birds, creaking crickets, or similar repetitive sound in a 5ft Cube within Range. This sound lasts for 1 hour.

If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects.

Echoing Strike

Echoing Strike
Level: Cantrip Casting Time: 1 Action or Reaction (when you hear another creature within 60ft of you cast this Spell) Evocation Bard, Sorcerer, Wizard
Range: 60ft Duration: Instant Components: VS Arcane

You hurl a wave of echoing energy at a creature you can see within Range, that creature makes a Constitution Saving Throw. On a failed Save, the target takes 1d6 Thunder Damage and is pushed 5ft away from you.
This Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).

Eldritch Blast

Eldritch Blast
Level: Cantrip Casting Time: 1 Action Evocation Warlock
Range: 120ft Duration: Instant Components: VS Arcane

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 creatures one more beam when you reach 5th Level (two beams), 11th Level (three beams), and 17th Level (four beams). You choose a target (multiple beams can target the same creature) for each beam and make a separate Attack for each beam.

Encode Thoughts

Encode Thoughts
Level: Cantrip Casting Time: 1 Action Enchantment Shaman, Wizard
Range: Self Duration: 8 hours Components: VS Arcane

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 5ft 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 an effect that allows you to read or manipulate the thoughts of others (such as the Detect Thoughts or Modify Memory Spells), 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 or using similar magic on the Strand has the same effect.)
The Spell creates an additional Thought Strand when you reach 5th Level (2 Thought Strands), 11th Level (3 Thought Strands, and 17th Level (4 Thought Strands).

Firebolt

Firebolt
Level: Cantrip Casting Time: 1 Action Evocation Shaman, Sorcerer, Wizard
Range: 120ft Duration: Instant Components: VS Arcane

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.
The Spell's Damage increases by 1d10 when you reach 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).

Friends

Friends
Level: Cantrip Casting Time: 1 Action Enchantment Bard, Sorcerer, Warlock, Wizard
Range: Self Duration: 1 Minute (Concentration) Components: SM (a small amount of makeup applied to the face as this Spell is cast) Arcane

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, potentially becoming hostile towards you. A creature prone to violence might attack you. Another creature might seek retribution in other ways, depending on the nature of your interaction with it.
You can target an additional creature with the Spell when you reach 5th Level (up to 2 creatures), 11th Level (up to 3 creatures), and 17th Level (up to 4 creatures)

Frostbite

Frostbite
Level: Cantrip Casting Time: 1 Action Evocation Druid, Shaman, Sorcerer, Warlock, Wizard
Range: 60ft Duration: Instant Components: VS Arcane

You cause numbing frost to form on one creature that you can see within Range, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d6 Cold Damage and has Disadvantage on the next Weapon Attack it makes before the end of its next turn.
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).

Green Flame Blade

Green Flame Blade
Level: Cantrip Casting Time: 1 Action Evocation Shaman, Sorcerer, Warlock, Wizard
Range: Self Duration: Instant Components: SM (a Melee Weapon) Arcane

You brandish the Weapon used in the Spell’s casting and make a Melee Weapon Attack with it. On a hit, the target suffers the 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 5ft of it. The second creature takes Fire Damage equal to your Spellcasting Ability Modifier.
The Spell’s Damage increases when you reach certain Levels. At 5th Level, the Melee Attack deals an additional 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

Guidance
Level: Cantrip Casting Time: 1 Reaction (when a creature you can see fails an Ability Check) Divination Cleric, Druid, Shaman
Range: 30ft Duration: Instant Components: VS Divine and Primal

You shout words of divine or primal wisdom to the creature that failed the Ability Check that triggered the casting of this Spell. You roll a d4 and add the result to the Ability Check.
When you reach certain Levels this Spell Improves. When you reach 5th Level, you roll 2d4 and add the highest result to the failed Ability Check. When reach 11th Level you roll 2d4 and add the result of both dice to the failed Ability Check. Finally when you reach 17th Level yo roll 4d4 and add the two highest results to the failed Ability Check.

Gust

Gust of Wind
Level: Cantrip Casting Time: 1 Action Transmutation Druid, Shaman, Sorcerer, Wizard
Range: 30ft Duration: Instant Components: VS Primal

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. On a failed Save the creature is pushed 5ft 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 5lbs. The object is pushed up to 10ft away from you, however it isn’t pushed with enough force to deal Damage.
  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

You can choose an additional effect when you reach 5th Level (2 effects), 11th Level (3 effects), and 17th Level (4 effects). You can choose an effect more than once, but the target of each effect must be different.

Infestation

Infestation
Level: Cantrip Casting Time: 1 Action Conjuration Druid, Shaman, Sorcerer, Warlock, Wizard
Range: 30ft Duration: Instant Components: VSM (a living flea) Primal

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within Range, the target makes a Constitution Saving Throw. On a failed Save the target takes 1d6 Poison Damage and is pushed 5ft in a direction of your choice.
The Spell’s Damage increases by 1d6 and the distance the target is pushed increases by 5ft when you reach 5th Level (2d6 and 10ft), 11th Level (3d6 and 15ft), and 17th Level (4d6 and 20ft).

Light

Light
Level: Cantrip Casting Time: 1 Bonus Action Transmutation Bard, Cleric, Sorcerer, Wizard
Range: Touch Duration: 1 Hour Components: VSM (a firefly or phosphorescent moss) Arcane

You touch one object that is no larger than 10ft in any dimension. Until the Spell ends, the object sheds Bright Light out to a Range fo 20ft, and Dim Light an additional 20ft. You choose the color of the light when you cast the Spell, and completely covering the object with something opaque blocks the light. The Spell ends if you cast it again or if dismiss it as a Free Action.
If you target an object held or worn by an unwilling creature, you make a Melee Spell Attack against that creature, casting the Spell on a hit.
The Range of both the Bright Light and the Dim Light increases by 20ft when you reach 5th Level (40ft), 11th Level (60ft), and 17th Level (80ft).

Lightning Lure

Lightning Lure (Druid, Shaman, Sorcerer, Warlock, Wizard)
Level: Cantrip Casting Time: 1 Action Evocation Druid, Shaman, Sorcerer, Warlock, Wizard
Range: 15ft Duration: Instant Components: V Arcane, Primal

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15ft of you, that creature makes a Strength Saving Throw. On a failed Save the target is pushed 10ft towards you in a straight line and then takes 1d8 Lightning Damage. The Spell’s Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).

Lucky Number

Lucky Number
Level: Cantrip Casting Time: 1 Action Divination Bard, Sorcerer, Warlock
Range: Self Duration: 24 Hours Components: VS Arcane

You are able to tweak tiny variables affecting your future to grant yourself a bit of luck at the right time. Roll a d20 and the record the result. Once, if you roll the same result on any die, you choose whether you add a +2 bonus to the result, or if you reroll the die, then the Spell ends. You can only gain the benefits of this Spell once per day.
You roll an additional d20 for this Spell when you reach 5th Level (2d20), 11th Level (3d20), and 17th Level (4d20). You choose which d20 result you use for this Spell.

Mage Hand

Mage Hand (Bard, Sorcerer, Warlock, Wizard)
Level: Cantrip Casting Time: 1 Action Conjuration
Range: 30ft Duration: 1 Minute Components: VS

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, or carry more than 10 pounds.


Magic Stone (Druid, Shaman, Warlock)
Level: Cantrip Casting Time: 1 Bonus Action Transmutation
Range: Touch Duration: 1 Minute Components: VS

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

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


Mending (Bard, Cleric, Druid, Shaman, Sorcerer, Wizard)
Level: Cantrip Casting Time: 1 Minute Transmutation
Range: Touch Duration: Instant Components: VSM (two lodestones)

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.


Message (Bard, Sorcerer, Wizard)
Level: Cantrip Casting Time: 1 Action Enchantment
Range: 120ft Duration: 1 Round Components: VSM (a short copper wire)

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 (Sorcerer, Warlock, Wizard)
Level: Cantrip Casting Time: 1 Action Enchantment
Range: 60ft Duration: Instant Components: V

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

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


Minor Illusion (Bard, Sorcerer, Warlock, Wizard)
Level: Cantrip Casting Time: 1 Action Illusion
Range: 30ft Duration: 1 Minute Components: SM (a bit of fleece)

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.

Mold Earth (Druid, Shaman, Sorcerer, Wizard)
Level: Cantrip Casting Time: 1 Action Transmutation
Range: 30ft Duration: Instant Components: S

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.

N-Z

Poison Spray (Druid, Shaman, Sorcerer, Warlock, Wizard)
Level: Cantrip Casting Time: 1 Action Conjuration
Range: 10ft Duration: Instant Components: VS

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

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


Prestidigitation (Druid, Sorcerer, Warlock, Wizard)
Level: Cantrip Casting Time: 1 Action Transmutation
Range: 10ft Duration: 1 Hour Components: VS

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 (Druid, Shaman)
Level: Cantrip Casting Time: 1 Action Transmutation
Range: Self Duration: 1 Hour Components: S

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

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


Produce Flame (Druid, Shaman)
Level: Cantrip Casting Time: 1 Action Conjuration
Range: Self Duration: 10 Minutes Components: VS

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

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

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


Ray of Frost (Shaman, Sorcerer, Wizard)
Level: Cantrip Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant Components: VS

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 (Cleric, Druid)
Level: Cantrip Casting Time: 1 Action Abjuration
Range: Touch Duration: 1 Minute (Concentration) Components: VSM (a miniature cloak)

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


Sacred Flame (Cleric)
Level: Cantrip Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant Components: VS

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 (Druid, Sorcerer, Warlock, Wizard)
Level: Cantrip Casting Time: 1 Action Necromancy
Range: 30ft Duration: Instant Components: VS

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

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


Shape Water (Druid, Shaman, Sorcerer, Wizard)
Level: Cantrip Casting Time: 1 Action Transmutation
Range: 30ft Duration: Instant Components: VS

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 (Druid, Shaman)
Level: Cantrip Casting Time: 1 Bonus Action Transmutation
Range: Touch Duration: 1 Minute Components: VSM (mistletoe, a shamrock leaf, and a club or quarterstaff)

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.


Shocking Grasp (Bard, Druid, Shaman, Sorcerer, Wizard)
Level: Cantrip Casting Time: 1 Action Evocation
Range: Touch Duration: 1 Minute Components: VS

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).


Shooting Star (Cleric, Druid, Sorcerer, Warlock)
Level: Cantrip Casting Time: 1 Action Evocation
Range: 120ft Duration: 1 Round Components: VS

When you cast the spell, choose a point you can see within range, which begins to glow with a radiant light. At the start of your next turn, a mote of starlight crashes down on that point. Each creature within 5 feet of that point takes 1d10 Radiant damage.

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


Spare the Dying (Cleric, Shaman)
Level: Cantrip Casting Time: 1 Action Necromancy
Range: Touch Duration: Instant Components: VS

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


Sword Burst (Sorcerer, Warlock, Wizard)
Level: Cantrip Casting Time: 1 Action Conjuration
Range: Self Duration: Instant Components: VS

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

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


Thaumaturgy (Cleric)
Level: Cantrip Casting Time: 1 Action Transmutation
Range: 30ft Duration: Instant Components: VS

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 (Druid)
Level: Cantrip Casting Time: 1 Action Conjuration
Range: 30ft Duration: Instant Components: VSM (the stem of a plant with thorns)

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 may pull the creature up to 10 feet closer to you.

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


Toll the Dead (Cleric, Warlock, Wizard)
Level: Cantrip Casting Time: 1 Action Necromancy
Range: 60ft Duration: Instant Components: VS

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

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 (Bard, Sorcerer, Warlock, Wizard)
Level: Cantrip Casting Time: 1 Action Divination
Range: 30ft Duration: 1 Round (Concentration) Components: S

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


Vicious Mockery (Bard)
Level: Cantrip Casting Time: 1 Action Enchantment
Range: 60ft Duration: Instant Components: V

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

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


Word of Radiance (Cleric)
Level: Cantrip Casting Time: 1 Action Evocation
Range: 5ft Duration: Instant Components: V

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).