Cantrips: Difference between revisions

1,246 bytes added ,  18:54, 24 December 2022
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=== Sapping Sting ===
=== Sapping Sting ===
{| class="wikitable"
{| class="wikitable"
|+ Sapping Sting (Druid, Sorcerer, Warlock, Wizard)
|+ Sapping Sting
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Necromancy
| Level: Cantrip || Casting Time: 1 Action || Necromancy || Druid, Sorcerer, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: VS
| Range: 30ft || Duration: Instant || Components: VS || Primal
|}
|}
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.
You sap the vitality of one creature you can see within Range, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d4 Necrotic Damage and falls Prone.<br>
:This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
The Spell's Damage increases by 1d4 when you reach 5th Level (2d4), 11th Level (3d4), and 17th Level (4d4).
 
<br><br>


=== Shape Water ===
{| class="wikitable"
{| class="wikitable"
|+ Shape Water (Druid, Shaman, Sorcerer, Wizard)
|+ Shape Water
|-
|-
| 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 || Arcane, Primal
|}
|}
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 choose an area of water that you can see within Range and that fits within a 5ft 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 instantaneously move or otherwise change the flow of the water as you direct, up to 5ft in any direction. This movement doesn’t have enough force to deal Damage.
*You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
*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 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.
*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.
If you cast this Spell multiple times, you can have no more than three 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>


=== Shillelagh ===
{| class="wikitable"
{| class="wikitable"
|+ Shillelagh (Druid, Shaman)
|+ Shillelagh
|-
|-
| Level: Cantrip || Casting Time: 1 Bonus Action || Transmutation
| Level: Cantrip || Casting Time: 1 Bonus Action || Transmutation || Druid, Shaman
|-
|-
| Range: Touch || Duration: 1 Minute || Components: VSM (mistletoe, a shamrock leaf, and a club or quarterstaff)
| Range: Touch || Duration: 1 Minute || Components: VSM (a Druidic Focus or a Quarterstaff) || Primal
|}
|}
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.
The item used as the Material Component for this Spell becomes imbued with nature's power. For the Duration, you can use your Spellcasting Ability instead of Strength or Dexterity for the Attack and Damage Rolls for Attacks made with the object. If you hit on an Attack with the imbued object you deal Magical Bludgeoning Damage equal to 1d8 + your Spellcasting Ability Modifier, and it has the Versatile (1d10) Property. You can use the object's Damage Die instead of the 1d8 if you choose.<br>
 
The imbued object gains a +1 bonus to Attack and Damage Rolls when you reach 5th Level (+1), 11th Level (+2), and 17th Level (+3)
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=== Shocking grasp ===
{| class="wikitable"
{| class="wikitable"
|+ Shocking Grasp (Bard, Druid, Shaman, Sorcerer, Wizard)
|+ Shocking Grasp
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Shaman, Sorcerer, Wizard
|-
|-
| Range: Touch || Duration: 1 Minute || Components: VS
| Range: Touch || Duration: 1 Minute || Components: VS || Arcane, Primal
|}
|}
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.
Lightning springs from your hand to deliver a shock to a creature of your choice within Range. 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.<br>
: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>


=== Shooting Star ===
{| class="wikitable"
{| class="wikitable"
|+ Shooting Star (Cleric, Druid, Sorcerer, Warlock)
|+ Shooting Star
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Cleric, Druid, Sorcerer, Warlock
|-
|-
| Range: 120ft || Duration: 1 Round || Components: VS
| Range: 120ft || Duration: 1 Round || Components: VS || Arcane, Divine
|}
|}
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.
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 5ft of that point takes 1d10 Radiant Damage.<br>
:The 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>


=== Spare the Dying ===
{| class="wikitable"
{| class="wikitable"
|+ Spare the Dying (Cleric, Shaman)
|+ Spare the Dying
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Necromancy
| Level: Cantrip || Casting Time: 1 Action || Necromancy || Artificer, Cleric, Shaman
|-
|-
| Range: Touch || Duration: Instant || Components: VS
| Range: Touch || Duration: Instant || Components: VS || Divine
|}
|}
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
You touch an creature living creature that has 0 Hit Points. The creature becomes stable. This Spell has no effect on Undead or Constructs.
 
<br><br>


=== Sword Burst ===
{| class="wikitable"
{| class="wikitable"
|+ Sword Burst (Sorcerer, Warlock, Wizard)
|+ Sword Burst (Artificer, Sorcerer, Warlock, Wizard)
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Action || Conjuration
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{| class="wikitable"
{| class="wikitable"
|+ Thorn Whip (Druid)
|+ Thorn Whip (Artificer, Druid)
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Action || Conjuration
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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.
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).
:The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
{| class="wikitable"
|+ Thunderclap (Artificer, Druid)
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
|-
| Range: 5ft Still Emanation || Duration: Instant || Components: S
|}
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).