Cantrips: Difference between revisions

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=== N-Z ===
=== N-Z ===
{| class="wikitable"
|+ Poison Spray (Druid, 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).
{| class="wikitable"
|+ 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.
{| class="wikitable"
|+ Primal Savagery (Druid)
|-
| 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).
{| class="wikitable"
|+ Produce Flame (Druid)
|-
| 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).
{| class="wikitable"
|+ Ray of Frost (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).
{| class="wikitable"
|+ 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.
{| class="wikitable"
|+ 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).
{| class="wikitable"
|+ 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).
{| class="wikitable"
|+ Shape Water (Druid, 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.
{| class="wikitable"
|+ Shillelagh (Druid)
|-
| 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.
{| class="wikitable"
|+ Shocking Grasp (Bard, Druid, 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).
{| class="wikitable"
|+ Spare the Dying (Cleric)
|-
| 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.
{| class="wikitable"
|+ 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).
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
{| class="wikitable"
|+ Thaumaturgy (Cleric)
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation
|-
| Range: 30ft || Duration: Instant || Components: VS
|}
*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.
{| class="wikitable"
|+ 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).
{| class="wikitable"
|+ 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).
{| class="wikitable"
|+ 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.
{| class="wikitable"
|+ 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).
{| class="wikitable"
|+ Word of Radiance (Bard, Sorcerer, Warlock, Wizard)
|-
| 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).