Cantrips
Level 0 (cantrip); Casting Time 1 Action; Components V,S; Range L (60 ft.); Duration I
You hurl a bubble of acid. Choose 1 creature within range or 2 within range that are in Close range of each other. The creature must succeed on a Saving (Dexterity) throw against your Spell DC or take 1d6 toxic damage.
At higher Class level: the spell’s damage increases by 1d6 when you reach CL3 (2d6) and CL7 (3d6).
Level 0 (cantrip); Casting Time 1 Action; Components V, S; Range S; Duration 2 turns
You erase your image from the mind of one creature you can see within 120 feet of you. The target must succeed on a Saving (Intelligence) throw, or you are invisible to it until the end of your next turn.
Level 0 (cantrip); Casting Time 1 Action; Components S: Range L (60 ft.); AoE 5ft. cube; Duration I or 1 hour
You choose a 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.
If you cast this spell multiple times, you can have up to three non-instantaneous active at a time, and you can dismiss such an effect as an action.
Level 0 (cantrip); Casting Time 1 Action; Components V,S; Range L (120 ft.); Duration C (1 min.)
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. 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 ft. to a new spot within range. A light must be within 20 ft. of another light created by this spell, and a light winks out if it exceeds the spell’s range.
Level 0 (cantrip); Casting Time 1 Action; Components V,S; Range L (120 ft.); Duration I
A beam of crackling energy streaks toward a creature within range. Make an Attack (Spellcasting) roll against the target. On a hit, the target takes 1d8 withering damage.
At higher Class level: the spell creates more than one beam – two at CL3; three at CL7. You can direct the beams at the same target or at different ones. Make a separate roll for each beam.
Level 0 (cantrip); Casting time 1 Action; Components V,S; Range L (120 ft.); Duration I
You hurl a ball of fire at a creature or object within range. Make an Attack (Spellcasting) roll against the target. On a hit, the target takes 1d8 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At higher Class level: the spells damage increases by 1d8 when you reach CL3 (2d8) and CL7 (3d8).
Level 0 (cantrip); Casting Time 1 Action; Components S,M; Range S; Duration C (1 min.)
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 depending on the nature of your interaction with it.
Level 0 (cantrip); Casting Time 1 action; Components V,S; Range L (120 ft.), Duration 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make an Attack (Spellcasting) roll against the creature to assail it with the chill of the grave. On a hit, the target takes 1d4 withering damage, and it cannot regain HP until the start of your next turn. Until then, the hand clings on the target.
At higher Class level: the spell’s damage increases by 1d4 when you reach CL3 (2d4) and CL7 (3d4).
Level 0 (cantrip); Casting Time 1 Action; Components V,S: Range C; Duration C (1 min.)
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.
Level 0 (cantrip); Casting Time 1 action; Components V,S; Range L (30 ft.), Duration I
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 Saving (Dexterity) throw, or it takes 1d6 toxic 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.
At higher Class level: the spell’s damage increases by 1d6 when you reach CL3 (2d6) and CL7 (3d6).
Level 0 (cantrip); Casting time 1 Action: Components V,M; Range C; Duration 1 hour
You touch one object that is no larger than 10 ft. in any dimension. Until the spell ends, the object sheds bright light in a 20-ft. radius and dim light for an additional 20 ft. 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 an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Saving (Dexterity) throw against your Spell DC to avoid the spell.
Level 0 (cantrip); Casting Time 1 Action; Components V; Range L (15 ft); Duration I.
You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Saving (Dexterity) throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 electricity damage if it is within 5 feet of you.
At higher Class level: the spell’s damage increases by 1d8 when you reach CL3 (2d8) and CL7 (3d8).
Level 0 (cantrip); Casting Time 1 Action; Components V,S; Range L (30 ft); Duration 1 min.
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 ft. 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 ft. each time you use it. The hand can’t attack, activate items, or carry more than 10 pounds.
Level 0 (cantrip); Casting Time 1 min.; Components V,S; Range C; Duration I
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.
Level 0 (cantrip); Casting Time 1 Action; Components V,S; Range L (120 ft.); Duration 1 round
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.
Level 0 (cantrip); Casting Time 1 Action; Components V; Range L (60 ft.); Duration 1 round
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make a Saving throw. Unless the saving throw is successful, the target takes 1d4 mental 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.
At higher Class level: the spell’s damage increases by 1d4 when you reach CL3 (2d4) and CL7 (3d4).
Level 0 (cantrip); Casting Time 1 Action; Components S,M; Range L (30 ft.); Duration 1 min.
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 sound you choose. The sound continues unpaused 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-ft. cube. The image cannot 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 (Arcana, Perception) check against your Spell DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Level 0 (cantrip); Casting Time 1 Action: Components V,S; Range L (10 ft.); Duration 1 hour
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 non-magical 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.
Level 0 (cantrip); Casting Time 1 Action; Components V,S; Range L (60 ft.), Duration I
A frigid beam of blue-white light streaks toward a creature within range. Make an Attack (Spellcasting) throw against the target. On a hit, it takes 1d6 ice damage, and its speed is reduced by 10 ft. until the start of your next turn.
At higher Class level: the spell’s damage increases by 1d6 when you reach CL3 (2d6) and CL7 (3d6).
Level 0 (cantrip); Casting Time 1 Action; Components V, S; Range C; Duration C (1 min.)
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 the saving throw. The spell then ends.
Level 0 (cantrip); Casting Time 1 Action; Components V,S; Range L (60 ft.), Duration I
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Saving (Dexterity) throw against your Spell DC check or take 1d6 holy damage. The target gains no benefit from cover for this roll.
At higher Class level: the spells damage increases by 1d6 when you reach CL3 (2d6) and CL7 (3d6).
Level 0 (cantrip); Casting Time 1 Action; Components S; Range L (30 ft.); AoE 5ft cube.; Duration I or 1 hour
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.
Level 0 (cantrip); Casting Time 1 Action; Components V,S, Range C, Duration I
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee Attack (Spellcasting) roll against the target. You have advantage on the attack roll if the target is wearing armor with the metal property. On a hit, the target takes 1d8 electricity damage, and it can’t take reactions until the start of its next turn.
At higher Class level: the spell’s damage increases by 1d8 when you reach CL3 (2d8) and CL7 (3d8).
Level 0 (cantrip); Casting Time 1 Action; Components V, Range L (30 ft.), Duration 1 min.
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.
Level 0 (cantrip); Casting Time 1 Action; Components V, S; Range L (60 ft.); Duration I
You point at one creature you can see within range, and the soul of the creature shakes with fear. The target must succeed on a Saving throw or take 1d4 withering damage. If the target is missing any of its hit points, it instead takes 1d8 withering damage.
At higher Class level: the spell’s damage increases by 1d4 or 1d8 when you reach CL3 (2d4/2d8) and CL7 (3d4/3d8).
Level 0 (cantrip); Casting Time 1 Action; Components V,S; Range L (20 ft.); Duration I
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 Saving (Dexterity) throw against your Spell DC or take 1d8 toxic damage.
At higher Class level: the spell’s damage increases by 1d8 when you reach CL3 (2d8) and CL7 (3d8).
Level 0 (cantrip); Casting Time 1 Bonus Action; Components S; Range L (60 ft.); Duration 1 min.
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. You gain advantage on your next Attack roll against the target within the spell’s duration. The spell then ends.
Level 0 (cantrip); Casting Time 1 Action; Components V; Range L (60 ft.); Duration I
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 Saving (Charisma) throw against your spell DC or take 1d4 mental damage and have disadvantage on the next Attack roll it makes before the end of its next turn.
At higher Class level: the spell’s damage increases by 1d4 when you reach CL3 (2d4) and CL7 (3d4).