Acid Splash

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Æthera, Runeshaper, Sorcerer, Wizard
  • Origin: Players Handbook

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

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

Æther Shock

Evocation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 round
  • Classes: Æthera, Runeshaper, Sorcerer, Wizard
  • Origin: Miscellaneous

You concentrate on the latent magical energy permeating the target and cause it to erupt from them violently. Make a spell attack roll to hit the target. On a hit the target takes 1d4+1 untyped damage and can't be affected by an allied creatures spells until the start of your next turn (this has no effect on spells already in place).

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

Animate Image

Illusion cantrip


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

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

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

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

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

Animate Skull

Necromancy cantrip


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

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

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

Aquabolt

Evocation cantrip


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

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

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

Arcane Comet

Evocation cantrip


  • Casting Time: 1 bonus action
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Æthera, Wizard
  • Origin: Jack Weighill

When you damage a creature within range with a spell, you can cast this spell to unleash a burst of arcane energy that flies out and strikes one of your previous targets. The target creature must succeed on a Dexterity saving throw or take 1d4 force damage.

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

Beguiling Strand

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Occulist, Odic, Warlock, Wizard
  • Origin: Axios Verum

You create a strand of psychic energy that strikes one creature of your choice you can see within range. The target must succeed on a Wisdom saving throw or be pulled 10 feet in a straight line towards you and then take 1d8 psychic damage if it is then within 5 feet of you.

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

Blade Ward

Abjuration cantrip


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Occulist, Odic, Sorcerer, Warlock, Wizard
  • Origin: Players Handbook

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

Blood Siphon

Necromancy cantrip


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

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

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

Bolt Rail

Evocation cantrip


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

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

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

Bonding Vine

Conjuration cantrip


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

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

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

Chill Touch

Necromancy cantrip


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

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

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

Clamouring Tones

Evocation cantrip


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

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

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

Claws of the Dragon

Transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: 10 minutes
  • Classes:
  • Origin: Miscellaneous

Using your sorcerous bloodline you can grow a set of menacing claws with which to damage your foes. You grow a set of claws from each hand. These claws have the light and finesse weapon properties and deal 1d6 slashing damage on a successful hit.

You can make two attacks as if you were wielding two one handed weapons, and can dismiss them as a bonus action.

At 5th level, your claws are considered magical weapons for the purpose of damage resistance and damage immunity. At 11th level, your claws deal an additional 1d6 damage of your Draconic Ancestor's type, increasing to 2d6 damage when you reach 17th level.

Compass

Divination cantrip


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

You touch a nonmagical object, implanting a glowing arcane dot onto the surface you touch, around 1/2 an inch in diameter. You know the exact direction to the dot whilst the spell remains. The spell ends when you cast this spell again, you end the spell’s effects as a bonus action, or a creature spends an action trying to remove the dot by any means. The dot’s glow can be detected by a creature within 10 feet of the dot that has a passive Perception score equal to or higher than your spell save DC.

Control Flames

Transmutation cantrip


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

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

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

Corruption

Necromancy cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bit of phosphorus)
  • Duration: Concentration, up to a minute
  • Classes: Occultist, Warlock, Wizard
  • Origin: Grimlore's Grimoire

You touch the ground beneatfryour feet to imbue it with a faint necrotic-energy. This energy glows with a green dim light in a 10-foot radius. As a bonus action on your turn, you can cause the energy to travel through the ground to a place you can see up to 30 away.

Any creature other than yourself making an attack while standing on the corrupted ground does so with a -2 penalty.

Create Bonfire

Conjuration cantrip


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

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

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

Damn the Dying

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Cleric, Occultist
  • Origin: Jack Weighill

You point at a creature with 0 hit points within range, bringing it closer to the edge of its life. The target must succeed on a Charisma saving throw. On a failure, if the target is unconscious but stable, it starts dying again, if the creature was already dying, it must make a death saving throw.

Dancing Lights

Evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
  • Duration: Concentration, for up to a minute
  • Classes: Æthera, Bard, Sorcerer, Wizard
  • Origin: Player's Handbook

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

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.

Decompose

Necromancy cantrip


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

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

Dire Radiance

Evocation cantrip


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

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

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

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

Dust Bunny

Conjuration cantrip


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

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

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

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

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

Druidcraft

Transmutation cantrip


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

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

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

Duelling Shadows

Transmutation cantrip


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

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

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

Eidolic Chains

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Bard, Occultist, Sorcerer, Warlock, Wizard
  • Origin: Grimlore's Grimoire

A creature that you can see within range must make a Wisdom saving throw or become grappled by a set of an ethereal chains you summon to bind your target. The target may attempt another saving throw with advantage at the start of each of its turns.

As a bonus action on your turn, you may move the grappled creature up to 10 feet in any direction you choose, as long as you can see the destination.

Eldritch Blast

Evocation cantrip


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

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

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

Encode Thoughts

Enchantment cantrip


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

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

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

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

Enervating Grasp

Necromancy cantrip


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

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

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

Essence Eyes

Divination cantrip


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Æthera, Cleric, Druid
  • Origin: Miscellaneous

You select a single target that you can see within range and gaze into their essence. Feelings of being watched and a shiver goes down the target's spinal cord as you see their current health points.

If the target can see you, they know you to be the caster of this spell.

If acceptable, you may select a deceased target and see exactly how long they've been dead.

Evard's Expulsion

Evocation cantrip


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

A burst of force pulses out from your body, forcing away enemies who have gotten too close. Each creature within 5 feet of you must make a strength saving throw. On a failed save, the creature takes 1d6 force damage and is pushed 5 feet away from you.

This spell's push range increases by 5 feet when you reach 5th level (10 ft.), 11th level (15 ft.), and 17th level (20 ft.).

Fire Bolt

Evocation cantrip


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

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

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

Fortify

Abjuration cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Odic
  • Origin: Devout Handbook

You make a sign of protection in the air before you. When you do, you gain 1d8 temporary hit points. While you have any temporary hit points remaining from this spell, you lose 1 at the start of each of your turns.

The temporary hit points granted by this spell increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Friends

Enchantment cantrip


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

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

Frostbite

Enchantment cantrip


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

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.

The spell’s damage increases by 1d8 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Give Life

Transmutation cantrip


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

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

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

Grasping Sprout

Conjuration cantrip


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

You conjure a small vine with a reach of 5 feet. Whenever a creature enters its reach, you may use your reaction to have the sprout attempt to grasp at its heels, stopping its movement. The target must succeed on a Dexterity saving throw or have their speed reduced to zero until the start of their next turn.

Guidance

Divination cantrip


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

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

Gust

Transmutation cantrip


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

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

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

Hand of Wrath

Evocation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 round
  • Classes: Cleric
  • Origin: Miscellaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 1d4 radiant damage and is branded with a glowing mark of your deity's wrath, which deals an additional 1d4 radiant damage at the end of each of your target's next turn, unless it makes a successful Constitution saving throw to negate the additional damage.

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

Hat Trick

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: S, M (a hat)
  • Duration: Concentration, up to a minute
  • Classes: Bard, Druid, Wizard
  • Origin: Miscellaneous

This spell conjures Tiny beast of your choice that appears in a space of your choice in the spells range until the spell ends.

It has an AC of 10, 1 hit point, and a Strength of 1. It can't attack or take actions. If it drops to 0 hit points, it poofs away and the spell ends. Once on each of your turns, as a bonus action, you can mentally command the animal to move up to 20 feet in a direction of your choice. If you make a flying creature, such as a bat or bird, it can fly 20 feet instead.

Lacerate

Necromancy cantrip


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

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

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

Light

Evocation cantrip


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

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

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

Mage Hand

Conjuration cantrip


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

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

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

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

Magical Mask

Illusion cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small lump of clay, a piece of charcoal, or a vial of curdled milk)
  • Duration: 1 hour
  • Classes: Bard, Occultist, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You make minor illusory alterations to your form, masking your features for the duration. You can change minor aspects about your physical appearance. The spells power is minor – allowing you to appear older or younger, change the pigment of body parts such as skin, eyes, hair, etc., conceal scars. You must appear of the same height and physical build but may, for example, appear as a similar subrace of your race, or a half-breed race related to your own, such as an orc disguising as a half-orc, or a human disguising as a half-elf.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to disguise orcish tusks, a person would still be able to feel them upon contact.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Magnify

Divination cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration up to 1 minute
  • Classes: Bard, Occultist, Sorcerer, Warlock, Wizard
  • Origin: Misc

You curl your index finger and thumb into a circle; through that space, light is refracted as though viewed through a telescopic lens. For the duration, objects viewed through this lens appear twice as large as they actually are. This spell grants advantage on any ability check made to made to appraise or inspect an item that is small or highly detailed OR to gather information on objects that are further than 60 feet away from you.

Mending

Transmutation cantrip


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

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

Message

Transmutation cantrip


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

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

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

Minor Illusion

Illusion cantrip


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

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

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

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

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

Mirror Burst

Illusion cantrip


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Occulist, Runeshaper, Sorcerer, Wizard
  • Origin: Axios Verum

You create a number of illusory shards that distort the sight of all creatures within 10 feet of you. Each creature within range must make an Intelligence saving throw. On a failed save, a creature cannot take reactions and have disadvantage on ability checks that rely on sight until the start of your next turn.

At higher levels, this spell affects a wider area: a 15-foot radius at the 5th level, a 20-foot radius at the 11th level, and a 30-foot radius at the 17th level.

Mordant Pool

Conjuration cantrip


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

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

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

Mould Earth

Transmutation cantrip


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

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

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

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

Mould Plant

Transmutation cantrip


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

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

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

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

Night Terror

Conjuration cantrip


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

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

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

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

Odyllic Glow

Evocation cantrip


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

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

Ond Fury

Evocation cantrip


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

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

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

Pack

Transmutation cantrip


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

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

Piercing Thorn

Conjuration cantrip


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


  • Classes: Æthera, Druid, Sorcerer, Warlock, Wizard
  • Origin: Sprouting Chaos

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

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

Poison Spray

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Æthera, Druid, Occulist, Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. 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).

Prayer of Pain

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric
  • Origin: Miscellaneous

You present your holy symbol to a creature within range and call out a short, castigating curse in your deity's name. The creature must succeed on a Wisdom saving throw or take 1d6 necrotic damage, and suffer disadvantage on its next saving throw this round.

Prayer of Warding

Abjuration cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric
  • Origin: Miscellaneous

You extend your holy symbol toward a creature within range and utter a short prayer for protection, surrounding the target with a faint, pure halo of light. Whenever that creature is subject to a melee or ranged attack before the spell ends, it can roll a d4 and add the result to its AC against that attack.

Prestidigitation

Transmutation cantrip


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

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

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

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

Primal Savagery

Transmutation cantrip


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

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

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

Produce Flame

Conjuration cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Æthera, Druid
  • Origin: Xanatar's Guide to Everything

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).

Quickfoot

Transmutation cantrip


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

You touch a willing creature. The creature may immediately move up to 10 feet, and does not provoke any opportunity attacks for this movement.

Ray of Frost

Evocation cantrip


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

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

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

Resistance

Abjuration cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a miniature cloak)
  • Duration: 1 minute
  • Classes: Cleric, Druid, Occulist, Odic
  • Origin: Player's Handbook

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

Righteous Reproach

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a holy symbol)
  • Duration: Instantaneous
  • Classes: Cleric
  • Origin: Devout Handbook

You present your holy symbol, summoning divine power, and make a melee spell attack against a creature within 5 feet of you. If the target is an undead or fiend, the attack roll scores a critical hit on a roll of 19 or 20 on the d20. On a hit, the target takes 1d8 radiant damage, and the creature has disadvantage on the first attack roll it makes against you before 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). Once you reach 17th level, if the target is an undead or fiend, the attack roll scores a critical on a roll of 18-20 on the d20.

Ripple

Conjuration cantrip


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

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

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

Root Snare

Conjuration cantrip


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

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

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

Ruse

Illusion cantrip


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

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

Sacred Flame

Evocation cantrip


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

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

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

Septic Shock

Necromancy cantrip


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

You touch a creature, covering their form in thin layer of infectious toxins. Make a melee spell attack against the target. On a hit, the next time it takes bludgeoning, piercing, or slashing damage, it takes an additional 1d12 poison damage and the spell ends. The toxins persist for the duration, if the creature does not take bludgeoning, piercing, or slashing damage during this time, the spell ends and has no effect.

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

Shape Water

Transmutation cantrip


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

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

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

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

Shillelagh

Transmutation cantrip


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

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

Shocking Grasp

Evocation cantrip


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

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

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

Smoke Trick

Conjuration cantrip


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

You conjure a 5-foot cube cloud of smoke at a point that you can see within range. The smoke lightly obscures its area and can be granted a magical effect as a bonus action on your turn. These bonus effects last until the end of your next turn.

  • The smoke takes on the shape or form that you choose, as long as that shape fits within a 5-foot cube.
  • The smoke becomes denser, heavily obscuring the area it covers.
  • The smoke thins to a wispy mist, granting normal vision through its space.
  • The smoke moves up to 30 feet in any direction.

Spare the Dying

Necromancy cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Odic
  • Origin: Player's Handbook

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

Stonefists

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (two small rocks)
  • Duration: 10 minutes
  • Classes: Æthera, Druid, Wizard
  • Origin: Miscellaneous

Your fists transmute to hard stone. You drop anything you were carrying. If you unclench either fist (for example to cast another spell with a somatic component, or to pick up or manipulate an item) your hands return to normal, but can be transmuted again as a bonus action.

You can use your action to make a melee spell attack with your stonefists. On a hit, the target takes 1d6 bludgeoning damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Thaumaturgy

Transmutation cantrip


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

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

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

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

Thorn Shield

Conjuration cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Cleric, Druid, Wizard
  • Origin: Sprouting Chaos

You conjure a wooden shield covered in thorns in one of your hands. You are considered proficient in wielding this shield, which provides the same bonuses as a normal shield. Whenever you successfully shove a creature with your thorn shield, that creature takes 1d8 piercing damage. If you let go of the shield, it wilts away.

Thorn Whip

Conjuration transmutation


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

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

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

Thunderclap

Evocation cantrip


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

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

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

Toll the Dead

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

  • Classes: Æthera, Bard, Cleric, Druid, Occulist, Sorcerer, Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

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

Divination cantrip


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

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

Twine

Conjuration cantrip


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

You conjure up a rope from thin air into your hand. The rope made from either hemp or silk, is nonmagical, and can be up to 30 feet long. The rope remains for the duration, until destroyed, or until you cast this spell again, upon which it disappears in a shower of harmless energy.

When you cast this spell, you can choose for the rope to attempt to grapple a creature or object within range. Make a ranged spell attack against a target within a space the rope can reach. On a hit, the make a contested grappled check against the target, using your spell attack bonus instead of your Strength (Athletics) bonus. Any attempts the creature makes to escape also use your spell attack bonus.

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

Umbraturgy

Transmutation cantrip


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

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

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


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

Ventriloquism

Illusion cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Wizard
  • Origin: Jack Weighill

You use arcane illusions to throw you voice to a point that you can see within range, causing it to sound like your speech is emanating from the chosen point. Phrases spoken with this spell must be of 25 words or fewer.

Vessel

Conjuration cantrip


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

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

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

The vessel disappears when the duration is up, or it is destroyed, spilling its contents onto the ground.

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

Vicious Mockery

Enchantment cantrip


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

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

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

Virtue

Abjuration cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 1 round
  • Classes: Cleric
  • Origin: Xanathar's Guide to Everything

You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to your spellcasting ability modifier. The temporary hit points are lost when the spell ends.

Voidshield

Abjuration cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Odic, Wizard
  • Origin: Miscellaneous

You create a faint weave of protective shielding around a target within range, warding them against hostile magic. Until the beginning of your next turn, whenever that creature is targeted by hostile magic that forces a save, it may roll a d4 and add the result to its saving throw.

Word of Radiance

Evocation cantrip


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

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

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