Abjuration cantrip
You create a wave of oppressive arcane force that fills a 10-foot cube centred on a point that you can see within range, which lasts until the start of your next turn. When the area appears, each creature in the area that you choose must make a Charisma saving throw. On a failure, a creature’s speed is reduced by 10 feet until the end of its next turn. A creature also makes this saving throw when it enters the area for the first time on a turn or ends its turn there.
Conjuration cantrip
You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 10 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).
Conjuration cantrip
Sticky adhesive covers surfaces in a 5-foot cube centred on a point within range and turns it into difficult terrain for the duration.
Additionally, a prone creature in the adhesive must make a Strength saving throw in order to stand. On a failure, the creature expends the movement but is unable to stand and can't attempt to do so while in the area again until the end of the turn. On a success, the creature can stand up as normal.
Dunamancy cantrip
You touch a creature or a nonmagical object, briefly subjecting them to the passage of time, weakening them. The spell’s effects differ on whether you targeted a creature or an object, as follows:
Creature. Make a melee spell attack against the target. On a hit, the target’s internals suffer the effects of momentary, but harmful aging, causing it to suffer the following effects for the duration. The target’s speed is reduced by 5 feet and the first time it makes an attack roll or ability check each turn that uses Strength, Dexterity, or Constitution, the creature rolls a d4, subtracting the result from its roll. The target can make a Wisdom saving throw at the end of each of its subsequent turns, ending the spell’s effects on itself on a success.
Object. The target becomes brittle and aged, gaining vulnerability to damage for the duration. If the target object is Large or larger, a 5-foot cube centred on the point you touched suffers this effect, rather than the entire object.
Evocation cantrip
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).
Evocation cantrip
You fire a tiny mote of arcane energy that streaks toward a target that you can see within range. The target must succeed on a Dexterity saving throw or take 1d4 force damage and become surrounded by latent arcane energy. The next time the target takes damage from a spell of 1st-level or higher before the end of your next turn, it takes an extra 1d4 force damage.
Both instances of this spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Necromancy cantrip
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).
Evocation cantrip
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).
Conjuration cantrip
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.
Evocation cantrip (spellblade)
You brandish the weapon used in the spell's casting and make a melee attack with it. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, it takes 1d8 thunder damage, and the spell ends.
This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Evocation cantrip
A spark ignites as you snap your fingers, turning your empty fist into a blaze of flame. Make a melee spell attack against a creature within range. If the attack hits, the creature takes 1d8 fire damage. If the target is wearing metal armour, it instead takes 1d12 fire 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).
Evocation cantrip
You touch a creature, burning them with a radiant brand. Make a melee spell attack against the target. On a hit, the target takes 1d4 fire damage plus 1d4 radiant damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Both the spell’s fire and radiant damage increase by 1d4 when you reach 5th level (2d4 + 2d4), 11th level (3d4 + 3d4), and 17th level (4d4 + 4d4).
Evocation cantrip
You toss a sphere of packed explosive towards a creature or object that you can see within range. If the target is a creature or an object of Large size of smaller, make a ranged spell attack. On a hit, the target takes 1d8 fire damage. On a miss, the sphere lands in a random space adjacent to the target.
If the target is an object of Huge size or larger, the sphere hits automatically, but deals no damage.
On impact with a creature or object, the sphere detonates, creating a loud sound that can be heard from up to 100 feet away.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Necromancy cantrip
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).
Transmutation cantrip
You cause a creature to instantly form blood clots around its open wounds. The target gains 1d4 temporary hit points, which last until the spell ends.
Additionally, if the target is bleeding, its bleeding is staunched, and the next time it starts bleeding before the spell ends, that bleeding is halved. For example, if the target starts bleeding for 1d8 + 2, it instead starts bleeding for 1d4 + 1.
The temporary hit points granted by this spell increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Conjuration cantrip
You throw your hand forward, calling forth a series of random objects lost in the Astral Sea that fill a 10-foot cube, centred on a point that you can see within range. The clutter lightly obscures it area and turns it into difficult terrain. Additionally, a creature fully within the area has half cover.
If you choose, you can roll on the Clutter table to determine one noteworthy object that appears when you cast this spell.
⠀d20⠀ | Object |
---|---|
1–2 | The skeleton of a Medium or Small creature. |
3 | A silver sword. |
4–6 | A section of a ship. |
7 | A half-eaten brain. |
8 | A vial of coloured liquid. |
9 | A tattered cloak. |
10–14 | A crystal geode. |
15 | A jar, containing many iridescent beads. |
16 | A palm-sized orb filled with shifting colours. |
17–20 | A broken piece of armour or weaponry. |
Evocation cantrip
You create a burst of force in a 10-foot cube centred around a point that you can see within range. Each creature caught in the area must succeed on a Strength saving throw or pushed 10 feet in a straight line horizontally away from the point of origin.
When you cast this spell, you can designate one of the spell's targets to automatically succeed on its saving throw.
Divination cantrip
You conjure a lesser rune that conveys its meaning to all. The rune appears anywhere in your space, hovering in place until the end of your next turn. Choose any word in a language you speak for the rune to represent. Any creature that understands at least one language can understand the general meaning of the rune.
Transmutation cantrip
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:
Evocation cantrip (spellblade)
You brandish the weapon used in the spell's casting and make a melee attack with it. Your reach with this attack is 5 feet greater than normal. On a hit, the target suffers the weapon attack's normal effects and it must make a Dexterity saving throw. On a failure, if it’s wearing armor, wielding a shield, or has natural armor, it suffers a -2 penalty to AC until the start of your next turn, to a minimum of AC 10. A creature immune to acid damage can’t have its AC reduced this way.
At 5th level, the melee attack deals an extra 1d8 acid damage to the target on a hit and the penalty to AC increases by 1. The damage increases by 1d8 and the penalty to AC increases by 1 at 11th (2d8 and -3) and 17th level (3d8 and -4).
Conjuration cantrip
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).
Necromancy cantrip
You conjure forth a descending pall of necrotic mist at a point within range. Each creature in a 10-foot cube must succeed on a Constitution saving throw or take 1d4 necrotic damage.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Necromancy cantrip
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.
Evocation cantrip
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).
Necromancy cantrip
You reach out and pull the vigour from a creature within range. Make a melee spell attack against the target. On a hit, the target takes 1d6 necrotic damage. You then gain temporary hit points equal to half the damage dealt, rounded up, which last for the duration.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration cantrip
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.
Transmutation cantrip
Whispering to the spirits of nature, you create one of the following effects within range:
Conjuration cantrip
You conjure ethereal chains that wrap around a creature that you can see within range. The target must succeed on a Wisdom saving throw or become grappled (escape DC equal to your spell save DC) for the duration. The target can repeat its saving throw at the end of each of its turns, ending the effect for itself on a success.
Evocation cantrip
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.
Necromancy cantrip
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).
Evocation cantrip
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 succeed on a Strength saving throw or be pushed 5 feet away from you.
The distance a creature is pushed by this spell increases by 5 feet when you reach 5th level (10 ft.), 11th level (15 ft.), and 17th level (20 ft.).
Conjuration cantrip
You conjure a spirit of flame, casting it forward to a point that you can see within range, before lashing out at a target creature within 5 feet of it. The spirit makes a melee spell attack roll against the target, using your spell attack modifier. On a hit, the target takes 1d6 fire damage.
Hit or miss, the spirit remains until the start of your next turn. The original target provokes opportunity attacks from the spirit. Opportunity attacks made by the spirit are made in an identical fashion to the spirit's initial attack roll.
The spirit can provide and receive the benefits of flanking.
All damage dealt by this spell increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d8).
Evocation cantrip
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).
Divination cantrip
You conjure a shining rune on the body of a creature within range, homing strikes in on them. The target must make a Charisma saving throw. On a failure, whenever a creature makes an attack roll against the target before the end of your next turn, the creature rolls a d4 and adds the result to its attack.
Abjuration cantrip
You invoke a protective ward around a creature you touch. The target gains 1d6 temporary hit points, which last for the duration.
The temporary hit points granted by this spell increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation cantrip
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 1d8 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 (2d8), 11th level (3d8), and 17th level (4d8).
Evocation cantrip (spellblade)
You brandish the weapon used in the spell's casting and make a melee attack with it. Your reach with this attack is 5 feet greater than normal. On a hit, the target suffers the weapon attack's normal effects and you can pull it up to 5 feet in a straight line towards you on freezing winds. Then until the end of the target’s next turn, it provokes opportunity attacks from you even if its takes the Disengage action before leaving your reach and if you hit it with an opportunity attack, the target takes extra cold damage from the attack equal to your spellcasting ability modifier.
This spell's damage increases when you reach certain levels. At 5th level, initial the melee attack deals an extra 1d8 cold damage to the target on a hit, and the cold damage dealt to a creature you hti with an opportunity attack increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Conjuration cantrip
A cloud of noxious gas forms in a 5-foot-radius sphere centered on a point of your choice within range. Any creature that starts its turn within this gas must make a Constitution saving throw, taking 1d10 poison damage on a failed save. A creature that both starts and ends a turn within the area of the gas must make a Constitution saving throw or become poisoned for 1 minute. A creature poisoned this way can repeat the saving throw at the end of each of its turns, ending the effect early on a successful one.
On each of your following turns, you can use a bonus action to move this cloud up to 10 feet.
The spell’s damage increases by one die when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Additionally, the distance you can move the cloud increases by 5 feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).
Evocation cantrip (spellblade)
You brandish the weapon used in the spell's casting and make a melee attack with it. On a hit, the target suffers the weapon attack's normal effects and you can immediately move up to half your speed into an unoccupied space within 5 feet of the attack's target without provoking opportunity attacks, as you ride magical wind currents to cut right through the target. The target then becomes surrounded by whistling winds until the end of your next turn. The next time you hit the target with a weapon attack before then, it takes an extra 1d4 force damage, and the spell ends.
If you cast this spell while your speed is 0 or you otherwise cannot move, the spell fails.
This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target on a hit, and the extra damage the target takes when you hit it with a subsequent weapon attack increases to 2d4. Both damage rolls increase by 1d8 and 1d4 respectively at 11th level (2d8 and 3d4) and again at 17th level (3d8 and 4d4).
Transmutation cantrip
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.
Conjuration cantrip
You conjure a small vine at a point you can see within range. The chosen point must be attached to a solid surface. Whenever a creature enters a space within 5 feet of the vine, you can use your reaction to have it attempt to grasp at its heels. If you do, the target must succeed on a Dexterity saving throw or its speed is reduced to 0 until the end of the turn.
Dunamancy cantrip
You release a pulse of gravitic energy towards a creature within range. Make a spell attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check (its choice). You succeed automatically if the target is incapacitated. If you succeed, the target is pushed up to 10 feet in a straight line away from you.
The distance at which you can push the target increases by 5 feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).
Evocation cantrip (spellblade)
You brandish the weapon used in the spell's casting and make a melee attack with it. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 10 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Divination cantrip
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.
Transmutation cantrip
You seize the air and compel it to create one of the following effects at a point you can see within range:
Evocation cantrip
You launch a piercing ray of radiant light at a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage and the next time a creature makes an attack against it before the end of your next turn, that creature adds 1d4 to its attack roll.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration cantrip
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d8 piercing damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d8 for the direction: 1, north; 2, northeast; 3, east; 4, southeast; 5, south; 6, southwest; 7, west; 8, northwest. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Necromancy cantrip
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).
Transmutation cantrip
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker uses your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.
If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.
Divination cantrip
You channel a spiritual force into yourself, taking on an aspect of another being. You invoke one of the following magical effects:
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.
Enchantment cantrip
You point to a creature that you can see within range, conjuring the part of their spirit that reflects their innermost anxieties, self-doubts, and fears. The spirit appears in a space you choose within 5 feet of the target and follows the them wherever they move, remaining in the same relative space to them. For example, if you summon the spirit on the south side of the target, the spirit will remain on the south side of the target regardless of where or how the target moves.
The spirit counts as a creature for the purposes of flanking, or any other feature, trait, or effect that requires another creature within 5 feet of the target.
The target may use its action to pull the spirit back into itself, pushing down its insecurities and ending the spell.
Creatures that can’t be frightened are immune to this spell.
Conjuration cantrip
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).
Transmutation cantrip
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 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.
Transmutation cantrip
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:
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.
Conjuration cantrip
You conjure stardust around a creature that you can see within range, which weighs heavily upon them. The target must succeed on a Strength saving throw or have its speed reduced to 0 until the start of your next turn.
Conjuration cantrip
You conjure and hurl a net toward a creature within range. Make a ranged spell attack against the target. On a hit, it becomes restrained by the net, which is considered a standard non-magical net. The net vanishes when the spell ends.
The slashing damage required to destroy the net increases by 5 when you reach 5th level (10), 11th level (15), and 17th level (20). Additionally, the DC of the saving throw required to break free from the net increases by 2 when you reach 5th level (12), 11th level (14), and 17th level (16).
Conjuration cantrip
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).
Evocation cantrip
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.
Evocation cantrip
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.
Conjuration cantrip
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).
Conjuration cantrip
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. Make a ranged spell attack against the target. On a hit, the target takes 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Transmutation cantrip
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).
Conjuration cantrip
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 cast the flame toward a creature. Make a melee spell attack against a creature you can touch, or a ranged spell attack against a creature within 30 feet of you. Regardless of which, 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).
Conjuration cantrip
You shift a fragment of your spirit to a point that you can see within range. Until the spell ends, your active Shamanic Aspect extends from the target point instead of you.
This spell does not effect Shamanic Aspects that extend from any active totems you have.
Evocation cantrip
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).
Abjuration cantrip
You bless one willing creature you can see within range. For the duration, whenever the target fails a saving throw, it can roll a d4 and add the number rolled to that saving throw, potentially turning its failure into a success. The spell then ends.
Conjuration cantrip
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).
Evocation cantrip
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).
Necromancy cantrip
You sap the vitality of one creature you can see within range. The target must succeed on a Constitution saving throw or take 1d6 necrotic damage and fall prone.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Necromancy cantrip
You touch a creature, filling their wounds in thin layer of infectious toxins, which remain for the duration. Make a melee spell attack against the target. On a hit, the creature suffers 1d4 poison damage and next time it takes bludgeoning, piercing, or slashing damage before the spell ends, it takes an additional 1d12 poison damage. Once a creature has taken this additional damage, the spell ends.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12) and 17th level (4d12).
Transmutation cantrip
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:
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.
Transmutation cantrip
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.
Evocation cantrip
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).
Dunamancy cantrip
You form a localised well of gravity near a creature that you can see within range, pulling them across the battlefield. The target creature must make a Strength saving throw. On a failure, it suffers 1d6 force damage and is pushed up to 10 feet in a direction you choose that's horizontal to you.
The spell’s initial damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation cantrip
You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d6 + 1 damage. The damage dealt is acid, cold, fire, lightning, or poison (you choose each time you cast the spell. If you roll a 6 on a d6 for this spell, you can roll another d6, and add it to the damage. Whenever you cast this spell, the maximum number of these d6s you can add to the spell’s damage equals your spellcasting ability modifier.
The spell's damage increases by 1d6 + 1 when you reach 5th level (2d6 + 2), 11th level (3d6 + 3), and 17th level (4d6 + 4).
Necromancy cantrip
You spare a living creature with 0 hit points that you can see within range. The creature becomes stable and if it's bleeding, the condition ends. This spell has no effect on Undead or Constructs.
Transmutation cantrip
Calling out to the sky, you create one of the following effects that appears at a point in the sky that you can see. These effects are visible only to you and any number of creatures you choose within 120 feet of you.
Conjuration cantrip
You conjure forth a floating rock in an unoccupied space within range. The rock floats in space for the duration, or until you cast the spell again. The rock can only be moved with a successful Strength (Athletics) check against your spell save DC and it can support up to 500 lbs of weight, upon which the spell ends and the rock vanishes.
Additionally, as a part of your action to cast the spell, or as an action on subsequent turns whilst you can still see the rock, you can send the rock forward to strike at a target you can see within 30 feet of the rock. Make a ranged spell attack against the target. On a hit, it takes 1d6 bludgeoning damage and must succeed on a Strength saving throw or fall prone. A creature of Huge size or larger automatically succeeds on this saving throw. Anything on top of the rock when you use it to make an attack falls off the rock immediately before the attack is made.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation cantrip
Debris from the air gathers around your empty fist, forming a stone block. Make a melee spell attack against a creature within range. On a hit, the target takes 1d8 bludgeoning damage, and if the target is your size or smaller, you push it up to 10 feet away from you.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Abjuration cantrip (spellblade)
You brandish the weapon used in the spell's casting and make a melee attack with it. On a hit, the target suffers the weapon attack's normal effects and then you are surrounded by swirling earth and stone that protects you from it. Until the start of your next turn, whenever the attack’s target makes an attack roll against you, you gain a +2 bonus to AC against that attack.
At 5th level, the melee attack deals an extra 1d8 bludgeoning damage to the target on a hit. This damage increases by 1d8 at 11th (2d8) and 17th (3d8) level.
Evocation cantrip
You coalesce a small storm cloud in the palm of your hand, before hurling it at your enemies. Make a ranged spell attack against a creature that you can see within range. On a hit, the target suffers 1d4 thunder damage and the storm cloud hovers above its head for the duration. At the start of the target’s next turn, the storm cloud unleashes a jolt of lightning energy. The target must make a Dexterity saving throw, suffering 1d8 lightning damage on a failure, or half on a success. Once the storm cloud has released this bolt, it disperses and the spell ends.
This spell’s lightning damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration cantrip
You create a momentary circle of spectral blades that sweep around you. Each other creature 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).
Transmutation cantrip
You hurl a tangling vine towards a creature that you can see within range, inhibiting their movement. Make a ranged spell attack against the target. On a hit, the target's speed is halved until the start of your next turn.
Transmutation cantrip
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
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.
Conjuration transmutation
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).
Transmutation cantrip
You touch a Tiny nonmagical object and give it one of the following magical properties of your choice:
If you cast this spell multiple times, you can have up to three objects under its effects at a time, and you can dismiss such an effect as an action by touching an affected object. If you cast this spell on a fourth object, the spell ends on the oldest affected object.
Necromancy cantrip
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 half or more 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).
Conjuration cantrip
When you cast this spell, you can choose for the rope to attempt to grapple onto a creature or object within the rope’s reach. If the target is a creature, make a ranged spell attack contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (its choice). On a success, the target is grappled (escape DC equal to your spell save DC). If the target is an object, the rope wraps around it, holding tight until you command it to loosen as a bonus action.
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 for as long as you hold the rope.
Necromancy cantrip
You cover your arm in a dark blackened energy before striking toward your enemy. Make a melee spell attack against a creature within range. On a hit, the target suffers 1d6 necrotic damage and the target is marred by a dark force. At the start of each of the targets turns for the duration, it suffers a further 1d4 necrotic damage and then makes a Constitution saving throw. If it succeeds, the spell ends.
The spell’s initial damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation cantrip
You cause an area up to 20 feet on a side of soil, sand, gravel or other sediment to pull your enemies to the ground. Each creature stood in the area must succeed on a Strength saving throw or fall prone. A creature of Huge size or larger automatically succeeds on its saving throw.
The spell’s maximum area increases by 5 feet when you reach 5th level (25 ft.), 11th level (30 ft.), and 17th level (35 ft.).
Evocation cantrip
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).