Spells: Cantrips

Contents

Plant Cantrips
- Acid Splash
-
Nourish
-
Shillelagh
-
Thorn Whip
Poison Cantrips
- Poison Spray
Health Cantrips
- Heal Pain
-
Purify Food and Drink
Wind Cantrips
- Ghost Sound
-
Gust
-
Wind Bullet
Flame Cantrips
- Control Flames
-
Create Flames
-
Fire Bolt
Light Cantrips
- Dancing Lights
-
Light
Clay Cantrips
- Mold Clay
-
Porcelain Strike
Soul Cantrips
- Mend Pain
-
Resistance
Rock Cantrips
- Battering Pellets
-
Earthen Weaponry
-
Mold Earth
Sand Cantrips
- Dune
Gravity Cantrips
- Root
Power Cantrips
- Power Surge
Forge Cantrips
- Instant Forge
-
Mending
-
Shape Metal
Nimbus Cantrips
- Shocking Grasp
Blood Cantrips
- Bleed
Ether Cantrips
- Message
Fluid Cantrips
- Drench
-
Shape Water
Ice Cantrips
- Mold Ice
-
Frostbite
-
Frozen Weapons
-
Ray of Frost
Restoration Cantrips
- Restore Pain
-
Stabilize
Time Cantrips
- True Strike

 

Plant Cantrips


 

Acid Splash (Plant)

Cantrip
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous

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 piercing (wood) damage.

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

 

Nourish (Plant)

Cantrip
Casting Time: 1 action, varies (see text)
Range: 60 feet
Duration: Instantaneous or 1 hour (see text)

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

• You cause dying plant life to recover, providing it with enough nourishment to last a day. This effect completes after a minute of concentration.

• You cause the plant life to wither and die. Make a ranged spell attack within range against the AC of the plant material. If the attack hits, the object takes 1d8 + Spellcasting Ability Modifier tension damage. This spell's damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

• You repair fractures in an object made of ice. When you touch an object that has health point damage but has not been destroyed, you heal the object 1d6 + Spellcasting Ability Modifier hit points. This spell's healing increases by 1d8 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

• If the plant life 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 up to two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

 

Shillelagh (Plant)

Cantrip
Casting Time: 1 bonus action
Range: Self
Duration: 1 minute

You create a melee weapon or 5 pieces of ammunition made of softwood in your hands. If you choose a weapon it must be selected from the weapons category from the Gear Listings.

 

Thorn Whip (Plant)

Cantrip
Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous

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 (wood) 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).

 

Toxin Cantrips


 

Poison Spray (Toxin)

Cantrip
Casting Time: 1 action
Range: 10 feet
Duration: Instantaneous

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 (wood) damage.

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

 

Health Cantrips


 

Heal Pain (Restoration)

Cantrip
Casting Time: 1 action
Range: Touch
Duration: 1 hour

You concentrate on restoring wounds in the target for the duration. At the end of the duration the target heals 1d6 hit points.

The spell’s healing increases to 1d8 when you reach 5th level, 1d10 at 11th level, and 1d12 at 17th level.

 

Purify Food and Drink (Health)

Cantrip
Casting Time: 1 action
Range: 10 feet
Duration: Instantaneous

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

 

Wind Cantrips


 

Ghost Sound (Wind)

Cantrip
Casting Time: 1 action
Range: 30 feet
Duration: 1 minute

You create a sound within range that lasts for the duration or until you dismiss it as an action or cast this spell again.

The sound’s 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 a creature uses its action to examine the sound, the creature can determine that it is a false effect with a successful Intelligence (Investigation) check against your spell save DC.

 

Gust (Wind)

Cantrip
Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous

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 a ect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

 

Wind Bullet (Wind)

Cantrip
Casting Time: 1 action
Range: 150 feet
Duration: Instantaneous

You cause a gust of wind to push at a target. The target makes a Strength saving throw. On a failure the target takes 1d6 slashing (wood) damage and is pushed 5 feet away from you.

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

 

Flame Cantrips


 

Control Flames (Flame)

Cantrip
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous or 1 hour (see text)

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

• You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

• You instantaneously extinguish the flames within the cube.

• You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

• You cause simple shapes – such as the vague form of a creature, an inanimate object, or a location – to appear within the flames and animate as you like. The shapes last for 1 hour.

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

 

Create Flames (Flame)

Cantrip
Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute

You create a fire on the ground that you can see within range. Until the spells ends, the fire can fill up to a 5-foot cube. Any creature in the fire’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 fire’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).

 

Fire Bolt (Flame)

Cantrip
Casting Time: 1 action
Range: 120 feet
Duration: Instantaneous

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 (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).

 

Light Cantrips


 

Dancing Lights (Light)

Cantrip
Casting Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute

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.

 

Light (Light)

Cantrip
Casting Time: 1 action
Range: Touch
Duration: 1 hour

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 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.

 

Clay Cantrips


 

Mold Clay (Clay)

Cantrip
Casting Time: 1 action, varies (see text)
Range: Self
Duration: Instantaneous or 1 hour (see text)

You can either affect some clay that occurs naturally in the world or you create up to 1 lb. of clay or enough to fit in your hand.  You manipulate it in one of the following ways:

• You can move the clay with your hands to shape it as needed then move it along the ground and stop it up to 5 feet away. This movement doesn’t have enough force to cause damage.

• You cause the clay to break apart. Make a ranged spell attack within range against the AC of the clay material. If the attack hits, the object takes 1d8 + Spellcasting Ability Modifier tension damage. This spell's damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

• You repair fractures in an object made of ice. When you touch an object that has health point damage but has not been destroyed, you heal the object 1d6 + Spellcasting Ability Modifier hit points. This spell's healing increases by 1d8 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

• You cause shapes, colors, or both to appear on the clay, spelling out words, creating images, or shaping patterns.

• You harden the clay into a solid material. This hardening take 1 minute to complete.

If you cast this spell multiple times, you can create no more than five active instances of clay at one time. At the end of the duration the object falls apart and dissolves into ether.

 

Porcelain Strike (Clay)

Cantrip
Casting Time: 1 bonus action
Range: Self
Duration: 1 minute

You create a melee weapon or 5 pieces of ammunition made of porcelain in your hands. If you choose a weapon it must be selected from the weapons category from the Gear Listings.

 

Soul Cantrips


 

Mend Pain (Restoration)

Cantrip
Casting Time: 1 action
Range: Self
Duration: 1 hour

You concentrate on restoring wounds on yourself for the duration. At the end of the duration the target heals 1d6 hit points.

The spell’s healing increases to 1d8 when you reach 5th level, 1d10 at 11th level, and 1d12 at 17th level.

 

Resistance (Soul)

Cantrip
Casting Time: 1 action
Range: Self
Duration: Up to 1 minute

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

 

Rock Cantrips


 

Battering Pellets (Rock)

Cantrip
Casting Time: 1 action
Range: 90 feet
Duration: Instantaneous

You hurl a slew of rocks at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 bludgeoning (earth) damage.

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

 

Earthen Weaponry (Rock)

Cantrip
Casting Time: 1 bonus action
Range: Self
Duration: 1 minute

You create a melee weapon or 5 pieces of ammunition made of stone in your hands. If you choose a weapon it must be selected from the weapons category from the Gear Listings.

 

Mold Earth (Rock)

Cantrip
Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous or 1 hour (see text)

You choose a portion of dirt or stone that you can see within range and that is 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 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 the rock to break apart. Make a ranged spell attack within range against the AC of the rock material. If the attack hits, the object takes 1d8 + Spellcasting Ability Modifier tension damage. This spell's damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

• You repair fractures in an object made of ice. When you touch an object that has health point damage but has not been destroyed, you heal the object 1d6 + Spellcasting Ability Modifier hit points. This spell's healing increases by 1d8 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

• You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns.

• 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.

 

Sand Cantrips


 

Dune (Sand)

Cantrip
Casting Time: 1 action
Range: 30 feet
Area: 5 foot radius cylinder, 1/2 foot high
Duration: 10 minutes

You create a large pool of sand on top of the ground in an area within range. If this spell is cast a second time while another pool of sand is active then the old pool is replaced when this spell completes.

 

Gravity Cantrips


 

Root (Gravity)

Cantrip
Casting Time: 1 action
Range: 30 feet
Duration: 1 round

For the duration of the spell the target has advantage on checks against being pushed.

 

Power Cantrips


 

Power Surge (Power)

Cantrip
Casting Time: 1 action
Range: 30 feet
Duration: 1 round

The next weapon attack the target makes deals your Proficiency bonus in damage. This bonus only applies to the first attack made.

 

Forge Cantrips


 

Instant Forge (Forge)

Cantrip
Casting Time: 1 bonus action
Range: Self
Duration: 1 minute

You create a melee weapon or 5 pieces of ammunition made of iron in your hands. If you choose a weapon it must be selected from the weapons category from the Gear Listings.

 

Mending (Forge)

Cantrip
Casting Time: 1 action
Range: Self
Duration: 1 round

This spell repairs a single break or tear in a metallic object you touch, such as a broken chain link or two halves of a broken key. 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.

 

Shape Metal (Forge)

Cantrip
Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous or 1 hour (see below)

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

• You can pick up loose and unrestricted metal weighing less than 15 lbs. and move it up to 5 feet away.

• You cause the metal to break apart. Make a ranged spell attack within range against the AC of the metal material. If the attack hits, the object takes 1d8 + Spellcasting Ability Modifier tension damage. This spell's damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

• You repair fractures in an object made of ice. When you touch an object that has health point damage but has not been destroyed, you heal the object 1d6 + Spellcasting Ability Modifier hit points. This spell's healing increases by 1d8 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

• You cause shapes, colors, or both to appear on the surface of the metal, spelling out words, creating images, or shaping patterns. The changes last 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.

 

Nimbus Cantrips


 

Shocking Grasp (Nimbus)

Cantrip
Casting Time: 1 action
Range: Touch
Duration: Instantaneous

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 (metal) 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).

 

Blood Cantrips


 

Bleed (Blood)

Cantrip
Casting Time: 1 action
Range: Touch
Duration: Instant

You cause a living creature that is below or at 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has 0 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.

 

Ether Cantrips


 

Message (Ether)

Cantrip
Casting Time: 1 action
Range: 120 feet
Duration: 1 round

You manipulate ether to send a short message to a nearby target. The target must either have levels in an ethereal caster class or have access to the Ether branch of spells. 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.

 

Fluid Cantrips


 

Drench (Fluid)

Cantrip
Casting Time: 1 action
Range: 30 feet
Area: 5 foot radius cylinder, 1/2 foot high
Duration: 10 minutes

A sudden downpour soaks the target area creating a small pool of water. If the target area is on fire, the flames are automatically extinguished. Fires smaller than campfires (such as lanterns and torches) are automatically extinguished by this spell. If the pool of water created doesn’t have any way to contain the water, the water is absorbed into the ground in 1 round.

If this spell is cast a second time while another pool of water is active then the old pool is replaced when this spell completes.

 

Shape Water (Fluid)

Cantrip
Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous or 1 hour (see below)

You choose an area of water that you can see within range and that is 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.

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.

 

Ice Cantrips


 

Mold Ice (Clay)

Cantrip
Casting Time: 1 action
Range: Self
Duration: Instantaneous or 1 hour (see text)

You can either affect some ice that occurs naturally in the world or you create up to 1 lb. of ice or enough to fit in your hand. You manipulate it in one of the following ways:

• You can move the ice with your hands to shape it as needed then move it along the ground and stop it up to 5 feet away. This movement doesn’t have enough force to cause damage.

• You cause the ice to break apart. Make a touch attack against the AC of the ice material. If the attack hits, the object takes 1d8 + Spellcasting Ability Modifier tension damage. This spell's damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

• You repair fractures in an object made of ice. When you touch an object that has health point damage but has not been destroyed, you heal the object 1d6 + Spellcasting Ability Modifier hit points. This spell's healing increases by 1d8 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

• You cause shapes, colors, or both to appear on the ice, spelling out words, creating images, or shaping patterns.

If you cast this spell multiple times, you can create no more than five active instances of ice at one time. At the end of the duration the object falls apart and dissolves into ether.

 

Frostbite (Ice)

Cantrip
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous

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 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

 

Frozen Weapons (Ice)

Cantrip
Casting Time: 1 bonus action
Range: Self
Duration: 1 minute

You create a melee weapon or 5 pieces of ammunition made of ice in your hands. If you choose a weapon it must be selected from the weapons category from the Gear Listings.

 

Ray of Frost (Ice)

Cantrip
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous

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 (water) 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).

 

Restoration Cantrips


 

Restore Pain (Restoration)

Cantrip
Casting Time: 1 action
Range: Touch
Duration: 1 hour

You concentrate on restoring wounds in the target for the duration. At the end of the duration the target heals 1d6 hit points.

The spell’s healing increases to 1d8 when you reach 5th level, 1d10 at 11th level, and 1d12 at 17th level.

Stabilize (Restoration)

Cantrip
Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Upon casting this spell, you target a living creature that has 0 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

 

Time Cantrips


 

True Strike (Time)

Cantrip
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 round

You extend your hand and point a finger at a target in range. Your magic briefly slows the target down at your command. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.

 

Spells: Cantrips

Tan Suo Gelatos