Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- A c id Sp l a s h
- Conjuration cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- You hurl a bubble of acid. Choose one creature within
- range, or choose two creatures within range that are
- within 5 feet o f each other. A target must succeed on a
- Dexterity saving throw or take 1d6 acid damage.
- This spell’s damage increases by 1d6 when you reach
- 5th level (2d6), 11th level (3d6), and 17th level (4d6).
- B l a d e Wa r d
- Abjuration cantrip
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 round
- You extend your hand and trace a sigil of warding in the
- air. Until the end o f your next turn, you have resistance
- against bludgeoning, piercing, and slashing damage
- dealt by weapon attacks.
- C h i l l T o u c h
- Necromancy cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: 1 round
- You create a ghostly, skeletal hand in the space o f a
- creature within range. Make a ranged spell attack
- against the creature to assail it with the chill o f the
- grave. On a hit, the target takes 1d8 necrotic damage,
- and it can’t regain hit points until the start o f 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 o f your next turn.
- This spell’s damage increases by 1d8 when you reach
- 5th level (2d8), 11th level (3d8), and 17th level (4d8).
- D a n c i n g L ig h t s
- Evocation cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a bit o f phosphorus or w ychwood,
- or a glowworm)
- 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 o f another light created by this
- spell, and a light winks out if it exceeds the spell’s range.
- F ir e B o l t
- Evocation cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- You hurl a mote o f 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).
- F r ie n d s
- Enchantment cantrip
- Casting Time: 1 action
- Range: Self
- Components: S, M (a small amount o f makeup applied
- to the face as this spell is cast)
- Duration: Concentration, up to 1 minute
- For the duration, you have advantage on all Charisma
- checks directed at one creature o f 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 o f your interaction with it.
- L i g h t
- Evocation cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, M (a firefly or phosphorescent moss)
- 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.
- M a g e H a n d
- Conjuration cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 minute
- 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 o f a vial. You can
- move the hand up to 30 feet each time you use it.
- The hand can’t attack, activate magic items, or carry
- more than 10 pounds.
- M e n d in g
- Transmutation cantrip
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (two lodestones)
- Duration: Instantaneous
- This spell repairs a single break or tear in an object
- you touch, such as a 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 o f the
- former damage.
- This spell can physically repair a magic item
- or construct, but the spell can’t restore magic to
- such an object.
- M e s s a g e
- Transmutation cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a short piece o f copper wire)
- Duration: 1 round
- You point your finger toward a creature within range
- and whisper a message. The target (and only the target)
- hears the message and can reply in a whisper that only
- you can hear.
- You can cast this spell through solid objects if you
- are familiar with the target and know it is beyond
- the barrier. Magical silence. 1 foot o f stone, 1 inch of
- common metal, a thin sheet of lead, or 3 feet o f wood
- blocks the spell. The spell doesn’t have to follow a
- straight line and can travel freely around corners or
- through openings.
- M in o r I l l u s io n
- Illusion cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (a bit o f fleece)
- Duration: 1 minute
- You create a sound or an image o f 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 o f 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 o f 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.
- P o i s o n S p r a y
- Conjuration cantrip
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: Instantaneous
- You extend your hand toward a creature you can see
- within range and project a puff o f 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).
- P r e s t id ig i t a t io n
- Transmutation cantrip
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: Up to 1 hour
- This spell is a minor m agical 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 o f 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 o f 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 o f
- your next turn.
- If you cast this spell multiple times, you can have up to
- three o f its non-instantaneous effects active at a time,
- and you can dismiss such an effect as an action.
- R a y o f F r o s t
- Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- A frigid beam o f 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).
- S h o c k in g G r a s p
- Evocation cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- 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 o f metal. On a hit,
- the target takes 1d8 lightning damage, and it can’t take
- reactions until the start o f its next turn.
- The spell’s damage increases by 1d8 when you reach
- 5th level (2d8), 11th level (3d8), and 17th level (4d8).
- Thaumaturgy
- Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V
- Duration: Up to 1 minute
- 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 water to boil, freeze, or stay still 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.
- T r u e St r ik e
- Divination cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Concentration, up to 1 round
- 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.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement