Archerad
Evocation cantrip
- Casting Time: 1 action
- Range: Self (10-foot cone)
- Components: V, S
- Duration: Instantaneous
- Classes: Warlock, Wizard
You evoke an ancient magic to swarm over your foes. Each creature in a 10-foot cone must make a Strength saving throw or take 1d4 poison damage and be knocked prone. A creature that is Large or larger can't be knocked prone by this spell. On a successful save, a creature takes no damage and isn't knocked prone.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Caravan
Transmutation cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 hour
- Classes: Wizard
You touch a nonmagical object that weighs less than 20 pounds and that isn't being worn or carried by another creature. The object floats 1 foot off the ground and follows you when you move, staying 5 feet behind you. If you cast this cantrip on another object while you have an object following you, the new object follows 5 feet behind the previous object.
You can have up to 10 objects in your caravan at a time. When the spell ends for an object, it gently floats to the ground and leaves the caravan. Likewise, if a creature grabs an object, it is removed from the caravan.
Ding
Evocation cantrip
- Casting Time: 1 bonus action
- Range: 120 feet
- Components: V
- Duration: Instantaneous
- Classes: Bard, Sorcerer, Wizard
Choose a creature within range. That creature takes 1 force damage.
This spell's damage increases by 1 when you reach 5th level (2), 11th level (3), and 17th level (4).
Enrage
Enchantment cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Bard, Wizard
You muddle the mind of a creature of your choice that you can see within range, making them prone to anger. It must succeed on a Wisdom saving throw, or have disadvantage on all Charisma checks, except for Charisma (Intimidation) checks, for the duration.
Fish
Evocation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Bard, Wizard
You cast an ethereal fish hook at a target within range and attempt to tug them towards you. That target must make a Strength saving throw or be moved up to 20 feet towards you. A creature of size Huge or larger has advantage on this saving throw.
You can also use this spell to attempt to catch fish or fish for objects underwater.
Frisk
Divination cantrip
- Casting Time: 1 action
- Range: 10 feet
- Components: S
- Duration: Instantaneous
- Classes: Bard, Warlock
You attempt to peer into the pockets, backpack, purse, or other nonmagical receptacle held by a creature you can see within range. It must make a Wisdom saving throw. On a failed save, you learn the most valuable concealed belonging of the creature. On a successful save, you learn nothing, and the creature is alerted of your attempt.
Glare
Necromancy cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Cleric, Warlock
Darkness erupts from your eyes. Make a ranged spell attack against a creature you can see. On a hit, the creature takes 1d12 necrotic damage. A creature behind half or three-quarters cover has resistance to this damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Heft
Evocation cantrip
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Druid, Warlock, Wizard
A heavy weight befalls a creature you choose within range. That creature must succeed on a Wisdom saving throw or take 1d8 bludgeoning damage. Also on a failed save, the creature has disadvantage on all Strength checks and can't jump until the start of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Mine
Conjuration cantrip
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S, M (an iron ball)
- Duration: Concentration, up to 1 round
- Classes: Wizard
You create a floating, magical mine in an unoccupied space within range. The mine is a sphere that is 1 foot in diameter, has an AC of 10, and shines dim light within 5 feet.
If 10 damage is dealt to the mine at once, it explodes. When the mine explodes, creatures within 5 feet of the mine must make a Dexterity saving throw or take 1d8 fire damage.
The damage the mine deals increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Open / Close
Evocation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Wizard
You wave your hand as if you were pushing a door. All unlocked doors, drawers, chests, boxes, satchels, windows, and other objects of your choice within range are opened if they are closed, or closed if they are opened. An opened object opens as wide as it can.
Purge
Abjuration cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- Classes: Cleric
You touch a creature other than you, attempting to purge a harmful effect from its body. The creature can immediately make a saving throw against a spell or effect that forces them to make a saving throw on each of their turns.
Shimmer
Illusion cantrip
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 round
- Classes: Bard, Sorcerer, Warlock, Wizard
You frame briefly shimmers, making it harder to target you with attacks. Until the end of your next turn, your AC can't be lower than 13.
Soothe
Evocation cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a dandelion flower)
- Duration: Instantaneous
- Classes: Cleric, Druid
You touch a creature, soothing their pain with restorative magic. The creature is healed for 1d4 hit points. Once a creature is healed in this way, they can't regain hit points from this spell again until they finish a short or long rest.
This spell's healing increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Sort
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Bard, Cleric, Druid, Sorcerer, Wizard
Choose a 5-foot cube within range, and designate any number of objects within the cube. The objects can not have a combined weight of more than 10 pounds. You can then sort the object by size, color, weight, shape, material, or by any other feature that is readily visible. You may also use this spell to jumble an already organized arrangement of objects.
Stash
Conjuration cantrip
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Concentration, up to 1 hour
- Classes: Bard, Sorcerer, Warlock, Wizard
You touch a nonmagical object that weighs less than 10 pounds and that is not being carried or worn by another creature. That object is then stashed in a small extradimensional pocket. When the spell ends, you can choose for the object to appear in your hand or in an unoccupied space within 5 feet of you.
Step
Conjuration cantrip
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
- Classes: Cleric, Warlock, Wizard
You create a small, opaque step in an unoccupied space within range. The step is 3 inches thick, and can be up to 5 feet long and 2 feet wide. The step floats above the ground up to half of your height. If more than 300 pounds are placed on the step, the step disappears and the spell ends. The step is obviously magical, and a creature can choose to move through the step as if it were an illusion.
Stifle
Necromancy cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a leather gag)
- Duration: Instantaneous
- Classes: Cleric, Druid, Warlock
You attempt to squash the life force of a chocking or drowning creature. Choose a creature that you can see within range that is holding its breath. The amount of remaining time that the creature can hold its breath for is halved.
Summarize
Divination cantrip
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Instantaneous
- Classes: Bard, Warlock, Wizard
You touch a tome, scroll, letter, or another piece of text or literature. You learn a basic summary and the main bullet points of the item you touch, including the author, if its name is somewhere on the object.
Takeback
Transmutation cantrip
- Casting time: 1 reaction, which you take in response to saying a sentence
- Range: Self
- Components: V
- Duration: Instantaneous
- Classes: Bard, Sorcerer, Warlock
This spell allows you to alter something you just spoke aloud, up to a sentence or two. What you say for the verbal component of this spell becomes the new phrase that other creatures hear you say. The movement of your mouth also changes to appear that you only spoke the new phrase. You can not use this spell to alter other spells you cast.
Telescope
Divination cantrip
- Casting Time: 1 action
- Range: 50 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Druid, Wizard
You vision becomes enhanced, as though you were peering through a telescope. You are able to discern fine details of objects within range, as though you were within 1 foot of the objects.
Timespike
Evocation cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Sorcerer, Warlock
A sharp spike of invisible material pierces through a creature that you can see within range. Make a ranged spell attack against the creature. On a hit, the creature takes 1d6 piercing damage, and must succeed on a Wisdom saving throw. On a failed save, the creature reverts 5 feet towards where it had begun its movement on its last turn, if it moved at all.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).