I saw the format used here originally used by Ikaguia in their Arcane Grimoire homebrew.
Cantrips
Acid Splash
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You hurl a bubble of acid. Choose one target you can see within range, or choose two targets you can see within range that are within 5 feet of each other. All targets must make a Dexterity saving throw. If you chose one target and they failed their saving throw, they take 1d8 acid damage. If you chose two targets and a target failed their saving throw, they take 1d6 acid damage.
Empowerment. If you further use your bonus action when casting this spell, you can select a third target within 5 feet of the other two targets, which takes 1d4 acid damage if they fail their saving throw.
Empowerment. When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn, the duration of the spell increases to Concentration, up to 1 minute. While you maintain concentration, the ground originally beneath the targets of the spell has a small puddle of acid. Creatures that end their turn in the puddle or that enter it for the first time on their turn take 1d4 acid damage. Objects in the puddle take 1 acid damage at the beginning of your turn.
Scaling. At 5th level, when you use your bonus action empowerment, you can select a fourth target within 5 feet of the other three targets, which takes 1d4 acid damage if they fail their saving throw. At 11th level, the damage the target takes from being hit increases to 2d8 or 2d6 or 2d4. At 17th level, the damage dealt by the puddle(s) of acid increases by your spellcasting modifier (minimum damage increase of 1).
Blade Ward
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 of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Empowerment. If you further use your bonus action when casting this spell, you can turn the range of this spell from self to touch, allowing you to target a single creature.
Empowerment. When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn, until the beginning of your next turn you can force a single weapon attack made against you to be made with disadvantage.
Scaling. At 5th level, when you use the bonus action empowerment, the range becomes 10 feet. At 11th level, the duration of this spell increases from 1 round to 2 rounds. At 17th level, you can select either bludgeoning, piercing, and slashing damage, granting the target immunity to the selected damage type from weapons while the spell is active.
Control Flames
Transmutation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Instantaneous or 1 hour (see below)
You choose a 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.
If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
Empowerment. If you further use your bonus action when casting this spell and choose to reduce your movement speed to 0 until the beginning of your next turn, you can cause two of the effects at the same time.
Scaling. At 5th level, the empowerment allows you to cause 3 effects at the same time. At 11th level, the spell can effect nonmagical flames within a 10-foot cube. At 17th level, you can cause all four effects when casting the spell as an action or when using the empowerment option.
Create Bonfire
Conjuration cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. It produces bright light 5 feet around it and dim light for a further 5 feet. 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 moves into the bonfire’s space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
Empowerment. If you further use your bonus action when casting this spell, you can flare the bonfire until the end of your next turn, causing the flames to rise to 10 feet tall. A creature that ends its turn next to or within the bonfire while it is flaring takes an additional 1d4 fire damage.
Empowerment. When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn, the flames within the spell grasp at nearby creatures. Until the beginning of your next turn, creatures that start their turn within the bonfire makes their Dexterity saving throw at disadvantage. Creatures that pass through the bonfire treat it as magical difficult terrain.
Scaling. At 5th level, when you use your bonus action empowerment, the bonfire flares up to 15 feet high, and the additional damage is increased by 1d4. At 11th level, the damage from the bonfire increases to 2d8. At 17th level, the bonfire you create is 5 feet high and 10 feet wide, centered on a point you choose.
Dancing Lights
Evocation cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a bit of phosphorus, 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 1O-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.
Empowerment. If you further use your bonus action when casting this spell and choose to choose to reduce your movement speed to 0 until the beginning of your next turn, you can select up to four creatures within range that you can see. Until you use a bonus action to move them, the lights will follow the selected creatures, providing them with light. A light following a creature can be outside of 20 feet of the other lights created by this spell. If you select a creature, they can succeed on a Dexterity saving throw to not have the light follow them, in which case the light disappears. The light also disappears if the creature succeeds on a Hide check against you.
Scaling. At 5th level, when you use your bonus action empowerment, the lights provide 5 feet bright light, 5 feet dim light while following a creature. At 11th level, none of the lights have to be within 20 feet of another in order to exist. At 17th level, the light from dancing lights is considered daylight.
Druidcraft
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
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 c10ud 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 instantly make all living plants in a 5-foot cube bloom, blossom, or grow.
- 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.
Empowerment. If you further use your bonus action when casting this spell and choose to reduce your movement speed to 0 until the beginning of your next turn, you can cause two of the effects at the same time.
Scaling. At 5th level, the empowerment allows you to cause 3 effects at the same time. At 11th level, the spell's range increases to 60 feet. At 17th level, you can cause all four effects when casting the spell as an action or when using the empowerment option.
Friends
Enchantment cantrip
- Casting Time: 1 action
- Range: Touch
- Components: S, M (a piece of visible jewelery you are wearing, worth at least 10GP)
- Duration: Concentration, up to 1 minute
Touch a creature, making a melee spell attack against them if they are not an ally. They must make a Wisdom saving throw, and do so at advantage if they are hostile toward you. If they fail, for the duration, you have advantage on all Charisma checks directed toward them. When the spell ends, the creature realizes that you used magic to influence its mood and magically 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.
Empowerment. If you further use your bonus action when casting this spell, the range becomes 5 feet and no longer requires touch.
Empowerment. When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn, allied and friendly creatures make their saving throw against the spell at disadvantage.
Scaling. At 5th level, when you use your bonus action empowerment, the range increases to 10 feet. At 11th level, the target of the spell is no longer magically compelled to become hostile toward you unless you choose so. At 17th level, hostile creatures that are not actively attacking or engaging with you do not make their saving throw at advantage.
Frostbite
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- 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 1d8 cold damage, and it has disadvantage on the next attack roll it makes before the end of its next turn.
Empowerment. If you further use your bonus action when casting this spell, if the target fails their saving throw and has the bloodied condition, they expend double the movement they normally would when traveling over difficult terrain until the end of their next turn.
Empowerment. When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn, if the target fails their saving throw their movement is also reduced by 10 feet until the end of its next turn.
Scaling. At 5th level, when you use your bonus action empowerment, the target takes an additional 1d4 cold damage if they fail the saving throw and have the bloodied condition. At 11th level, the damage the target takes from being hit increases to 2d8. At 17th level, a creature that fails their saving throw has their movement speed by 10 feet until the end of its next turn.
Guidance
Divination cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
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 on that creature.
Empowerment. If you further use your bonus action when casting this spell, the range becomes 10 feet and no longer requires touch.
Scaling. At 5th level, when you use your bonus action empowerment, the range of the spell increases by 5 feet. At 11th level, the dice becomes a d6 instead of a d4. At 17th level you gain the ability to empower this spell by reducing your movement speed to 0 until the beginning of your next turn, allowing yourself to increase the range by 5 feet and target all creatures of your choice within range.
Gust
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- 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 3 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 is not pushed with enough force to cause damage.
- You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze..
Empowerment. If you further use your bonus action when casting this spell and choose to reduce your movement speed to 0 until the beginning of your next turn, you can target one Large or smaller creature with the first effect, or an object that weighs no more than 10 pounds with the second effect.
Scaling. At 5th level, the empowerment allows you to cause two effects at the same time. At 11th level, the spell's range increases to 60 feet. At 17th level, you can cause all three effects when casting the spell as an action or when using the empowerment option.
Infestation
Conjuration cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a living flea)
- Duration: Instantaneous
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 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement does not provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
Empowerment. If you further use your bonus action when casting this spell, if the target fails their saving throw and has the bloodied condition, they take an additional 1d4 poison damage.
Empowerment. When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn, if the target fails their saving throw you choose which direction they move in.
Scaling. At 5th level, when you use your bonus action empowerment, the target takes an additional 1d4 poison damage if they fail the saving throw and have the bloodied condition. At 11th level, the damage the target takes from being hit increases to 2d8. At 17th level, a creature that fails their saving throw moves 10 feet instead of 5 feet.
Lance of Faith
Evocation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
A brilliant ray of golden radiance leaps from your fingers to smite your enemy. Make a ranged spell attack against the target. On a hit, it takes 1d4 radiant damage and sparkles of light linger around the target. Until the beginning of your next turn, if an ally attacks the target, their attack gains a +1 bonus. If the attack hits, the attack deals 1d4 extra radiant damage.
Empowerment. If you further use your bonus action when casting this spell, your attack roll is made at advantage instead of disadvantage if your target is within 5 feet of you.
Empowerment. When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn, if the target is hit by your attack then they gain vulnerability to the extra radiant damage if they are hit by your ally.
Scaling. At 5th level, when you use your bonus action empowerment and hit with the spell, if the target is within 5 feet of you, this spell will score a critical hit if you roll a 19 or a 20. At 11th level, the damage the target takes from being hit increases to 2d4, and the extra damage if they get hit by your ally also increases to 2d4. At 17th level, the target is pushed 5 feet directly away from you if you hit them. If the target is undead, it is pushed an extra 5 feet away from you.
Light
Evocation cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a bit of phosphorescent moss, or a firefly)
- 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.
Empowerment. If you further use your bonus action when casting this spell, the size of the object you target can be up to 20 feet in its dimensions.
Empowerment. When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn, you can extend the range of the spell to 10 feet, no longer requiring touch.
Scaling. At 5th level, when you use your bonus action empowerment, the size of the object you target can be up to 30 feet in its dimensions. At 11th level, you can target two objects with a single casting. At 17th level, creatures making Dexterity saving throws to avoid the spell cannot make it at advantage.
Lightning Lure
Evocation cantrip
- Casting Time: 1 action
- Range: 15 feet
- Components: V
- Duration: Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage.
Empowerment. If you further use your bonus action when casting this spell, the target of the spell attack cannot benefit from half-cover.
Empowerment. When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn, the range of the spell increases by 10 feet.
Scaling. At 5th level, when you use your bonus action empowerment, the target of the spell attack cannot benefit from half-cover or three-quarters-cover. At 11th level, the damage the target takes from failing their saving throw increases to 2d8. At 17th level, the distance the target is pulled increases by 5 feet.
Mage Hand
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 of 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.
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.
Empowerment. If you further use your bonus action when casting this spell, you can concentrate on the spell and grant yourself advantage on activities you do with the hand.
Empowerment. When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn, the hand can carry up to 5 pounds more until the end of your next turn.
Scaling. At 5th level, when you use your bonus action empowerment, you no longer have to concentrate on the spell to gain the benefit of the empowerment. At 11th level, the amount the hand can lift increases by 5 pounds and the range of the spell increases to 60 feet. At 17th level, you can create a second hand when casting the spell.
Mending
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 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.
Scaling. At 5th level, the break or tear can be up to 2 feet in any dimension. At 11th level, you can mend two breaks or tears at the same time. At 17th level, the break or tear can be up to 5 feet in any dimension.
Message
Transmutation cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a short piece of 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, as long as there is a clear path between you and the target.
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.
Empowerment. If you further use your bonus action when casting this spell, the spell doesn't have to follow a straight line and can travel freely around corners or through openings, as long as they are within range.
Scaling. At 5th level, when you use your bonus action empowerment, the spell can now pierce up to 2 feet of stone, 2 inches of common metal, or 4 feet of wood. At 11th level, you no longer have to whisper the message, nor does the target in their reply. At 17th level, the spell no longer requires somatic or verbal components.
Minor Illusion
Illusion cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (a bit of fleece)
- Duration: 1 minute
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 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.
Empowerment. If you further use your bonus action when casting this spell, and create a sound, you can have the sound's origin move in a loop decided at the time of casting. If you further use your bonus action when casting this spell, and create an image of an object, you can have the object move in a loop decided at the time of casting. The movement of the illusion cannot go beyond 30 feet of where you cast this spell. The loop must complete once within the duration of the spell.
Empowerment. When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn and cast the illusion in your space, then the DC to determine if it is an illusion increases by 2 while you occupy that space.
Scaling. At 5th level, when you use your bonus action empowerment, you can now have the loop of the illusions movement be within 30 feet of where you originally put the illusion. At 11th level, the range of the spell increases to 60 feet. At 17th level, you can create two illusions with a single casting.
Mold Earth
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Instantaneous or 1 hour (see below)
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 involve 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.
Empowerment. If you further use your bonus action when casting this spell and choose to reduce your movement speed to 0 until the beginning of your next turn, you can choose two separate portions of dirt or stone, both of which must be affected by the same effect.
Scaling. At 5th level, the empowerment allows you to cause two different effects on the separate portions of dirt or stone. At 11th level, the spell's range increases to 60 feet. At 17th level, you can target three separate portions of dirt or stone when using the empowerment option.
Poison Spray
Conjuration cantrip
- Casting Time: 1 action
- Range: 15 feet
- Components: V, S
- 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 1d8 poison damage.
Empowerment. If you further use your bonus action when casting this spell, if the target fails their saving throw and has the bloodied condition, they take an additional 1d4 poison damage.
Empowerment. When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn, if the target fails their saving throw and has the poisoned condition, their movement speed is reduced by 10 feet.
Scaling. At 5th level, when you use your bonus action empowerment, the damage the empowerment deals increases to 2d4 poison damage. At 11th level, the damage the target takes from failing their saving throw increases to 2d8. At 17th level, if fails their saving throw by 6 or more, they gain the poisoned condition for 1 minute.
Prestidigitation
Transmutation cantrip
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: Instantaneous or up to 1 hour (see below)
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 dean 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 tit 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.
Empowerment. If you further use your bonus action when casting this spell and choose to reduce your movement speed to 0 until the beginning of your next turn, you can cause two of the effects at the same time.
Scaling. At 5th level, the empowerment allows you to cause three effects at the same time. At 11th level, the spell's range increases to 20 feet. At 17th level, you can cause four effects when using the empowerment option.
Produce Flame
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 10 minutes
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 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Empowerment. If you further use your bonus action when casting this spell, and choose to attack with the flames, the target of the spell attack cannot benefit from half-cover.
Empowerment. When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn, the light of the flames becomes bright light for 20 feet and dim light for an additional 20 feet.
Scaling. At 5th level, when you use your bonus action empowerment, the target of the spell attack cannot benefit from half-cover or three-quarters-cover. At 11th level, the damage the target takes from being hit increases to 2d8. At 17th level, if the target is hit they will take 1d6 fire damage at the beginning of their next turn, and until that time they emit the same amount of light as the fire from your casting of the cantrip.
Ray of Frost
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 round
A frigid beam of blue-white light streaks toward a creature or object 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. Any flames in a 1-foot cube around the point you hit are put out.
Empowerment. If you further use your bonus action when casting this spell, the target of the spell attack cannot benefit from half-cover.
Empowerment. When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn, the target's movement speed will be reduced by 15 feet instead if they get hit.
Scaling. At 5th level, when you use your bonus action empowerment, the target of the spell attack cannot benefit from half-cover or three-quarters-cover. At 11th level, the damage the target takes from being hit increases to 2d8. At 17th level, the reduction of movement speed when hit by an attack is increased by 10 feet.
Sacred Flame
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
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.
Empowerment. If you further use your bonus action when casting this spell, if the target is hit by the attack then they must make a Constitution saving throw or be blinded until the beginning of their next turn.
Empowerment. When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn, a barely visible lattice of flame-like radiance surrounds you. Until the beginning of your next turn, if you are hit by a melee attack, the attacker takes radiant damage equal to your spellcasting modifier (minimum 1 damage).
Scaling. At 5th level, when you use your bonus action empowerment, the target of the spell attack takes an additional 1d6 radiant damage if they are fiends or undead and failed their saving throw. At 11th level, the damage the target takes from being hit increases to 2d8. At 17th level, if the target fails their saving throw the flame-like radiance surrounds them in a barely visible lattice. Until the end of their next turn, if they move they take radiant damage equal to your spellcasting modifier (minimum 1 damage).
Shape Water
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Instantaneous or 1 hour (see below)
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 up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
Empowerment. If you further use your bonus action when casting this spell and choose to reduce your movement speed to 0 until the beginning of your next turn, you can cause two of the effects at the same time.
Scaling. At 5th level, the empowerment allows you to cause 3 effects at the same time. At 11th level, the spell can effect water within a 10-foot cube. At 17th level, you can cause all four effects when casting the spell as an action or when using the empowerment option.
Shillelagh
Transmutation cantrip
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
- Duration: 1 minute
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.
Empowerment. When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn, your AC increases by 1 while you stay in that space and hold onto a weapon that has this spell cast on it.
Scaling. At 5th level, you can end the spell early when you hit creature with the club or quarterstaff. If you do so, the attack deals bonus damage equal to your spellcasting ability score, and the club or quarterstaff breaks. At 11th level, you gain the ability to empower this spell by also using your action when you cast this spell. If you do so, the first attack made with the weapon that hits forces the target of the attack to succeed on a Strength saving throw or be stunned until the end of their next turn. At 17th level, the damage die of the club or quarterstaff becomes a d10.
Shocking Grasp
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 of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
Empowerment. If you further use your bonus action when casting this spell, if the target is wearing armor made of metal and has the bloodied condition, then they take an additional 1d6 lightning damage.
Empowerment. When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn, you develop a power static charge. Until the beginning of your next turn, if you are hit by a melee attack, the attacker takes lightning damage equal to your spellcasting modifier (minimum 1 damage).
Scaling. At 5th level, when you use your bonus action empowerment, the target takes 1d4 additional lightning damage if they have the bloodied condition but aren't wearing metal armor, and 1d12 additional lightning damage if they have the bloodied condition and are wearing metal armor. At 11th level, the damage the target takes from being hit increases to 2d8. At 17th level, if the target is hit by the attack, until the end of your next turn the next attack made against them is made at advantage if the attack is made with a weapon made of metal.
Spare the Dying
Necromancy cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You touch a living creature that has O hit points. The creature becomes stable. If they take damage while stable due to this spell, they only suffer one failure on their death saving throws instead of two. This spell has no effect on undead or constructs.
Empowerment. If you further use your bonus action when casting this spell, you can remove a single failed death saving throw from the target.
Scaling. At 5th level, when you use your bonus action empowerment, you can remove up to two failed death saving throws from the target. At 11th level, the range of this spell increases to 10 feet, and you can target two creatures at the same time. At 17th level you gain the ability to empower this spell by reducing your movement speed to 0 until the beginning of your next turn, allowing yourself to increase the range to 15 feet and target all creatures within range.
Thaumaturgy
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous or up to 1 minute (see below)
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 swing 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.
Empowerment. If you further use your bonus action when casting this spell and choose to reduce your movement speed to 0 until the beginning of your next turn, you can cause two of the effects at the same time.
Scaling. At 5th level, the empowerment allows you to cause three effects at the same time. At 11th level, the spell's range increases to 60 feet. At 17th level, you can cause four effects when using the empowerment option.
Thorn Whip
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (the stem of a plant with thorns)
- 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 1d8 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
Empowerment. If you further use your bonus action when casting this spell, they are pulled up to 15 feet closer to you instead of 10 feet.
Empowerment. When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn, the range of the spell increases by 10 feet.
Scaling. At 5th level, when you use your bonus action empowerment, the target of the spell takes bonus piercing damage if they are pulled over difficult terrain. The bonus damage is equal to your spellcasting modifier (minimum 1 damage). At 11th level, the damage the target takes increases to 2d8. At 17th level, the distance the target is pulled increases by 5 feet.
Thunderclap
Evocation cantrip
- Casting Time: 1 action
- Range: 5 feet
- Components: S
- Duration: Instantaneous
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
Empowerment. If you further use your bonus action when casting this spell, a creature that fails their Constitution saving throw is deafened until the end of their next turn.
Empowerment. When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn, a creature that fails their Constitution saving throw is pushed 5 feet directly away from you.
Scaling. At 5th level, when you use your bonus action empowerment, if the target has the bloodied condition and fails their saving throw, they take an additional 1d6 thunder damage. At 11th level, the damage the target takes increases to 2d6. At 17th level, the range increases to 10 feet.
Toll The Dead
Necromancy cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
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 undead it instead takes 1d12 necrotic damage.
Empowerment. If you further use your bonus action when casting this spell, a creature that fails their Wisdom saving throw and has the bloodied condition, they take an additional 1d4 necrotic damage.
Empowerment. When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn, a creature that fails their Wisdom saving throw has disadvantage on any Perception check based on hearing until the end of their next turn.
Scaling. At 5th level, when you use your bonus action empowerment, the damage the empowerment deals increases to 2d4 necrotic damage. At 11th level, the damage the target takes increases to 2d8, or 2d12 if the target is undead. At 17th level, when you cast this cantrip, undead within 10 feet of the target you selected are also targeted by the cantrip.
Spectral Tendril
Necromancy cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 round
You create a ghostly, skeletal hand, or a wisp of pale energy, 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 energy visibly 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.
Empowerment. If you further use your bonus action when casting this spell, if the target has the bloodied condition and is hit by the attack, they will take an additional 1d4 necrotic damage.
Empowerment. When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn, if the target is hit by the spell then they will pulled 10 feet toward you.
Scaling. At 5th level, when you use your bonus action empowerment, the damage the empowerment deals increases to 2d4 necrotic damage. At 11th level, the damage the target takes from being hit increases to 2d8. At 17th level, all targets are treated as undead by this spell.
Vicious Mockery
Enchantment cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V
- Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though 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 against a creature other than you before the end of its next turn.
Empowerment. If you further use your bonus action when casting this spell and the target fails their saving throw, they have disadvantage on all attacks they make against you until the beginning of your next turn or until they successfully hit you.
Empowerment. When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn, if the target fails their saving throw they are unable to communicate or be communicated with via telepathy until the end of your next turn.
Scaling. At 5th level, when you use your bonus action empowerment, if the target attempts to attack you before the beginning of your next turn and doesn't hit you by the beginning of your next turn, they take 1d4 psychic damage. At 11th level, the damage the target takes from failing their saving throw increases to 2d6. At 17th level, the range increases to 60 feet, and no longer requires the target to hear you as they hear the insults directly in their mind.
Word of Radiance
Evocation cantrip
- Casting Time: 1 action
- Range: 5 feet
- Components: V, M (a holy symbol)
- Duration: Instantaneous
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.
Empowerment. If you further use your bonus action when casting this spell, a creature that fails their Constitution saving throw is blinded until the beginning of their next turn. If they are celestials, elementals, fey, fiends, or undead, then they are blinded until the end of their next turn.
Empowerment. When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn, if a target fails their saving throw and is a celestial, elemental, fey, fiend, or undead, they make saving throws against spells at disadvantage until the end of their next turn.
Scaling. At 5th level, when you use your bonus action empowerment, creatures that fail their Constitution saving throw have disadvantage on their first attack against you until the beginning of your next turn. At 11th level, the damage the target takes increases to 2d6. At 17th level, the range increases to 10 feet.