Cantrips

by Jadeor

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Coyote's Cantrip Collection

Arcane Consultation

Divination cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a piece of quartz)
  • Duration: Concentration, 1 minute

A spirit appears to you, the DM determines the appearance of the spirit, but it is ethereal and cannot touch or be touched and only you can see it. As long as the spirit is present, you may ask it questions and it will try to answer. It can tell you:

  • The time of day and date.
  • The direction of true north.
  • Your body temperature or that of another creature within 10 feet of you, or the temperature of your current environment.
  • The names of the most revered gods, the most powerful nations and their rulers, and the names of the most famous historical figures.
  • The language a text is written in or the language that another creatures is speaking (it cannot translate).
  • The temperature water boils at.

The spirit may possess other knowledge, at the DM's discretion, but its knowledge is usually superficial, trivial or something that is general knowledge.

Alternatively, you may give the spirit a book or text in a language you can speak. The spirit disappears with the text. When you next summon it, the spirit will then explain to you the contents of the text it has read so far to the best of its ability and give it back. The spirit takes 1 hour to read 100,000 words.

Spell Lists. Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard

Um butterflies... by Carmen Sinek

Conjure Bug

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (an insect's wing)
  • Duration: 1 minute, concentration

You summon a fey spirit in the shape of a tiny arthropod, that appears in an unoccupied space you can see within range. This arthropod uses the Bug stat block (shown below).

When you cast the spell, choose the creature’s form: Flier or Crawler. The bug resembles an arthropod with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The summoned bug is friendly to you and your companions, shares your initiative count and takes its turn immediately after yours, but can obey only the simplest of your verbal commands (no action required) and cannot take the Help action, usually ones of 1 or 2 words. If you don’t issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions.

At higher levels. The number of bugs you may summon when you cast this spell increases by 1 when you reach 5th level (2), and increases by 1 again when you reach 11th level (3) and when you reach 17th level (4).

Spell lists. Druid


Bug

Tiny fey


  • Armor Class 12
  • Hit Points 1
  • Speed 20ft., fly 20 ft. (flier), climb 20ft. (crawler)

STR DEX CON INT WIS CHA
2 (-4) 10 (0) 8 (-1) 3 (-4) 10 (0) 2 (-4)

  • Skills Stealth 0 + PB (crawler only)
  • Senses Passive perception 10
  • Languages Understands the languages you speak
  • Proficiency Bonus Equals your bonus

Actions

Bite or sting. Melee attack: Your spell attack modifier to hit, reach 5 ft., one target. Hit: 1 poison damage

Consuming Blade

Necromancy cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within range of that weapon. On a hit, the target suffers the weapon attack’s normal effects and is then surrounded by deathly energy until the start of your next turn. If the target deals damage to you before then, the target takes 1d4 necrotic damage, and the spell ends.

At Higher Levels. At 5th level, the melee attack deals an extra 1d4 necrotic damage to the target on a hit, and the damage the target takes when it deals damage to you increases to 2d4. Both damage rolls increase by 1d4 at 11th level (2d4 and 3d4) and again at 17th level (3d4 and 4d4).

Spell lists. Cleric, warlock

Control Smoke

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a pinch of ash)
  • Duration: Instantaneous or 1 hour

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

  • You make the smoke disappear.
  • You make the smoke expand 5 feet in one direction that is not down.
  • You change the smoke's color.
  • You create shapes within the 5 foot cube, these shapes can be incredibly detailed and beautiful, but are always clearly made of smoke.

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.

Spell Lists. Bard, Druid, Sorcerer, Wizard

Channeled Force by Randy Vargas

Elemental Burst

Evocation cantrip


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a burst of elemental energy at a creature or object within range.Make a ranged spell attack against the target. On a hit, the target takes 2d4 damage. Choose one of the d4s. The number rolled on that die determines the damage type, as shown below.

d4 Damage Type
1 Cold
2 Fire
3 Lightning
4 Thunder

At Higher Levels. This spell’s damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).

Spell lists. Sorcerer

Incendiary Charge

Evocation spell


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a tiny nonmagical object that weighs less than 10 ounces and is worth less than 1 gp)
  • Duration: 1 minute

You infuse the object used to cast this spell with explosive energy which makes it pulsate faintly with light. When you do so, you may throw the infused object up to 60 feet as part of the same action. If you don't, until the spell ends, you or another creature can throw it the same distance as an action. The object explodes on impact and the spell ends. The spell ends early on any object still affected by it if you cast it again or if you dismiss it as an action. When the spell ends, if the object wasn't thrown it explodes.

When the object explodes, the explosion fills a 5-foot cube centered on it. Any creature within this cube must succeed on a Dexterity saving throw or take 1d8 fire damage. Any flammable objects within that cube that aren't being worn or carried catch fire. An object infused by this spell is destroyed completely after exploding, only ash remains.

At Higher Levels. The infused object’s damage increases by 1d8 when it explodes when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spell lists. Artificer

Minor Appearance Modification

Illusion Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (makeup)
  • Duration: 1 hour

You create a small illusory change in your appearance. You may:

  • Change the size or colour of your eyes.
  • Change the shape, width or length of your nose (no more than 3 inches).
  • Change the colour or length of your hair (no more than 3 inches).
  • Change the colour or length of your fingernails (no more than 3 inches).
  • Create a small tattoo or scar anywhere on your body (it can't occupy a space larger than 3 square inches).
  • Remove a spot, scar or mark (no larger than 3 square inches).

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

Spell Lists. Bard, Sorcerer, Wizard

Magic Leaf

Transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute

You touch one to two leaves and imbue them with magic, causing them to become as sharp as knives. You or someone else can make a melee or ranged spell attack with one of the leaves by wielding it like a dagger or throwing it. If thrown, it has a range of 45 feet. If someone else attacks with the leaf, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes piercing damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the leaf.

If you cast this spell again, the spell ends early on any leaves still affected by it.

At Higher Levels. The number of leaves you can imbue with magic increases by 1 when you reach 5th level (3), 11th level (4) and 17th level (5).

Spell lists. Druid

Mystic Transmission

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a thin copper wire and a small magnet)
  • Duration: Concentration, 1 hour

For the duration, whenever you say something, any creature within 10 miles of you that is currently concentrating on this cantrip can hear what you say and vice versa. They cannot hear what other people are saying around you nor other background noise.

As a bonus action, you may choose to silence your side of the transmission, in this case you can hear what others concentrating on this cantrip are saying, but cannot be heard by them.

Spell Lists. Artificer, Sorcerer, Wizard

Protective Ward

Abjuration cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute, concentration

You touch a creature an form a ward of protection around it. For the duration, if that creature would be dealt damage, that damage is reduced by 1d4 and the spell ends.

At Higher Levels. The amount of damage this spell prevents increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Spell Lists. Artificer, Cleric, Druid, Sorcerer, Wizard

Glint the Quicksilver by Alexander Mokhov

Punishing Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within range of that weapon. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in radiant energy until the start of your next turn. If the target deals damage to a creature other than you before then, the target takes 1d6 radiant damage, and the spell ends.

At Higher Levels. At 5th level, the melee attack deals an extra 1d6 radiant damage to the target on a hit, and the damage the target takes for dealing damage to another creature increases to 2d6. Both damage rolls increase by 1d6 at 11th level (2d6 and 3d6) and again at 17th level (3d6 and 4d6).

Spell lists. Cleric

Redraw and Rewrite

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a drop of ink)
  • Duration: 1 hour

You choose nonmagical ink, paint or another type of marking (for example, markings produced by a pencil) on a single surface that you can see within range and that fits within a 5-foot square (this can also be a tattoo on a person). You affect it in one of the following ways:

  • You change its color.
  • You change its shape, you can do this to a painting to change what's depicted or to a script to change what is written.
  • You cause the drawing or script to animate, such as making the words dance across the page or making the figure in a painting move or turn.

If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action. When the spell ends, the modified ink, paint or marking returns to its original shape and color.

If you use this spell to attempt imitate something, such as a work of art or an official document, you must succeed on a check with your spellcasting ability modifier or it will be a very imprecise copy, the DM determines the DC for the check.

Spell Lists. Artificer, Bard, Wizard

Sacred Symbol

Illusion Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a silver coin with your god's likeness or symbol on it)
  • Duration: Concentration, up to 1 minute

You create a glowing sacred symbol that hovers in the air within range. The glowing symbol occupies a space no larger than a 5 foot cube, and sheds dim light for 20 feet. This sacred symbol can be:

  • Your holy symbol.
  • A depiction of your god or of a person or object associated with your god (for example, a famous saint, or a lightning bolt for a storm god).
  • Your god's name spelt out in a language you can write.

As a bonus action on your turn, you can move the symbol up to 60 feet to a new spot within range. The sacred symbol winks out if it exceeds the spell’s range.

Spell lists. Cleric

Spatial Shunt

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

Choose a creature you can see within range and roll a d4. The creature is teleported 5 feet in a direction determined by the result: 1 north; 2 south; 3 east; or 4 west. If the space it would be teleported to is occupied or you cannot see it, the spell has no effect.

An unwilling creature must succeed on a Charisma saving throw in order to not be teleported.

Spell lists. Sorcerer

Summon Weapon

Conjuration Cantrip


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour

You choose a creature you can see within range.

If the creature has a free hand that could hold one, a simple weapon of your choice appears in their hand. The weapon has all the properties of the chosen weapon, and you choose its appearance. However, you cannot make the weapon appear to have a greater value to the one it would have normally.

The weapon disappears after 1 hour. It disappears earlier if it leaves the creature's person (for example, if they put it down, drop it or are disarmed). If the weapon has the thrown property and the creature makes a ranged attack with it, it disappears only after the attack has been made and any possible damage has been dealt.

You may have only one of these weapons summoned at a time and can dismiss it as a bonus action, making it disappear.

At higher levels. The number of weapons you can have summoned at the same time increases by 1 when you reach 5th level (2), 11th level (3) and 17th level (4). At 11th level, you can also summon martial weapons as well as simple ones.

Spell lists. Artificer, Bard, Sorcerer, Warlock, Wizard

Dueling Rapier by Anna Podedworna

Taunting Blade

Enchantment cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within range of that weapon. On a hit, the target suffers the weapon attack’s normal effects and then becomes surrounded by mocking whispers until the start of your next turn. If the target fails an ability check or misses an attack roll before then, the target takes 1d6 psychic damage, and the spell ends.

At Higher Levels. At 5th level, the melee attack deals an extra 1d6 psychic damage to the target on a hit, and the damage the target takes for failing an ability check or missing an attack roll increases to 2d6. Both damage rolls increase by 1d6 at 11th level (2d6 and 3d6) and again at 17th level (3d6 and 4d6).

Spell lists. Bard

MTG: Simic Manipulator by Maciej Kuciara

Touch of Hadar

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 round

Your hands or fingers become twisting, purple tentacles. When you cast this spell, you make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 necrotic damage, and until the start of your next turn you can repeat the attack against the target as a reaction instead of making a weapon attack if it provokes an opportunity attack from you. Your limbs or digits return to normal at the start of your next turn.

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

Spell lists. Warlock

Trickster's Quirk

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a fox's whisker)
  • Duration: Instantaneous

You attempt to cause a creature within range that you can see to make an involuntary expression or sound. The creature must succeed on a Wisdom saving throw. On a failure, choose one of the following:

  • The creature's facial muscles contract, causing it to wink, blink, grin, grimace or drop its jaw (your choice).
  • The creature lets out an involuntary belch, cough, laugh, scream or sneeze, or says a random word (your choice, but you don't get to choose the word if you choose to make it say a word).

If the creature was concentrating on a spell or ability when it failed the saving throw, it must succeed on a Constitution saving throw against your spell save DC to maintain concentration.

Spell lists. Bard, Sorcerer, Wizard

Ventriloquism

Illusion cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a ball of string)
  • Duration: 1 minute, concentration

When you cast this spell, select a creature or object that you can see within range. For the duration, whenever you would speak you may keep your mouth closed, if you do the sounds you would emit come from the target instead of you. If the target has a mouth (or something resembling a mouth), this mouth appears to move in sync with the sounds you produce. This doesn't change your voice or the sounds you can make.

Any creature trying to determine who is really talking must make a Wisdom (perception) or Wisdom (insight) check against your spell save DC.

If you move more than 60 feet away from the target, the spell ends.

Spell lists. Bard

 

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