Acid Splash

Evocation cantrip

Casting Time: Action

Range: 60 ft

Components: V, S

Duration: Instantaneous

You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6 Acid), 11 (3d6 Acid), and 17 (4d6 Acid).

Blade Ward

Abjuration cantrip

Casting Time: Action

Range: Self

Components: V, S

Duration: 1 minute

Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.

Booming Blade

Evocation cantrip

Casting Time: 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 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 Thunder damage, and the spell ends.

Cantrip Upgrade. At 5th level, the melee attack deals an extra 1d8 Thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8 Thunder. Both damage rolls increase by 1d8 at 11th level (2d8 Thunder and 3d8 Thunder) and again at 17th level (3d8 Thunder and 4d8 Thunder).

Control Flames

Transmutation cantrip

Casting Time: Action

Range: 60 ft

Components: S

Duration: Instantaneous

You choose 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:

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.

Create Bonfire

Conjuration cantrip

Casting Time: Action

Range: 60 ft

Components: V, S

Duration: 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. 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.

Cantrip Upgrade. The spell's damage increases by 1d8 when you reach 5th level (2d8 Fire), 11th level (3d8 Fire), and 17th level (4d8 Fire).

Dancing Lights

Illusion cantrip

Casting Time: Action

Range: 120 ft

Components: V, S, M (a bit of phosphorus)

Duration: 1 minute

You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.

As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.

Druidcraft

Transmutation cantrip

Casting Time: Action

Range: 30 ft

Components: V, S

Duration: Instantaneous

Whispering to the spirits of nature, you create one of the following effects within range:

Elementalism

Transmutation cantrip

Casting Time: Action

Range: 30 ft

Components: V, S

Duration: Instantaneous

You exert control over the elements, creating one of the following effects within range.

Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.

Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.

Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.

Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.

Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.

Encode Thoughts

Enchantment cantrip

Casting Time: Action

Range: Self

Components: S

Duration: 8 hour

Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.

If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as Detect Thoughts or Modify Memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.

Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting Detect Thoughts on the strand has the same effect.)

Fire Bolt

Evocation cantrip

Casting Time: Action

Range: 120 ft

Components: V, S

Duration: Instantaneous

You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10 Fire), 11 (3d10 Fire), and 17 (4d10 Fire).

Friends

Enchantment cantrip

Casting Time: Action

Range: Self

Components: V

Duration: 10 minute

You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours.

The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.

The verbal component of this spell may be slipped into casual conversation. A successful Insight (Wisdom) check check contested by your Deception (Charisma) check check (made with advantage) allows a listener to determine that a spell has been cast.

Frostbite

Evocation cantrip

Casting Time: Action

Range: 60 ft

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 1d6 Cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6 Cold), 11 (3d6 Cold), and 17 (4d6 Cold).

Green-Flame Blade

Evocation cantrip

Casting Time: Action

Range: 5 ft

Components: S, M (a melee weapon worth at least 1 sp)

Duration: Instantaneous

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

Cantrip Upgrade. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 Fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 Fire + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 Fire and 2d8 Fire) and 17th level (3d8 Fire and 3d8 Fire).

Guidance

Divination cantrip

Casting Time: Action

Range: Touch

Components: V, S

Duration: 1 minute

You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

Gust

Transmutation cantrip

Casting Time: Action

Range: 30 ft

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:

Infestation

Conjuration cantrip

Casting Time: Action

Range: 30 ft

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 1d6 Poison damage, has disadvantage on the next concentration check it makes before the start of its next turn, 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 does not move.

Cantrip Upgrade. When you reach 5th level, the spell causes disadvantage on the next 2 concentration checks and the damage increases to 2d6 Poison damage. When you reach 11th level, it causes disadvantage on the next 3 concentration checks and the damage increases to 3d6 Poison damage. When you reach 17th level, it causes disadvantage on the next 6 concentration checks and the damage increases to 4d6 Poison damage.

Light

Evocation cantrip

Casting Time: Action

Range: Touch

Components: V, M (a firefly or phosphorescent moss)

Duration: 1 hour

You touch one Large or smaller object that isn't being worn or carried by someone else. 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.

Covering the object with something opaque blocks the light. The spell ends if you cast it again.

Lightning Lure

Evocation cantrip

Casting Time: Action

Range: 15 + (5 * @item.level) ft

Components: V

Duration: Instantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. 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 if it is within 5 feet of you.

Cantrip Upgrade. This spell's range and pull distance are increased by an additional 5 feet and damage increases by 1d8 when you reach levels 5 (2d8 Lightning, 20 foot range, 15 foot pull), 11 (3d8 Lightning, 25 foot range, 20 foot pull), and 17 (4d8 Lightning, 30 foot range, 25 foot pull).

Mage Hand

Conjuration cantrip

Casting Time: Action

Range: 30 ft

Components: V, S

Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

When you cast the spell, 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.

As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.

The hand can't attack, activate magic items, or carry more than 10 pounds.

Magic Stone

Transmutation cantrip

Casting Time: Bonus Action

Range: Touch

Components: V, S

Duration: 1 minute

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a Sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 Bludgeoning + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.

If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.

Martial Burst

Conjuration cantrip

Casting Time: Action

Range: Self

Components: S, M (a melee weapon worth at least 1 sp)

Duration: Instantaneous

You create a momentary circle of semi-physical echoes of a melee weapon you are holding that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take the weapon die in force damage.

Cantrip Upgrade. This damage increases by 1d6 when you reach levels 5 (1d6 Force), 11 (2d6 Force), and 17 (3d6 Force).

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.

Message

Transmutation cantrip

Casting Time: Action

Range: 120 ft

Components: S, M (a copper wire)

Duration: 1 round

You point 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 of stone, metal, or wood; or a thin sheet of lead blocks the spell.

Mind Sliver

Enchantment cantrip

Casting Time: Action

Range: 60 ft

Components: V

Duration: 1 round

You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6 Psychic), 11 (3d6 Psychic), and 17 (4d6 Psychic).

Minor Divination

Divination cantrip

Casting Time: Action

Range: Self

Components: V, S

Duration: Instantaneous

You gain a glimpse of the present reality around you. Choose one of the following effects:

Minor Illusion

Illusion cantrip

Casting Time: Action

Range: 30 ft

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. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.

If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Investigation (Intelligence) check check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Sound. 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 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.

Image. 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, since things can pass through it.

Mold Earth

Transmutation cantrip

Casting Time: Action

Range: 30 ft

Components: S

Duration: Instantaneous

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 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.

Poison Spray

Necromancy cantrip

Casting Time: Action

Range: 30 ft

Components: V, S

Duration: Instantaneous

You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.

Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12 Poison), 11 (3d12 Poison), and 17 (4d12 Poison).

Prestidigitation

Transmutation cantrip

Casting Time: Action

Range: 10 ft

Components: V, S

Duration: 1 hour

You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.

Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.

Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.

Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.

Primal Savagery

Transmutation cantrip

Casting Time: Action

Range: Self

Components: S

Duration: Instantaneous

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within your reach. On a hit, the target takes 1d10 Acid damage and if the creature's speed is reduced in anyway, it's speed is reduced to 0 until the end of it's next turn. After you make the attack, your teeth or fingernails return to normal.

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10 Acid), 11 (3d10 Acid), and 17 (4d10 Acid).

Produce Flame

Conjuration cantrip

Casting Time: Bonus Action

Range: Self

Components: V, S

Duration: 10 minute

A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.

Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8 Fire), 11 (3d8 Fire), and 17 (4d8 Fire).

Ray of Frost

Evocation cantrip

Casting Time: Action

Range: 60 ft

Components: V, S

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 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8 Cold), 11 (3d8 Cold), and 17 (4d8 Cold).

Resistance

Abjuration cantrip

Casting Time: Action

Range: Touch

Components: V, S

Duration: 1 minute

You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.

Sacred Flame

Evocation cantrip

Casting Time: Action

Range: 60 ft

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.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8 Radiant), 11 (3d8 Radiant), and 17 (4d8 Radiant).

Sapping Sting

Necromancy cantrip

Casting Time: Action

Range: 30 ft

Components: V, S

Duration: Instantaneous

You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 Necrotic damage and fall Prone.

Cantrip Upgrade. This damage increases by 1d4 when you reach levels 5 (2d4 Necrotic), 11 (3d4 Necrotic), and 17 (4d4 Necrotic).

Shape Water

Transmutation cantrip

Casting Time: Action

Range: 30 ft

Components: S

Duration: Instantaneous

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:

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.

Shillelagh

Transmutation cantrip

Casting Time: Bonus Action

Range: Self

Components: V, S, M (mistletoe)

Duration: 1 minute

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. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice). The weapon also becomes magical if it isn't already.

The spell ends early if you cast it again or if you let go of the weapon.

Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).

Shocking Grasp

Evocation cantrip

Casting Time: Action

Range: Touch

Components: V, S

Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you touch. The creature must succeed on a Dexterity saving throw or take 1d8 Lightning damage and cannot take reactions until the start of its next turn. If the creature succeeds on the saving throw it takes no damage, but cannot take opportunity attacks against you until the end of your turn.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8 Lightning), 11 (3d8 Lightning), and 17 (4d8 Lightning).

Sorcerous Burst

Evocation cantrip

Casting Time: Action

Range: 120 ft

Components: V, S

Duration: Instantaneous

You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.

If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Spare the Dying

Necromancy cantrip

Casting Time: Action

Range: 15 * pow(2, @scaling.increase) ft

Components: V, S

Duration: Instantaneous

Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.

Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).

Spectral Hand

Necromancy cantrip

Casting Time: Action

Range: 120 ft

Components: V, S

Duration: Instantaneous

You create a ghostly, skeletal hand 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 hand 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.

Cantrip Upgrade. This damage increases by 1d8 when you reach levels 5 (2d8 Necrotic), 11 (3d8 Necrotic), and 17 (4d8 Necrotic).

Starry Wisp

Evocation cantrip

Casting Time: Action

Range: 60 ft

Components: V, S

Duration: Instantaneous

You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8 Radiant), 11 (3d8 Radiant), and 17 (4d8 Radiant).

Thaumaturgy

Transmutation cantrip

Casting Time: Action

Range: 30 ft

Components: V

Duration: 1 minute

You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.

Altered Eyes. You alter the appearance of your eyes for 1 minute.

Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Intimidation (Charisma) check checks.

Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.

Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.

Phantom Sound. 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.

Tremors. You cause harmless tremors in the ground for 1 minute.

Thorn Whip

Transmutation cantrip

Casting Time: Action

Range: 30 ft

Components: V, S, M (the stem of a thorny plant)

Duration: Instantaneous

You create a 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. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6 Piercing), 11 (3d6 Piercing), and 17 (4d6 Piercing).

Threads of Fate

Divination cantrip

Casting Time: Action

Range: 60 ft

Components: V, S, M (a length of thread)

Duration: Instantaneous

You reach out towards one creature you can see within range, and wrench on the ethereal threads that some call fate. The target must succeed on a Charisma saving throw or take 1d8 Radiant damage. If the target is affected by any condition, it instead takes 1d12 Radiant damage.

Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 Radiant or 2d12 Radiant), 11 (3d8 Radiant or 3d12 Radiant), and 17 (4d8 Radiant or 4d12 Radiant).

Thunderclap

Evocation cantrip

Casting Time: Action

Range: Self

Components: S

Duration: Instantaneous

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d8 Thunder damage and be deafened until the beginning of your next turn.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8 Thunder), 11 (3d8 Radiant), and 17 (4d8 Radiant).

Toll the Dead

Necromancy cantrip

Casting Time: Action

Range: 60 ft

Components: V, S

Duration: Instantaneous

You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.

Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 Necrotic or 2d12 Necrotic), 11 (3d8 or 3d12 Necrotic), and 17 (4d8 Necrotic or 4d12 Necrotic).

True Strike

Divination cantrip

Casting Time: Action

Range: Self

Components: S, M (a melee weapon worth at least 1sp)

Duration: Instantaneous

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. Your magic grants you a brief insight into the target's defenses and you gain advantage on the attack roll.

Cantrip Upgrade. You deal extra damage equal to the weapon's damage type when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).

Vicious Mockery

Enchantment cantrip

Casting Time: Action

Range: 60 ft

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 before the end of its next turn.

Cantrip Upgrade. The number of attacks given disadvantage increase by 1 and the damage increases by 1d6 as you reach levels 5 (2 attacks, 2d6 Psychic), 11 (3 attacks, 3d6 Psychic), and 17 (4 attacks, 4d6 Psychic)

Word of Radiance

Evocation cantrip

Casting Time: Action

Range: Self

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.

Starting at 5th level, you cannot choose more than your proficiency modifier number of creatures beyond 5 feet.

Cantrip Upgrade. The size of the emanation is increased by an additional 5 feet and damage increases by 1d6 when you reach levels 5 (10 feet, 2d6), 11 (15 feet, 3d6 Radiant), and 17 (20 feet, 4d6 Radiant).

Wristpocket

Conjuration cantrip

Casting Time: Action

Range: Self

Components: S

Duration: 1 hour

You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.

Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.