Magus The elf lowers her hood, confronted by a group of snarling goblins, hungry for blood. No wand in sight, any ordinary caster would be significantly hampered by such a disadvantage, but she simply raises her hand as a glyph appears in it, and the goblin pack is consumed in arcane fire. The goliath rolls up his sleeve, revealing a number of arcane runes glowing on his arm. With a flash, three disappear and the monk in front of him thrusts his sword directly into his own heart, and collapses to the ground as the realisation of what he had done passes across his dying face. The half-orc places a hand on his young fighter companion's shoulder, which glows with a strange symbol, as his steel sword glows with a strange magic, and he slices at the werewolf, cleaving its head clean off. Whether it be as a frontline fighter, a humble scholar, or, particularly in less magocratic nations, the last resort in the king's army, all magi have one thing in common; they all have magical heritage. Not from an anomaly in the bloodline like a sorcerer, but pure magical knowledge and power. All in the family A magus family passes down their magic in the form of a crest, and as a result are often recognisable. Some families form associations where their heirs can refine their power and knowledge. Others form alliances with the local lord, or even monarch, and offer their services as court mages, trainers for princes keen to master the arcane arts or even as fighters, sworn to serve on the front lines to protect the soldiers or obliterate political rivals. Others still may prefer to cut themselves off from society, viewing themselves as superior to those unable to master The Art, and therefore beneath them. They usually either live in secluded forests, or places so hazardous that none but the brave or stupid would bother them. Despite this, the magi have learnt how to channel their magic into others temporarily, granting them the ability to use a magus crest for a limited time. No matter how they treat others, the vast majority of magi have a sense of superiority even against their own kind. Many believe that the older a family of magi is, the more innate power they command over the Weave. A magus who is of the 2nd generation of their family to be born into magi has no less power than another of the 6th, other than perhaps a difference in the knowledge of magic itself, which is often an ineffective measure of power. Arcane Specialism All magi have one particular aspect of the arcane that they prefer over the others. Some families may be interested in mastery over the elements, and the planes related to them, while another may find an affinity with cursing their enemies and causing them to wither and die. Some may even have mastered the art of creating artificial life. All magi also possess the unique ability to gift their magic crest to others, either temporarily or, when an heir is born to a magus, permanently imbuing them with the power. Save for that, they are potent casters in their own right, mastering all aspects of magic just as any other caster would.



The Magus Level Proficiency Bonus Magic Circuits Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 — Spellcasting, Magic Crest 2 4 2 — — — — — — — — 2nd +2 3 Magic Circuits 2 5 3 — — — — — — — — 3rd +2 4 Magecraft Theory, Mana Transference 3 6 4 2 — — — — — — — 4th +2 4 Ability Score Improvement 3 7 4 3 — — — — — — — 5th +3 5 ─ 3 8 4 3 2 — — — — — — 6th +3 5 Magecraft Theory Feature 3 9 4 3 3 — — — — — — 7th +3 6 ─ 3 10 4 3 3 1 — — — — — 8th +3 6 Ability Score Improvement 3 11 4 3 3 2 — — — — — 9th +4 7 ─ 4 12 4 3 3 3 1 — — — — 10th +4 7 Respite 4 13 4 3 3 3 2 — — — — 11th +4 8 ─ 4 14 4 3 3 3 2 1 — — — 12th +4 8 Ability Score Improvement 4 15 4 3 3 3 2 1 — — — 13th +5 9 Magecraft Theory Feature 4 16 4 3 3 3 2 1 1 — — 14th +5 9 ─ 4 17 4 3 3 3 2 1 1 — — 15th +5 10 ─ 4 18 4 3 3 3 2 1 1 1 — 16th +5 10 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 — 17th +6 11 ─ 4 20 4 3 3 3 2 1 1 1 1 18th +6 11 Magecraft Theory Feature 5 21 4 3 3 3 3 1 1 1 1 19th +6 11 Ability Score Improvement 5 22 4 3 3 3 3 2 1 1 1 20th +6 12 Everlasting Mana 5 23 4 3 3 3 3 2 2 1 1 Creating a Magus When creating a magus character you should consider what their family is like. Are they the kind who see heritage as an important factor in the development of magic, or are they more lenient. You should work with your DM to find a place for your family's partcular role in the world. Are they a family who do their best to help the community around them? Offering their services to their fellow man? Or are they old-fashioned magi with a superiority complex, believing those without magic to be nothing more than cattle? Quick Build You can make a magus quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Noble background. Third, choose the Prestidigitation, Fire Bolt and Minor Illusion. Also, pick the Burning Hands, Mage Armor, Shield and Magic Missile spells. Class Features As a magus, you gain the following class features Hit Points Hit Dice: 1d6 per magus level

1d6 per magus level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per magus level after 1st Proficiencies Armor: None

None Weapons: All simple weapons

All simple weapons Tools: Alchemists supplies Saving Throws: Intelligence, Constitution

Intelligence, Constitution Skills: Choose two from Arcana, History, Investigation, Insight, Medicine, or Persuasion

Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon

a component pouch

(a) a scholar's pack or (b) an explorer's pack

two daggers Spellcasting Your magus bloodline allows you to channel spells through your body. Your magical crest is a symbol of your magic, and can allow you to focus your magic. The magus spell list is detailed at the end of the class description. Cantrips At 1st level you know two cantrips of your choice from the magus spell list. You learn additional magus cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Magus table. Spell Slots The Magus table shows how many spell slots you have to cast your magus spells of 1st level and higher. To cast one of these magus spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known of 1st-level and higher You know four 1st-level spells of your choice from the magus spell list. The Spells Known column of the Magus table shows when you learn more magus spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the magus spells you know and replace it with another spell from the magus spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your magus spells, since you use your own knowledge as well as the knowledge of your family when you channel your magic. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a magus spell you cast and when making an attack roll with one. Spell save DC = 8 + proficiency bonus + Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus You can use a Magic Crest (as detailed in the class description) as a spellcasting focus for your magus spells. Magic Crest You have the ability to manifest a symbol of your family's arcane heritage, and channel your magic through it. As a bonus action, you can create an arcane sigil; your family's unique magic crest, in a free hand. It remains there until you use another bonus action to cause it to disappear. Your hand must be open and unobstructed by anything more than a glove, handwrap or other similar object. Your Crest is unique to your family, and as you progress in your family's unique magical penchant, you can learn to channel power through it using the knowledge of your ancestors. Magic Circuits At 2nd level, you develop the ability to use the energy of life as pure magic. Most creatures have magic deep within them, but are unable to harness it. Magus families, however, do manage to activate parts of the body with life energy within, known as Magic Circuits. You have 3 Magic Circuits, and gain more at higher levels, as detailed in the Magic Circuits column of the Magus table. When you cast a spell of 1st level or higher using a spell slot, you can instead expend a number of Magic Circuits equal to the level of spell slot that would be expended. You cannot use this in lieu of spell slots of 6th level or higher, and you cannot cast spells at a higher level that you can cast at your level. You gain other ways to use your Magic Circuits as you reach higher levels. You regain all expended Magic Circuits when you finish a long rest. Mana Transference At 3rd level, you learn how to temporarily bestow some of your magic onto others, by transplanting some of your Magic Circuits. As an action, you can expend a number of Magic Circuits and gift them to a willing creature. They gain the ability to cast spells by expending Magic Circuits equal to the level of spell. You can choose the spells they know from your spell list, and you can pick a number of spells with a total level of equal to your magus level. They use their Intelligence as the spellcasting ability, and they count as magus spells for them. Allowing creatures to cast high level spells is possible, but for every spell you give them that is higher than 5th level, you gain a level of exhaustion for each level above 5th. A creature with Magic Circuits gained from this method loses all of them at the end of their next long rest.

Magecraft Theory At 3rd level, choose the focus of your magic abilities; what kind of magic you personally specialise in: Creator, Maledictor, Spellsword, Haemomancer, Master and Elementalist, all detailed at the end of the class description. While some magi choose to follow in their family's footsteps to take advantage of their existing knowledge to further their abilities, others prefer to broaden their horizons by focusing on new areas of magic. Your choice grants you features when you pick it at 3rd level, and again at 6th, 13th and 18th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Respite At 10th level, using your innate magic requires less effort on your part, being able to recover them much quicker. You regain half your Magic Circuits back at the end of a short rest. Everlasting Mana At 20th level, you have the ability to recover your magic using adrenaline as its source. When you roll initiative and have no Magic Circuits left, you regain 3 Circuits. Magecraft Theories All magi, no matter what family they come from, specialise in a particular type of magic. Some magi may command the elements, bending fire, water, earth and air to eliminate rivals and cement themselves as their city's lord and savior. Others may create crude imitations of life, which they may use as servants, or mistresses, or even as families. Others still may prefer to curse their foes, relishing the view of watching them either and die before their very eyes. Elementalist Elementalist magi may be fanatical about fire. They may gain great pleasure simply from watching flames flicker and dance across their fingertips, or they may enjoy burning those they hate. Others may be calmer, enjoying how air or earth has a certain serene grace. No matter what affinity they have, all Elementalists have a great degree of control over their element of choice. Elemental Affinity At 3rd level when you choose this theory, you can choose which element your family prefers to use. Whenever a subclass feature refers to your element or your damage type, this is what should be used. Elemental Affinity Element Damage Type Fire Fire Water Cold Earth Bludgeoning Air Thunder Bonus Cantrips At 3rd level, you also gain a new cantrip depending on your element, but with certain changes as outlined at the bottom of the class description. This does not count against your known cantrips, but you can only cast it when you have your Magic Crest in hand. The spells are shown below. Elemental Cantrip Element Cantrip Fire Produce Flame Water Shape Water Earth Mold Earth Air Gust Energy Shield At 6th level, you have become more resistant to the effects of your own element, as you have learnt how to defend your body against it. You have resistance to your chosen element's damage type. When you reach 12th level, you can expend 2 Magic Circuits as an action to gain immunity to your element for 1 minute. Empowered Element Starting at 13th level, you have begun to learn how to master the use of your element. When you deal the same damage type as your element, you can expend 2 Magic Circuits to maximise the damage you deal, instead of rolling dice. This does not work with spells that are higher than 5th-level. Once you use this feature, you cannot use it again until you finish a long rest. Primordial Conjuration By 18th level, you have mastered the art of creating false representations of life using your elemental mastery. When you kill a creature using a spell of 1st level or higher dealing the damage type of your element, you can expend 3 Magic Circuits to create an elemental in the space they once stood. The elemental disappears after 1 minute or if it is reduced to 0 hit points. The specific elemental is shown in the table below. Magus Elementals Element Elemental Fire Fire Elemental Water Water Elemental Earth Earth Elemental Air Air Elemental

Creator A rare penchant among Magus families is the ability to create life from nothing. Some may create undead, using necromancy to bolster their numbers. Some may instead prefer the art of conjuration to forcibly conjure beings from other planes. Others prefer to create false imitations of humans, using them as servants, assistants or even as a new family. Bonus Cantrip At 3rd level when you choose this theory, you learn the Druidcraft cantrip, but with certain changes as outlined at the bottom of the class description. You can only cast this spell when you have your Magic Crest in hand, but it does not count towards your number of known cantrips. Breath of Life Starting at 3rd level, you gain a small amount of healing capability. You have a pool of hit points equal to twice your magus level. As an action, you can touch a creature and expend those hit points, healing them for the amount expended. You regain all of this pool at the end of a long rest. Facsimile At 6th level, you have learnt the rudimentary art of creating life. You can spend an hour using meat and other organic material to attempt to create a false creature. The creature can be any beast you have seen before with a CR of no more than your magus level divided by 3. You must expend a number of Magic Circuits equal to the CR of the creature (minimum of 1) at the end of the hour. When you do so, the creature is created, using the same statistics as a real version of it, but with half the maximum hit points. It will obey your instructions, and it can telepathically convey simple ideas while within 30 feet of you. If it is reduced to 0 hit points, or you finish a long rest and do not expend another set of Magic Circuits (though the amount needed to maintain a creature is halved), it dies and the remains are rendered magically inert, unable to have any spells cast on them again. You can only have one beast created with this feature at a time, and if you use this feature again, your current beast dies. Forgemaster of Life At 13th level, your ability to create life has improved greatly. You learn the Simulacrum spell, and can cast it as a magus spell. It does not count against your number of spells known. Furthermore, when you expend materials to heal a Simulacrum, or lose maximum hit points to heal a homunculus, they heal for twice the amount they should. Imperfect Reproduction At 18th level, you have mastered the art of creating life. You learn the Reincarnate spell, and can cast it once without expending a spell slot or material components. It does not count against the number of spells you can know, but once you have cast it using this feature you cannot do so again until you finish a long rest. Maledictor An often overlooked aspect of magic is the ability to drain away at your enemies' very being. While many holy men occasionally use their deity's power to weaken their foes enough to defeat them, some magus families have mastered the art of sapping away at an enemy's essence, rendering them useless. Bonus Cantrip At 3rd level when you choose this theory, you learn the Vicious Mockery cantrip, but with certain changes as outlined at the bottom of the class description. It does not count towards your number of known cantrips, but you can only cast it when you have your Magic Crest in hand. Improved Bane Starting at 3rd level, you have begun to learn how best to weaken your enemies. You learn the Bane spell, which does not count against your number of known spells, and when you cast it the number of targets you can affect increases by one, and the die rolled to affect them becomes a d6. Cursed Recovery At 6th level, your curses begin to sap an opponent's life force. Once per turn, when an enemy who is affected by your curse spells or features such as Bane, Hex and Bestow Curse is killed, you regain hit points equal to your proficiency bonus. Nullification At 13th level, your curses also remove positive magical effects from your targets. When you affect a creature with a curse spell, you can remove one magical effect affecting that creature. It can only be of a level equal to or lower than the spell you use to curse, and if you target multiple creatures you can only remove an effect on one creature. Everlasting Curses At 18th level, you have mastered the art of planting curses deep within a target's essence. When you affect a target with a curse spell, you can expend a number of Magic Circuits equal twice to the spell's level and make it last until it is dispelled. You can only use this feature once, and after you do you must complete a long rest before you can use it again. Spellsword Not all magi are weak, spell slinging casters. Some prefer to fight their problems up front, either with magically enhanced weapons or with their fists, using their own magical power to enhance their physical prowess. While these magi may be less knowledgeable about the secrets of the arcane, they have an unparallelled skill at combat. Bonus Cantrip At 3rd level, you learn the True Strike Cantrip, with certain changes as outlined at the bottom of the class description. It does not count towards your number of known cantrips, but you can only cast it when you have your Magic Crest in hand.

Swordbond At 3rd level, you have created a bond with a weapon of your choice. Over the course of a short rest, you can perform a ritual to create a bond between you and a melee weapon of your choice. You are considered proficient in it, and can use your Intelligence modifier for attack and damage rolls with your bonded weapon. It also becomes a magic weapon if it is not already. You can summon it as a bonus action while it is on the same plane of existence as you. You can have 2 weapons bonded this way at a time, and if you perform this ritual on a third weapon, the oldest bond is broken. You can choose your unarmed strikes to be one of these weapons, and if you do they deal 1d6 bludgeoning damage + your Intelligence modifier. You also gain proficiency in light and medium armor, and can use your Intelligence modifier instead of Dexterity while calculating Armor Class. Extra Attack Starting at 6th level, when you make an attack with the Attack action using your bonded weapon on your turn, you can attack with it twice instead of once. Double Time Starting at 13th level, you have learnt how to enhance your body's speed in order to improve your physical prowess. You learn the Haste spell if you don't already know it, and can attack twice with the extra action you gain from it. Battle Magic At 18th level, you have mastered the art of weaving your spells with your magic. When you cast a spell using your action, you can make one attack with your bonded weapon as a bonus action. Master Many magi have a power fantasy; with their one goal in life being to control the wills of others. Whether it be due to a desire for domination, an unwillingness to be looked down upon, or simply due to a crippling fear of loneliness, Masters have the ability to bend the minds of beings to their will. They can force others to be their servants, or even end their own lives, breaking the usual restrictions of Enchantment magic. Bonus Cantrip At 3rd level when you choose this theory, you learn the Friends cantrip, but with certain differences as outlined at the bottom of the class description. This does not count against your number of known cantrips, but you can only cast it with your Magic Crest in hand. Betrayal At 3rd level, you have learnt how to use a creature's disposition towards you to influence them magically. When you cast a charming spell on a creature that is friendly to you, they have disadvantage on the saving throw to resist the effect. Subtle Casting At 6th level, you know how to charm people without giving away any hints to your intentions. You can ignore somatic components on spells meant to charm or otherwise influence a creature's actions. You can also expend 1 Magic Circuit to prevent them from realising they were affected when the spell ends. Thaumaturgical Resistance At 13th level, your mind has adapted to resist the effects of spells meant to harm your mind. You have advantage on saving throws against magical effects meant to charm or otherwise control you. Deadly Command By 18th level, your magic is able to force creatures to do much more harmful acts than before. When you cast a spell meant to force a creature to perform an action, such as Command or Geas, you can expend a number of Magic Circuits equal to the spell's level to make the command a directly harmful action, such as impaling themselves on a spear.

Haemomancer All spellcasters have been forever divided on the subject of blood magic. Many see it as an atrocity, a way of killing others to fuel magic instead of using one's own talents. Haemomancers, also known as blood magi, are of the opinion that as long as the only ones being hurt are themselves, all is fair. They focus on fuelling their own magic with blood, as well as healing others. After all, if magic is part of life, surely life can be part of magic? Bonus Cantrip At 3rd level when you choose this theory, you learn the Mending cantrip, but with certain differences as outlined at the bottom of the class description. This does not count towards your number of known cantrips, but you can only cast it with your Magic Crest in hand. Blood Magic Starting at 3rd level, your body is capable of converting life force into magic. As a bonus action, you can expend a number of hit dice. Roll each of them and add your Constitution modifier to each. You take that amount of damage, and your hit point maximum is reduced by the same amount. You gain a number of Magic Circuits equal to the number of hit dice spent, but you can not have a number of Circuits higher than the maximum for your level, as shown in the Magus table. Forbidden Empowerment Starting at 6th level, you learn how to empower your spells using blood. When you cast a spell of first level or higher that deals damage, you can expend a number of hit dice up to or equal to the spell's level. The spell's damage is increased by the amount rolled on the dice. Tough Skin At 13th level, your skin has hardened, and your blood does not run as easily as before. You have resistance to nonmagical bludgeoning, piercing and slashing damage. Hemetic Mastery At 18th level, your power over blood has increased drastically, at the cost of others' lives. When you would expend life force to fuel a magical effect, you can instead use the life of another creature. You can use your reaction when you use a feature such as Forbidden Empowerment to use a target a creature you can see within 30 feet and use their hit dice instead of your own. An unwilling creature can make a Constitution saving throw against your spell save DC to avoid the effect. You can use this feature a a number of times equal to your Intelligence modifier, and regain all uses at the end of a long rest. Bonus Cantrips list Produce Flame Evocation cantrip Casting Time: 1 action

1 action Range: Self

Self Components: V, S

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 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage, and must succeed on a Constitution saving throw or take 1d4 fire damage at the beginning of their next turn. Creatures who are resistant to fire damage are unaffected by the subsequent damage. This spell's initial damage increases by 1d8 and the subsequent damage increases by 1d4 when you reach 5th level (2d8/2d4), 11th level (3d8/3d4), and 17th level (4d8/4d4). Shape Water Transmutation cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S

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. If you move it towards a creature, you can choose to freeze the water, and the creature must make a Dexterity saving throw or take 1d6 cold damage as icicles threaten to pierce them.

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 no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Mold Earth Transmutation cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S

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. If you move this earth into the same space as the creature, it must succeed on a Strength saving throw or take 1d6 bludgeoning damage as it forms into rocks and pummels them.

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. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Gust Transmutation cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

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 a Strength saving throw or take 1d8 thunder damage and 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 isn’t 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 shut, or your clothing to ripple in a breeze. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Druidcraft Transmutation cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

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 cloud 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 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.

You create a small creature, a beast of your choice with a CR of 1/8. It makes one attack against a creature within 5 feet of you, then vanishes. It does not take damage, and cannot be targeted by any spell or other magical effect. The maximum CR of the creature you summon increases when you reach 5th level (1/4), 11th level (1/2) and 17th level (1)

Vicious Mockery Enchantment cantrip Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V

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 (thought it need not understand you) it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll or saving throw it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4) 11th level (3d4) and 17th level (4d4) True Strike Divination cantrip Casting Time: 1 bonus action

1 bonus action Range: 30 feet

30 feet Components: S

S Duration: Concentration, up to 1 round You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. Until the end of your next turn you gain advantage on your first attack roll against the target provided that this spell hasn't ended. Friends Enchantment cantrip Casting Time: 1 action

1 action Range: Self

Self Components: S, M (a small amount of makeup applied to the face as this spell is cast)

S, M (a small amount of makeup applied to the face as this spell is cast) Duration: Concentration, up to 1 minute For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature has no idea they were manipulated by you. Mending Transmutation cantrip Casting Time: 1 minute

1 minute Range: Touch

Touch Components: V, S, M (two lodestones)

V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer 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. Casting this spell on a creature other than undead and constructs allows them to expend one hit die to heal themselves. A creature can only be affected by this feature once and must finish a short rest before being affected again. This spell's maximum healing increases by 1 hit die when you reach 5th level (2 dice) 11th level (3 dice) and 17th level (4 dice)