Cloud Reflexes

Enchantment cantrip

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a small quantity of brandy)

Duration: Concentration, up to a minute.



The target must make a Wisdom saving throw or else the next attack roll to hit the target is made with advantage. As soon as an attack roll is made, the effect ends.

Conjuration cantrip

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a bag of pebbles)

Duration: Concentration, up to an hour



A 10 foot square within range fills with debris approrpiate to the terrain (rocks in a cave, vegetation in a forest, junk in a building, etc.) making the terrain difficult.

Corrode

Transmutation cantrip

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (iron oxide powder)

Duration: Instantaneous





Choose an inorganic, non-magical object or component of an object that is not being held or worn and roll 1d8. If the object has equal or fewer hit points than that, it corrodes until it is brittle and useless.

At 5th level the HP it can effect becomes 2d8, 3d8 at level 11, and 4d8 at level 17.

Costume

Illusion cantrip

Casting Time: 1 action

Range: Touch

Components: V, S, M (a vial of dye)

Duration: Concentration, up to a day



The appearance of your clothing changes. This only affects garments, not worn or held items such as weapons and shields. The change does not hold up to inspection. A creature who suspects trickery can use Intelligence (Investigation) to check against your spell save DC.

At 11th level this spell no longer requires concentration.

Extinguish

Evocation cantrip

Casting Time: 1 action

Range: 60 feet

Components: S

Duration: Instantaneous or one hour



A source of light up to a 5' cube in size is extinguished. A candle, lamp, torch, or fire up to the size of a small campfire is put out. An ongoing source of light such as natural biolumenescence is dimmed for up to an hour.

This spell can cancel another cantrip, such as Light, but not spells of higher level. If the source of light is held by or otherwise under control of a creature, it may make a Wisdom save to resist.

Languor

Necromancy cantrip

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a vial of spider venom)

Duration: Concentration, up to a minute.



The target must make a Constitution saving throw or else suffer a mild poison that causes it to make its next attack roll with disadvantage. When it attacks, the effect ends.

Jinx

Diviniation cantrip

Casting Time: 1 action

Range: Self

Components: V, S, M (any common fortune-telling aid)

Duration: Up to 24 hours



A superstition or some sign gives you a premonition about your near future. When you cast this, roll a d10 and get a modifier:



0-1: -2

2-3: -1

4-5: 0

6-7: +1

8-9: +2



Your next ability check, attack roll, or saving throw is made with that modifier. The effect lasts for up to twenty-four hours. You may not have more than one Jinx at a time.

Sage's Aid

Abjuration cantrip

Casting Time: 15 minutes

Range: touch

Components: S, M (fresh herbs worth 25gp)

Duration: Concentration, up to an hour



The target must remain still for the casting of the spell. The target recovers 1d4 in HP.

Herbs for this spell can be found in most environments. They keep for 5 days and one casting's worth can be found in one hour with a DC 15 Wisdom (Survival) check. In a new environment, a DC 15 Intelligence (Nature) check can identify which herbs to gather.

At 5th level hp recovered becomes 2d4. At 11th level, it becomes 3d4. At 17th level it becomes 4d4.