Arcane Mark

Illusion cantrip

Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Until dispelled

You inscribe an arcane rune or marking onto an object or creature with a touch. The mark is personal to you and can contain one word. The mark may be visible or invisible and does not harm the surface it is placed on.

A detect magic spell will make the mark glow and be visible, revealing any word hidden in the mark.

If a mark is placed on a creature, it will fade within a month due to normal wear.

You may remove a mark of yours by touching it again with an action.

Available to Bards, Sorcerers, Warlocks, & Wizards

Caustic Blade

Evocation cantrip

Casting Time: 1 action

1 action Range: 5 feet

5 feet Components: V, S, M (a weapon)

V, S, M (a weapon) Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and becomes covered is acid. The target takes 2d4 acid damage on the end of its next turn.

This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 2d4 acid damage to the target, and later damage increases by 2d4. Both damage rolls increase by 2d4 at 11th level and 17th level.

Available to Sorcerers, Warlocks, & Wizards

Chaos Orb

Evocation cantrip

Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a six-sided die)

V, S, M (a six-sided die) Duration: Instantaneous

With a quick flick of your wrist, you grab onto whatever magic energy is readily available and hurl it at a creature within range. Make a ranged spell attack against the target. On a hit, roll a d6. The target takes 1d10 damage of a type determined by the roll:

d6 Damage 1 Acid 2 Cold 3 Fire 4 Lightning 5 Poison 6 Choose one of the above

This spell's damage increases by 1d10 at 5th level (2d10), 11th level (3d10), and 17th level (4d10). At 11th level, you may roll the d6 twice and take either result.

Available to Sorcerers

Common Knowledge

Divination cantrip

Casting Time: 1 minute

1 minute Range: Self

Self Components: V, S, M (a page from a newspaper)

V, S, M (a page from a newspaper) Duration: 1 minute

You tap into the knowledge of the local populace. For the duration, you have advantage on any Intelligence checks made concerning the local people, places, and things.

If you are in an uncivilized place or any other location without sentient creatures, the spell fails.

Available to Bards, Clerics, Sorcerers, & Wizards

Corrosive Touch

Transmutation cantrip

Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: 1 round

Acid begins sweating from your pores as you touch a creature. Make a melee spell attack against the target. On a hit, the target takes 1d4 acid damage and the next attack roll against the target is made with advantage until the end of your next turn, as acid eats through a portion of their armor.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Available to Druids, Sorcerers, & Wizards

Dark Flock

Enchantment cantrip

Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a raven's feather)

V, S, M (a raven's feather) Duration: Instantaneous

You pass a spiteful glamour over a creature within range that birds hate. The target must make a Wisdom saving throw or take 1d12 piercing damage and be unable to make opportunity attacks until the end of its next turn.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Available to Druids, Sorcerers, Warlocks, & Wizards

Decompose

Necromancy cantrip

Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (a chuck of flesh from a corpse)

V, S, M (a chuck of flesh from a corpse) Duration: Instantaneous

By extending your hand towards a creature within range, you break down their structural bindings. The target must make a Constitution saving throw or take 1d8 necrotic damage. Undead and constructs take 1d12 necrotic damage instead.

Casting this spell on a corpse removes all the flesh from the skeleton.