Cantrip Compendium Agonize Necromancy Cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, V

S, V Duration: 1 round You cause the target to be wracked by terrible pain; it must succeed on a Constitution saving throw or be unable to Concentrate and make all ability checks and attack rolls with disadvantage; a creature can repeat this saving throw at the end of each of its turns, ending this effect on a success. This has no effect on creatures that don't feel pain, such as non-living Constructs, Undead, or creatures without a complicated nervous system (like Oozes or simple insects). At 5th level, and again at 11th level and 17th level, the duration of Agonize is increased by 1 round. Arborscape Transmutation Cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Instantaneous You reach out and touch an inanimate plant, manipulating its form and guiding it into a new shape; you can affect a medium or smaller plant, or a medium or smaller sized portion of a large or larger sized plant in the following ways: You can cause a plant to uproot itself, or root itself in suitable soil. You can cause an unrooted plant to move itself as you direct as though it were an Awakened Shrub (DMG 317) or Awakened Tree (DMG 317) with a speed of 10 feet. You can freely manipulate the shape of the plant within the limits of how it could naturally grow; for example, you could cause a stem or branch to straighten or curve, or direct vines or roots to wrap or unwrap themselves around an object; this may take longer than a single round. This does not happen fast enough to ensnare a conscious living creature. Manipulating plants this way can cause them to become difficult terrain or cease to be. You can manipulate thorns, spines, or a similar hazards in such a way that they no longer deal damage. You can cause flowers to blossom or close, and you may change the color of any of the plant's leaves and/or flowers to a color they are capable of producing. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Arborscape (some options can be chosen more than once): You can instead affect a large or smaller plant, or a large or smaller sized portion of a huge or larger sized plant; if you choose this option again, you can instead affect a huge or smaller plant, or a huge or smaller sized portion of a gargantuan sized plant; if you choose this option again, you can instead affect a gargantuan or smaller plant. The spell's range is increased to 15 feet; if you choose this option again, the spell's range increases by 15 feet. You can instead affect any number of plants within range. Beguile Enchantment Cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: S, V

S, V Duration: Instantaneous You befuddle a humanoid, causing them to forget a recent memory of your choosing. The target must succeed on a Wisdom saving throw or forget a single aspect of an experience that occurred within the last 10 minutes, such as a conversation, encounter or observation; this can include another creature's appearance or the sound of another creature's voice, a question that was asked or a statement they overheard, or an action that they witnessed, such as a theft or an exchange. You must be aware of the memory you are trying to suppress, and you must speak to the target to describe the memory; it must be able to understand your language. A creature that is in combat with you has advantage on this saving throw, as does a creature that is immune to being charmed. Remove Curse or Greater Restoration cast on the target can restore the creature's suppressed memory. A creature that succeeds on its saving throw against this spell is immune to further castings of this spell until it completes a long rest. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Beguile (some options can be chosen more than once): You may choose an additional target. You may choose for the target to forget an additional aspect of an experience this way; these forgotten aspects need not be from the same experience. You may instead choose for the target to forget aspects of an experience that happened within the last 1 hour; if you choose this option again; you may instead choose for the target to forget aspects of an experience that happened within the last 8 hours; if you choose this option again, you may instead choose for the target to forget aspects of an experience that happened within the last 24 hours.

Blinding Flash Evocation Cantrip Casting Time: 1 special action

1 special action Range: Touch

Touch Components: V, S

V, S Duration: Instantaneous You release a burst of bright light flashing directly into something's eyes. The target must succeed on a Constitution saving throw or be blinded until the end of the turn; this spell has no effect on creatures who do not rely on their eyes to see, or who's eyes are out of your reach. Whenever you would make an attack, you may cast this spell instead; casting this spell sheds a brief flash of Bright Light in a 5-foot radius, and an equal amount of additional dim light. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Blinding Flash (some options can be chosen more than once): The range of Blinding Flash becomes "Self (10-foot cone);" each creature in the 10 foot long cone is affected by Blinding Flash, and the area affected is briefly lit by bright light; if you choose this option again, this spell's range increases by 5 feet. A creature that fails its saving throw is instead blinded until the end of its next turn; if you choose this option again, a creature who fails its saving throw is instead blinded indefinitely; a creature may repeat this saving throw at the end of each of its turns, ending this effect on a success. The light produced by this spell is sunlight; a creature that fails its saving throw suffers 3 (1d4) radiant damage. Causticize Conjuration Cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: S, V

S, V Duration: Instantaneous Your conjure a corrosive acid and smear it on your foe. Make a melee spell attack against the target: on a hit, the target takes 5 (2d4) acid damage, and becomes splattered with acid; a target covered in acid this way suffers 3 (1d4) acid at the end of its next turn. The spell’s initial damage increases by 5 (2d4) and its secondary damage increases by 3 (1d4) when you reach 5th level (4d4, 2d4), 11th level (6d4, 3d4), and 17th level (8d4, 4d4). Cleanse Abjuration Cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: S, V

S, V Duration: Instantaneous You lay your hands upon a creature, aiding them in their attempts to resist a mundane affliction; the target may choose any non-magical effect currently affecting them that allowed a Constitution saving throw (such as a disease, poison or a condition) and repeat that saving throw, ending the effect on a success. If that effect already allows the target to repeat that saving throw following a consistent time frame (such as at the end of each of their turns, as with an Ettercap's poison), that target cannot gain the benefits of Cleanse again towards that effect until they have repeated their saving throw against that effect as allowed by it. At 5th level, and again at 11th level and 17th level, the target may choose an additional effect to repeat their saving throw against. Corrode Transmutation Cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: S, V

S, V Duration: Instantaneous You subject a non-magical object that is not being carried or worn by another creature to the ravages of time and exposure, causing it to rapidly deteriorate. Choose a tiny sized non-magical object, or a tiny sized portion of a small or larger non-magical object; you corrode the object, causing metal to rust or oxidize, wood to rot, cloth to fray, glass to cloud and stone to become chipped, pockmarked and worn, as well as any other forms of corrosion that can naturally occur: you may choose any number of these effects when corroding an object this way. When you corrode an object this way, you may choose for the effects to be merely superficial, or for the object to suffer 3 (1d4) acid damage and a permanent cumulative -1 penalty to it AC. A weapon dealt damage this way takes a permanent cumulative -1 penalty to its damage rolls: if its penalty drops to -5 or more, the weapon is destroyed. Armor dealt damage this way takes a permanent cumulative -1 penalty to the AC it offers: if the penalty reduces the AC it offers to 10 or less, the armor is destroyed. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Corrode (some options can be chosen more than once): You may choose an additional target. This spell's damage increases by 3 (1d4). This spell's range to 10 feet; if you choose this option again, its range is increased by 10 feet.

You can instead affect small or smaller sized non-magical objects, or a small or smaller sized portion of a medium or larger non-magical object; if you choose this option again, you can instead affect medium or smaller sized object, or a medium or smaller sized portion of a large or larger object; if you choose this option again, you can instead affect large or smaller sized object, or a large or smaller sized portion of a huge or larger object. Dampen Abjuration Cantrip Casting Time: 1 action

1 action Range: Self

Self Components: S, V

S, V Duration: 1 round Choose one of the following damage types: acid, cold, fire, lightning, thunder. You gain resistance to the chosen damage type until this spell ends. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Dampen (some options can be chosen more than once): This spell's duration is increased by 1 round. You may choose an additional damage type; damage types cannot be chosen more than once. Determine Divination Cantrip Casting Time: 1 action

1 action Range: Self

Self Components: S, V

S, V Duration: Instantaneous You open up your mind, and learn a single, simple fact of your choice about your immidiate surroundings. This fact must be ongoing, related to something within 30 feet of you, and not related to the past or future, such as the top card of a deck of cards, the current temperature, in which hand someone is concealing a small object, or how many books are on a shelf; other facts learned this way should be no more complicated than these. At 5th level, and again at 11th level and 17th level, you learn an additional fact; facts learned this way may be directly related or entirely unrelated. Detonate Transmutation (Evocation?) Cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, V, M (a Tiny, non-magical object, such as a piece of wood, stone, glass or metal, which the spell consumes. Some exotic materials, such as adamantine, cannot be used)

S, V, M (a Tiny, non-magical object, such as a piece of wood, stone, glass or metal, which the spell consumes. Some exotic materials, such as adamantine, cannot be used) Duration: Instantaneous You toss the object at a point you can see within range, where it explodes in a hail of deadly shrapnel. Each creature within 5 feet of the object when it explodes must succeed on a Dexterity saving throw or suffer 4 (1d6) piercing damage. The object explodes early if it touches anything after being thrown. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Detonate (some options can be chosen more than once): This spell's damage is increased by 4 (1d6). This spell's range is increased by 15 feet. Instead of providing a Material Component, you may target a Tiny, non-magical object within range that is not being worn or carried; the object is destroyed by this spell. If you are targeting an object, you may target a Small object this way; if you do, the spell's damage dice are increased by 1 dice category (d8s). If you choose this option again, you may target a Medium object this way; if you do, the spell's damage dice are increased by 2 dice categories (d10s). Don/Doff Conjuration Cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: S, V

S, V Duration: Instantaneous You touch a set of armor, immediately Donning or Doffing it if possible (PHB 146). At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Don/Doff (some options can be chosen more than once): This spell's range is increased to 5 feet; if you choose this option again, its range is increased by 5 feet. You may instead cause another creature within range to immediately Don or Doff the armor if possible; An unwilling creature that succeeds on a Dexterity saving throw is unaffected. You may cast this spell as a bonus action; if you choose this option again, you may cast this spell as a reaction to entering combat if you aren't surprised. Dusk Moths Conjuration Cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a live or preserved moth)

V, S, M (a live or preserved moth) Duration: 1 minute You call forth a swarm of moths to surround a nearby light source, no larger than a small campfire. As the moths flutter about, they dampen the amount of light emitted by the light source, reducing bright light to dim, and dim light to darkness. A creature can use its action to swat away the moths, ending the effect; the moths are also dispersed by a wind of moderate or greater speed (at least 10 miles per hour). At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Dusk Moths (some options can be chosen more than once):

You summon an additional swarm of moths. This spell's range is increased by 15 feet. This spell's duration is increased to 10 minutes; if you choose this option again, this spell's duration is instead increased to 1 hour. A swarm conjured this way can instead affect a light source no larger than a medium fire. Ensnare Conjuration Cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a small root)

V, S, M (a small root) Duration: Instantaneous You cause a root or vine to burst out of the ground and wrap itself around something's foot. The target must succeed on their choice of a Strength or Dexterity saving throw or be grappled. The target can repeat this saving throw as an action, ending this effect on a success. A root created this way can be attacked; if a root is destroyed, its target is no longer affected. A root created this way has a number of hit points equal to your Spellecasting modifier (minimum 1), an AC equal to 8 + your spellcasting modifier, and immunity to poison and psychic damage. This spell has no effect on a creature that isn't touching natural terrain. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Ensnare (some options can be chosen more than once): You may choose an additional target when you cast this spell. This spell's range is increased by 15 feet. You add your proficiency bonus to the hit point maximum and AC of Roots created this way. A target that fails its saving throw is instead restrained. A target that fails its initial saving throw suffers 3 (1d4) bludgeoning damage; each additional time you choose this option, this spells damage increases by 3 (1d4). You instead choose the target's initial saving throw. Envenom Conjuration Cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: S, V

S, V Duration: Instantaneous You secrete a deadly venom and send it deep into a creature's veins. Make a melee spell attack against a target: on a hit, the target suffers 5 (1d8) poison damage and must succeed on a Constitution saving throw or become poisoned; a creature poisoned this way can repeat this saving throw at the end of each of its turns, ending this effect on itself on a success. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Erupt Evocation Cantrip Casting Time: 1 action

1 action Range: Self (5-foot cone)

Self (5-foot cone) Components: S, V

S, V Duration: Instantaneous A wave of fire bursts forth from your hands. Each creature in a 5-foot cone must succeed on a Dexterity saving throw or suffers 4 (1d6) fire damage. The fire ignites any flammable objects in the area that aren’t being worn or carried. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Erupt (some options can be chosen more than once): This spell's damage is increased by 4 (1d6). The length of the cone is increased by 5 feet. Each creature within the cone of flame must instead make a Dexterity saving throw; A target takes 4 (1d6) fire damage on a failed save, or half as much damage on a successful one. Etch Transmutation Cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: S, V

S, V Duration: Instantaneous (Special) You engrave a non-magical objects surface, allowing you to imprint symbols of your choosing upon it (such as sigils or text) as though your were applying acid, heat or sharp force to it; you may not imprint symbols this way faster than you can write. If you choose to Concentrate on this spell, you may continue engraving without recasting this spell as long as you maintain Concentration and use your action each turn to do so. Any engraving done to an object with Etch is entirely superficial and does not damage the object. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Etch (some options can be chosen more than once): If you choose to maintain Concentration, you may instead continue engraving without recasting this spell as long as you maintain Concentration and use your bonus action each turn to do so You may ignore the Verbal components of this spell The spell's range is increased to 15 feet; if you choose this option again, the spell's range is increased by 15 feet

Fireflies Conjuration Cantrip Casting Time: 1 action

1 action Range: Self

Self Components: V, M (the husk a winged insect)

V, M (the husk a winged insect) Duration: 30 minutes You conjure a swarm of glowing fireflies, which dutifully your directions, sheding bright light in a 5-foot radius and an equal amount of additional dim light. As a bonus action, you can direct any number of swarms of fireflies created this way to move up to 15 feet and either turn on or off their lights. Fireflies created this way disappear if they are subjected to any harmful effect, or are ever further than 30 feet from you. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Fireflies (some options can be chosen more than once): You create an additional swarm of fireflies. You choose the color of light shed by fireflies created this way, and as a bonus action, you can change the color of light shed by any number of swarms of fireflies created this way. The radius of bright light shed by swarms of fireflies created this way is increased by 5 feet. The maximum distance a swarm of fireflies created this way can be from you is increased to 60 feet, and the distance you can direct swarms fo fireflies to move with a bonus action is increased by 15 feet. Flare Evocation Cantrip Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: S, V

S, V Duration: Instantaneous You choose a point within range, and a burning orb of light springs from your fingertips and goes soaring towards it in a straight line; the orb sheds bright light in a 5-foot radius and an equal amount of additional dim light. When the orb reaches the chosen point, it erupts into a ball of flame that sheds bright light in a 30-foot radius and an equal amount of additional dim light; this ball of flame is visible from up to 10 miles away during the day depending on weather conditions and visibility, and is visible from up to twice that distance at night. The orb descends 10 feet at the end of each round, and dissipates whenever it comes into contact with a creature or object. If the orb strikes a creature or object before reaching the chosen point, it erupts into the ball of flame on impact and then dissipates, and the creature or object suffers 3 (1d4) fire damage; a creature that would be struck by the orb must succeed on a Dexterity saving throw to avoid it. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Flare (some options can be chosen more than once): A flammable object struck by the orb ignites if it isn’t being worn or carried. A creature or object struck by the orb suffers an additional 3 (1d4) fire damage. When the orb reaches the chosen point and erupts, it is visible for up to an additional 5 miles. You may choose the color of the orb and the light. The orb instead descends 5 feet at the end of each round. The range of Flare is increased by 60 feet. The orb sheds an additional 5 feet of bright light before it erupts, and an additional 15 feet of bright light after it erupts. Flicker Conjuration Cantrip Casting Time: 1 action

1 action Range: Self (5 feet)

Self (5 feet) Components: S, V

S, V Duration: Instantaneous You teleport up to 5 feet to an unoccupied space that you can see. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Flicker (some options can be chosen more than once): The maximum range you can teleport this way is increased by 5 feet. The may treat the range of this spell as "Touch." You may cast this spell as a bonus action. Flinch Enchantment Cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, V

S, V Duration: Instantaneous You cause the target to panic and lash out involuntarily. The target must succeed on a Charisma saving throw or use its reaction to make a melee attack against another random creature in its reach; if it has no viable target, it wastes its reaction swinging wildly. If the target is unable to take a Reaction, this spell is wasted. At 5th level, and again at 11th level and 17th level, you may choose a creature within the target's reach for it not to attack this way.

Force Spike Evocation Cantrip Casting Time: 1 special action

1 special action Range: 30 feet

30 feet Components: S, V

S, V Duration: Instantaneous You create a dart of pure force, and send it streaking unerringly towards an enemy. One target of your choice within range takes 1 force damage; if the damage of Force Spike forces the target to make Constitution saving throw to maintain Concentration, the target makes that saving throw with disadvantage. Whenever you would make an attack, you may cast this spell instead. At 5th level this spells damage is increased to 3 (1d4) force damage, and its damage is increased by 3 (1d4) at 11th level (2d4) and again at 17th level (3d4). Haze Conjuration Cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, V

S, V Duration: 1 minute You create a 10-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is lightly obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Detonate (some options can be chosen more than once): The sphere's radius is increased by 5 feet. This spell's range is increased by 30 feet. The area is instead heavily obscurred. As a bonus action, you can cause the fog to move up to 15 feet to a spot within range. Ignite Conjuration Cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, V

S, V Duration: Instantaneous You cause a creature or an object that isn't being worn or carried within range to catch fire; the target must succeed on a Dexterity saving throw or ignite; if the creature or object is a larger size than Medium, only a Medium sized portion of the creature or object catches a fire. Until a creature takes an action to douse this fire, the target suffers 4 (1d6) fire damage at the start of each of its turns. Ignite has no effect on creatures and objects that aren't flammable. The damage suffered by a creature or object set fire to this way increases by 1 dice category when you reach 5th Level (1d8), 11th level (1d10) and 17th level (1d12). Impact Evocation Cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: S, V

S, V Duration: Instantaneous You draw in raw magical energy and release it in a powerful blow. Make a melee spell attack against the target; on a hit, the target suffers 4 (1d6) force damage, and you may shove the target; if you do, you use your Spellcasting ability in place of your Strength to do so. If a creature or object pushed this way is unable to travel the full distance due to colliding with an obstacle, it suffers 3 (1d4) bludgeoning damage for every 5 feet it was unable to be pushed (rounded up), and is knocked prone. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Impact (some options can be chosen more than once): This spell's damage increases by 4 (1d6). If you shove the target, you may attempt to both push them away and knock them prone. A target pushed this way is pushed back an additional 5 feet. Jinx Necromancy Cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, V

S, V Duration: Instantaneous You glare hatefully at another creature, twisting their fate with your palpable ill-intent. The target must succeed on a Wisdom saving throw or be cursed, and make their next ability check, attack roll or saving throw with disadvantage; a Remove Curse ends this effect. A creature can only be affected by 1 instance of Jinx at any one time. At 5th level, and again at 11th level and 17th level, the target makes an additional ability check, attack roll or saving throw (in any combination) with disadvantage. Kinetic Blast Evocation Cantrip Casting Time: 1 action

1 action Range: 15 feet

15 feet Components: S, V

S, V Duration: Instantaneous You send a burst of concentrated force slamming into your foe. Choose a target within range; it must succeed on a Strength saving throw or be pushed back 10 feet; a creature that fails this saving throw by 5 or more is knocked prone. If a creature or object pushed this way is unable to travel the full distance due to colliding with an obstacle, it suffers 3 (1d4) bludgeoning damage for every 5 feet it was unable to be pushed (rounded up), and is knocked prone. Creatures larger than you have advantage on this saving throw; creatures 2 or more sizes larger than you automatically succeed on this saving throw. Objects larger than you are unnaffected by this spell.

At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Kinetic Blast (some options can be chosen more than once): The range of Kinetic Blast is increased by 5 feet. Objects and creatures that fail their saving throw are pushed an additional 5 feet. The casting time of Kinetic Blast becomes "Special: Once each turn, when you would make an attack, you may cast Kinetic Blast instead." If you choose this option a 2nd time, the casting time of Kinetic Blast becomes "Special: Whenever you would make an attack, you may cast Kinetic Blast instead." Creatures 1 size larger than you no longer automatically have advantage on their saving throw against this spell, and creatures smaller than you have disadvantage on their saving throw against this spell. If you choose this option a 2nd time, creatures 2 sizes larger than you no longer automatically succeed on their saving throw against this spell, creatures smaller than you automatically fail their saving throw against this spell (by 5 or more), and you may affect objects 1 size larger than you. The range of Kinetic Blast becomes "Self (15-foot line);" each creature and object in the 5 foot wide line is affected by Kinetic Blast. If you choose this option a 2nd time, the range of Kinetic Blast becomes "Self (15-foot cone);" each creature and object in the 15 foot long cone is affected by Kinetic Blast. If you choose this option a 3rd time, the range of Kinetic Blast becomes "Self (15-foot sphere);" each creature and object within 15 feet of you is affected by Kinetic Blast. Kinetic Buffer Abjuration Cantrip Casting Time: 1 reaction (which you take when you are hit by an attack, or are subjected to an effect which allows you to make a Strength or Dexterity saving throw to avoid or reduce damage)

1 reaction (which you take when you are hit by an attack, or are subjected to an effect which allows you to make a Strength or Dexterity saving throw to avoid or reduce damage) Range: Self

Self Components: S, V

S, V Duration: Instantaneous You disperse the energy of an oncoming threat, reducing its impact on you; reduce the damage of the triggering attack or effect by 4 (1d6), to a minimum of 0. At 5th level (2d6), and again at 11th level (3d6) and 17th level (4d6), reduce the damage by an additional 4 (1d6). Launch Transmutation Cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: S, V

S, V Duration: Instantaneous You propel an object within your reach up to 30 feet in a straight line in a direction you choose; the object stops early if it impacts against a solid surface, otherwise it falls to the ground as though it were thrown naturally. A creature that would be struck by an object propelled this way must succeed on a Dexterity saving throw to avoid being struck. When the object strikes something, the object and what it strikes suffer 3 (1d4) bludgeoning damage; if the object thrown this way is a weapon, it instead deals its base damage + 3 (1d4) additional damage of that type to whatever it strikes. Launch has no effect on objects that are being worn or carried unless the bearer of that object allows it, or on objects that weigh more than 5 pounds. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Launch (options can be chosen more than once): The maximum distance an object can be propelled by Launch is increased by 15 feet. The maximum weight of an object that can be propelled by Launch is increased by 5 pounds. An object propelled by Launch deals an additional 3 (1d4) damage to anything it strikes. When you cast Launch, you may choose to propel an additional object; multiple objects propelled this way do not need to be propelled at the same target. The range of Launch is increased from touch to 5 feet; if the range of Launch is already greater than touch, its range is instead increased by 5 feet. Legerdemain Illusion Cantrip Casting Time: 1 special action

1 special action Range: Self

Self Components: S

S Duration: Instantaneous You combine a little subtle illusion with some good old fashiond manual trickery to briefly distract your mark; when you cast this, choose one of the following effects: You make a Dexterity (Sleight of Hand) check to interact with a creature or object (such as attempting to pick pocket, descritely draw or stow an object, or cheat at a game). You make a Dexterity (Stealth) check to avoid someones notice. You take the Use an Object or Activate an Item action. Other creatures have disadvantage on Wisdom (Perception) checks made to notice your action; this has no effect on creatures that can percieve illusions. Once each round, when you would make a Dexterity (Sleight of Hand) check, take the Use an Object action or take the Activate an Item action, you may instead cast this spell. At 5th level, and again at 11th level and 17th level, you may cast this spell an additional time each round.

Magnify Divination Cantrip Casting Time: 1 action

1 action Range: Self

Self Components: S, V

S, V Duration: Concentration, up to 1 minute You create a closed loop with your hand, such as by curling your index finger and thumb into a circle; when looking through this loop, light is refracted as though viewed through a telescopic lens. For the duration, anything viewed through this "lens" appears to be twice as close as it actually is. This allows you to see distant creatures and objects far more clearly, or better inspect objects that are tiny or highly detailed. When you reach 5th level, you may have anything viewed through this "lens" instead appear to be up to three times as close as it actually is. When you reach 11th level, you may have anything viewed through this "lens" instead appear to be up to four times as close as it actually is. When you reach 17th level, you may have anything viewed through this "lens" instead appear to be up to five times as close as it actually is. Minor Ward Abjuration Cantrip Casting Time: 1 action

1 action Range: Self

Self Components: S, V

S, V Duration: 1 round You create a magical ward of protective energy on yourself that has 7 (1d12) hitpoints; Whenever you would take damage from an attack or effect that requires a Strength or Dexterity saving thow, the ward takes the damage instead; posion and psychic damage ignores this effect. If this damage reduces the ward to 0 hit points, you take any remaining damage. The ward lasts until it is reduced to 0 hit points, or this spell ends. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Minor Ward (some options can be chosen more than once): The ward's hitpoints are increased by 7 (1d12). This spell's duration is increased by 1 round. A creature that fails to reduce the ward's hit points to 0 with a melee attack must succeed on a Strength saving throw or be pushed back 5 feet; a creature that fails this saving throw by 5 or more is knocked prone. If you choose this option a 2nd time, a creature that fails to reduce the ward's hit points to 0 with a melee attack is instead pushed back 5 feet, and must succeed on a Strength saving throw or be knocked prone. Mental Fetters Enchantment Cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, V

S, V Duration: Concentration, up to 1 minute. You cause the target to hallucinate that it has become physically impaired in a manner of your choosing, such as being bound with ropes or chains, engulfed in roiling waters or snared by webs or vines; the target must succeed on an Intelligence saving throw or become grappled. The target may repeat this saving throw at the beginning of each of its turns, ending this effect on itself on a success. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Mental Fetters (some options can be chosen more than once): You may choose an additional target within range. The spells duration is increased to 10 minutes; if you choose this an additional time, this spells duration is increased to 1 hour; if you choose this an additional time, this spells duration is increased to 8 hours. This spell no longer requires Concentration. A target that fails its saving throw instead becomes restrained. The target no longer repeats this saving throw at the beginning of each of its turns; instead, it may repeat this saving throw as an action, ending this effect on itself on a success. A target that fails its saving throw cannot take reactions or bonus actions. Mystic Pocket Conjuration Cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: S, V

S, V Duration: Instantaneous You may store a Tiny object you are holding in a pocket dimension, causing it to disappear from the material plane. Alternatively, you may withdraw it from the pocket dimension, causing it to teleport instantly into your hand. You may only store one object in your pocket dimension at any one time; if you store an object in your pocket dimension and your pocket dimension is full, a random object stored in your pocket dimension appears at a random location with 30 feet of you. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Mystic Pocket (some options can be chosen more than once): You may store an additional item in your pocket dimension at any one time. You may store and withdraw small sized objects this way. When you store or withdraw an object, you may simultaneously store or withdraw an additional object, as long as doing so would not exceed your limit of simultaneously stored objects.

When you store an object, you mat simultaneously withdraw an object, and vice versa. You may cast this spell as a bonus action. Palm Reading Divination Cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: S, V

S, V Duration: Instantaneous You lay your hands upon another creature and divine some information about them; you must make a melee spell attack against the target if it is unwilling. Choose one of the following options: You learn the surface thoughts of the creature; what is most on its mind in that moment. You learn the creature's current emotional state. You learn the creature's alignment. You learn the creature's type. You learn one of the creature's resistances, immunities or vulnerabilities. You learn a random fact about the creature, such as a like or dislike, a fond memory, a favorite food, an alergy, a phobia, a dream they recently had etc. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast ----? (some options can be chosen more than once): You may choose an additional option when you cast this spell; some options may be chosen more than once. This spell's range is increased to 10 feet; an unwilling target must make a Wisdom saving throw to avoid this effect. If you choose this option an additional time, this spell's range is increased by 5 feet. Peek Divination Cantrip Casting Time: 1 action

1 action Range: 15 feet

15 feet Components: S, V

S, V Duration: Instantaneous You create an invisible sensor at a point you can see within range. When you cast this spell, and as a bonus action on your turn, you can percieve through a sensor created this way as if you were there; you may only percieve through one sensor at a time. While you do so you are you are deaf and blind with regard to your own senses; you may choose to end this effect at any time (no action required). A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. You may only have a single sensor created this way at any one time; if you would exceed this limit, a random sensor you have created this way ceases to exist. If a sensor created this way is ever further from you than the range of this spell, it ceases to exist. If you cast this spell again, all sensors you have created this way cease to exist. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Peek (some options can be chosen more than once): The range of this spell is increased by 5 feet. The maximum number of sensors you can have created this way at any one time is increased by 1. You create an additional sensor at a point you can see within range, as long as this would not exceed your maximum number of sensors. You may create sensors at a point you are aware of within range, even if you cannot see it. You are no longer deaf and blind with regard to your own senses when percieving through one or more sensors created this way. You can percieve through an additional sensor at any one time, and you can percieve through an sensor created this way when you cast this spell or use your bonus action to do so. Postmortem Lunge Necromancy Cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, V

S, V Duration: Instantaneous You breathe a few moments of false life into a nearby corpse, briefly animating it to strike at your foes. Choose a corpse within range; it makes a single melee attack available to it in life against a target of your choice within its reach. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Postmortem Lunge (some options can be chosen more than once): The spell's range is increased by 30 feet. You may animate an additional corpse within range. A corpse animated this way remains animate for 1 round, allowing them to maintain a grapple and make attacks of opportunity. When you animate a corpse this way, you can cause it to drag itself up to 5 feet in any direction before making an attack. You may instead have a corpse animated this way take any action it could make in life, except for the Multiattack action; if you choose this option again, you may have a corpse animated this way take the Multiattack action.

Predict Divination Cantrip Casting Time: 1 action

1 action Range: Self

Self Components: S, V

S, V Duration: Instantaneous You birefly glimpse the near future, and make a simple but accurate prediction about a cirumstance of your choice, such as the result of a die roll, which card will be drawn next from a shuffled deck of cards, or what side will land face up if a coin is flipped; other predictions made this way should be no more complicated than these. The prediction must concern an occurence that will take place within the next minute, and doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells. At 5th level, and again at 11th level and 17th level, you make an additional prediction; predictions made this way may be directly related or entirely unrelated. Purge Abjuration Cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: S, V

S, V Duration: Instantaneous You lay your hands upon a creature, aiding them in their attempts to shrug off a magical effect; the target may choose a spell or spell like ability currently affecting them that allowed a Constitution, Wisdom, Intelligence or Charisma saving throw and repeat that saving throw, ending the effect on a success. If that spell or spell like ability already allows the target to repeat that saving throw following a consistent time frame (such as at the end of their turns, as with Hold Person), that target cannot gain the benefits of Purge again towards that effect until they have repeated their saving throw against that effect as allowed by it. At 5th level, and again at 11th level and 17th level, the target may choose an additional effect to repeat their saving throw against. Release Enchantment Cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, V

S, V Duration: Instantaneous You cause the target to let go of whatever it is holding on to; the target must succeed on a Charisma saving throw or drop an object it is holding or holding onto of your choice, or release a creature it is grappling. At 5th level, and again at 11th level and 17th level, you may cause the creature to drop an additional object it is holding, or release an additional creature it is grappling. Resonance Evocation Cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: S, V

S, V Duration: Instantaneous You reach out and pour sonic energy into your foe. Make a melee spell attack against the target; on a hit, the target suffers 8 (1d6) thunder damage, and must succeed on a Constitution saving throw or be deafened; a creature deafened this way repeats this saving throw at the end of each of its turns, ending this effect on itself on a success. This spell's damage increases by 5 (1d8) when you reach 5th Level (2d8), 11th level (3d8) and 17th level (4d8). Revitalize Necromancy Cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: S, V

S, V Duration: Instantaneous You enhance a creature's natural healing ability, speeding up their recovery; as long as the target has at least 1 hit point remaining, it may expend a hit die as though they had just completed a short or long rest. This spell has no effect on non-living creatures. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Revitalize (some options can be chosen more than once): You may choose an additional target. Targets may expend an additional hit dice this way. Targets may use your Spellcasting Modifier in place of its Constitution Modifier when expending hit dice this way. If a target has 0 hit points remaining, it may expend a hit dice to become stable. Safeguard Abjuration Cantrip Casting Time: 1 reaction (which you take when you are hit by an attack, are subjected to an effect which allows you to make a Strength or Dexterity saving throw to avoid or reduce an effect, or are subjected to an effect that allows you to make a contested Strength or Dexterity check)

1 reaction (which you take when you are hit by an attack, are subjected to an effect which allows you to make a Strength or Dexterity saving throw to avoid or reduce an effect, or are subjected to an effect that allows you to make a contested Strength or Dexterity check) Range: Self

Self Components: S, V

S, V Duration: Instantaneous In response to danger, you protect yourself with a magical barrier; you gain the benefits of half cover against the triggering effect. Starting at 5th level, you instead gain the benefits of half cover until then end of the turn. Starting at 11th level, you instead gain the benefits of half cover until then end of the round. Starting at 17th level, when you cast Safeguard, you may instead gain the benefits of three-quarters cover against only the triggering effect.

Scorch Evocation Cantrip Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: S, V

S, V Duration: Instantaneous You launch a ball of fire that explodes at a point within range. Each creature in a 5-foot-radius sphere centered on that point must succeed on a Dexterity saving throw or suffers 3 (1d4) fire damage. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Scorch (some options can be chosen more than once): This spell's damage is increased by 3 (1d4). This spell's range is increased by 30 feet. The sphere's radius is increased by 5 feet. Each creature within the radius of the sphere must instead make a Dexterity saving throw; A target takes 3 (1d4) fire damage on a failed save, or half as much damage on a successful one. Shrivel Necromancy Cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, V

S, V Duration: Instantaneous You drain the vitality from a creature, severely dessicating their flesh; the target must succeed on a Constitution saving throw or suffer 7 (2d6) necrotic damage. This spell has no effect on non-living creatures. This spell's damage is increased by 7 (2d6) at 5th level, and again at 11th level and 17th level. Sinistrate Illusion Cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, V

S, V Duration: Instantaneous You create the image of an object, creature, or some other visible phenomenon causing harm to your target, and infuse that illusury image with the mercurial essence of the Shadowfell; the target suffers 5 (2d4) damage of a damage type of your choice, other than force or psychic, and the image dissipates in a manner of your choosing. Anything that would be affected by this image must first make a Wisdom saving throw, becoming aware that the the image is illusury on a success; objects automatically succeed on this saving throw. A creature aware of the illusury nature of this image sees its effects as transparent images superimposed on vague, shadowy forms, and is entirely unaffected by it. When you reach 5th level and again at 11th level and 17th level, the target suffers an additional 5 (2d4) damage of the chosen damage type. - Sinistrate is worded weirdly to match the wording of other homebrew classes/spells the corrospond with it. Smoke Bomb Conjuration Cantrip Casting Time: 1 action

1 action Range: Self

Self Components: S, V

S, V Duration: 1 round You create a 5-foot-radius sphere of smoke centered on you. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Smoke Bomb (options can be chosen more than once): This spell's duration is increased by 1 round The smoke's radius is increased by 5 feet You may choose the color and odor of the smoke You may cast this spell as a bonus action; if you choose this option again, you may cast this spell as a reaction to entering combat if you aren't surprised Stumble Enchantment Cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, V

S, V Duration: Instantaneous You cause the target to lose its balance and move unintentionally; the target must succeed on a Charisma saving throw or use its reaction to move 5 feet in the direction of your choice. If the target is unable to move or take a Reaction, this spell is wasted. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Stumble (some options can be chosen more than once): Opportunity attacks provoked by this movement are made with advantage. The target has disadvantage on any Strength and Dexterity checks and saving throws it makes as part of making or completing this movement. If the target fails this saving throw by 5 or more it falls prone.

Telekinetic Grip Transmutation Cantrip Casting Time: 1 Special action

1 Special action Range: 15 feet

15 feet Components: S, V

S, V Duration: Instantaneous You reach out with your mind to manipulate an inanimate object; when you cast this spell, you may Use an Object (PHB 193), Activate an Item (DMG 141) or perform a Dexterity (Sleight of Hand) check within range as though the target were within your reach. You may move an object up to the range of Telekinetic Grip while interacting with it this way (if you are able); an object ceases to be affected by Telekinetic Grip if it is ever outside the spell's range. You can exert fine control on an object affected this way, such as when crafting a small object, disarming a trap, opening a door, picking a lock, playing an instrument, pouring the contents from a vial, stowing or retrieving an item from a container (including one worn or carried by another creature), tying or untying a knot or using a tool. You can interact with an object without being noticed by a creature if you succeed on a Dexterity (Stealth or Sleight of Hand) check contested by the creature's Wisdom (Perception) check, wherever relevant. You use you spellcasting modifier in place of your Strength or Dexterity modifier when making ability checks this way. Once each round, when you would make a Dexterity (Sleight of Hand) check, take the Use an Object action or take the Activate an Item action, you may instead cast this spell. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Telekinetic Grip (some options can be chosen more than once): This spell's range is increased by 5 feet. You may cast this spell an additional time each round. You may instead cast this spell whenever you would make a Shove attack; if you do, you may use this spell to shove a creature. You may instead cast this spell whenever you would make a weapon attack; if you do, you may use this spell to make an attack with a weapon, and you use you spellcasting modifier in place of your Strength or Dexterity modifier when making this attack. Thornbite Transmutation Cantrip Casting Time: 1 action

1 action Range: 15 feet

15 feet Components: V, S, M (a handful of thorns)

V, S, M (a handful of thorns) Duration: Instantaneous You throw a handful of thorns at your enemy, which rapidly accelerate as they sharpen and elongate. The target must succeed on a Dexterity saving throw or suffer 8 (3d4) piercing damage. This spell's damage increases by 3d4 when you reach 5th level (6d4), 11th level (9d4) and 17th level (12d4). Toxic Spores Conjuration Cantrip Casting Time: 1 action

1 action Range: 15 feet

15 feet Components: V, S

V, S Duration: Instantaneous You eject a small cloud of poisonous spores at another creature. The target must succeed on a Constitution saving throw or suffer 5 (2d4) poison damage and be poisoned; a creature poisoned this way can repeat this saving throw at the end of each of its turns, ending this effect on itself on a succes This spell's damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4) and 17th level (8d4). Ventriloquate Illusion Cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: S, V

S, V Duration: 1 round (Special) You manipulate the sound of a target's voice as you see fit. When you cast Ventriloquate, choose one of the following effects; an unwilling target must succeed on a Wisdom saving throw to resist this effect: You change the tone and pitch of the target's voice, distorting it as you see fit; when doing so, you can cause the sound of the target's voice to mimic that of another person's; A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. You can alter the target's speech, changing what they say into something different; the new words need not be in the same language, but must be able to be spoken in roughly the same time frame. A successful Wisdom (Perception) check contested by your Charisma (Deception) check allows a viewer to determine that the words spoken do not match the speakers mouth movements. This does not interfere with the target's ability to use verbal components. You cause the target to sound unintelligible, despite their attempts to speak clearly; this does not interfere with their ability to use the verbal components of spells. You cause the target's voice to instead emanate from a point of your choosing within 30 feet. You double or halve the volume of the target's voice. The effects of Ventriloquate end early if the target leaves its range. When you cast Ventriloquate, you may choose to maintain Concentration on it; if you do, its duration becomes until you lose Concentration. At 5th level, and again at 11th level and 17th level, you may choose one of the following options when you cast Ventriloquate (some options can be chosen more than once):