Archerad Evocation cantrip Casting Time: 1 action

1 action Range: Self (10-foot cone)

Self (10-foot cone) Components: V, S

V, S Duration: Instantaneous

Instantaneous Classes: Warlock, Wizard You evoke an ancient magic to swarm over your foes. Each creature in a 10-foot cone must make a Strength saving throw or take 1d4 poison damage and be knocked prone. A creature that is Large or larger can't be knocked prone by this spell. On a successful save, a creature takes no damage and isn't knocked prone. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Caravan Transmutation cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: 1 hour

1 hour Classes: Wizard You touch a nonmagical object that weighs less than 20 pounds and that isn't being worn or carried by another creature. The object floats 1 foot off the ground and follows you when you move, staying 5 feet behind you. If you cast this cantrip on another object while you have an object following you, the new object follows 5 feet behind the previous object. You can have up to 10 objects in your caravan at a time. When the spell ends for an object, it gently floats to the ground and leaves the caravan. Likewise, if a creature grabs an object, it is removed from the caravan.

Ding Evocation cantrip Casting Time: 1 bonus action

1 bonus action Range: 120 feet

120 feet Components: V

V Duration: Instantaneous

Instantaneous Classes: Bard, Sorcerer, Wizard Choose a creature within range. That creature takes 1 force damage. This spell's damage increases by 1 when you reach 5th level (2), 11th level (3), and 17th level (4).

Enrage Enchantment cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Concentration, up to 1 minute

Concentration, up to 1 minute Classes: Bard, Wizard You muddle the mind of a creature of your choice that you can see within range, making them prone to anger. It must succeed on a Wisdom saving throw, or have disadvantage on all Charisma checks, except for Charisma (Intimidation) checks, for the duration.

Fish Evocation cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Instantaneous

Instantaneous Classes: Bard, Wizard You cast an ethereal fish hook at a target within range and attempt to tug them towards you. That target must make a Strength saving throw or be moved up to 20 feet towards you. A creature of size Huge or larger has advantage on this saving throw. You can also use this spell to attempt to catch fish or fish for objects underwater.

Frisk Divination cantrip Casting Time: 1 action

1 action Range: 10 feet

10 feet Components: S

S Duration: Instantaneous

Instantaneous Classes: Bard, Warlock You attempt to peer into the pockets, backpack, purse, or other nonmagical receptacle held by a creature you can see within range. It must make a Wisdom saving throw. On a failed save, you learn the most valuable concealed belonging of the creature. On a successful save, you learn nothing, and the creature is alerted of your attempt.

Glare Necromancy cantrip Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous

Instantaneous Classes: Cleric, Warlock Darkness erupts from your eyes. Make a ranged spell attack against a creature you can see. On a hit, the creature takes 1d12 necrotic damage. A creature behind half or three-quarters cover has resistance to this damage. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).