Spicy-Fresh Blade Cantrips

Lightning: Charged Blade

Evocation cantrip

Casting Time: 1 action

1 action Range: 5 feet

5 feet Components: V, S

V, S Duration: Instantaneous

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 charged for 12 seconds. When you next hit a target and there exists a charged creature that is not your target within 30 feet, a 5ft wide bolt of lightning zaps between the charged creature and the creature you just hit, dealing 1d6 lightning damage to both creatures and to all creatures intersecting the bolt of lightning. Creatures hit by this lightning bolt are no longer charged, if they were.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 lightning damage to the target, and the damage of the lightning bolt increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

Acid: Corroding Blade

Transmutation cantrip

Casting Time: 1 action

1 action Range: 5 feet

5 feet Components: V, S

V, S Duration: Instantaneous

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 has its AC reduced by 1. A creature can have its AC reduced by Corroding Blade no more than twice. A creature resistant to acid damage can have it reduced no more than once. Creatures that are immune to acid, or do not rely on physical protection (Tough hide, scales, armour) such as ghosts or wizards under the effect of Mage Armour, Barkskin and so on can not have their AC reduced by corroding blade. If you hit a creature with corroding blade that has reduced AC and can not have its AC reduced further by corroding blade you deal an additional 1d6 Acid Damage. AC reduced by this spell can be mended if it is worn armour (Cost/difficulty determined by the DM), or restored by finishing a Long Rest.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 acid damage to the target, and the damage the target takes from the spell once its AC has been reduced increases to 2d6. Both damage rolls increase by 1d8 at 11th level and 17th level.

Poison: Pustulant Blade

Conjuration cantrip

Casting Time: 1 action

1 action Range: 5 feet

5 feet Components: V, S

V, S Duration: Instantaneous

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 pustules begin to form on its skin. These pustules cause no effect on their own, and will disappear at the start of your next turn. The pustules will burst the first time the creature is hit before the start of your next turn, dealing poison damage equal to your spell casting modifier to the creature and to all creatures within 5ft of it.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 poison damage to the target, and the damage the target takes for moving increases to 1d8 plus your spellcasting modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

Psychic: Tormenting Blade

Enchantment cantrip

Casting Time: 1 action

1 action Range: 5 feet

5 feet Components: V, S

V, S Duration: Instantaneous

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 psychically linked to all creatures that you have hit with tormenting blade in the past 60 seconds, as long as they are on the same plane. When a linked creature suffers damage that is not psychic damage, all linked creatures suffer 1d4 psychic damage. A creature can only suffer damage from linked once per turn.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d4 psychic damage to the target, and the damage the target takes for moving increases to 2d4. Both damage rolls increase by 1d4 at 11th level and 17th level.