Cantrips, the Bamstacks Variant

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Cantrips: The Bamstacks Variant

Acid Splash

Conjuration Cantrip


  • Spell Lists: Rogue (Arcane Trickster), Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a bubble of acid at a 10-foot square centered on a point you choose within range. Each creature in that area must succeed on a Dexterity saving throw or take 1d6 Acid damage.


At Higher Levels

  • 5th Level: the acid lingers in the effected area until the start of your next turn, any creature that enters the area for the first time on a turn or ends their turn in the area take 1d6 Acid damage.
  • 11th Level: the initial damage and the additional damage increases to 2d6
  • 17th Level: the acid lingers in the effected area for one additional round.

Blade Ward

Abjuration Cantrip


  • Spell Lists: Bard, Fighter (Arcane Knight), Oracle, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 1 Minute

You extend your hand and trace a sigil of warding in the air. Until the spell ends, you have resistance against Bludgeoning, Piercing, and Slashing damage against the next weapon attack that hits you.


At Higher Levels

  • 5th Level: The range changes to 30 Feet, and the spell can target other creatures.
  • 11th Level: You have resistance against Bludgeoning, Piercing, and Slashing damage against the next two weapon attacks that hit you while the spell lasts.
  • 17th Level: The casting time becomes a Bonus Action.

Blood Manipulation

Transmutation Cantrip


  • Spell Lists: Sorcerer, Warlock
  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S
  • Duration: 1 Minute

You manifest minor blood magic as an at-will power. You can produce one of the following effects when you cast the spell:

  • You can draw, manipulate, or move 1 quart of blood to another location within range. This cannot be done to a living creature unless the blood loss is negligible.
  • You can chill or warm the blood of a willing creature or 1 gallon of blood within range for up to 1 minute.
  • You can revitalize 1 gallon of blood within range as if it were freshly harvested, if the blood is no more than 7 days old.
  • You can target an Unconscious creature within range. That creature gains Advantage or Disadvantage (your choice) on its next death saving throw.

At Higher Levels

  • 5th Level: The range of the spell increases to 20 feet and the amount of blood you can move, chill, warm, or revitalize is doubled.
  • 11th Level: The range of the spell increases to 30 feet and the amount of blood you can move, chill, warm, or revitalize is multiplied by 4.
  • 17th Level: The range of the spell increases to 20 feet and the amount of blood you can move, chill, warm, or revitalize is multiplied by 8.

Booming Blade

Evocation Cantrip


  • Spell Lists: Fighter (Arcane Knight), Oracle, Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 5 Feet
  • Components: V, S
  • Duration: 1 Minute

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 Thunder damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 Thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Control Flames

Transmutation Cantrip


  • Spell Lists: Druid, Fighter (Arcane Knight), Oracle, Rogue (Arcane Trickster), Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: S
  • Duration: Instantaneous or 1 Hour (see below)

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as a Magic Action.


At Higher Levels

  • 5th Level: You can have up to six non-instantaneous effects active at a time, and you can dismiss any number of such effects as a Bonus Action.
  • 11th Level: You can extinguish or change the area of light cast by any number of flames within range simultaneously. Additionally, you may affect flame to produce no heat. The change lasts for 1 hour.
  • 17th Level: Any flames you target for the effects of this spell may fit within a 10-foot cube, and the duration of noninstantaneous effects increases to 24 hours.

Dancing Lights

Evocation Cantrip


  • Spell Lists: Bard, Oracle, Rogue (Arcane Trickster), Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
  • Duration: Concentration, up to 1 Minute.

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a Bonus Action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.


At Higher Levels

  • 5th Level: When creating lights with this spell, you can choose any number of them to shed bright light in a 10-foot radius and dim light for an additional 10 feet. You can also combine the lights into one glowing vaguely bestial form of Medium size.
  • 11th Level: When you cast this spell, or as a Magic Action, you can attach one light to an object or creature within range. If the target is an unwilling creature, make a ranged spell attack. On a hit, the light safely attaches to the target. A light attached in this way moves with the target for the spell's duration, can no longer be moved by you, and it does not wink out if it exceeds the spell's range or 20 foot range of another light. A creature can destroy one such light by making an attack against it.
  • 17th Level: You can create up to six lights, and you can combine the six lights into one glowing vaguely humanoid or bestial form of Large size.

Druidcraft

Transmutation Cantrip


  • Spell Lists: Barbarian (Warden), Druid, Magus (Sylvan)
  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S
  • Duration: Instantaneous

Whispering to the spirits of nature, you create one of the following effects within range:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless visual effect, such as falling leaves, a puff of smoke, or a tiny animal, the effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
  • You can influence nonmagical weather events such as rain, snow or wind to move around you, preventing you from being affected by them for the next 10 minutes.
  • You create a cacophony of animal sounds, winds rushing through trees, or the sounds of distant inclement weather in a 10 foot cube within range.
  • You may create a mild odor of plants within a 10 foot cube within range, whether the smell of fresh flowers, rotting vegetation, or otherwise.

At Higher Levels

  • 5th Level: You gain a deeper control over the elements and can create one of the following effects within range:

    • A barrier against weather extends out from you in a 10-foot radius and moves with you, remaining centered on you and shielding the area from nonmagical snow, rain and wind. The barrier lasts for 1 hour.
    • You dim the flame of a candle, a torch, or a small campfire, halving its light radius.
    • You create a more potent instantaneous sensory effect, like a roar of a tiger, rumble of thunder, or the acrid scent of smoke or burning wood. The effect must fit in a 10-foot cube.
    • You touch a creature and instantly remove any unnatural smell from its body or clothing
  • 11th Level: When you use this spell to make a flower blossom, a seed pod open, or a leaf bud bloom, you can do so for all plants within range simultaneously. You can also reverse these effects by making seeds infertile, wilting flowers or drying out leaves. Additionally, when you use this spell to light or snuff out a flame, you may do so to any number of targets within range.

  • 17th Level: When you use this spell to create a barrier against weather, you can influence the temperature and humidity within the sphere to feel comfortable to all creatures within it. This does not mitigate the dangers of extreme heat or cold, nor does it overcome magical weather effects.

Eldritch Blast

Evocation Cantrip


  • Spell Lists: Warlock
  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S
  • Duration: Instantaneous

You can fire a beam of crackling energy that streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Force damage.

You create more than one beam as you gain levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Friends

Enchantment Cantrip


  • Spell Lists: Bard, Empath, Oracle, Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 10 Minutes

For the duration, you have Advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it. The verbal component of this spell may be slipped into casual conversation. A successful Wisdom (Insight) check contested by your Charisma (Deception) check (made with Advantage) allows a listener to determine that a spell has been cast.


At Higher Levels

  • 5th Level: The duration is extended to 1 Hour.
  • 11th Level: The target must succeed a Charisma saving throw when the spell ends to determine if it was influenced by magic.
  • 17th Level: When the spell ends, the target is unaware that they were influenced by magic.

Gleaming Arrow

Evocation Cantrip


  • Spell Lists: Warlock
  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S
  • Duration: Instantaneous

You can launch an iridescent arrow from your hand, making a ranged spell attack against a creature within range. On a hit, the target takes 1d8 Radiant damage. Until the end of your next turn, you have Advantage on saving throws against spells and other magical effects originating from creatures hit by the arrow.

This arrow’s damage increases as you gain levels: by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Guidance

Divination Cantrip


  • Spell Lists: Cleric, Druid, Empath
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 Minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.


At Higher Levels

  • 5th Level: You can cast this spell on a willing creature of your choice that you can see within 30 feet of you.
  • 11th Level: When the target rolls a 1 for the benefit of this spell it may reroll the die and must use the new roll, even if the new roll is a 1.
  • 17th Level: You can choose up to two creatures to receive the benefit of this spell. The spell ends when both targets have rolled, and each target may only roll once within its duration.

Gust

Evocation Cantrip


  • Spell Lists: Druid, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S
  • Duration: Instantaneous

You seize the air and compel it to create one of the following effects at a point you can see within range:

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be shoved up to 10 feet away from you. If the target collides with a large object (such as a wall) as part of this movement it suffers 1d6 Bludgeoning damage per 5 feet of forced movement that was prevented by the collision.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you.
  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

At Higher Levels

  • 5th Level: A target creature or object is pushed up to 20 feet away from you. The spell now targets all objects in a 5-foot cube.
  • 11th Level: A target creature or object is pushed up to 30 feet away from you. Large creatures can be targeted by the spell and on a failed save they are pushed half the normal distance. If you cast this spell while making a long or high jump and target yourself, the distance you can cover increases by 5 feet.
  • 17th Level: A target creature or object is pushed up to 40 feet away from you. Huge creatures can be targeted by the spell and on a failed save they are pushed a quarter of the normal distance. If you cast this spell while making a long or high jump and target yourself, the distance you can cover increases by 10 feet.

Infestation

Conjuration Cantrip


  • Spell Lists: Druid, Oracle, Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S, M (a living flea)
  • Duration: Instantaneous

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 Poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target instead falls Prone to attempt to get the bugs off of them.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Infernal Trident

Evocation Cantrip


  • Spell Lists: Warlock
  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S
  • Duration: Instantaneous

You can conjure into a free hand a trident of hellish metal that lasts until the end of your turn. When you cast this spell, you can use the trident to make a melee spell attack or a ranged spell attack against a creature or object within range. The trident is a magic weapon and attacks made with them have their critical range increased by 1. On a hit, the target takes 1d8 Piercing damage. If this damage reduces a hostile creature to 0 hit points, you can make a single additional attack with the trident against a target within range.

This trident's damage increases as you gain levels: by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Light

Evocation Cantrip


  • Spell Lists: Bard, Cleric, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, M (a firefly or phosphorescent moss)
  • Duration: 1 Hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.


At Higher Levels

  • 5th Level: When you cast this spell, you can limit the radius of bright and dim light shed by the object, down to a minimum of 5 feet. As a Bonus Action, you can change the color and brightness of the light if you can see it and it is within 300 feet of you.
  • 11th Level: You can fire a wisp of light at an object up to 120 feet away, applying the spell's effects on contact. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
  • 17th Level: When you cast this spell, you can camouflage the light shed by the object, rendering it visible only to creatures within its radius.

Lightning Lure

Conjuration Cantrip


  • Spell Lists: Fighter (Arcane Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Self (15-Foot Radius)
  • Components: V
  • Duration: Instantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d10 Lightning damage if it is within 5 feet of you.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Starting at 11th level, the range of the spell and the distance a creature can be pulled increase by 5 feet (20 feet range, 15 feet pull).

Mage Hand

Conjuration Cantrip


  • Spell Lists: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S
  • Duration: 1 Minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as a Magic Action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use a Magic Action, which can be the same Magic Action used to cast the spell, to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.


At Higher Levels

  • 5th Level: You can ignore the verbal component of this spell. When you cast this spell, you can make the hand appear fully corporeal, albeit featureless.
  • 11th Level: The spell's range increases to 60 feet. When you cast this spell, you can make the hand appear with any features and adornments you like, as long as it retains the general structure of a hand, such as an armored gauntlet, bestial paw or a bloody dismembered limb.
  • 17th Level: The hand can carry up to 20 pounds and can be made to appear twice as large.

Magic Stone

Transmutation Cantrip


  • Spell Lists: Druid, Warlock
  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S
  • Duration: 1 Round

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes Bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.

If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.


At Higher Levels

  • 5th Level: You can cast this spell on one to five tiny, nonmagical objects that fit in your palm and weigh less than 1 pound each. For example, you can enchant a few playing cards, some coins, or a needle, but not a vial filled with a magical potion or an enchanted amulet.
  • 11th Level: When you hit a target with an imbued object, you can make it ricochet and fly at a separate target of your choice within 10 feet of the original target. If you do so, make another ranged spell attack with Disadvantage. On a hit, the additional target takes the spell's normal damage. A single creature or object can only be hit once by the same object.
  • 17th Level: You can cast this spell on one to ten objects and make them harmlessly float a few inches out from you in a circle. You can quickly draw floating objects to your hand as a part of the ranged attack. If an object is removed from the circle against your will, the spell immediately ends for that object.

Mending

Transmutation Cantrip


  • Spell Lists: Bard, Cleric, Druid, Sorcerer, Wizard
  • Casting Time: 1 Minute
  • Range: Touch
  • Components: V, S, M (two lodestones)
  • Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.


At Higher Levels

  • 5th Level: The spell repairs a single break or tear that is no larger than 3 feet in any dimension. Additionally, you can reassemble any number of broken fragments of an object which can fit inside a 1-foot cube. You can also remove scratches and rust from metal objects or restore burned cloth and leather as long as 4/5 of it remains intact.
  • 11th Level: The spell repairs a single break or tear that is no larger than 10 feet in any dimension. Additionally, you can reassemble any number of broken fragments of an object which can fit inside a 5-foot cube. You can also restore corroded metal objects to their original, untarnished state. The spell has a range of 15 feet.
  • 17th Level: The spell has a casting time of 1 Action.

Message

Conjuration Cantrip


  • Spell Lists: Bard, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S, M (a short piece of copper wire)
  • Duration: 1 Round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.


At Higher Levels

  • 5th Level: The spell has a range of 300 feet.
  • 11th Level: You can ignore the somatic and material components of the spell.
  • 17th Level: You can ignore the verbal component of the spell, sending the message to your target telepathically instead. A simple mental image may accompany this message, and your target can reply in the same way.

Minor Alchemy

Transmutation Cantrip


  • Spell Lists: Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to 1 Hour

You can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of crystal, wood, stone (but not a gemstone), iron, steel, copper, glass, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your Concentration, the material reverts to its original substance.


At Higher Levels

  • 5th Level: You can transform up to 2 cubic feet of material per 10 minute interval
  • 11th Level: The duration increases to 24 hours
  • 17th Level: You do not need to Concentrate on the effect. The material reverts after the duration or until you end it, no action required.

Minor Illusion

Illusion Cantrip


  • Spell Lists: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: S, M (a bit of fleece)
  • Duration: 1 Minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses the Study Action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Arcana) or Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.


At Higher Levels

  • 5th Level: When you cast the spell, you can delay its manifestation by up to 1 minute, after which the effect occurs as normal.
  • 11th Level: The spell has a range of 60 feet.
  • 17th Level: You can create an image of flowing liquid or a cacophony of sounds no louder than a scream.

Mold Earth

Transmutation Cantrip


  • Spell Lists: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: S
  • Duration: Instantaneous or 1 Hour (see below)

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


At Higher Levels

  • 5th Level: You can have up to five non-instantaneous effects active at a time, and you can dismiss any number of such effects as a Magic Action.
  • 11th Level: The shapes or colors you make appear on dirt or stone last for up to 12 hours. Additionally, you can excavate packed earth, and any earth you move with this spell can be deposited up to 15 feet away.
  • 17th Level: This spell can manipulate dirt and stone that fits within a 10-foot cube. Additionally, shapes or colors you make appear on dirt or stone last for up to 24 hours. You can also cause all dirt or stone within 5 feet of you to turn into difficult terrain, including the ground on which you stand, for 24 hours.

Poison Spray

Evocation Cantrip


  • Spell Lists: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 10 Feet
  • Components: V, S
  • Duration: Instantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d8 Poison damage and suffer the Poisoned condition until the beginning of your next turn.


At Higher Levels

  • 5th Level: The range increases to 20 feet, and the damage increases to 2d8.
  • 11th Level: The range increases to 30 feet, and the damage increases to 3d8.
  • 17th Level: The range increases to 60 feet, and the damage increases to 4d8.

Prestidigitation

Transmutation Cantrip


  • Spell Lists: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 10 Feet
  • Components: V, S
  • Duration: Up to 1 Hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


At Higher Levels

  • 5th Level: You can have up to five non-instantaneous effects active at a time, and you can dismiss any number of such effects as a Magic Action. Additionally, you can dry any willing creature that you can see within range.
  • 11th Level: The spell has a range of 30 feet. You can light or snuff out any number of candles, torches, and small campfires within range simultaneously.
  • 17th Level: You can clean or soil an object no larger than 5 cubic feet and can chill, warm or flavor up to 5 cubic feet of nonliving material. You can also create a nonmagical trinket or illusory image that can fit in a 1-foot cube. The duration of all of your non-instantaneous effects increases up to 8 hours.

Priest's Shield

Evocation Cantrip


  • Spell Lists: Cleric
  • Casting Time: 1 Action
  • Range: 5 Feet
  • Components: V, M (a weapon)
  • 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 attacks normal effects, and you and one ally within 5 feet of you gains a +1 bonus to AC until the end of your next turn. You mutter a defensive prayer as you attack with your weapon.

The melee attack you make with this spell does additional damage when you reach 5th level (1d8), 11th level (2d8) and 17th level (3d8).

Primal Savagery

Evocation Transmutation


  • Spell Lists: Druid
  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d12 Acid damage. After you make the attack, your teeth or fingernails return to normal.

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

Produce Flame

Conjuration Cantrip


  • Spell Lists: Druid
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 10 Minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spell ends if you dismiss it as a Magic Action or if you cast it again.

You can also attack with the flame when you cast this spell, or as a Magic Action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage. When you do so, another flame appears instantaneously in your hand if you wish it to do so, otherwise the spell ends.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Resistance

Abjuration Cantrip


  • Spell Lists: Cleric, Druid
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (a miniature cloak)
  • Duration: Concentration, up to 10 Minutes

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.


At Higher Levels

  • 5th Level: You can cast this spell on a willing creature of your choice that you can see within 30 feet of you.
  • 11th Level: When the target rolls a 1 for the benefit of this spell it may reroll the die and must use the new roll, even if the new roll is a 1.
  • 17th Level: You can choose up to two creatures to receive the benefit of this spell. The spell ends when both targets have rolled, and each target may only roll once within its duration.

Shadowgaze

Enchantment Cantrip


  • Spell Lists: Warlock
  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S
  • Duration: Instantaneous

You can attempt to pry into the psyche of a creature that you can see within 120 feet. The target must make a Wisdom saving throw. On a failure, the target takes 1d8 Psychic damage and until the end of your next turn:

  • You have Advantage on attack rolls made against the target
  • You know one vulnerability if the creature has any
  • As a Bonus Action, you can peer into their mind to learn their two weakest saving throw values

This gaze's damage increases as you gain warlock levels: by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Shape Water

Transmutation Cantrip


  • Spell Lists: Cleric, Druid
  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: S
  • Duration: Instantaneous or 1 Hour (see below)

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as a Magic Action.


At Higher Levels

  • 5th Level: You can have up to five non-instantaneous effects active at a time, and you can dismiss any number of such effects as an action. Additionally, you can boil the water, provided that there are no creatures in it. The water cools in 1 hour.
  • 11th Level: You can manipulate other liquids you can see if at least half of their content is water. Additionally, you can move water in any direction within range if it fits within a 1 foot cube.
  • 17th Level: You can move up to five 1-foot cubes of water simultaneously. The duration of all of your non-instantaneous effects increases up to 8 hours. Additionally, you can cause the water to form into complex shapes.

Shillelagh

Transmutation Cantrip


  • Spell Lists: Druid
  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
  • Duration: 1 Minute

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already.

Additionally, as a Magic Action, you can make a melee spell attack against a target within reach to release the weapon's imbued magic into it. On a hit, the target takes 2d8 plus your spellcasting modifier in Bludgeoning damage. The spell then ends.

The spell also ends if you cast it again or if you let go of the weapon.


At Higher Levels

  • 5th Level: You can cast this spell on any melee weapon made of wood. Additionally, the damage of the special attack increases by 1d8 (3d8).
  • 11th Level: The damage of the special attack increases by 1d8 (4d8).
  • 17th Level: The damage of the special attack increases by 1d8 (5d8).

Shocking Grasp

Evocation Cantrip


  • Spell Lists: Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you touch. The creature must succeed on a Dexterity saving throw or take 1d8 Lightning damage and can't take Reactions until the start of its next turn. If the creature succeeds on the saving throw it takes no damage, but cannot take opportunity attacks against you until the end of your turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spare the Dying

Necromancy Cantrip


  • Spell Lists: Cleric, Magus (Stygian, Sidereal), Odic, Oracle
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. Until the target regains consciousness it continues making death saving throws, regaining 1 hit point if it rolls a 20 on the d20. Additionally, the target cannot become undead for the next minute.

This spell has no effect on undead or constructs.


At Higher Levels

  • 5th Level: The Range increases by 10 Feet, the target regains 1 hit point if it rolls a 15 or higher on the d20 roll when making a death saving throw, and they cannot become undead for the next 10 Minutes.
  • 11th Level: The Range increases by 20 Feet, the target regains 1 hit point if it rolls a 10 or higher on the d20 roll when making a death saving throw, and they cannot become undead for the next 1 Hour.
  • 17th Level: The Range increases by 30 Feet, the target regains 1 hit point and immediately makes a death saving throw. The target can immediately spend 1 hit dice if it rolls a 10 or higher on the death saving throw, and they cannot become undead for the next 24 hours.

Spectral Hand (renamed Chill Touch)

Necromancy Cantrip


  • Spell Lists: Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S
  • Duration: 1 Round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 Necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has Disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sword Burst

Conjuration Cantrip


  • Spell Lists: Wizard
  • Casting Time: 1 Action
  • Range: 5 Feet
  • Components: V
  • Duration: Instantaneous

You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 Force damage. No creature benefits from flanking bonuses against you until the end of your next turn.


At Higher Levels

  • 5th Level: The range increases to 10 feet, the damage increases to 2d6, and you gain a +1 bonus to your AC until the end of your next turn.
  • 11th Level: The range increases to 15 feet, the damage increases to 3d6, and you gain a +2 bonus to your AC until the end of your next turn.
  • 17th Level: The range increases to 20 feet, the damage increases to 4d6, and you gain a +3 bonus to your AC until the end of your next turn.

Thorn Whip

Transmutation Cantrip


  • Spell Lists: Artificer, Druid
  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S, M (the stem of a plant with thorns)
  • Duration: Instantaneous

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 Piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 Feet closer to you.


At Higher Levels

  • 5th Level: The Piercing damage increases to 2d6.
  • 11th Level: The Piercing damage increases to 3d6, and the creature can be pulled up to 15 feet closer to you.
  • 17th Level: The Piercing damage increases to 4d6. A creature can be pulled if it is Huge or smaller.

Thaumaturgy

Transmutation Cantrip


  • Spell Lists: Cleric
  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V
  • Duration: Up to 1 Minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.


At Higher Levels

  • 5th Level: You can change your voice to sound more angelic or more demonic for 1 minute. Additionally, you can amplify your voice up to four times as loud as normal for 1 minute.
  • 11th Level: You can have up to four of this spell's 1-minute effects active at a time. Additionally, the tremors you cause are strong enough to rattle objects without damaging them. You can also instantaneously open or close any number of unlocked doors and windows within range.
  • 17th Level: The duration of this spell's 1-minute effects can be extended up to 1 hour. Additionally, you can cause a loud noise, intense tremors, or unseen waves or slashes to deal 1 damage to all objects that aren't being worn or carried within range.

Thunderclap

Evocation Cantrip


  • Spell Lists: Bard, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 5 Feet
  • Components: S
  • Duration: Instantaneous

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 Thunder damage and be pushed to just outside the spell’s range. If two creatures would share the same space, the farther one from the caster is pushed 5 Feet farther.


At Higher Levels

  • 5th Level: The spell can be heard up to 200 Feet way, the damage increases to 2d6, and the Range increases to 10 feet.
  • 11th Level: The spell can be heard up to 300 Feet way, the damage increases to 3d6, and the Range increases to 15 Feet.
  • 17th Level: The spell can be heard up to 500 Feet way, the damage increases to 4d6, and the Range increases to 20 Feet.

True Strike

Divination Cantrip


  • Spell Lists: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: S
  • Duration: 1 Round

You point a finger at a target in range. Your magic grants a brief insight into the target's defenses. Before the duration ends, the next attack you make against the target hits it without requiring an attack roll.


At Higher Levels

  • 5th Level: The range increases to 60 Feet.
  • 11th Level: All allies within range benefit from this spell.
  • 17th Level: The duration is extended to 1 minute.

Word of Radiance

Evocation Cantrip


  • Spell Lists: Cleric
  • Casting Time: 1 Action
  • Range: 5 Feet
  • Components: V, M (a holy symbol)
  • Duration: Instantaneous

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 Radiant damage and emit dim light out to a range of 10 Feet until the end of your next turn.


At Higher Levels

  • 5th Level: The Range increases to 10 Feet, and the damage increases to 2d6.
  • 11th Level: The Range increases to 15 Feet, and the damage increases to 3d6.
  • 17th Level: The Range increases to 20 Feet, and the damage increases to 4d6.

Vicious Mockery

Enchantment Cantrip


  • Spell Lists: Bard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V
  • Duration: Instantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.

The spell causes Disadvantage on the next 2 attacks when you reach 5th level, the next 3 attacks at 11th level, and the next 4 attacks at 17th level.

Credits

These cantrip changes are combinations of changes made by others and by myself.

The general idea for the changes to existing cantrips comes from three sources: Dungeon Coach's video here, Craios125's Evolving Cantrips here, and Treantmonk's Variant here. These help cantrips that don't normally scale scale better, while also helping cantrips normally considered weak.

For all cantrips not listed here but listed in a variant's spell list, you can find their source here:

Source Cantrip
meowmagic call meteorite*, hallowed hands, holdingchain*, pocketswap*, superposition, temporal beat*
Benjamin Huffman's Magus arcing arrow, bloodletting bite, corrupted ki kata, death shroud, fungal bloom, misfortune's mark, nerve pinching kata, rime strike, spell-shattering strike, ten thousand marks*, vortex dart, warden's rebuke
Ultimate Adventurer's Handbook root snare
The Arcanist's Handbook illusory feint, pitifulness, stupefying strike, mage ward, prismatic bolt
OAP's Odic enervating grasp, give life, odyllic glow, ond fury
Taron Pounds's Merchant doohickey, exchange, fool's gold
Necromancy Revised crimson splatter, fetid nail
OAP's Shaman ghostfire, lay to rest, speak true
u/Surrealistik brightlance
Valda's Spire of Secrets tag*, eye of anubis
Druids of the Primal Circle gloom
13
 

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