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Cantrips

Bard's Cantrips 

Thunderclap (S, 12 tiles, A) - You create a burst of thunderous sound that can be heard up to 12 tiles away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 Thunder Damage.

Viscious Mockery (V, 6 tiles, A) - 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.

Cleric's Cantrips

Hand of Radiance (V, S, 1 tile, A) - You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 1 tile of you must succeed on a Constitution saving throw or take 1d6 Radiant Damage.

Sacred Flame (V, S, 6 tiles, A) - Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant Damage. The target gains no benefit from cover for this saving throw.

Toll the Dead (V, S, 6 tiles, A) - You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 Necrotic Damage

Word of Radiance (V, 1 tile, A)- 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.

Druid's Cantrips

Frostbite (V, S, 6 tiles, A) - You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 Cold Damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

Gust (V, S, 3 tiles, A) - You seize the air and compel it to create one of the following effects at a point you can see within range:

One target you choose must succeed on a Strength saving throw or be pushed up to 1 tile away from you. 

You create a harmless sensory effect using air, such as causing wind to slam the doors shut.

Magic Stone (V, S, 1 tile, BA- You imbue a pebble with magic - and throw it at a chosen enemy in line of sight within range of 6 tiles. On a hit, the target takes Bludgeoning Damage equal to 1d6 + your spellcasting ability modifier

Poison Spray (V, S, 9 tiles, A- You extend your hand towards  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 1d12 Poison Damage.

Thunderclap (S, 12 tiles) - You create a burst of thunderous sound that can be heard up to 12 tiles away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 Thunder Damage.

Thorn Whip (V, S, 3 tiles, A) - You create a long, vine-like whip covered in thorns. The vine lashes out towards a target of your choice. Make a melee spell attack against the target. If the attack hits, the target takes 1d6 Piercing Damage and is pulled 1 tile to the caster.

Druid Cantrips
Bard Cantrips
Cleric Cantrips
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Sorcerer's Cantrips

Acid Splash (V, S, 6 tiles, A) - You hurl a bubble of acid. Choose a creature you can see within range of 6 tiles. Every creature up to 1 tile around it will also be affected by this spell. Targets must succeed on a Dexterity saving throw or take 1d6 Acid Damage.

Chill Touch (V, S, 12 tiles, A) - 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.

Fire Bolt (V, S, 12 tiles, A- You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire Damage.

Frostbite (V, S, 6 tiles, A) - You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 Cold Damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

Gust (V, S, 3 tiles, A) - You seize the air and compel it to create one of the following effects at a point you can see within range:

One target creature that you choose must succeed on a Strength saving throw or be pushed up to 1 tile away from you. 

You create a harmless sensory effect using air, such as causing wind to slam the doors shut.

Poison Spray (V, S, 9 tiles, A) - You extend your hand towards  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 1d12 Poison Damage.

Ray of Frost (V, S, 6 tiles, A) - A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold Damage, and its speed is reduced by 1 tile until the start of your next turn.

Shocking Grasp (V, S, 1 tile, A) - Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armour made of metal. On a hit, the target takes 1d8 Lightning Damage, and it can't take reactions until the start of its next turn.

Thunderclap (S, 12 tiles) - You create a burst of thunderous sound that can be heard up to 12 tiles away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 Thunder Damage.

Warlock's Cantrips

Chill Touch (V, S, 12 tiles, A- 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.

Eldritch Blast (V, S, 12 tiles, A) - A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Force Damage.

Frostbite (V, S, 6 tiles, A) - You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 Cold Damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

Poison Spray (V, S, 9 tiles, A- You extend your hand towards  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 1d12 Poison Damage.

Thunderclap (S, 12 tiles, A) - You create a burst of thunderous sound that can be heard up to 12 tiles away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 Thunder Damage.

Toll the Dead (V, S, 6 tiles, A) - You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 Necrotic Damage.

Magic Stone (V, S, 1 tile, BA- You imbue a pebble with magic - and throw it at a chosen enemy in line of sight within range of 6 tiles. On a hit, the target takes Bludgeoning Damage equal to 1d6 + your spellcasting ability modifier

Warlock Cantrips
Sorcerer Cantrips
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Wizard's Cantrips

Acid Splash (V, S, 6 tiles, A) - You hurl a bubble of acid. Choose a creature you can see within range of 6 tiles. Every creature up to 1 tile around it will also be affected by this spell. Targets must succeed on a Dexterity saving throw or take 1d6 Acid Damage.

Chill Touch (V, S, 12 tiles, A) - 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.

Fire Bolt (V, S, 12 tiles, A) - You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire Damage.

Frostbite (V, S, 6 tiles, A) - You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 Cold Damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

Gust (V, S, 3 tiles, A) - You seize the air and compel it to create one of the following effects at a point you can see within range:

One target that you choose must succeed on a Strength saving throw or be pushed up to 1 tile away from you. 

You create a harmless sensory effect using air, such as causing wind to slam the doors shut.

Poison Spray (V, S, 9 tiles, A) - You extend your hand towards  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 1d12 Poison Damage.

 

Ray of Frost (V, S, 6 tiles, A) - A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold Damage, and its speed is reduced by 1 tile until the start of your next turn.

Toll the Dead (V, S, 6 tiles, A) - You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic Damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

Shocking Grasp (V, S, 1 tile, A) - Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armour made of metal. On a hit, the target takes 1d8 Lightning Damage, and it can't take reactions until the start of its next turn.

Thunderclap (S, 12 tiles, A) - You create a burst of thunderous sound that can be heard up to 12 tiles away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 Thunder Damage.

Wizard Cantrips

Below you will find a small legend for easier browsing.

V - Verbal Component

S - Somatic Component
X tiles - Spell's range

self - Spell is castable only on you

A - Action
BA - Bonus Action

R - Reaction

(1) - The number is a Spell Slot the spell uses.

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