


Cantrips
Bard's Cantrips
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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.
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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
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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.
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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.
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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
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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
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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.
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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.
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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
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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.
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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.
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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.


Sorcerer's Cantrips
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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


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.
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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.
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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.
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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.
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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.
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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.
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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.
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.