Cantrips
Acid Splash
Cantrip evocation · action · 60 ft · VS · instantaneous · Sorcerer, Wizard
Pick a point within range; a bubble of acid bursts there, filling a 5-foot-radius Sphere. Every creature in the Sphere makes a Dexterity saving throw, taking 1d6 Acid damage on a failure and no damage on a success. The damage becomes 2d6 at character level 5, 3d6 at level 11 and 4d6 at level 17.
Blade Ward
Cantrip abjuration · action · self · VS · minutes 1 · Bard, Sorcerer, Warlock, Wizard
Until the spell ends, whenever a creature makes an attack roll against you, it subtracts 1d4 from that roll.
Booming Blade
Cantrip evocation · action · self · S M · rounds 1 · Sorcerer, Warlock, Wizard
Make one melee weapon attack against a creature within 5 feet, with the weapon you're casting through (it's the spell's material component) and that weapon's usual attack roll and damage. If it hits, thunder clings to the target until your next turn starts; should the target choose to move 5 feet or more in that time, the thunder bursts for 1d8 Thunder damage and the spell is over. At character level 5 the hit adds 1d8 Thunder damage and the burst becomes 2d8; at level 11 these are 2d8 and 3d8, and at level 17 3d8 and 4d8.
Chill Touch
Cantrip necromancy · action · touch · VS · instantaneous · Sorcerer, Warlock, Wizard
Make a melee spell attack against one target within your reach. On a hit it takes 1d10 Necrotic damage and can't regain Hit Points until the end of your next turn. The damage becomes 2d10 at character level 5, 3d10 at level 11 and 4d10 at level 17.
Dancing Lights
Cantrip illusion · action · 120 ft · VS M · minutes 1 · Bard, Sorcerer, Wizard
You make up to four torch-sized lights appear within range, hovering for the duration and looking like torches, lanterns or glowing orbs; or you merge all four into one glowing form of Medium size with a vaguely humanlike shape. Each light, or the merged form, sheds Dim Light in a 10-foot radius. As a Bonus Action you can move the lights up to 60 feet to spaces within range. Each light must stay within 20 feet of another light from this spell, and a light that goes beyond the spell's range vanishes.
Druidcraft
Cantrip transmutation · action · 30 ft · VS · instantaneous · Druid
Choose one of these effects within range. Weather Sensor: a Tiny, harmless sensory display (for example a golden orb for clear skies, a little cloud for rain, or drifting snowflakes for snow) forecasts the weather at your location for the next 24 hours; it lasts 1 round. Bloom: a flower, seed pod or leaf bud instantly opens. Sensory Effect: a harmless sensation such as falling leaves, tiny phantom fairies, a soft breeze, an animal sound or a faint skunk smell, filling no more than a 5-foot Cube. Fire Play: light or put out a candle, a torch or a campfire.
Eldritch Blast
Cantrip evocation · action · 120 ft · VS · instantaneous · Warlock
You loose a beam of crackling force at a creature or object within range. Make a ranged spell attack; on a hit the target takes 1d10 Force damage. The spell fires more beams as you gain levels: two at character level 5, three at level 11 and four at level 17. Each beam gets its own attack roll, and you can send them all at one target or split them among several.
Elementalism
Cantrip transmutation · action · 30 ft · VS · instantaneous · Druid, Sorcerer, Wizard
Choose one of these effects within range. Beckon Air: a breeze in a 5-foot Cube ripples cloth, stirs dust and leaves, and shuts open doors and shutters, unless someone or something is holding them open. Beckon Earth: a thin layer of dust or sand covers surfaces in a 5-foot square, or a single word appears in your handwriting in a patch of dirt or sand. Beckon Fire: harmless embers and smoke, in a color and scent you choose, fill a 5-foot Cube; the embers can light candles, torches or lamps there, and the scent lingers for 1 minute. Beckon Water: a cool mist lightly dampens creatures and objects in a 5-foot Cube, or 1 cup of clean water appears in an open container or on a surface and evaporates after 1 minute. Sculpt Element: dirt, sand, fire, smoke, mist or water that fits in a 1-foot Cube holds a crude shape you choose (such as a creature) for 1 hour.
Fire Bolt
Cantrip evocation · action · 120 ft · VS · instantaneous · Sorcerer, Wizard
Make a ranged spell attack against one creature or object within range. On a hit it takes 1d10 Fire damage, and a flammable object that nobody is wearing or carrying catches fire. The damage becomes 2d10 at character level 5, 3d10 at level 11 and 4d10 at level 17.
Friends
Cantrip enchantment · action · 10 ft · S M · minutes 1 · Bard, Sorcerer, Warlock, Wizard
Target one creature you can see within range. It must succeed on a Wisdom saving throw or have the Charmed condition for the duration. It succeeds automatically if it isn't a Humanoid, if you are fighting it, or if you have cast this spell on it within the past 24 hours. The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows you Charmed it.
Green-Flame Blade
Cantrip evocation · action · self · S M · instantaneous · Sorcerer, Warlock, Wizard
Make one melee weapon attack against a creature within 5 feet, with the weapon you're casting through (it's the spell's material component) and that weapon's usual attack roll and damage. If it hits, you may send green flame from the target to another creature you can see within 5 feet of it; that creature takes Fire damage equal to your spellcasting ability modifier. At character level 5 the hit adds 1d8 Fire damage and the jumping flame deals 1d8 + your modifier; at level 11 these are 2d8 and 2d8 + your modifier, and at level 17 3d8 and 3d8 + your modifier.
Guidance
Cantrip divination · action · touch · VS · minutes 1 · Cleric, Druid
Touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to every ability check it makes using that skill.
Light
Cantrip evocation · action · touch · V M · hours 1 · Bard, Cleric, Sorcerer, Wizard
Touch one object of Large size or smaller that no one else is wearing or carrying. For the duration it sheds Bright Light in a 20-foot radius and Dim Light for a further 20 feet, in any color you like. Covering the object with something opaque blocks the light. Casting the spell again ends it.
Mage Hand
Cantrip conjuration · action · 30 ft · VS · minutes 1 · Bard, Sorcerer, Warlock, Wizard
A floating spectral hand appears at a point you choose within range and lasts for the duration. It vanishes if it is ever more than 30 feet from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, put an item into or take an item out of an open container, or pour out the contents of a vial. On later turns you can do so again as a Magic action, which also lets you move the hand up to 30 feet. The hand can't attack, can't activate magic items, and can't carry more than 10 pounds.
Mending
Cantrip transmutation · 1 minute · touch · VS M · instantaneous · Bard, Cleric, Druid, Sorcerer, Wizard
Fix a single break or tear in an object you touch, such as a snapped chain link, a key broken in two, a ripped cloak or a leaking wineskin. If the damage is no larger than 1 foot in any dimension, it is mended without a trace. The spell can physically repair a magic item but can't restore its magic.
Message
Cantrip transmutation · action · 120 ft · S M · rounds 1 · Bard, Druid, Sorcerer, Wizard
Point at a creature within range and whisper a message. Only that creature hears it, and it can whisper a reply that only you hear. You can cast the spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, metal or wood, or a thin sheet of lead blocks the spell.
Mind Sliver
Cantrip enchantment · action · 60 ft · V · rounds 1 · Sorcerer, Warlock, Wizard
One creature you can see within range makes an Intelligence saving throw. On a failure it takes 1d6 Psychic damage, and the next saving throw it makes before the end of your next turn has 1d4 subtracted from it. The damage becomes 2d6 at character level 5, 3d6 at level 11 and 4d6 at level 17.
Minor Illusion
Cantrip illusion · action · 30 ft · S M · minutes 1 · Bard, Sorcerer, Warlock, Wizard
Create either a sound or an image of an object within range; it lasts for the duration and ends if you cast this spell again. Sound: anything from a whisper to a scream, such as your voice, someone else's voice, a roar or drumming; it can run continuously or as separate sounds at different moments during the duration. Image: an object such as a chair, muddy footprints or a small chest, no larger than a 5-foot Cube; it makes no sound, light, smell or other sensory effect, and physical contact reveals it as an illusion because things pass through it. A creature that takes the Study action to examine the illusion can make an Intelligence (Investigation) check against your spell save DC; on a success it knows the illusion for what it is, and the illusion becomes faint to that creature.
Poison Spray
Cantrip necromancy · action · 30 ft · VS · instantaneous · Druid, Sorcerer, Warlock, Wizard
Make a ranged spell attack against one creature within range. On a hit it takes 1d12 Poison damage. The damage becomes 2d12 at character level 5, 3d12 at level 11 and 4d12 at level 17.
Prestidigitation
Cantrip transmutation · action · 10 ft · VS · hours 1 · Bard, Sorcerer, Warlock, Wizard
Create one of these magical effects within range (duration up to 1 hour, depending on the effect). If you cast the spell more than once, up to three of its non-instantaneous effects can be active at a time. Sensory Effect: an instant, harmless sensation such as a shower of sparks, a puff of wind, faint music or an odd smell. Fire Play: instantly light or put out a candle, a torch or a small campfire. Clean or Soil: instantly clean or dirty an object no larger than 1 cubic foot. Minor Sensation: chill, warm or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark: a color, small mark or symbol appears on an object or surface for 1 hour. Minor Creation: a nonmagical trinket or an illusory image that fits in your hand appears and lasts until the end of your next turn; a trinket can't deal damage and has no monetary value.
Produce Flame
Cantrip conjuration · bonus action · self · VS · minutes 10 · Druid
A flickering flame appears in your hand for the duration. It gives off no heat and ignites nothing, but it sheds Bright Light in a 20-foot radius and Dim Light for a further 20 feet. Casting the spell again ends it. Until the spell ends, you can take a Magic action to hurl fire at a creature or object within 60 feet of you: make a ranged spell attack, and on a hit the target takes 1d8 Fire damage. The damage becomes 2d8 at character level 5, 3d8 at level 11 and 4d8 at level 17.
Ray of Frost
Cantrip evocation · action · 60 ft · VS · instantaneous · Sorcerer, Wizard
Make a ranged spell attack against one creature within range. On a hit it takes 1d8 Cold damage and its Speed is reduced by 10 feet until the start of your next turn. The damage becomes 2d8 at character level 5, 3d8 at level 11 and 4d8 at level 17.
Resistance
Cantrip abjuration · action · touch · VS · minutes 1 · Cleric, Druid
Touch a willing creature and choose one damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing or Thunder. Until the spell ends, whenever the creature takes damage of that type, it reduces the total damage by 1d4. A creature can gain this reduction only once per turn.
Sacred Flame
Cantrip evocation · action · 60 ft · VS · instantaneous · Cleric
One creature you can see within range makes a Dexterity saving throw, taking 1d8 Radiant damage on a failure. Half Cover and Three-Quarters Cover give it no benefit on this save. The damage becomes 2d8 at character level 5, 3d8 at level 11 and 4d8 at level 17.
Shillelagh
Cantrip transmutation · bonus action · self · VS M · minutes 1 · Druid
A Club or Quarterstaff you are holding is filled with nature's power for the duration. Its damage die becomes a d8, and for melee attacks with it you can use your spellcasting ability instead of Strength for the attack and damage rolls. When such an attack deals damage, you can make it Force damage or keep the weapon's normal damage type. The spell ends early if you cast it again or let go of the weapon. The damage die becomes a d10 at character level 5, a d12 at level 11 and 2d6 at level 17.
Shocking Grasp
Cantrip evocation · action · touch · VS · instantaneous · Sorcerer, Wizard
Make a melee spell attack against a creature you try to touch. On a hit it takes 1d8 Lightning damage and can't make Opportunity Attacks until the start of its next turn. The damage becomes 2d8 at character level 5, 3d8 at level 11 and 4d8 at level 17.
Sorcerous Burst
Cantrip evocation · action · 120 ft · VS · instantaneous · Sorcerer
You hurl a burst of raw sorcery at a creature or object within range. Make a ranged spell attack; on a hit the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic or Thunder. Whenever one of the spell's d8s comes up 8, you can roll one more d8 and add it to the damage; in a single casting you can add no more of these extra d8s than your spellcasting ability modifier. The damage rises by 1d8 at character levels 5 (2d8), 11 (3d8) and 17 (4d8).
Spare the Dying
Cantrip necromancy · action · 15 ft · VS · instantaneous · Cleric, Druid
Choose a creature within range that has 0 Hit Points and isn't dead; it becomes Stable. The range doubles to 30 feet at character level 5, 60 feet at level 11 and 120 feet at level 17.
Starry Wisp
Cantrip evocation · action · 60 ft · VS · instantaneous · Bard, Druid
Make a ranged spell attack against one creature or object within range. On a hit it takes 1d8 Radiant damage, and until the end of your next turn it sheds Dim Light in a 10-foot radius and gains no benefit from the Invisible condition. The damage becomes 2d8 at character level 5, 3d8 at level 11 and 4d8 at level 17.
Thaumaturgy
Cantrip transmutation · action · 30 ft · V · minutes 1 · Cleric
You produce one minor wonder within range (duration up to 1 minute, depending on the effect). If you cast the spell more than once, up to three of its 1-minute effects can be active at a time. Altered Eyes: your eyes change appearance for 1 minute. Booming Voice: for 1 minute your voice is up to three times as loud as normal, and you have Advantage on Charisma (Intimidation) checks. Fire Play: flames flicker, brighten, dim or change color for 1 minute. Invisible Hand: an unlocked door or window instantly flies open or slams shut. Phantom Sound: an instant sound, such as rolling thunder, a raven's cry or ominous whispers, comes from a point of your choice within range. Tremors: harmless tremors shake the ground for 1 minute.
Thorn Whip
Cantrip transmutation · action · 30 ft · VS M · instantaneous · Druid
Make a melee spell attack against a creature within range. On a hit it takes 1d6 Piercing damage, and if it is Large or smaller you can pull it up to 10 feet closer to you. The damage becomes 2d6 at character level 5, 3d6 at level 11 and 4d6 at level 17.
Thunderclap
Cantrip evocation · action · self · S · instantaneous · Bard, Druid, Sorcerer, Warlock, Wizard
Each creature in a 5-foot Emanation originating from you makes a Constitution saving throw, taking 1d6 Thunder damage on a failure. The thunderous boom can be heard up to 100 feet away. The damage becomes 2d6 at character level 5, 3d6 at level 11 and 4d6 at level 17.
Toll the Dead
Cantrip necromancy · action · 60 ft · VS · instantaneous · Cleric, Warlock, Wizard
Point at one creature you can see within range; a single mournful bell chime sounds, audible within 10 feet of it. The target makes a Wisdom saving throw. On a failure it takes 1d8 Necrotic damage, or 1d12 Necrotic damage instead if it is missing any of its Hit Points. The number of dice becomes two at character level 5 (2d8 or 2d12), three at level 11 and four at level 17.
True Strike
Cantrip divination · action · 120 ft · S M · instantaneous · Bard, Sorcerer, Warlock, Wizard
Make one attack with the weapon used as the spell's material component. The attack uses your spellcasting ability instead of Strength or Dexterity for its attack and damage rolls, and if it deals damage you choose whether that damage is Radiant or the weapon's normal type. From character level 5 the attack also deals extra Radiant damage (whichever type you chose): 1d6 at level 5, 2d6 at level 11 and 3d6 at level 17.
Vicious Mockery
Cantrip enchantment · action · 60 ft · V · instantaneous · Bard
You hurl magically barbed insults at a creature within range that you can see or hear. It makes a Wisdom saving throw. On a failure it takes 1d6 Psychic damage and has Disadvantage on the next attack roll it makes before the end of its next turn. The damage rises by 1d6 at character levels 5 (2d6), 11 (3d6) and 17 (4d6).
Word of Radiance
Cantrip evocation · action · self · V M · instantaneous · Cleric
Burning radiance bursts from you in a 5-foot Emanation. Each creature of your choice that you can see in it makes a Constitution saving throw, taking 1d6 Radiant damage on a failure. The damage becomes 2d6 at character level 5, 3d6 at level 11 and 4d6 at level 17.