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New Cantrips Vol. 1

4/11/2024

Acid Burst

Cantrip evocation

Casting Time: 1 action

Range: Self (5-foot sphere)

Components: V, S

Duration: Instantaneous

You create an acidic blast emanating from yourself. All creatures in range must succeed a Dexterity saving throw or take 1d4 acid damage and be covered in a small amount of acidic ichor until the end of their next turn. Unless the target, or another creature within 5 feet of it, uses an action to clean themselves of the acid, the creature takes an additional 1d4 acid damage at the end of their next turn.

The initial damage and additional acid damage at the end of the creature's turn increases by 1d4 when you reach 5th level (2d4, 2d4), 11th level (3d4, 3d4), and 17th level (4d4, 4d4).

Animated Instrument

Cantrip transmutation

Casting Time: 1 action

Range: 10 feet

Components: V, S

Duration: 1 Hour

You point your finger at a nonmagical instrument in range and imbue it with minor magical energy to help in your performances. You create one of the following magical effects within range:

• You make a musical instrument that weighs no more than 10 pounds hover a few feet above the ground.

• You make a musical instrument play a tune on your behalf using your instrument proficiency for its performance or instrument check.

• You increase the volume of a musical instrument up to three times as loud as normal.

• You make a color, a small mark, pattern, or a symbol appear on the instrument for 1 hour.

• You teleport an instrument you are wearing into your hands with a puff of sparkles accompanying its appearance.

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.

Aqua Blast

Cantrip evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

You create a powerful blast of water at a target you can see within range. On a hit, the target takes 1d8 bludgeoning damage and is pushed 10 feet away from you.

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

Arcane Spite

Cantrip evocation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a melee weapon worth at least 1 sp)

Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 30 feet of you. On a hit, the target suffers force damage equal to the weapon's damage dice.

This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals additional damage equal to your spellcasting ability modifier. The damage of the attack increases by one of the weapon's damage die at 11th level and one additional damage die at 17th level.

Arcane Strike

Cantrip transmutation

Casting Time: 1 bonus action

Range: Self

Components: S, V, M (a dagger, quarterstaff, or light hammer)

Duration: Instantaneous, 1 Round

Melee weapon attacks you make before the start of your next turn with a dagger, quarterstaff, or light hammer becomes imbued with arcane power and is considered magical if it isn't already. You can use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of the melee attack using that weapon, and the weapon's damage die becomes a d8.

Beguiling Whispers

Cantrip enchantment

Casting Time: 1 action

Range: 30 feet

Components: V

Duration: Instantaneous

You weave an enchanting message that fills the target's mind. The target must make a Wisdom saving throw or be unable to take reactions until the start of your next turn.

Blood Sample

Cantrip necromancy

Casting Time: 1 action

Range: Touch

Components: V,S,M (a small needle)

Duration: Instantaneous

You touch a willing creature or humanoid corpse within range. The creature or corpse takes 1 point of piercing damage and up to 4 ounces of blood are drawn from the creature if it has any. If you have a vial or other open container within 5 feet of you or the target, you can instantly transfer the blood into the open container. Otherwise, the blood falls to the ground in a pattern you wish in a 5 foot square within range.

Once a living creature has taken this damage three times during a long rest, they can no longer have blood drawn until they finish a long rest. A corpse can only have blood drawn from it once.

Bone Armor

Cantrip necromancy

Casting Time: 1 action

Range: Self

Components: V,S,M (a small piece of bone)

Duration: Instantaneous

You cover yourself in the spectral bones of recently deceased creatures. While within 5 feet of the corpse of a creature that died no longer than 24 hours ago, you can grant yourself temporary hit points equal to 1 + your proficiency bonus. These temporary hit points last until the start of your next turn.

This spell’s temporary hit points increases by 1 when you reach 5th level (2 + your proficiency bonus), 11th level (3 + your proficiency bonus), and 17th level (4 + your proficiency bonus).

Borrow Luck

Cantrip divination

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: 1 round

You borrow luck from the future, to use now. The next attack roll, ability check, or saving throw you make is made with advantage before the start of your next turn (choose which roll when you cast this spell). Attack rolls against you have advantage until the start of your next turn.

Brain Barrier

Cantrip abjuration

Casting Time: 1 bonus action

Range: Touch

Components: V, S, M (a small metal ring or circlet)

Duration: Concentration, 1 round

You create a psychic defense over your mind. Until the start of their next turn, when you are forced to make an Intelligence, Wisdom, or Charisma saving throw and succeed, the creature that forced the saving throw takes 1d6 psychic damage if they are within 60 feet of you. Once this spell has dealt damage to a creature, the spell ends.

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

Buzzing Protection

Cantrip conjuration

Casting Time: 1 action

Range: Self

Components: V, S, M (a tiny bee or wasp)

Duration: 1 round

You summon a swarm of spectral bees to buzz around you defensively. While they swarm, attacks against you have disadvantage until the start of your next turn. The next creature that hits you with a melee attack before the start of your next turn takes piercing damage equal to 3 + your proficiency bonus, and then the spell ends.

The damage creature's takes from this creatures by 1 when you reach 5th level (4 + proficiency bonus), 11th level (5 + proficiency bonus), and 17th level (6 + proficiency bonus).

Cautious Step

Cantrip abjuration

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: 1 round

You use surrounding magics to keep yourself safe from potential harm. You have advantage on the next Dexterity saving throw you make until the start of your next turn.

Chaotic Leap

Cantrip conjuration

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Instantaneous

You tap into the chaotic nature of the void and teleport to a random unoccupied space within 5 feet of you that you can see. The space must be on a surface or in a liquid that can support you without the you having to squeeze, and have an unobstructed path to it that you could fit through.

Detect Currency

Cantrip divination

Casting Time: 1 minute

Range: Touch

Components: S

Duration: Instantaneous

You reach your hand out and touch a stack of paper currency, a pouch, chest, register, or similar unlocked and opened container, and learn one or more pieces of information about the stack or container's contents:

• The total number of minted currency in the container and what substance the currency is made from.

• Total weight of the container's contents.

• If any minted currency is currently worth more than its minted value.


Elemental Barrier

Cantrip abjuration

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: 1 round

You touch a willing creature, creating a faint magical barrier around them. Until the start of their next turn, the target has resistance against one of the following type of damage types of damage; acid, cold, fire, lightning, or thunder.

Once a creature has been subjected to the chosen damage type, the spell ends.


Enchanting Touch

Cantrip enchantment

Casting Time: 1 bonus action

Range: Touch

Components: V, S

Duration: 10 minutes

You touch a willing creature and infuse it with enchanting energy. The next time the target makes a Charisma check or saving throw, it can roll a d4 and add the number rolled to the total.


Illusory Beacon

Cantrip illusion

Casting Time: 1 action

Range: 120 feet (20-foot radius)

Components: V, S, M (bit of bird down)

Duration: 1 hour

You create a Tiny illusory beacon of light in an unoccupied space on a solid surface that you can see within range. The beacon sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The light can be of any color you choose and remains stationary until the spell ends. The beacon can also appear as any form of light, such as a torch, sconce, light bulb, or candelabra. The spell ends if you cast it again or dismiss it as an action.


Illusory Strike

Cantrip illusion

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

You flick an illusory knife in the direction of a creature you can see within range. The target must make an Intelligence saving throw or take 1d8 psychic damage.

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


Shadow Showcase

Cantrip illusion

Casting Time: 1 action

Range: 30 feet (10-foot square)

Components: S, M (a bit of fleece)

Duration: Concentration, 1 minute


You can create a mote of light that emits bright light in a 10 foot radius and dim light an additional 10 feet that lasts for the duration. While within 30 feet of a solid surface and the mote, you can manifest shadowy images on a 10-foot square surface that you fully control.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful 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.


Shadow Spider

Cantrip illusion

Casting Time: 1 action

Range: Self

Components: V, M (a small spider’s leg)

Duration: Instantaneous, 1 minute

A small, one-inch spider, beetle, or similar arachnid or insect is seen crawling across your face by a creature within 5 feet of you. One creature of your choice that sees the spider must succeed a Wisdom saving throw. On a failure, you have advantage on the next Charisma (Intimidation) check made against the creature within the next minute.

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