Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels
Acid Splash,PHB,211,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,Artificer, Sorcerer, Wizard,,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).,
Blade Ward,PHB,218,Cantrip,Action,1 round,Abjuration,Self,V, S,Bard, Sorcerer, Warlock, Wizard,,You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.,
Booming Blade,TCE,106,Cantrip,Action,1 round,Evocation,Self (5-foot radius),S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Warlock, Wizard,Sorcerer, Warlock, Wizard,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).,
Bright Sparks,BoET,57,Cantrip,Action,1 round,Evocation,Self,V, M (flint and steel),,Bard, Cleric, Sorcerer, Wizard,Sparks fly from your fingers for a moment, generating bright blue light. This illuminates the region around you to a distance of 60 feet until the start of your next turn. Wisdom (Perception) checks have advantage to spot creatures hidden in shadows.,
Chill Touch,PHB,221,Cantrip,Action,1 round,Necromancy,120 feet,V, S,Sorcerer, Warlock, Wizard,,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).,
Control Flames,XGE,152,Cantrip,Action,Instantaneous or 1 hour (see below),Transmutation,60 feet,S,Druid, Sorcerer, Wizard,,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 an action.,
Create Bonfire,XGE,152,Cantrip,Action,Concentration, up to 1 minute,Conjuration,60 feet,V, S,Artificer, Druid, Sorcerer, Warlock, Wizard,,You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.The bonfire ignites flammable objects in its area that aren't being worn or carried.The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).,
Dancing Lights,PHB,230,Cantrip,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S, M (a bit of phosphorus or wychwood, or a glowworm),Artificer, Bard, Sorcerer, Wizard,,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.,
Douse Light,BoET,0,Cantrip,Action,Instantaneous,Transmutation,30 feet,V, S,,Sorcerer, Warlock, Wizard,With a simple gesture, you can put out a single small source of light within range. This spell extinguishes a torch, a candle, a lantern, or a light or dancing lights cantrip.,
Drayfn's Bane of Excellence,BoET,60,Cantrip,Action,Concentration, up to 1 minute,Necromancy,30 feet,V, S,,Bard, Cleric, Sorcerer, Warlock, Wizard,A creature of your choice within range must make a Charisma saving throw. On a failed save, the next ability check, attack roll, or saving throw the target makes, within the duration, that results in a roll of 20 on a d20, fails to have any effect. The number of times this cantrip can turn a natural 20 into a failure increases by one when you reach 5th level (two natural 20s), 11th level (three natural 20s), and 17th level (four natural 20s).,
Drizzle,BoET,60,Cantrip,Action,Concentration,Conjuration,20 feet,V, S,,Druid, Wizard,You conjure up a very light rain, enough to dampen the ground in a 20-foot square but not enough to drink or to put out a fire of any size larger than a candle or match. If sustained for 1 minute, the ground is wet to the touch, and if sustained for 10 minutes, the affected area is slightly muddy or slippery, though not enough to impede movement. In freezing weather, this may generate a coating of thin ice.,
Fire Bolt,PHB,242,Cantrip,Action,Instantaneous,Evocation,120 feet,V, S,Artificer, Sorcerer, Wizard,,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. A flammable object hit by this spell ignites if it isn't being worn or carried.This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).,
Friends,PHB,244,Cantrip,Action,Concentration, up to 1 minute,Enchantment,Self,S, M (a small amount of makeup applied to the face as this spell is cast),Bard, Sorcerer, Warlock, Wizard,,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.,
Frostbite,XGE,156,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Druid, Sorcerer, Warlock, Wizard,,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.The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).,
Green-Flame Blade,TCE,107,Cantrip,Action,Instantaneous,Evocation,Self (5-foot radius),S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Warlock, Wizard,Sorcerer, Warlock, Wizard,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 you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).,
Gust,XGE,157,Cantrip,Action,Instantaneous,Transmutation,30 feet,V, S,Druid, Sorcerer, Wizard,,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 pushed up to 5 feet away from you.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. It isn't pushed with enough force to cause damage.You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.,
Infestation,XGE,158,Cantrip,Action,Instantaneous,Conjuration,30 feet,V, S, M (a living flea),Druid, Sorcerer, Warlock, Wizard,,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
Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels
Acid Splash,PHB,211,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,Artificer, Sorcerer, Wizard,,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).,
Blade Ward,PHB,218,Cantrip,Action,1 round,Abjuration,Self,V, S,Bard, Sorcerer, Warlock, Wizard,,You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.,
Booming Blade,TCE,106,Cantrip,Action,1 round,Evocation,Self (5-foot radius),S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Warlock, Wizard,Sorcerer, Warlock, Wizard,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).,
Bright Sparks,BoET,57,Cantrip,Action,1 round,Evocation,Self,V, M (flint and steel),,Bard, Cleric, Sorcerer, Wizard,Sparks fly from your fingers for a moment, generating bright blue light. This illuminates the region around you to a distance of 60 feet until the start of your next turn. Wisdom (Perception) checks have advantage to spot creatures hidden in shadows.,
Chill Touch,PHB,221,Cantrip,Action,1 round,Necromancy,120 feet,V, S,Sorcerer, Warlock, Wizard,,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).,
Control Flames,XGE,152,Cantrip,Action,Instantaneous or 1 hour (see below),Transmutation,60 feet,S,Druid, Sorcerer, Wizard,,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 an action.,
Create Bonfire,XGE,152,Cantrip,Action,Concentration, up to 1 minute,Conjuration,60 feet,V, S,Artificer, Druid, Sorcerer, Warlock, Wizard,,You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.The bonfire ignites flammable objects in its area that aren't being worn or carried.The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).,
Dancing Lights,PHB,230,Cantrip,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S, M (a bit of phosphorus or wychwood, or a glowworm),Artificer, Bard, Sorcerer, Wizard,,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.,
Douse Light,BoET,0,Cantrip,Action,Instantaneous,Transmutation,30 feet,V, S,,Sorcerer, Warlock, Wizard,With a simple gesture, you can put out a single small source of light within range. This spell extinguishes a torch, a candle, a lantern, or a light or dancing lights cantrip.,
Drayfn's Bane of Excellence,BoET,60,Cantrip,Action,Concentration, up to 1 minute,Necromancy,30 feet,V, S,,Bard, Cleric, Sorcerer, Warlock, Wizard,A creature of your choice within range must make a Charisma saving throw. On a failed save, the next ability check, attack roll, or saving throw the target makes, within the duration, that results in a roll of 20 on a d20, fails to have any effect. The number of times this cantrip can turn a natural 20 into a failure increases by one when you reach 5th level (two natural 20s), 11th level (three natural 20s), and 17th level (four natural 20s).,
Drizzle,BoET,60,Cantrip,Action,Concentration,Conjuration,20 feet,V, S,,Druid, Wizard,You conjure up a very light rain, enough to dampen the ground in a 20-foot square but not enough to drink or to put out a fire of any size larger than a candle or match. If sustained for 1 minute, the ground is wet to the touch, and if sustained for 10 minutes, the affected area is slightly muddy or slippery, though not enough to impede movement. In freezing weather, this may generate a coating of thin ice.,
Fire Bolt,PHB,242,Cantrip,Action,Instantaneous,Evocation,120 feet,V, S,Artificer, Sorcerer, Wizard,,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. A flammable object hit by this spell ignites if it isn't being worn or carried.This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).,
Friends,PHB,244,Cantrip,Action,Concentration, up to 1 minute,Enchantment,Self,S, M (a small amount of makeup applied to the face as this spell is cast),Bard, Sorcerer, Warlock, Wizard,,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.,
Frostbite,XGE,156,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Druid, Sorcerer, Warlock, Wizard,,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.The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).,
Green-Flame Blade,TCE,107,Cantrip,Action,Instantaneous,Evocation,Self (5-foot radius),S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Warlock, Wizard,Sorcerer, Warlock, Wizard,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 you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).,
Gust,XGE,157,Cantrip,Action,Instantaneous,Transmutation,30 feet,V, S,Druid, Sorcerer, Wizard,,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 pushed up to 5 feet away from you.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. It isn't pushed with enough force to cause damage.You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.,
Infestation,XGE,158,Cantrip,Action,Instantaneous,Conjuration,30 feet,V, S, M (a living flea),Druid, Sorcerer, Warlock, Wizard,,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