Cantrips Refurbished
Cantrips also gain these abilities when the upgrade.
Guidance
5th: duration becomes Concentration up to 1 hour.
11th: range becomes 30ft.
17th: no longer requires Concentration (only one Guidance can be in effect at a time).
11th: range increases to 30ft.
17th: target a number of items within range equal to your Proficiency Bonus.
11th: if you increase the casting time to 10 minutes, you only need 75% of the item to be able to fix it.
17th: you only need one piece of an item to be able to fix it. The item must still be small or smaller.
11th: can target a number of creatures equal to your Proficiency Bonus, granting the bonus to the same type of save for all those affected.
17th: no longer requires Concentration (only one Guidance can be in effect at a time).
11th: the spell uses d10s for damage against Fiends.
17th: the spell targets a 5ft radius instead of a single creature.
11th: range becomes 30ft.
17th: when a creature within range that you can see would die without being able to attempt Death Saves (such as from Disintegration), you can use your Reaction to cast this spell on them. Instead of dying outright, they begin dying but immediately fail 2 Death Saves.
11th: creatures with less than 25% of their health remaining who fail their save take maximized damage.
17th: dying targets who fail their save immediately die as their souls are pulled into Death.
11th: radius increases to 10ft.
17th: you can cause the burst to emit from an enemy within 30ft. If you do, they must also save against the damage.
11th: range increases to 60ft.
17th: duration becomes 1 hour.
11th: creatures who are already On Fire take an additional 1d10 Fire damage from this spell.
17th: the fire bolt affects a 5ft radius instead of a single creature.
11th: range becomes 30ft.
17th: no longer requires Concentration (only one Guidance can be in effect at a time).
Light
5th: bright and dim light radii increase to 30ft.11th: range increases to 30ft.
17th: target a number of items within range equal to your Proficiency Bonus.
Mending
5th: you can fully repair a small or smaller item as long as you have all of the pieces.11th: if you increase the casting time to 10 minutes, you only need 75% of the item to be able to fix it.
17th: you only need one piece of an item to be able to fix it. The item must still be small or smaller.
Resistance
5th: range becomes 30ft.11th: can target a number of creatures equal to your Proficiency Bonus, granting the bonus to the same type of save for all those affected.
17th: no longer requires Concentration (only one Guidance can be in effect at a time).
Sacred Flame
5th: creatures who fail their save also glow until the end of their next turn, removing any benefits from Invisibility or Stealth.11th: the spell uses d10s for damage against Fiends.
17th: the spell targets a 5ft radius instead of a single creature.
Spare the Dying
5th: target regains consciousness with 1 HP, but does not recover their Death Saves.11th: range becomes 30ft.
17th: when a creature within range that you can see would die without being able to attempt Death Saves (such as from Disintegration), you can use your Reaction to cast this spell on them. Instead of dying outright, they begin dying but immediately fail 2 Death Saves.
Toll the Dead
5th: creatures dropped to 0HP by the damage from this spell immediately fail a Death Save.11th: creatures with less than 25% of their health remaining who fail their save take maximized damage.
17th: dying targets who fail their save immediately die as their souls are pulled into Death.
Word of Radiance
5th: you can cause the burst to emit from an ally within 30ft instead of yourself.11th: radius increases to 10ft.
17th: you can cause the burst to emit from an enemy within 30ft. If you do, they must also save against the damage.
Thaumaturgy
5th: you cast this spell multiple times to have any number of its effects active at once.11th: range increases to 60ft.
17th: duration becomes 1 hour.
Fire Bolt
5th: targets struck by this must succeed a Dex Save or become On Fire. They must reattempt the save at the beginning of each turn or take 2d6 Fire damage. This ends after 1 minute or when the victim succeeds their save.11th: creatures who are already On Fire take an additional 1d10 Fire damage from this spell.
17th: the fire bolt affects a 5ft radius instead of a single creature.