Cantrips and Spells
Cantrips
Abjuration
DM Dave's Cantrips for Sorcerers, Warlocks, and Wizards
Repel Projectile
0-level (Cantrip) Abjuration
You raise your palm in the air. The next time you are hit by a ranged weapon attack before the start of your next turn, the damage that you take from the attack is reduced by 1d10 + your spellcasting ability.
Conjuration
DM Dave's Cantrips for Sorcerers, Warlocks, and Wizards
Blades
0-level (Cantrip) Conjuration
Two daggers appear in front of you. You can direct the daggers at the same target or at different ones. Make a separate ranged spell attack for each dagger. On a hit, the target takes 1d4 piercing damage. The daggers then disappear.
At higher levels: The spell creates more than two daggers when you reach higher levels: four daggers at 5th level, six daggers at 11th level, and eight daggers at 17th level
Divination
DM Dave's Cantrips for Sorcerers, Warlocks, and Wizards
Keyhole
0-level (Cantrip) Divination
You touch a non-magical door. An invisible, magical keyhole that only you can perceive appears somewhere on the door. For the duration you can look through the keyhole to see what is on the other side of the door. Because of the relatively small size of the keyhole, you have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks to perceive anything on the other side of the door.
A spell that magically locks or wards the door (such as the knock and guards and wards spell, etc.) prevents this spell from working.
Enchantment
DM Dave's Cantrips for Sorcerers, Warlocks, and Wizards
Distraction
0-level (Cantrip) Enchantment
You create a distracting sound or image, causing a creature of your choice that you see within range and that can perceive the distraction to make a Wisdom saving throw. A creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting the creature, it has advantage on the save. On a failed save, the target has disadvantage on its Wisdom (Perception) checks until the start of its next turn.
Blackstaff Book of 1000 Spells
Wakefulness
2-level Enchantment
This spell allows you to temporarily ignore the effects of exhaustion. For the duration, all levels of exhaustion are ignored, but not removed. You do not gain the benefits of a rest without actually resting, but you do not need to sleep. When the spell ends you must make a Constitution saving throw. If you fail you gain one level of exhaustion.
Evocation
DM Dave's Cantrips for Sorcerers, Warlocks, and Wizards
Scream
0-level (Cantrip) Evocation
You emit a high-pitched scream, causing damage to creatures and objects in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 1d6 thunder damage on a failed save. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Blackstaff Book of 1000 Spells
Virtuous Strike
0-level (Cantrip) Evocation
As part of the action used to cast this spell, you must make a melee weapon attack against a creature within range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and divine light invested in your weapon fills you with resolve. If the target forces you to make a saving throw before the start of your next turn, the target takes an additional 1d6 psychic damage, you gain a bonus on the saving throw equal to the psychic damage inflicted, and the spell ends. The spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 radiant damage to the target, and at 11th level the psychic damage the target takes for forcing you to make a saving throw increases to 2d6. Both damage rolls increase by 1d6 at 17th level.
Illusion
Necromancy
DM Dave's Cantrips for Sorcerers, Warlocks, and Wizards
Skull Bomb
0-level (Cantrip) Necromancy
You touch a non-magical, non-sentient humanoid skull, imbuing it with necromantic energy. You can throw the skull as a ranged spell attack with a range up to 60 feet. On a hit, the target takes 1d6 necrotic damage, and the necrotic energy leaps from the target to a different creature of your choice that you can see within 5 feet of it.
The second creature takes necrotic damage equal to your spellcasting ability modifier. If someone else attacks with the skull, that atttacker adds your spellcasting ability modifier, not the attacker's to the attack and damage rolls. Whether the attack hits or misses, the spell ends on the skull.
If you cast this spell again, the spell ends on any skulls still affected by your previous casting.
At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the skull deals an extra 1d6 necrotic damage to the target and the necrotic damage to the second creature increases to 1d6 + your spellcasting ability modifier. Both damage rolls increase by 1d6 at 11th level and 17th level.
Transmutation
DM Dave's Cantrips for Sorcerers, Warlocks, and Wizards
Magesword
0-level (Cantrip) Transmutation
The steel tool you are holding transforms into a longsword. You are proficient with this sword, even if you aren't normally proficient with longswords. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using the sword. Attacks made with this sword are not considered magical. The spell ends if you cast it again or if you let go of the sword.
DM Dave's Cantrips for Sorcerers, Warlocks, and Wizards
Odd Mutation
0-level (Cantrip) Transmutation
One target that you can see within range must make a Charisma saving throw.
On a failed saving throw, you create one of the following magical effects:
- The target's skin changes to a color of your choice for the duration.
- You alter the appearance of the target's eyes for the duration.
- A mushroom, patch of grass, or rough tuft of hair appears on the target's skin and remains for the duration.
- The target's voice deepens or softens for the duration.
- The target appears ten years older or ten years younger for the duration.
DM Dave's Cantrips for Sorcerers, Warlocks, and Wizards
Sluggish
0-level (Cantrip) Transmutation
You target one creature that you can see within range. It must succeed on a Wisdom save or have it's speed reduced by five for the duration.
Spells
Abjuration
Thought Shield
3-level Abjuration
You weave a clouding veil over the mind of one creature you touch. For the duration, the target's mind can't be read or detected, creatures can't telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth.
Divination
Blackstaff Book of 1000 Spells
Vision Stone
2-level Divination (ritual)
The gemstone glows faintly in your hand. You may imprint a message of up to 25 word into the gem, or a short vision and choose a password. Until the password is spoken, the gem will not play the message or vision. Treat the vision as a silent image that is played from the gem. The spell or vision may only be played from the stone once.
Evocation
Psionic Blast
3-level Evocation
You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 4d8 force damage and is pushed 20 feet directly away from you. On a sucessful save, a target takes half as much damage and isn't pushed away.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
The Internet
Serpent's Fangs
4-level Evocation
You create eight venomous fangs in your space. They hang from your necklace for the spell's duration. When you cast the spell - and as a bonus action each of your turns thereafter - you can expend one of the fangs, shooting it at a creature within 60 feet of you.
Make a ranged spell attack against the creature. On a hit, it takes 2d4 piercing damage and must make a Constitution saving throw or become poisoned for the duration. If the target is already poisoned, it takes an additional 2d12 poison damage when hit.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the piercing damage increases by 2d4 or the poison damage increases by 1d12 (your choice) for each slot level above 4th.
Blackstaff Book of 1000 Spells
Wall of Fangs
5-level Evocation
You create an immobile curtain of snapping,
serpent-fanged jaws shaped of magical force. The
barrier appears within range, standing on a solid
surface, and lasts for the duration.
You choose to make the barrier up to 60 feet long, 10 feet high, and
5 feet thick or a circle that has a 20-foot diameter
and is up to 20 feet high and 5 feet thick. The
barrier blocks line of sight.
When the barrier appears, each creature within
its area must make a Dexterity saving throw. On a
failed save a creature takes 8d6 piercing damage, or
half as much damage on a successful save (rounding
up).
The barrier is difficult terrain. Furthermore, the
first time a creature enters the barrier on a turn, or
ends its turn there, the creature must make a
Dexterity saving throw. It takes 8d6 force damage
on a failed save, or half as much damage on a
successful one (rounding up).
You can move through or remain within your
own whirl of fangs without taking damage.
“This spell was created either by the yuan-ti or by
their legendary progenitors, the ancient sarrukh.
It is popular among the most powerful yuan-ti
spellcasters, who ‘wear’ the effect as a sort of
immobile cloak when fighting formidable foes.”
—Laeral Silverhand
At higher levels: When you cast this spell using a spell slot of 7th level of higher, both types of damage increase by 1d6 for each slot level above the 6th.
Illusion
Ambush Prey
2-level Illusion
You channel primal predatory energies to
perfectly conceal your presence in order to
surprise your target. You become invisible for the
spell's duration, granting advantage on all
Dexterity (Stealth) checks to remain hidden. The
invisibility will last for the duration of the spell,
however, moving 5 feet or more from your
position when you cast the spell will end the
effect.
As long as you remain invisible, the first attack
you make against any target who is unaware of
your presence deals an additional 1d6 points of
damage, ending the spell.
At higher levels: When you cast this spell using a
spell slot above 2nd level, the damage of your first
attack increases by 1d6 for every slot level above
2nd.
Transmutation
Align Weapon
2-level Transmutation
You infuse a weapon you touch with the energies of
one of the Outer Planes, energies which correspond
strongly to certain ethical or moral alignments and
inflict extra damage against certain types of
creatures. When you cast this spell, choose one of
these four planes:
- Elysium (Good): Aberrations, chromatic, dragons, elementals, fiends, or undead.
- Hades (Evil): Beasts, celestials, metallic dragons, humanoids, or plants.
- Limbo (Chaos): Constructs, angels, dragons, devils, or giants.
- Mechanus (Law): Aberrations, demons, fey, monstrosities, oozes, or undead.
Your alignment may limit your choice of planar energies when you cast this spell.
If you are evil-aligned, you cannot choose Elysium; if you are good-aligned, you cannot choose Hades, if you are lawful in alignment, you cannot choose Limbo; if your alignment is chaotic, you cannot choose Mechanus.
Magic Fangs
2-level Transmutation
You touch an animal connected to you via the Ranger's Animal Companion Class Feature. Until the spell ends, its attacks and damage are considered magical with a +1 bonus to attacks and damage rolls.
At higher levels: When you cast this spell using a spell slot of 3rd level, the bonus increases to +2. This bonus increases to a +3 with a 4th level spell slot. When you cast this spell using a spell slot of 5th level or higher, you do not need to concentrate on the spell to maintain it's effect.
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