Cantrips |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Arc Blade
|
+7 |
1 action |
Self |
Instantaneous |
1d6 |
VM |
|
| Notes: | As a part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, The target suffers the attack's normal effects, except that any damage delt by the attack is lightning damage instead of its normal type. Additionally, an arc of lightning jumps to a creature you choose within 5 feet of the target, dealing 1d6 lightning damage. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an additional 1d8 lightning damage, and the secondary damage deals an additional 1d6 lightning damage to their targets. Both damage rolls increace by one die at 11th level and 17th level. |
Force Weapon
|
+7 |
1 action |
5 ft |
1 round |
1d10 |
VSM |
|
| Notes: | You conjure a blade of magical force in the air, which lashes out at your foes. Make a melee spell attack against a creature within range. On a hit, the target takes 1d10 force damage. The plade remains in existance for a short time; until the start of your next turn, you can make a single strike with your mystical blade as an opportunity attack. You can make 1 additional attack on your turn at 5th level (2 attacks), at 11th level (3 attacks), and at 17th level (4 attacks). |
Lightning Surge
|
+7 |
1 action |
Self |
Instantaneous |
1d6 |
VSM |
|
| Notes: | You emit a dazzling array of short lightning bolts in all directions. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 lightning damage. This spell's damage by 1d6 when you reach 5th level, 11th level, and 17th level. |
Fire bolt
|
+7 |
1 action |
120 ft |
Instantaneous |
1d10 |
VS |
|
| Notes: | 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. |
Shocking Grasp
|
+7 |
1 action |
Touch |
|
1d8 |
VS |
|
| Notes: | Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). |
Booming Blade
|
+7 |
1 action |
Self |
1 round |
1d8 |
SM |
|
| Notes: | 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. At Higher 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). |
Level 1 Spells 4 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Lightning Surge
|
+7 |
1 action |
Self |
Instantaneous |
1d6 + |
VSM |
|
| Notes: | You emit a dazzling array of short lightning bolts in all directions. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 lightning damage. This spell's damage by 1d6 when you reach 5th level, 11th level, and 17th level. |
Fire bolt
|
+7 |
1 action |
120 ft |
Instantaneous |
1d10 + |
VS |
|
| Notes: | 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. |
Shocking Grasp
|
+7 |
1 action |
Touch |
|
1d8 + |
VS |
|
| Notes: | Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). |
Booming Blade
|
+7 |
1 action |
Self |
1 round |
1d8 + |
SM |
|
| Notes: | 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. At Higher 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). |
Heroism
|
+7 |
1 action |
Touch |
Con, 1 minute |
|
VS |
|
| Notes: | A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. |
Shield
|
+7 |
1 reaction |
Self |
1 round |
|
VS |
|
| Notes: | An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. |
Rumbling Charge
|
+7 |
1 action |
Self |
Insantaneous |
1d12 |
VSM |
|
| Notes: | When you cast this spell, you immediately move 30 feet in a straight line without provoking opportunity attacks. If your path is blocked by a creature or object, you stop moving there, and that creature or object must make a Strength savinng throw or take 2d12 bludgeoning damage, or half as much on a successful one. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for every two slot levels above 1st |
Level 2 Spells 2 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Lightning Surge
|
+7 |
1 action |
Self |
Instantaneous |
1d6 + |
VSM |
|
| Notes: | You emit a dazzling array of short lightning bolts in all directions. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 lightning damage. This spell's damage by 1d6 when you reach 5th level, 11th level, and 17th level. |
Fire bolt
|
+7 |
1 action |
120 ft |
Instantaneous |
1d10 + |
VS |
|
| Notes: | 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. |
Shocking Grasp
|
+7 |
1 action |
Touch |
|
1d8 + |
VS |
|
| Notes: | Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). |
Booming Blade
|
+7 |
1 action |
Self |
1 round |
1d8 + |
SM |
|
| Notes: | 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. At Higher 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). |
Aganazzar's Scorcher
|
+7 |
1 action |
30 ft |
Instantaneous |
3d8 |
VSM |
|
| Notes: | A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. |