Cantrips |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Chill Touch
|
+8 |
Action |
Touch |
Instantaneous |
2d10 |
V, S |
|
| Notes: | SPECIES: Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 2d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn. |
Mending
|
+8 |
1 minute |
Touch |
Instantaneous |
|
V, S, M (two lodestones) |
|
| Notes: | CLASS: This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it can’t restore magic to such an object. |
Hellfire
|
+8 |
Action |
120 feet |
Instantaneous |
4d4 |
V, S |
|
| Notes: | CLASS: You create an eruption of smoldering hellfire around a creature you can see within range. The target must succeed on a Charisma saving throw or take 2d4 fire damage plus 2d4 necrotic damage. |
Water Whip
|
+8 |
Action |
60 feet |
Instantaneous |
2d6 |
V, S |
|
| Notes: | CLASS: Choose a source of water that you can see within range that has a volume of at least 4 pints. Make a melee spell attack against a creature within 30 feet of the source of water. On a hit, the target takes 2d6 slashing damage and, if the creature is Large or smaller, you can force it to make a Strength saving throw, pulling it up to 15 feet towards the source of water on a failure. |
Void Light
|
+8 |
Action |
120 feet |
Instantaneous |
2d8 |
V, S |
|
| Notes: | MAGIC INITIATE: For the briefest possible instant, you open a portal into the Void, revealing the hideous lights beyond. Choose one creature you can see to make a Constitution saving throw. The target has advantage on this roll if it can’t see you. On a failed save, the target takes 2d8 radiant damage. If you roll an 8 on any damage die, you can roll an additional d8 and add its damage to the total, rolling again if this die is also an 8, and so on. You can roll a total number of damage dice for this cantrip equal to twice the number of damage dice you initially rolled. |
Prestidigitation
|
+8 |
Acion |
10 feet |
Up to 1 hour |
|
V, S |
|
| Notes: | MAGIC INITIATE: You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth. |
Ray of Frost
|
+8 |
Action |
60 feet |
Instantaneous |
2d8 |
V, S |
|
| Notes: | CRYOKINESIS: A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 2d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. |
Level 1 Spells 4 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
False Life
|
+8 |
Action |
Self |
Instantaneous |
2d4 + 4 |
V, S, M (a drop of alcohol) |
|
| Notes: | SPECIES: You gain 2d4 + 4 Temporary Hit Points. |
Chromatic Bullet
|
+8 |
Bonus Action |
Self |
Concentration, up to 1 minute |
2d4 |
V, S, M (a firearm) |
|
| Notes: | CLASS: The next time you hit a creature with a ranged weapon attack using a firearm during the spell’s duration, your bullet sparks with elemental energy. The attack deals an extra 2d4 damage to the target. You choose whether this additional damage is acid, cold, fire, lightning, poison, or thunder damage, and you can choose to change the firearm’s damage to one of these damage types. You do not need to pick the same damage type for both. |
Flash
|
+8 |
Reaction, which you take when a creature within 10 feet of you that you can see targets you with an attack |
10 feet |
Instantaneous |
|
S, M (a bead of magnesium) |
|
| Notes: | CLASS: You exploit a creature’s focus on you to detonate a blinding flash of light. The attacking creature must succeed on a Constitution saving throw or be blinded until the end of its next turn. |
Hell's Lash
|
+8 |
Action |
30 feet |
Concentration, up to 1 minute |
4d4/2d4 |
V, S, M (the forked tongue of a serpent) |
|
| Notes: | CLASS: You lash a whip of crimson energy at a creature you can see within range, creating a conduit between you and the target. The target must succeed on a Constitution saving throw or take 4d4 fire damage and be tethered. A tethered creature takes 2d4 fire damage at the beginning of each of their turns. A tethered creature can repeat the saving throw at the end of each of their turns, ending the effect on a success. |
Hungering Blade
|
+8 |
Bonus Action |
30 feet |
1 minute |
|
V, S |
|
| Notes: | CLASS: You imbue a weapon you are holding, or your Unarmed Strikes, with ravenous negative energy. For the duration, when you hit a creature with an attack using the empowered weapon or Unarmed Strike for the first time on a turn, the target takes Necrotic damage equal to your spellcasting ability modifier, and you gain a number of Temporary Hit Points equal to the Necrotic damage dealt. |
Silvery Barbs
|
+8 |
eaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw |
60 feet |
Instantaneous |
|
V, S |
|
| Notes: | MAGIC INITIATE: You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time. |
Armor of Agathys
|
+8 |
Bonus Action |
Self |
1 hour |
5 |
V, S, M (a cup of water) |
|
| Notes: | CRYOKINESIS: Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points. |
Ice Knife
|
+8 |
Action |
60 feet |
Instantaneous |
1d10/2d6 |
S, M (a drop of water or a piece of ice) |
|
| Notes: | CRYOKINESIS: You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage. |
Heroism
|
+8 |
Action |
Touch |
Concentration, up to 1 minute |
|
|
|
| Notes: | SUBCLASS: A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. |
Shield
|
+8 |
Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell |
Self |
1 round |
|
V, S |
|
| Notes: | SUBCLASS: An imperceptible barrier of magical force 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. |
Level 2 Spells 2 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Chromatic Bullet
|
+8 |
Bonus Action |
Self |
Concentration, up to 1 minute |
2d4 + |
V, S, M (a firearm) |
|
| Notes: | CLASS: The next time you hit a creature with a ranged weapon attack using a firearm during the spell’s duration, your bullet sparks with elemental energy. The attack deals an extra 2d4 damage to the target. You choose whether this additional damage is acid, cold, fire, lightning, poison, or thunder damage, and you can choose to change the firearm’s damage to one of these damage types. You do not need to pick the same damage type for both. |
Hell's Lash
|
+8 |
Action |
30 feet |
Concentration, up to 1 minute |
4d4/2d4 + |
V, S, M (the forked tongue of a serpent) |
|
| Notes: | CLASS: You lash a whip of crimson energy at a creature you can see within range, creating a conduit between you and the target. The target must succeed on a Constitution saving throw or take 4d4 fire damage and be tethered. A tethered creature takes 2d4 fire damage at the beginning of each of their turns. A tethered creature can repeat the saving throw at the end of each of their turns, ending the effect on a success. |
Armor of Agathys
|
+8 |
Bonus Action |
Self |
1 hour |
5 + |
V, S, M (a cup of water) |
|
| Notes: | CRYOKINESIS: Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points. |
Ice Knife
|
+8 |
Action |
60 feet |
Instantaneous |
1d10/2d6 + |
S, M (a drop of water or a piece of ice) |
|
| Notes: | CRYOKINESIS: You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage. |
Threshold Slip
|
+8 |
Bonus Action |
Self |
Instantaneous |
|
V |
|
| Notes: | CLASS: The threshold of a doorway, the sill of a window, the junction where the floor meets the wall, the intersection of two walls—these are all points of travel for you. When you cast this spell, you can step into the junction of two surfaces, slip through the boundary of the Material Plane, and reappear in an unoccupied space with another junction you can see within 60 feet. You can take one willing creature of your size or smaller that you’re touching with you. The target junction must have unoccupied spaces for both of you to enter when you reappear or the spell fails. |
Homunculus Servant
|
+8 |
1 hour or Ritual |
10 feet |
Instantaneous |
|
V, S, M (a gem or crystal worth 100+ GP, which the spell consumes) |
|
| Notes: | CLASS |
Shining Smite
|
+8 |
Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike |
|
Concentration, up to 1 minute |
2d6 |
|
|
| Notes: | SUBCLASS: The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can’t benefit from the Invisible condition. |
Warding Bond
|
+8 |
Action |
Touch |
1 hour |
|
V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration) |
0 |
| Notes: | You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage. |