© = Concentration
This page holds all of the cantrips. If you are looking for a specific school or spells from a certain class, it's recommended you use CTRL + F to find what you're looking for more easily. © (Concentration) and ® (Ritual) are also valid characters to find using this tool.
Added
Hammer of Faith
Secret Chest
Changed
Booming Blade
Control Flames
Friends
Green-Flame Blade
Guidance
Gust
Infestation
Mending
Mold Earth
Resistance
Shape Water
Spare the Dying
True Strike
Removed
Encode Thoughts
Conjuration - Artificer, Sorcerer, Wizard - Eldritch Knight
1 Action
60 ft.
V, S
Instantaneous
You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be 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).
Abjuration - Bard, Sorcerer, Warlock, Wizard - Eldritch Knight
1 Action
Self
V, S
1 Round
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.
Evocation - Artificer, Sorcerer, Warlock, Wizard - Eldritch Knight
1 Action
Self
S, M (a melee weapon worth at least 1 sp)
Instantaneous
You brandish the weapon used in the spell’s casting and use it to make one melee weapon attack. 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).
Necromancy - Sorcerer, Warlock, Wizard
1 Action
120 ft.
V, S
1 Round
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).
Transmutation - Druid, Sorcerer, Wizard
1 Action
60 ft
S
Instantaneous
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 of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
The maximum size of the cube and the distance you can expand it increases by 5 feet when you reach 5th level (10 feet), 11th level (15 feet) and 17th level (20 feet).
Conjuration - Artificer, Druid, Sorcerer, Warlock, Wizard - Eldritch Knight
1 Action
60 ft. (5 ft. cube)
V, S
1 Minute (Concentration)
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).
Evocation - Artificer, Bard, Sorcerer, Wizard
1 Action
120 ft.
V, S, M (a bit of phosphorus or wychwood, or a glowworm)
1 Minute
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. 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. The outer edge of a light must be within 20 feet of another light created by this spell. The lights last for the duration unless they exceed the spells range, or if you cast the spell again.
The radius of each light as well as the maximum distance a light can be from another increases by 5 ft. when you reach 5th level (15-foot radius and within 25 feet), 11th level (20-foot radius and within 30 feet), and 17th level (25-foot radius and within 35 feet).
Transmutation - Druid
1 Action
30 ft.
V, S
Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range:
You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
You instantly light or snuff out a candle, a torch, or a small campfire.
Evocation - Warlock
1 Action
120 ft.
V, S
Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Evocation - Artificer, Sorcerer, Wizard - Eldritch Knight
1 Action
120 ft.
V, S
Instantaneous
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).
Enchantment - Bard, Sorcerer, Warlock, Wizard - Arcane Trickster
1 Action
Self
S, M (a small amount of makeup applied to the face as this spell is cast)
1 Minute (Concentration)
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 makes a Wisdom saving throw, on a success it realizes that you used magic to influence its mood.
Evocation - Artificer, Druid, Sorcerer, Warlock, Wizard - Eldritch Knight
1 Action
60 ft.
V, S
Instantaneous
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).
Evocation - Artificer, Sorcerer, Warlock, Wizard - Eldritch Knight
1 Action
Self
S, M (a melee weapon worth at least 1 sp)
Instantaneous
You brandish the weapon used in the spell’s casting and use it to make one melee weapon attack. 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).
Divination - Artificer, Cleric, Druid - Arcane Trickster
1 Reaction (when a creature fails an ability check)
30 ft.
V, S
Instantaneous
You grant the triggering creature an additional 1d4 to their ability check, possibly turning a failure into a success. Once this spell has caused a creature to succeed a check that it initially failed, it cannot do so again until they complete a long rest.
The size of the die granted increases when you reach 5th level (1d6), 11th level (1d8) and 17th level (1d10).
Transmutation - Druid, Sorcerer, Wizard - Arcane Trickster, Eldritch Knight
1 Action
30 ft.
V, S
Instantaneous
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 10 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 a number of feet equal to 10 times your proficiency bonus 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 shut, or your clothing to ripple in a breeze.
The maximum distance you can push a creature increases by 10 feet when you reach 5th level (20 feet), 11th level (30 feet) and 17th level (40 feet).
Evocation - Cleric
1 Action
Self
S, M (a melee weapon worth at least 1 sp)
Instantaneous
The weapon used in the spell’s casting emanates with divine power as you use it to make one melee weapon attack. The attack uses your spellcasting ability modifier for the attack and damage rolls instead of Strength. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).
At Higher Levels. The attack deals extra Radiant damage when you reach 5th level (1d6), 11th level (2d6), and 17th level (3d6).
Conjuration - Druid, Sorcerer, Warlock, Wizard
1 Action
30 ft.
V, S, M (a living flea)
Instantaneous
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 use its reaction to move 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; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.If the creature doesn’t have enough movement speed to move the full distance it moves as much as it can. If the creature can't use its reaction to run away, it takes 1d12 poison damage instead, as it is stung.
The spell’s damage increases by 1d12 and the distance moved by 5 feet when you reach 5th level (2d12 and 10 feet), 11th level (3d12 and 15 feet), and 17th level (4d12 and 20 feet).
Evocation - Artificer, Bard, Cleric, Sorcerer, Wizard - Arcane Trickster, Eldritch Knight
1 Action
Touch
V, M (a firefly or phosphorescent moss)
1 Hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
The radius of bright and dim light the object sheds increases by 10 when you reach 5th level (30-foot radius), 11th level (40-foot radius), and 17th level (50-foot radius).
Evocation - Artificer, Sorcerer, Warlock, Wizard - Eldritch Knight
1 Action
Self (30 ft.)
V
Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 30 feet of you. The target must succeed on a Strength saving throw or be pulled up to 25 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. If the target is grappled or restrained, you must succeed a saving throw against the escape DC using your spellcasting ability before pulling the creature, or the spell fails.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration - Artificer, Bard, Sorcerer, Warlock, Wizard - Arcane Trickster
1 Action
30 ft.
V, S
1 Minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
The distance you can move the hand and the maximum distance the hand can be from you increases by 30 feet when you reach 5th level (60 feet), 11th level (90 feet), and 17th level (120 feet).
Transmutation - Artificer, Druid, Warlock - Arcane Trickster, Eldritch Knight
1 Bonus Action
Touch
V, S
1 Minute
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.
If you cast this spell again, the spell ends early on any pebbles still affected by it.
Transmutation - Artificer, Bard, Cleric, Druid, Sorcerer, Wizard - Arcane Trickster, Eldritch Knight
1 Action
Touch
V, S, M (two lodestones)
Instantaneous
You touch a damaged object and cause the following effects:
If it is missing any hit points, it regains 1d10 hit points.
You mend damage in a 1 ft cube such as a break, tear or erosion, as long as you have all of the pieces of the object.
This spell can physically repair a magic item, but the spell can't restore magic to such an object.
The healing increases by 1d10 and the maximum size increases by 1 foot when you reach 5th level (2d10 and 2 foot cube), 11th level (3d10 and 3 foot cube), and 17th level (4d10 and 4 foot cube).
Divination - Artificer, Bard, Sorcerer, Wizard - Arcane Trickster, Eldritch Knight
1 Action
120 ft.
V, S, M (a short piece of copper wire)
1 Round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Enchantment - Sorcerer, Warlock, Wizard
1 Action
60 ft.
V
Instantaneous
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Illusion - Bard, Sorcerer, Warlock, Wizard - Arcane Trickster
1 Action
30 ft.
S, M (a bit of fleece)
1 Minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Transmutation - Druid, Sorcerer, Wizard - Eldritch Knight
1 Action
30 ft. (5 ft. cube*)
S
Instantaneous
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. You can only excavate loose earth on the top 5 feet of the cube. This movement doesn’t have enough force to cause damage.
You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
*The maximum size of the cube and the distance you can deposit the loose earth increases by 5 feet when you reach 5th level (10 feet), 11th level (15 feet) and 17th level (20 feet).
Conjuration - Artificer, Druid, Sorcerer, Warlock, Wizard - Eldritch Knight
1 Action
10 ft.
V, S
Instantaneous
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Transmutation - Artificer, Bard, Sorcerer, Warlock, Wizard - Arcane Trickster
1 Action
10 ft.
V, S
Varies
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Transmutation - Druid - Eldritch Knight
1 Action
Self
S
Instantaneous
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Conjuration - Druid
1 Action
Self
V, S
10 Minutes
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation - Artificer, Sorcerer, Wizard
1 Action
60 ft.
V, S
Instantaneous
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 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Abjuration - Artificer, Cleric, Druid - Eldritch Knight
1 Action
Touch
V, S, M (a miniature cloak)
8 Hours
You touch one willing creature other than yourself. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends. If you cast this spell again the spell ends on any creature that you had cast it on before.
Evocation - Cleric
1 Action
60 ft.
V, S
Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration - Artificer, Warlock, Wizard - Arcane Trickster
1 Action
Self
S
Instantaneous
You reach out in front of you with a tiny object in hand. The tiny object vanishes as it's stored in a sliver of space on the Ethereal plane. If you already have an object stored in this way, you can instead reach out with an empty hand to retrieve it. You can have up to 3 objects stored in this way at a time. Any effect that would magically detect or track the object functions as if it were in your hand. A cursed item stored in this way affects you as it normally would if it were on your person.
If you die or are subjected to Dispel Magic, the stored items are ejected into a space adjacent to you.
The amount of items you can store this way increases by 3 when you reach 5th level (6), 11th level (9), and 17th level (12).
Transmutation - Druid, Sorcerer, Wizard
1 Action
30 ft
S
Instantaneous
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
The maximum size of the cube increases by 5 feet when you reach 5th level (10 feet), 11th level (15 feet) and 17th level (20 feet).
Transmutation - Druid
1 Bonus Action
Touch
V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
1 Minute
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Evocation - Artificer, Sorcerer, Wizard - Eldritch Knight
1 Action
Touch
V, S
Instantaneous
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.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Necromancy - Artificer, Cleric
1 Action
Touch
V, S
Instantaneous
You touch a creature with 0 hit points and cause them to recover 1 hit point. Once a creature has been healed by this spell, they cannot be healed by it again until they complete a short or long rest.
Conjuration - Artificer, Sorcerer, Warlock, Wizard - Eldritch Knight
1 Action
Self
V
Instantaneous
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation - Cleric - Arcane Trickster
1 Action
30 ft.
V
Varies
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Transmutation - Artificer, Druid
1 Action
30 ft.
V, S, M (the stem of a plant with thorns)
Instantaneous
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation - Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
1 Action
5 ft.
S
Instantaneous
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Necromancy - Cleric, Warlock, Wizard
1 Action
60 ft.
V, S
Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Divination - Artificer, Bard, Sorcerer, Warlock, Wizard - Eldritch Knight
1 Action
30 ft
S
Instantaneous
You point at one creature within range and grant it power. The next time the creature makes a weapon attack before the start of your next turn, the attack deals additional damage equal to one roll of their weapon type’s damage dice to the first target hit.
The spell’s bonus damage increases to two rolls of the weapon’s damage dice at 5th level, three rolls at 11th level, and four rolls at 17th level.
Enchantment - Bard
1 Action
60 ft.
V
Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Evocation - Cleric
1 Action
5 ft.
V, M (a holy symbol)
Instantaneous
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).