A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. Casting a cantrip doesn’t use up your spell slots; you can cast a cantrip at will, any number of times per day.
- Acid Splash: Conjuration; Damage Creatures with Acid.
- Blade Ward: Abjuration; Ward against weapons for 1 round.
- Booming Blade: Evocation; Sheath your weapon with booming energy, damaging a target that attempts to move.
- Chill Touch: Necromancy; Manifest a skeletal hand that deals Necrotic damage and disorients undead.
- Control Flames: Transmutation; Exert limited control over nonmagical flame.
- Create Bonfire: Conjuration; Conjure a small bonfire on the ground.
- Dancing Lights: Evocation; Create four floating lights you can move.
- Decompose: Necromancy; Rare; Touch a corpse to induce rapid decomposition.
- Druidcraft: Transmutation; Perform minor (Primal) magical tricks.
- Eldritch Blast: Evocation; Fire a bolt(s) of pure eldritch force.
- Encode Thoughts: Enchantment; Rare; Turn a thought into a tangible, glowing strand of magical energy.
- Fire Bolt: Evocation; Damage a creature with fire.
- Friends: Enchantment; Gain advantage in social situations, but risk the wrath of your target.
- Frostbite: Evocation; Damage a Creature with cold and hinder their attacks with weapons.
- Green-Flame Blade: Evocation; Sheath your weapon in green flame that leaps to a second target.
- Guidance: Divination; Magical guidance improves one ability check.
- Gust: Transmutation; Seize control of the air to produce small gusts of wind.
- Infestation: Conjuration; Conjure a temporary damaging swarm of tiny parasites.
- Light: Evocation; Make an object glow.
- Lightning Lure: Evocation; Pull a foe towards you with a lash of electricity.
- Mage Hand: Conjuration; Command a floating hand to move objects.
- Magic Stone: Transmutation; Imbue small stones with magic to make them more damaging.
- Mending: Transmutation; Conduct simple repairs with magic.
- Message: Transmutation; Speak a message to a distant creature, who can reply.
- Mind Sliver: Enchantment; Damage a creature with disorienting Psychic energy.
- Minor Illusion: Illusion; Create a simple sound or image that lasts a short time.
- Mold Earth: Transmutation; Use magic to manipulate nonmagical, unworked earth.
- Poison Spray: Conjuration; Damage a creature with Poison.
- Prestidigitation: Transmutation; Perform minor (arcane) magical tricks.
- Primal Savagery: Transmutation; Channel Primal magic to cuase your teeth or nails to deliver a corrosive attack.
- Produce Flame: Conjuration; Kindle small flames to provide light or attack with.
- Ray of Frost: Evocation; Damage a creature with cold.
- Resistance: Abjuration; Magical wards improve one saving throw.
- Sacred Flame: Evocation; Damage a creature with Radiant energy.
- Sapping Sting: Necromancy; Rare; Weaken a creature with necromantic energy and cause them to fall prone.
- Shape Water: Transmutation; Use magic to manipulate nonmagical water.
- Shillelagh: Transmutation; Imbue a stick or wooden weapon with primal magic to make it more damaging.
- Shocking Grasp: Evocation; Damage a creature with an electrifying touch.
- Spare the Dying: Necromancy; Stabilize a dying creature.
- Sword Burst: Conjuration; Conjure a momentary circle of spectral blades to damage foes.
- Thaumaturgy: Transmutation; Perform minor (Divine) magical tricks.
- Thorn Whip: Transmutation; Lash out with a thorned vine, possibly pulling the target towards you.
- Thunderclap: Evocation; Damage nearby creatures with a burst of thunderous sound.
- Toll the Dead: Necromancy; Damage a creature with necromantic energy. Hasten dying creatures to their death.
- True Strike: Divination; Magical guidance aids the next attack roll.
- Vicious Mockery: Enchantment; Hurt someone's feelings so bad, it hurts them physically and hinders them.
- Virtue: Abjuration; Rare; Touch a creature to grant it temporary fortitude against injury.
- Word of Radiance: Evocation; Speak a word of radiant power to damage nearby creatures.