Acid Splash (S)

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You hurl an orb of caustic acid at a point you can see within range. Creatures within 5 feet of that point must succeed on a Dexterity saving throw or take 1d6 acid damage.
At Higher Levels: The damage of this spell increasesincreases by 1d6 when you reach 5th Level (2d6), 11th level (3d6), and 17th level (4d6).

Artificer, Magus, Sorcerer, Wizard Evocation cantrip

Booming Blade

  • casting time1 bonus action
  • rangeSelft

  • componentsV, M
  • duration1 round

a simple or martial melee weapon

As a bonus action, you wreathe the melee weapon used in the casting of this spell with thunderous magic. Until the start of your next turn, your attacks with that weapon deal thunder damage in place of the weapon's normal damage type.
Once per casting when you deal thunder damage with this spell, you can envelop your target in thunderous energy until the start of your next turn. If the target willingly moves 5 feet or more before then, this thunderous energy explodes and it takes 1d6 thunder damage, then the energy dissipates.
At Higher Levels: The thunder damage dealt by this spell when the creature moves at least 5 feet increases at 5th level (1d8), 11th level (1d10), and 17th level (1d12).

Magus Evocation cantrip

Blade Ward

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

You trace a sigil of warding into the air. Whenever you take bludgeoning, piercing, or slashing damage for the duration of this spell, you can reduce the damage you would take by 1d4.

Bard, Magus, Psion, Shaman, Sorcerer, Warlock, Wizard Abjuration cantrip

Chill Touch (S)

  • casting time1 action
  • range120 feet

  • componentsV, S
  • duration1 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).

Sorcerer, Warlock, Wizard Necromancy cantrip

Dancing Lights

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 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. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, 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. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Artificer, Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster) Evocation cantrip

Firebolt (S)

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

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).

Artificer, Magus, Sorcerer, Wizard Evocation cantrip