Message

  • casting time1 action
  • range120 feet

  • componentsS, M
  • duration1 round

a copper wire

You point 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, metal, or wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

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

Minor Illusion

  • casting time1 action
  • range30 feet

  • componentsS, M
  • duration1 minute

a bit of fleece

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 a creature takes a Study 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.
Sound: 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.
Image: 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, since things can pass through it.

Bard, Sorcerer, Warlock, Wizard, Rogue (Arcane Trickster), Fighter (Eldritch Knight) Illusion cantrip

Prestidigitation

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationUp to 1 hour

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.
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.

Bard, Sorcerer, Warlock, Wizard(2024) Transmutation cantrip

Starry Wisp

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
This spell's damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Bard, Druid(2024) Evocation cantrip

Absorb Elements

  • casting time1 reaction
  • rangeSelf

  • componentsS
  • duration1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Druid (XGE) 1st Abjuration

Warding Wind

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 10 minutes

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects. • It deafens you and other creatures in its area. • It extinguishes unprotected flames in its area that are torch-sized or smaller. • It hedges out vapor, gas, and fog that can be dispersed by strong wind. • The area is difficult terrain for creatures other than you. • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

Druid 2nd Evocation