Cantrips

Spell Action Text
Acid Splash Range: 60 feet
Cast time: 1 action
Duration: instantaneous

{name} hurls a bubble of acid. Up to two creatures within range that are within {"5 feet"} of each other take !({CantripDmgDice}d6) acid damage. (DC {ssDC} DEX save = none)
Chill Touch Range: 120 feet
Cast time: 1 action
Duration: 1 round

{name} creates a ghostly, skeletal hand in the space of a creature within range. The hand attempts to grip the target.
Ranged Attack roll: !(1d20 + {CastStatMod} + {prof})
Adv/Dis roll: !!(1d20 + {CastStatMod} + {prof})
Damage: !({CantripDmgDice}d8) necrotic, AND it can't regain hit points until the start of {name}'s next turn.
Crit: Add !!({CantripDmgDice}d8) damage.
If target is undead, it also has disadvantage on attack rolls against {name} until the end of {name}'s next turn.
Dancing Lights Range: 120 feet
Cast time: 1 action
Duration: C, up to 1 minute

{name} can create up to four torch-sized lights within {"120 feet"} for up to {"1 minute"} in concentration. {name} can also combine four lights into one glowing, Medium-sized humanoid form. Each light sheds dim light in a {"10-foot radius"}. As a bonus action, {name} can move the lights up to {"60 feet"} to a new spot within range. A light must be within {"20 feet"} of another light. A light winks out if it exceeds {"120 feet"}.
Druidcraft Range: 30 feet
Casting Time: 1 action
Duration: Instantaneous

{name} can create one of the following effects within {"30 feet"}:
_ Predict the weather for the next {"24 hours"}, and lasts for {"1 round"}
_ Cause buds to bloom and flowers to blossom
_ A harmless effect such as falling leaves, a puff of wind or the the faint odor of skunk that fits within a {"5-foot cube"}
_ Light or snuff out light sources.
Eldritch Blast Range: 120 feet
Casting Time: 1 action
Duration: Instantaneous

A beam of crackling energy strikes a creature within {"120 feet"}. {name} makes a ranged spell attack against the target !(1d20+{CastStatMod}+{Prof}. On hit, the target takes !(1d10) force damage.
At Higher Levels (seperate attack roll for each beam):
LV. 5: Two beams !!(1d10) !!(1d10)
LV. 11: Three beams !!(1d10) !!(1d10) !!(1d10)
LV. Four beams !!(1d10) !!(1d10) !!(1d10)
Fire Bolt Range: 120 feet
Casting Time: 1 action
Duration: Instantenous

{name} hurls fire at a creature or object within range. {name} makes a ranged spell attack against the target !(1d20+{CastStatMod}+{Prof}). On a hit, the target takes !({CantripDmgDice}d10) fire damage. A flammable object hit by this spell ignites if it isn't worn or carried.
Guidance Range: Touch
Casting Time: 1 action
Duration: C, up to 1 minute

{name} touches one creature. Before the spell ends, the target can add !(1d4) to one ability check of its choice and can add the number before or after making the check.
Light Range: Touch
Casting Time: 1 action
Duration: 1 hour

{name} touches one object no larger than {"10 feet"}. Until the spell ends, the object sheds bright, colored light in a {"20-foot radius"} and dim light for another {"20 feet}. Covering the object with something opaque blocks the light. The spells ends if casted again or dismissed as an action. If {name} targets an object held by a hostile creature, it must succeed on a Dexterity {ssDC} saving throw to avoid the spell.
Mage Hand Range: 30 feet
Casting Time: 1 action
Duration: 1 minute

{name} summons a hand within {"30 feet"}. The hand lasts for 1 minute or until dismissed. It vanishes if it is ever beyond {"30 feet"} from {name} or if the spell is casted again. {name} can use an action to control the hand. The hand can be used to manipulate objects, open an unlocked door or store or retrieve items.{name} can move it up to {"30 feet"}per use. The hand cannot attack, activate magic items or carry more than{"10 pounds"}.
Mending Range: Touch
Casting Time: 1 minute
Duration: 1 hour

With this spell, {name} can touch an object and repair single break in an object such as a broken chain, a torn cloak, or a leaking wineskin. {name} can mend any break as long as it isn't larger than {"1 foot"}. When mended, the object has no trace of damage. {name} can physically repair magical items, but can't resore magic.
Materials: Two lodestones.
Message Range:120 feet
Casting Time: 1 action
Duration: 1 round

{name} points at a creature within {"120 feet"} and whispers a message. Only the target hears the message and can reply in a whisper that only {name} can hear. {name} can cast this spell through solid objects, if {name} knows the target, 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 can travel freely around corners or through openings.
Materials: A short piece of copper wire.
Minor Illusion Range: 30 feet
Casting Time: 1 action
Duration: 1 minute

{name} can create a sound or an image of an object within {"30 feet"} that lasts for {"1 minute"}. The illusion ends if dismissed as an action or cast as a spell again.
If {name} creates a sound, it can be of anything sound and of anything volume. The sound continues for {"1 minute"}, or {name} can make other sounds at different times before the spell ends.
If {name} creates an image of an object, it can't be larger than a {"5-foot cube"}. The image can’t create any sensory effects like sounds or smells. Physical interaction with the image reveals it to be an illusion.
If a creature uses its action to examine the illusion, the creature can discover the illusion with a successful Intelligence (Investigation) !(1d20) check against {name}'s spell save DC {ssDC}. If revealed, the illusion becomes faint.
Materials: A bit of fleece.
Poison Spray Range: 10 feet
Casting Time: 1 action
Duration: Instantaneous

{name} creates a puff of toxic gas at a creature visible within {"10 feet"}. The target must succeed on a Constitution saving throw {ssDC} or take !(1d12) poison damage.
Prestidigitation Range: 10 feet
Casting Time: 1 action
Duration: 1 hour

{name} creates one of the following magical effects within range:
- A harmless sensory effect, such as a puff of wind, faint musical notes, or an odd odor.
- {name} instantly lights or snuffs out a candle, a torch, or a campfire.
- {name} instantly cleans or soils an object no larger than {"1 cubic foot"}.
- {name} chills, warms, or flavors up to {"1 cubic foot"} of nonliving material for {"1 hour"}.
- {name} makes a color, a small mark, or a symbol appear on an object for {"1 hour"}.
- {name} creates a nonmagical trinket or illusory image that fits in {name}'s hand that lasts until the end of the next turn.
{name} can cast this spell and create up to {"three"} non-instantaneous effects at a time. {name} can dismiss these effects as an action.
Produce Flame Range: Self
Casting Time: 1 action
Duration: 10 minutes

A flame appears in {name}'s hand. The flame remains there for {"10 minutes"} and harms neither {name} nor {name}'s equipment. The flame sheds bright light in a {"10-foot radius"} and dim light for another {"10 feet"}. The spell ends if dismissed as an action or if cast again.
{name} can also attack with the flame, although doing so ends the spell. When {name} casts this spell, or as an action, {name} can hurl the flame at a creature within {"30 feet"}. Make a ranged spell attack !(1d20+{CastStatMod}+{Prof}). On hit, the target takes !({CantripDmgDice}d8) fire damage.
Ray of Frost Range: 60 feet
Casting Time: 1 action
Duration: Instantaneous

{name} shoots a frigid beam at a creature within {"60 feet"}. {name} makes a ranged spell attack !(1d20+{CastStatMod}+{prof}) against the target. On hit, it takes !({CantripDmgDice}d8) cold damage, and its speed is reduced by {"10 feet"} until the next turn.
Resistance Range: Touch
Casting Time: 1 action
Duration: C, up to 1 minute

{name} touches one target. The target can add !(1d4) and to one saving throw. It can be added before or after making the saving throw. The spell then ends.
Materials: A miniature cloak.
Sacred Flame Range: 60 feet
Casting Time: 1 action
Duration: Instantaneous

Flames descend on a creature {name} can see within {"60 feet"}. The target must succeed on a Dexterity saving throw {ssDC} or take !({CantripDmgDice}d8) radiant damage.
Shillelagh Range: Touch
Casting Time: 1 bonus action
Duration: 1 minute

{name} imbues the wood of a club or quarterstaff with nature's power. For {"1 minute"}, {name} can use spellcasting ability instead of Strength for the attack and damage rolls of using that weapon, and the weapon’s damage die becomes 1d8. The weapon also becomes magical. The spell ends if cast again or if the weapon is let go.
Materials: Mistletoe, a shamrock leaf, and a club or quarterstaff.
Shocking Grasp Range: Touch
Casting Time: 1 action
Duration: Instantaneous

{name} tries to deliver a shock !(1d20+{CastStatMod}+{Prof}). The attack is made with advantage if the target is wearing metal armor !!(1d20+{CastStatMod}+{Prof}). On a hit, the target takes !!({CantripDmgDice}d8) lightning damage, and it can’t take reactions until the start of its next turn.
Spare the Dying Range: Touch
Casting Time: 1 action
Duration: Instantaneous

{name} touches a living creature that has {"0"} hit points.
The creature becomes stable. This spell has no effect on
undead or constructs.
Thaumaturgy Range: 30 feet
Casting Time: 1 action
Duration: up to 1 minute

{name} creates one of the following magical effects
within range:
- {name}'s voice booms up to three times as loud as normal
for {"1 minute"}.
- {name} causes flames to flicker, brighten, dim, or change
color for {"1 minute"}.
- {name} causes harmless tremors in the ground
for {"1 minute"}.
- {name} creates an instantaneous sound that originates
from a point of {name}'s choice within range, such as a
*umble of thunder, the cry of a raven, or ominous whispers.
- {name} instantaneously causes an unlocked door or
window to fly open or slam shut.
- {name} alters the appearance of {name} eyes
for {"1 minute"}.
If {name} casts this spell multiple times, {name} can have
up to {"three"} of its {"1-minute"} effects active at a time,
and can dismiss such an effect as an action
True Strike {name} extends their hand and point a finger at a target in range. {name}'s magic grants themselves a brief insight into the target’s defenses. On their next turn, {name} gains advantage on their first attack roll against the target, provided that this spell hasn’t ended.
True Strike Range: 30 feet
Casting Time: 1 action
Duration: Concentration, up to 1 round

{name} extends their hand and points a finger at a target in
range. {name}'s magic grants them a brief insight into the
target’s defenses. On {name}'s next turn, they gain
{"advantage"} on their first attack roll against the target,
provided that this spell hasn’t ended.
Vicious Mockery Range: 60 feet
Cast time: 1 action
Duration: instantaneous

{name} unleashes a string of insults laced with subtle enchantments at a creature they can see within {"60 feet"}.
If the target can hear {name}, it must succeed on a DC {ssDC} 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.
Additional damage:
Spell slot level 2: !!(1d4)
Spell slot level 3: !!(2d4)
Spell slot level 4: !!(3d4)
Spell slot level 5: !!(4d4)

If you are playing a spellcaster, please note the additional steps required to complete automation for your spells in this article