“Magic is dangerous, mysterious, and unpredictable. It tolerates no fools. Don’t assume that someone will let you finish casting a spell right in front of them. You’ll need more than amateur spells for protection.”
-Luck
Repulse
Evocation Cantrip
Casting Time: 1 action
Range/Area: 120 ft.
Components: V, S
Duration: Instantaneous
Classes: Druid, Sorcerer, Warlock, Wizard
You generate a moldable, repulsing blast at one target within range. Make one melee or ranged spell attack against one target within range. On a hit, the target takes 2d6 acid, cold, fire, lightning, poison, thunder, or force damage (your choice). If you roll a 6 on a d6, roll an additional d6 and add it to the damage. The maximum number of d6s you can add to the damage is equal to your spellcasting ability modifier. On a miss, the target takes damage equal to your spellcasting ability modifier of the chosen damage type.
At higher levels. This spell’s damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).
Avarice
Necromancy Cantrip
Casting Time: 1 action
Range/Area: 120 ft.
Components: V, S
Duration: Instantaneous
Classes: Cleric, Wizard, Druid, Sorcerer, Warlock
You overwhelm one target within range with burning, necrotic energy, damaging not only their physical body but also transferring their life essence into yourself. Make one melee or ranged spell attack against a target within range. On a hit, the target suffers 2d6 necrotic damage, and you gain temporary hit points equal to half the damage dealt. Temporary hit points gained from this spell last for 1 hour or until reduced to 0. If you roll a 6 on a d6, roll an additional d6 and add it to the damage. The maximum number of d6s you can add to the damage is equal to your spellcasting ability modifier. On a miss, the target takes necrotic damage equal to your spellcasting ability modifier, and you do not gain any temporary hit points.
At higher levels. This spell’s damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).
Nail
Enchantment Cantrip
Casting Time: 1 action
Range/Area: 120 ft.
Components: V, S
Duration: Instantaneous
Classes: Wizard, Sorcerer, Warlock
You assault the mind of one target within range with a driving nail of psychic energy, punishing them for taking any hostile actions against you or one of your allies. Make one melee or ranged spell attack against one target within range. On a hit, the target takes 1d8 psychic damage and if they attack you or one of your allies (your choice) before the start of your next turn, they take an extra 1d8 psychic damage. If you roll an 8 on a d8, roll an extra d8 and add it to the damage. The maximum number of d8s you can add to the spell’s damage equals your spellcasting ability modifier. On a miss, the target takes psychic damage equal to your spellcasting ability modifier and suffers no other effects.
At higher levels. Both of this spell’s damage rolls increase by 1d8 when you reach 5th level (2d8 and 2d8), 11th level (3d8 and 3d8), and 17th level (4d8 and 4d8).
Doom
Divinity Cantrip
Casting Time: 1 action
Range/Area: 30 ft.
Components: V, S
Duration: Instantaneous
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
You bestow upon one target within range a vision of doom, a potential dark future, cursing their next course of action to fail while overwhelming their mind with the weight of an ill fate. You choose one target within range and they must succeed a Charisma saving throw or take 1d10 psychic damage and the next time they make an ability check, saving throw, or attack roll, they must roll a d4 and subtract the result from the roll. On a success, the target takes half the psychic damage and suffers no other effects.
At higher levels. This spell’s psychic damage increases by 1d10 and the d4 is upgraded when you reach 5th level (2d10 and d6), 11th level (3d10 and d8), and 17th level (4d10 and d10).
Ardent
Abjuration Cantrip
Casting Time: 1 bonus action
Range/Area: 30 ft.
Components: V, S
Duration: Instantaneous
Classes: Cleric, Sorcerer, Warlock, Wizard
You create an ardent sentinel made of force to contain or repel a hostile force. A sentinel made of force manifests in an unoccupied space closest to you. It has AC 15 and hit points equal to seven times your level. On your turn, if one or more creatures are within melee range of the sentinel, you can force one of them to succeed a Constitution saving throw or take 1d10 force damage, and if the creature is large or smaller, they get pushed back 5 ft. or have their speed reduced to 0 until the end of their next turn (your choice). The latter effect ends early if the sentinel is reduced to 0 hit points or the spell ends. On a success, the creature takes half damage and suffers no other effects.
As a bonus action, you can move the sentinel up to 30 feet. The sentinel lasts until it is reduced to 0 hit points or you end the spell early (no action required).
You can only have one sentinel active at any time. If there is already an active sentinel, casting this spell again replaces the old sentinel with a new one.
At higher levels. This spell’s force damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).