Cantrips
Cantrips
As your harbinger character levels up, you will gain a total of 4 cantrips that can be cast an unlimited amount of times, provided you have the required consumable items. Once cantrips are selected, they cannot be changed. At 1st level, select 2 cantrips from list. At 4th level, select 1 additional cantrip from list. At 10th level, select 1 additional cantrip from list.Guidance
Cantrip Casting Time: 1 Action Range: Touch Components: V, S Duration: 1 Minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.Light
Cantrip Casting Time: 1 Action Range: Touch (20 feet, sphere) Components: V, M (a firefly or phosphorescent moss) Duration: 1 Hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.Mending
Cantrip Casting Time: 1 Minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.Produce Flame
Cantrip Casting Time: 1 Action Range: Self Components: V, S Duration: 10 Minutes A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1D8 fire damage. This spell's damage increases by 1d8 when you reach 5th level (2D8), 11th level (3D8), and 17th level (4D8).Resistance
Cantrip Casting Time: 1 Action Range: Touch Components: V, S, M (a miniature cloak) Duration: 1 Minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.Spare the Dying
Cantrip Casting Time: 1 Action Range: Touch Components: V, S Duration: Instantaneous You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead (excluding undead race) or constructs.Shillelagh
Cantrip Casting Time: 1 Bonus Action Range: Touch Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) Duration: 1 Minute The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a D8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.Thorn Whip
Cantrip Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (the stem of a plant with thorns) Duration: Instantaneous You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack roll against the target. If the attack hits, the creature takes 1D6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. This spell's damage increases by 1D6 when you reach 5th level (2D6), 11th level (3D6), and 17th level (4D6).Toll the Dead
Cantrip Casting Time: 1 Action Range: 60 feet Components: V, S Duration: Instantaneous You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1D8 necrotic damage. If the target is missing any of its hit points, it instead takes 1D12 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2D8 or 2D12), 11th level (3D8 or 3D12), and 17th level (4D8 or 4D12).Remove these ads. Join the Worldbuilders Guild
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