Evolving Cantrips

The following cantrips have been given level progression.

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## Blade Ward

 **Attack/Save** | None

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

**5th Level** - You can cast this spell on a creature of your choice that you can see within 30 feet of you.

**11th Level** - You can ignore the verbal component of the spell.

**17th Level** - When you cast this spell on another creature, you also gain its benefits.

## Control Flames

 **Attack/Save** | None

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

* You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
* You instantaneously extinguish the flames within the cube.
* You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
* You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

**5th Level** You can have up to six non-instantaneous effects active at a time, and you can dismiss any number of such effects as a bonus action.

**11th Level** You can extinguish or change the area of light cast by any number of flames within range simultaneously. Additionally, you may affect flame to produce no heat. The change lasts for 1 hour.

**17th Level** Any flames you target for the effects of this spell may fit within a 10-foot cube, and the duration of non- instantaneous effects increases to 24 hours.

## Dancing Lights

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.

**5th Level** When creating lights with this spell, you can choose any number of them to shed bright light in a 10-foot radius and dim light for an additional 10 feet. You can also combine the lights into one glowing vaguely bestial form of Medium size.

**11th Level** When you cast this spell, or as an action, you can attach one light to an object or creature within range. If the target is an unwilling creature, make a ranged spell attack. On a hit, the light safely attaches to the target. A light attached in this way moves with the target for the spell's duration, can no longer be moved by you, and it does not wink out if it exceeds the spell's range or 20 foot range of another light. A creature can use an action to destroy one such light.

**17th Level** You can create up to six lights, and you can combine the six lights into one glowing vaguely humanoid or bestial form of Large size.

## Druidcraft

 **Attack/Save** | None

Whispering to the spirits of nature, you create one of the following effects within range:

* You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
* You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
* You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
* You instantly light or snuff out a candle, a torch, or a small campfire.

**5th Level** You gain a deeper control over the elements and can create one of the following effects within range:

* A barrier against weather extends out from you in a 10-foot radius and moves with you, remaining centered on you and shielding the area from nonmagical snow, rain and wind.*The barrier lasts for 1 hour.*
* You dim the flame of a candle, a torch, or a small campfire, halving its light radius.
* You create a more potent instantaneous sensory effect, like a roar of a tiger, rumble of thunder, or the acrid scent of smoke or burning wood. *The effect must fit in a 10-foot cube.*
* You touch a creature and instantly remove any unnatural smell from its body or clothing

**11th Level** When you use this spell to make a flower blossom, a seed pod open, or a leaf bud bloom, you can do so for all plants within range simultaneously. You can also reverse these effects by making seeds infertile, wilting flowers or drying out leaves. Additionally, when you use this spell to light or snuff out a flame, you may do so to any number of targets within range.

**17th Level** When you use this spell to create a barrier against weather, you can influence the temperature and humidity within the sphere to feel comfortable to all creatures within it. This does not mitigate the dangers of extreme heat or cold, nor does it overcome magical weather effects.

## Friends

 **Attack/Save** | None

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realises that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

**5th Level** The creature realizes that you used magic to influence its mood but may not turn hostile toward you based on its disposition. A creature prone to violence might still attack you or seek retribution in other ways.

**11th Level** You can substitute the somatic and material components of this cantrip with a verbal component that you can weave into a sentence by including the word "friend".

**17th Level** This spell does not require concentration when you cast it. The creature realizes you have used magic on it 1 minute after the spell ends.

## Guidance

 **Attack/Save** | None

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.

**5th Level** You can cast this spell on a willing creature of your choice that you can see within 30 feet of you.

**11th Level** When the target rolls a 1 for the benefit of this spell it may reroll the die and must use the new roll, even if the new roll is a 1.

**17th Level** You can choose up to two creatures to receive the benefit of this spell. The spell ends when both targets have rolled, and each target may only roll once within its duration.

## Gust

 **Attack/Save** | STR Save

You seize the air and compel it to create one of the following effects at a point you can see within range:

* One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
* You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
* You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

**5th Level** When you push a creature with this spell, you may do so up to 10 feet. When you push an object with this spell, you can affect all other applicable objects within a 5-foot cube. Additionally, the spell can be used to displace vapor, gas, or fog within a 5-foot cube.

**11th Level** This spell can affect Large creatures, pushing them up to 5 feet, and objects affected by this spell can be pushed up to 20 feet. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 5 feet.

**17th Level** This spell can affect all creatures and objects within a 10-foot cube simultaneously. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 10 feet.

## Light

 **Attack/Save** | DEX Save

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.

**5th Level** When you cast this spell, you can limit the radius of bright and dim light shed by the object, down to a minimum of 5 feet. As a bonus action, you can change the color and brightness of the light if you can see it and it is within 300 feet of you.

**11th Level** You can fire a wisp of light at an object up to 120 feet away, applying the spell's effects on contact. 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.

**17th Level** When you cast this spell, you can camouflage the light shed by the object, rendering it visible only to creatures within its radius.

## Mage Hand

 **Attack/Save** | None

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

**5th Level** You can ignore the verbal component of this spell. When you cast this spell, you can make the hand appear fully corporeal, albeit featureless.

**11th Level** The spell's range increases to 60 feet. When you cast this spell, you can make the hand appear with any features and adornments you like, as long as it retains the general structure of a hand, such as an armored gauntlet, bestial paw or a bloody dismembered limb.

**17th Level** The hand can carry up to 20 pounds and can be made to appear twice as large.

## Magic Stone

 **Attack/Save** | Ranged

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.

If you cast this spell again, the spell ends early on any pebbles still affected by it.

**5th Level** You can cast this spell on one to five tiny, nonmagical objects that fit in your palm and weigh less than 1 pound each. For example, you can enchant a few playing cards, some coins, or a needle, but not a vial filled with a magical potion or an enchanted amulet.

**11th Level** When you hit a target with an imbued object, you can make it ricochet and fly at a separate target of your choice within 10 feet of the original target. If you do so, make another ranged spell attack with disadvantage. On a hit, the additional target takes the spell's normal damage. A single creature or object can only be hit once by the same object.

**17th Level** You can cast this spell on one to ten objects and make them harmlessly float a few inches out from you in a circle. You can quickly draw floating objects to your hand as a part of the ranged attack. If an object is removed from the circle against your will, the spell immediately ends for that object.

## Mending

 **Attack/Save** | None

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

**5th Level** The spell repairs a single break or tear that is no larger than 3 feet in any dimension. Additionally, you can reassemble any number of broken fragments of an object which can fit inside a 1-foot cube. You can also remove scratches and rust from metal objects or restore burned cloth and leather as long as 4/5 of it remains intact.

**11th Level** The spell repairs a single break or tear that is no larger than 10 feet in any dimension. Additionally, you can reassemble any number of broken fragments of an object which can fit inside a 5-foot cube. You can also restore corroded metal objects to their original, untarnished state. *The spell has a range of 15 feet.*

**17th Level** The spell has a casting time of 1 action.

## Message

 **Attack/Save** | None

You point your finger 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, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

**5th Level** The spell has a range of 300 feet.

**11th Level** You can ignore the somatic and material components of the spell.

**17th Level** You can ignore the verbal component of the spell, sending the message to your target telepathically instead. A simple mental image may accompany this message, and your target can reply in the same way.

## Minor Illusion

 **Attack/Save** | None

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 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.

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, because things can pass through it.

If a creature uses its 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.

**5th Level** When you cast the spell, you can delay its manifestation by up to 1 minute, after which the effect occurs as normal.

**11th Level** The spell has a range of 60 feet.

**17th Level** You can create an image of flowing liquid or a cacophony of sounds no louder than a scream.

## Mold Earth

 **Attack/Save** | None

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

* If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
* You cause shapes, colours, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
* If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

**5th Level** You can have up to five non-instantaneous effects active at a time, and you can dismiss any number of such effects as an action.

**11th Level** The shapes or colors you make appear on dirt or stone last for up to 12 hours. Additionally, you can excavate packed earth, and any earth you move with this spell can be deposited up to 15 feet away.

**17th Level** This spell can manipulate dirt and stone that fits within a 10-foot cube. Additionally, shapes or colors you make appear on dirt or stone last for up to 24 hours. You can also cause all dirt or stone within 5 feet of you to turn into difficult terrain, including the ground on which you stand, for 24 hours.

## Prestidigitation

 **Attack/Save** | None

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

* You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odour.
* You instantaneously light or snuff out a candle, a torch, or a small campfire.
* You instantaneously clean or soil an object no larger than 1 cubic foot.
* You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
* You make a colour, a small mark, or a symbol appear on an object or a surface for 1 hour.
* You create a non-magical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

**5th Level** You can have up to five non-instantaneous effects active at a time, and you can dismiss any number of such effects as an action. Additionally, you can dry any willing creature that you can see within range.

**11th Level** The spell has a range of 30 feet. You can light or snuff out any number of candles, torches, and small campfires within range simultaneously.

**17th Level** You can clean or soil an object no larger than 5 cubic feet and can chill, warm or flavor up to 5 cubic feet of nonliving material. You can also create a nonmagical trinket or illusory image that can fit in a 1-foot cube. The duration of all of your non-instantaneous effects increases up to 8 hours.

## Resistance

 **Attack/Save** | None

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.

**5th Level** You can cast this spell on a willing creature of your choice that you can see within 30 feet of you.

**11th Level** When the target rolls a 1 for the benefit of this spell it may reroll the die and must use the new roll, even if the new roll is a 1.

**17th Level** You can choose up to two creatures to receive the benefit of this spell. The spell ends when both targets have rolled, and each target may only roll once within its duration.

## Shape Water

 **Attack/Save** | None

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

* You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
* You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
* You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
* You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

**5th Level** You can have up to five non-instantaneous effects active at a time, and you can dismiss any number of such effects as an action. Additionally, you can boil the water, provided that there are no creatures in it. The water cools in 1 hour.

**11th Level** You can manipulate other liquids you can see if at least half of their content is water. Additionally, you can move water in any direction within range if it fits within a 1-foot cube.

**17th Level** You can move up to five 1-foot cubes of water simultaneously. The duration of all of your non-instantaneous effects increases up to 8 hours. Additionally, you can cause the water to form into complex shapes.

## Shillelagh

 **Attack/Save** | Melee

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.

**5th Level** You can cast this spell on any melee weapon made of wood. Additionally, as an action, you can make a melee spell attack against a target within reach to release the weapon's imbued magic into it. On a hit, the target takes 2d8 bludgeoning damage. The spell then ends.

**11th Level** The damage of the special attack increases by 1d8 (3d8).

**17th Level** The damage of the special attack increases by 1d8 (4d8).

## Spare the Dying

 **Attack/Save** | None

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

**5th Level** You can ignore the somatic component of this spell.

**11th Level** If the stabilized creature takes no further damage for 1 hour, it restores 1 hit point.

**17th Level** When you cast this spell on a dying target, you can apply its effects to any other dying targets within a 10-foot radius of the original target. If the stabilized creatures take no further damage for 1 minute, they restore 1 hit point.

## Thaumaturgy

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

* Your voice booms up to three times as loud as normal for 1 minute.
* You cause flames to flicker, brighten, dim, or change color for 1 minute.
* You cause harmless tremors in the ground for 1 minute.
* You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
* You instantaneously cause an unlocked door or window to fly open or slam shut.
* You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

**5th Level** You can change your voice to sound more angelic or more demonic for 1 minute. Additionally, you can amplify your voice up to four times as loud as normal for 1 minute.

**11th Level** You can have up to four of this spell's 1-minute effects active at a time. Additionally, the tremors you cause are strong enough to rattle objects without damaging them. You can also instantaneously open or close any number of unlocked doors and windows within range.

**17th Level** The duration of this spell's 1-minute effects can be extended up to 1 hour. Additionally, you can cause a loud noise, intense tremors, or unseen waves or slashes to deal 1 damage to all objects that aren't being worn or carried within range.

## True Strike

 **Attack/Save** | None

You point a finger at a target in range. Your magic grants you a brief insight into the target's defences. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

**5th Level** You can cast True Strike as a bonus action.

**11th Level** You can choose to gain a +5 bonus to your next attack roll against the target, instead of gaining advantage. Additionally, the attack ignores half and three-quarters cover. The spell no longer requires concentration.

**17th Level** The spell's effects last for 1 minute or until you make your first attack against the target. You also learn the target's lowest saving throw between Strength, Dexterity, and Constitution.