Natural Cantrips


Spell NameSchoolCasting TimeRangeDurationComponentsClasses
Control FlamesTransmutation1 Action20mInstantaneous or 1 hourSDruid
Create BonfireConjuration1 Action20mConcentration, up to 1 minuteV, SDruid, Ranger
DruidcraftTransmutation1 Action10mInstantaneousV, SDruid, Ranger
FrostbiteEvocation1 Action20mInstantaneousV, SDruid
GuidanceDivination1 ActionTouchConcentration up to 1 minuteV, SDruid
GustTransmutation1 Action10mInstantaneousV, SDruid
InfestationConjuration1 Action10mInstantaneousV, S, MDruid, Ranger
Magic StoneTransmutation1 Bonus ActionTouch1 minuteV, SDruid
MendingTransmutation1 MinuteTouchInstantaneousV, S, MBard, Druid, Ranger
Mold EarthTransmutation1 Action10mInstantaneous or 1 hourSDruid
Poison SprayConjuration1 Action10 feetInstantaneousV, SDruid
Primal SavageryTransmutation1 ActionSelfSelfSDruid
Produce FlameConjuration1 ActionSelf10 minutesV, SDruid
ResistanceAbjuration1 ActionTouchConcentration up to 1 minuteV, S, MDruid, Ranger
Shape WaterTransmutation1 Action10mInstantaneous or 1 hourSDruid
ShillelaghTransmutation1 Bonus ActionTouch1 minuteV, S, MDruid
Thorn WhipTransmutation1 Action10mInstantaneousV, S, MDruid, Ranger
ThunderclapEvocation1 ActionSelf (2m radius)InstantaneousSBard, Druid, Ranger
  • Control Flames - Control Flames - Point your hand at a non-magical flame that fits within a 1m cube within Range, it can be manipulated within range at will such as expanding it or diminishing it. 

  • Create Bonfire - You create a bonfire on the ground that you can see within range. Until the spell ends, the bonfire fills a 2m cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Reflex Save or take 1d6 fire damage. A creature must also make the Save when it enters the bonfire’s space for the first time on a turn or ends its turn there. At 5th Level this increases to 2d6, and 3d6 at Level 10. 

  • Druidcraft - 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.

  • Frostbite - You cause numbing first to form on one Creature you can see within Range. They must make a Fortitude Save and on a Failed Save it takes 1d4 Cold Damage plus they have Disadvantage on their next Attack Roll. This increases by an additional 1d4 at 5th and 10th Levels. 

  • Guidance - Touch a willing Creature, for the duration the next Ability Check they make has another 1d4 added onto it

  • Gust - You can create a harmless effect with the air at a point within range such as blowing hair or causing a door to slam shut. You can also push a 3 kg object not worn or attached to anything 10ft in any direction. You can also target a creature within range and force them to make a Fortitude Save, it is pushed back 5ft on a Failure.

  • Infestation - Choose a target within range, it must make a Fortitude Save. On a Failure it takes 1d6 Poison Damage and must run 5m in a random direction, rolling a 1d4 to determine if it’s North, South, East, or West. If the direction determined is blocked they don’t move instead. This increases to 2d6 at 5th Level and 3d6 at 10th. 

  • Magic Stone - 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 20m. 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. At 5th Level this increases to 2d6, and 3d6 at Level 10. 

  • Mending - Hold your hand over a non-magical object that fits within a 1m cube, pieces of it can be put back together but it cannot restore something that has been completely removed. The total break cannot be larger than .5m in size. 

  • Mold Earth - Hold your hand over non-magical earth that fits within a 1m cube, it can be manipulated within range at will such as turning it into difficult terrain. 

  • Poison Spray - You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Fortitude Save or take 1d10 poison damage. At 5th Level this increases to 2d10, and 3d10 at Level 10.

  • Primal Savagery - You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d8 acid damage. After you make the attack, your teeth or fingernails return to normal. At 5th Level this increases to 2d8 and 3d8 at Level 10.

  • Produce Flame - 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 3m. 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 1d6 fire damage. At 5th Level this increases to 2d6 and 3d6 at Level 10.

  • Resistance - You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one Save of its choice. It can roll the die before or after the Save. The spell then ends. 

  • Shape Water - Hold your hand over non-magical water that fits within a 1m cube, it can be manipulated within range at will such as freezing or boiling it. 

  • Shillelagh - 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. This increases to 2d8 Damage at 5th and 3d8 at 10th Level. 

  • Thorn Whip - 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 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 3m to you. This increases to 2d6 Damage at 5th and 3d6 at 10th Level. 

  • Thunderclap - Create a burst of magical thunder around you that makes a boom audible to all creatures within 100m. All creatures within 10ft must make a Fortitude Save or take 1d4 Thunder Damage. This increases to 2d4 Damage at 5th and 3d4 at 10th Level

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Divine Cantrips

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Arcane Cantrips