Cantrips (Level 0)
- Fire Bolt Evocation
Hurl a mote of fire for 1d10 damage; the damage grows as you level up.
- Eldritch Blast Evocation
The warlock's signature beam of crackling energy: 1d10 force per beam, more beams as you level up.
- Sacred Flame Evocation
Radiant flame descends on a foe — no attack roll needed, and cover doesn't help them.
- Ray of Frost Evocation
A frigid beam that deals 1d8 cold damage and slows the target's speed by 10 feet.
- Shocking Grasp Evocation
Lightning springs from your hand: 1d8 damage, advantage against metal armor, and no reactions for the target.
- Light Evocation
Touch an object and make it shine like a torch for an hour.
- Mage Hand Conjuration
A spectral floating hand that can fetch, carry, and manipulate objects up to 10 pounds.
- Minor Illusion Illusion
Create a small image or sound — the classic trick for distractions and disguises.
- Prestidigitation Transmutation
Small magical party tricks: clean, soil, flavor, warm, chill, light, snuff, or color things.
- Guidance Divination
Touch a willing creature and add 1d4 to one ability check of its choice within a minute.
- Vicious Mockery Enchantment
Insult a creature into psychic pain: 1d4 damage and disadvantage on its next attack.
- Thaumaturgy Transmutation
Small miracles on demand: booming voice, trembling ground, flickering flames, and more.
1st-Level Spells
- Magic Missile Evocation
Three glowing darts that hit automatically for 1d4+1 force damage each.
- Cure Wounds Abjuration
Heal a creature you touch for 1d8 + your spellcasting ability modifier.
- Healing Word Abjuration
A word of restoration: heal a creature within 60 feet for 1d4 + your modifier as a bonus action.
- Shield Abjuration
An invisible barrier of magical force: +5 AC until the start of your next turn, as a reaction.
- Burning Hands Evocation
A 15-foot cone of flame for 3d8 fire damage — the classic first-level blast.
- Sleep Enchantment
Lull creatures into magical slumber, starting with the weakest, from a pool of 5d8 hit points.
- Charm Person Enchantment
Charm a humanoid who must make a Wisdom save — they'll regard you as a friendly acquaintance.
- Thunderwave Evocation
A wave of thunderous force: 2d8 thunder damage and a 10-foot shove in a 15-foot cube.
- Faerie Fire Evocation
Outline foes in light so every attack against them has advantage — and it defeats invisibility.
- Mage Armor Abjuration
Protective magical force around a willing creature: base AC becomes 13 + Dexterity modifier.
- Detect Magic Divination
Sense the presence of magic within 30 feet and learn its school.
- Bless Enchantment
Bless up to three creatures: +1d4 to attack rolls and saving throws.