Transmutation

Control Flames

Transmutation Cantrip
Casting Time: 2 Actions
Range: 60 Feet
Components: S
Duration: Instantaneous or 1 hour (see below)

Flames bend to you your will.

You choose a non-magical 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 non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

When you learn the Potent Cantrips feature, the cube of fire that can be controlled is increased to 10 feet.

Druidcraft

Transmutation Cantrip
Casting Time: 2 Actions
Range: 30 Feet
Components: V, S
Duration: Instantaneous

Whispering to the spirits of nature, you can perform a minor manipulation to your environment.

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.

When you learn the Potent Cantrips feature, the spell’s range increases to 60 feet.

Gust

Transmutation Cantrip
Casting Time: 2 Actions
Range: 30 feet
Components: V, S
Duration: Instantaneous

You seize the air and compel it push creatures and objects.

You create one of the following effects at a point that you can see within range:

  • Make a transmutation attack roll vs the Strength defence of one Medium or smaller creature within range. On a hit, the creature is either pushed up to 5 feet away from you or knocked Prone.
  • 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 closed, or your clothing to ripple in a breeze.

When you learn the Potent Cantrips feature, the distance that you can push a creature or object is increased by 5 feet.

Magic Stone

Transmutation Cantrip
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: 1 Minute

You imbue small stones with magic making them more potent for striking.

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged transmutation attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a 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. Whether the attack hits or misses, the spell then ends on the stone.

If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.

Mending

Transmutation Cantrip
Casting Time: 1 Minute
Range: Touch
Components: V, S, M (Two lodestones.)
Duration: Instantaneous

You repair a small tear or break in an object - does not work on broken hearts.

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.

When you learn the Potent Cantrips feature, the size of the break or tear that you can mend increases to 2 feet.

Message

Transmutation Cantrip
Casting Time: 2 Actions
Range: 120 Feet
Components: V, S, M (A short piece of copper wire.)
Duration: 1 Round

You whisper a message that magically finds its way to the ears of another.

You point your finger toward a creature within range and whisper a message. 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.

When you learn the Potent Cantrips feature, the range increases to 240 feet.

Mold Earth

Transmutation cantrip
Casting Time: 2 Actions
Range: 30 Feet
Components: S
Duration: Instantaneous or 1 hour (see below)

Some will move heaven and earth for someone. This spell makes the latter much easier.

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 involve enough force to cause damage.
  • You cause shapes, colors, 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.

When you learn the Potent Cantrips feature, the cube of earth that can be controlled increases to 10 feet.

Prestidigitation

Transmutation Cantrip
Casting Time: 2 Actions
Range: 10 Feet
Components: V, S
Duration: Up to 1 hour

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 odor.
  • 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 color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical 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.

When you learn the Potent Cantrips feature, you can create a total of 6 non-instantaneous effects.

Primal Savagery

Transmutation Cantrip
Casting Time: 2 Actions
Range: Self
Components: S
Duration: Instantaneous

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack.

Make a melee transmutation attack against one creature within 5 feet of you. On a hit, the target takes 1d10 + your spellcasting ability modifier corrosive damage. After you make the attack, your teeth or fingernails return to normal.

Shape Water

Transmutation Cantrip
Casting Time: 2 Actions
Range: 30 Feet
Components: S
Duration: Instantaneous or 1 hour (see below)

You can make the waters dance.

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.

When you learn the Potent Cantrips feature, the cube of water that can be controlled increases to 10 feet.

Shillelagh

Transmutation Cantrip
Casting Time: 1 Action
Range: Touch
Components: V, S, M (Mistletoe, a shamrock leaf and a club or quarterstaff.)
Duration: 1 Minute

“Get stick!”

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.

Thaumaturgy

Transmutation Cantrip
Casting Time: 2 Actions
Range: 30 Feet
Components: V
Duration: Up to 1 Minute

You manifest a minor wonder, a sign of supernatural power.

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.

When you learn the Potent Cantrips feature, you can create a total of 6 non-instantaneous effects.

Thorn Whip

Transmutation Cantrip
Casting Time: 2 Actions
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.

Make a melee transmutation attack against a target that you can see within range. If the attack hits, the creature takes 1d6 + your spellcasting ability modifier piercing damage, and if the creature is large or smaller, you pull the creature up to 10 feet closer to you.