Cantrips
Wither
school: necromancy
Casting time: 1 action
Range: 80ft
Components: V, S
Duration: Instantaneous
Classes: sorcerer, wizard, warlock, Druid
you form shrink your for with sickness and corrosion, make a ranged spell attack against the target. On a hit, the target takes 1d6 Necrotic damage and must make a con save or take half of the Necrotic damage dealt
At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
1st level
Needle worm
Level: level 1
School: necromancy
Casting time: 1 action
Range: 30ft
Components: V, S
Direction: instantaneous
Classes: sorcerer, wizard, warlock, Druid
You harness the power of parasites in your body to attack and steal life from your enemy.
Pick up to 2 different targets within range to send your leeches at.
Make 3 ranged spell attacks per target.
On a hit, the target takes 1d4 necrotic, and you regain a number of hit points equal to the necrotic damage dealt.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, make one additional attack against one of your targets for each slot level above 2nd.
2nd level
Solar pulse
2nd evocation
Casting time: 1 action
Range: self (15-foot cone)
Components: V, S
Duration instantaneous
You hold out your hand and summon a bright cone of solar flames.
Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage and becomes blinded until the end of your next turn on a failed save, or half as much damage and they are not blinded on a successful one.
The fire ignites any flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Spell list sorcerer wizard
Nightmare shroud
2nd level illusion
Casting time: 1 action
Range: 80ft
Components: S, M (a black cask)
Duration concentration, up to 1 minute
You fill the mind of a creature you can see within range, with phantasmal dread. The target must make a dc wisdom save. On a failed save the target becomes frightened for the duration and takes 2d6 psychic damage on the start of their turn. At the of the targets turn they can remake the save, on a successful save the spell ends
At higher levels. When you cast this spell using a spell slot of 3rd or higher you can target one additional target for each slot level above 2nd
Spell list warlock, wizard
3rd level
Verminous Ruin
school: conjuration
Casting time: 1 action
Range: self
Components: V, S
Duration: Instantaneous
Classes: sorcerer, wizard, Druid
you summon a 15ft wide, 20ft tall wave of living rats. The wave moves 40ft front in a straight line. All creatures in the path of the wave must make a dex save or take 6d4 piercing damage, or half as much damage on a successful one.
If a creature fails the dex save they must make a con save or take 3d8 poison damage and become poisoned until the end of their next turn, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 and 1d8 for each slot level above 3rd.
Black orb
Level: 3
School: evocation
Casting time: 1 action
Range: 100ft
Components: V, S
Direction: instantaneous
Classes: sorcerer, wizard, warlock
You form a black orb of negative and necrotic energy, and hurle the orb at a target within range. Make 3 ranged spell attacks at the target, on a hit the target takes 3d6 necrotic. This spell ignores any minus to attack rolls from targeting a limb or the head of the target.
At Higher Levels: When you cast this spell using a spell slot of 4rd level or higher, the damage for one of the attacks increases by 1d6 for each slot level above 3nd.
Flock of crows
Level: 3
School: conjuration
Casting time: 1 action
Range: 60ft
Components: V, S
Direction: instantaneous
Classes: sorcerer, wizard, druid, warlock, Druid
You summon a flock of crows around the head of a target within range, the target takes 3d8 piercing damage and loses an eye or takes half as much damage and doesn't lose an eye on a successful save.
A creature who only has one eye has disadvantage on perception checks, a creature who lost both eyes is blind until they get a new eye
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each level about 3rd
Locust swarm
Level: 3
School: conjuration
Casting time: 1 action
Range: 30ft
Components: V, S
Direction: instantaneous
Classes: sorcerer, wizard, warlock, druid
You summon a swarm of locusts form nothing to attack and confuse your targets.
Each creature within a 10ft radius must make a dex save. A target takes 2d8 bludgeoning and becomes confused until the end of their next turn on a failed save, a creature is not confused on a successful save.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each level about 3rd
Veil of darkness
3rd level conjuration
Casting time: 1 action
Range: self
Components: S
Duration instantaneous
you make a 10ft radius of darkness centred on yourself, no one other then you can see through this darkness.
You and all allies of your choice within the darkness teleport 60ft to an unoccupied space that you can see.
At higher levels. When you cast this spell using a spell slot of 3rd or higher increase the radius by 5ft for slot level above 2nd
Spell list: warlock, wizard