# Evocation



# Gust Barrier

Evocation cantrip  
**Casting Time:** 1 action  
**Range:** Self  
**Components:** S  
**Duration:** 1 round

You spread your arms wide, allowing yourself to become enveloped by the air around you. Until the end of your next turn, any ranged attack against you is made with disadvantage. Melee attackers who successfully hit you must make a Constitution saving throw against your spell save DC. On a failure, the attacker is flung away from you up to 10 feet and is knocked prone.

Spell list: [Bard](https://dnd.andrej-katic.from.hr/books/classes/page/bard-spell-list), [Druid](https://dnd.andrej-katic.from.hr/books/classes/page/druid-spell-list), [Sorcerer](https://dnd.andrej-katic.from.hr/books/classes/page/sorcerer-spell-list), [Wizard](https://dnd.andrej-katic.from.hr/books/classes/page/wizard-spell-list)

# Boomering

1st-level evocation  
Casting Time: 1 action  
Range: 30 feet  
Components: V, S  
Duration: Instantaneous  
A dizzying ring of sparks launches from your outstretched hand and ricochets back to you moments later. Make a ranged spell attack roll against a creature within range. On a hit, you deal 3d6 radiant damage. If this attack misses, you can repeat the attack roll against the same target once.  
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. If you cast this spell using a spell slot of 3rd level or higher, after the ring hits the first target, it ricochets to a second target of your choice that you can see within 30 feet of the first target, dealing damage as normal on a hit. If you cast this spell using a spell slot of 5th level or higher, the ring can ricochet to the third target of your choice that you can see within 30 feet of the second target. No matter how many creatures the ring ricochets to, you can only repeat the attack roll against one of the spell’s targets.

# Halo of Flame

*2nd-level evocation*  
**Casting Time:** 1 action  
**Range:** Self (10-foot radius, 5-foot wide ring)  
**Components:** V, S  
**Duration:** Instantaneous

A ring of flame ignites above your head, and then springs outward, coming to rest in a burning circle. The circle is composed of a 5-foot wide line of flame, curving to form a 10-foot radius ring around you. Each creature you choose within the area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage, or half as much on a successful save.  
**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

# Arc blade

Evocation cantrip  
Casting Time: 1 action  
Range: Self (5-foot radius)  
Components: V, M (a melee weapon)  
Duration: Instantaneous  
As part of the action used to cast this spell, you must  
make a melee attack with a weapon against one  
creature within the spell’s range, otherwise the spell  
fails. On a hit, the target suffers the weapon attack’s  
normal effects, except that any damage dealt by the  
attack is lightning damage instead of its normal type.  
Additionally, an arc of lightning jumps to a creature  
you choose within 5 feet of the target, dealing 1d6  
lightning damage.  
This spell’s damage increases when you reach  
certain levels. At 5th level, the melee attack deals  
an additional 1d8 lightning damage and secondary  
damage deals an additional 1d6 lightning damage to  
their targets. Both damage rolls increase by one die  
at 11th level (2d8 and 3d6), and 17th level (3d8 and  
4d6).

# Burning blade

Evocation cantrip  
Casting Time: 1 action  
Range: Self (5-foot radius)  
Components: V, M (a melee weapon)  
Duration: 1 round  
As part of the action used to cast this spell, you must  
make a melee attack with a weapon against one  
creature within the spell’s range, otherwise the spell  
fails. On a hit, the target suffers the weapon attack’s  
normal effects, except that any damage dealt by  
the attack is fire damage instead of its normal type.  
Additionally, embers whirl in the target’s space. Until  
the start of your next turn, when a creature enters  
the space for the first time or ends its turn there, you  
can use your reaction to deal 1d6 fire damage to the  
creature, ending the spell.  
This spell’s damage increases when you reach  
certain levels. At 5th level, the melee attack deals an  
additional 1d6 fire damage to the target on a hit and  
the secondary damage deals an additional 1d6 fire  
damage to its target. Both damage rolls increase by  
one die at 11th level (2d6 and 3d6) and 17th level  
(3d6 and 4d6).

# Caustic blade

Evocation cantrip  
Casting Time: 1 action  
Range: Self (5-foot radius)  
Components: V, M (a melee weapon)  
Duration: Instantaneous  
As part of the action used to cast this spell, you must  
make a melee attack with a weapon against one  
creature within the spell’s range, otherwise the spell  
fails. On a hit, the target suffers the weapon attack’s  
normal effects, except that any damage dealt by the  
attack is acid damage instead of its normal type. If  
you miss by 3 or less, acid splashes on the target, and  
you instead deal 1d8 acid damage.  
This spell’s damage increases when you reach  
certain levels. At 5th level, the melee attack deals an  
additional 1d8 acid damage to the target on a hit,  
and the acid damage dealt on a miss increases to 2d8.  
Both damage rolls increase by one die at 11th level  
(2d8 and 3d8) and 17th level (3d8 and 4d8).

# Finger guns

Evocation cantrip (renaissance)  
Casting Time: 1 bonus action  
Range: Self  
Components: V, S  
Duration: 1 minute  
You extend your forefinger and thumb, a dangerous  
gesture mimicking a gun. For the duration, you can  
use your action to make a ranged spell attack against  
one creature you can see within 60 feet, dealing 1d8  
force damage on a hit.  
Your finger gun does not require ammunition,  
but is considered to be a firearm for spells and effects  
which influence firearms.  
The spell’s damage increases by 1d8 when you  
reach 5th level (2d8), 11th level (3d8), and 17th level  
(4d8).

# Force dart

Evocation cantrip  
Casting Time: 1 action  
Range: 120 feet  
Components: V, S, M (a specially-prepared gauntlet  
worth at least 5 gp)  
Duration: Instantaneous  
You fling a dart of magical force at a creature or  
object within range. Make a ranged spell attack  
against the target. On a hit, the target takes 1d10  
force damage.  
This spell’s damage increases by 1d10 when you  
reach 5th level (2d10), 11th level (3d10), and 17th  
level (4d10).

# Force weapon

Evocation cantrip  
Casting Time: 1 action  
Range: 5 feet  
Components: V, S, M (a specially-prepared gauntlet  
worth at least 5 gp)  
Duration: 1 round  
You conjure a blade of magical force in the air, which  
lashes out at your foes. Make a melee spell attack. On  
a hit, you deal 1d10 force damage. The blade remains  
in existence for a short time; until the beginning of  
your next turn, you can make a single strike with  
your mystical blade as an opportunity attack.  
You can make 1 additional attack on your turn  
at 5th level (2 attacks), at 11th level (3 attacks), and at  
17th level (4 attacks).

# Frigid blade

Evocation cantrip  
Casting Time: 1 action  
Range: Self (5-foot radius)  
Components: V, M (melee weapon)  
Duration: 1 round  
As part of the action used to cast this spell, you must  
make a melee attack with a weapon against one  
creature within the spell’s range, otherwise the spell  
fails. On a hit, the attack does damage as normal,  
except that the entire attack deals cold damage  
instead of its normal type. Additionally, the target is  
covered in a brittle frost until the start of your next  
turn. If the target willingly moves before then, you  
can use your reaction to deal 1d8 cold damage to the  
target, ending the spell.  
At 5th level, the melee attack and secondary  
damage each deal an additional 1d8 cold damage.  
Both damage rolls increase by 1d8 at 11th level  
(2d8/3d8), and 17th level (3d8/4d8).

# Lightning surge

Evocation cantrip  
Casting Time: 1 action  
Range: Self (5-foot radius)  
Components: V, S, M (two bits of copper wire)  
Duration: Instantaneous  
You emit a dazzling array of short lightning bolts in  
all directions. All other creatures within 5 feet of you  
must succeed on a Dexterity saving throw or take  
1d6 lightning damage.  
This spell’s damage increases by 1d6 when you  
reach 5th level (2d6), 11th level (3d6), and 17th level  
(4d6).

# Phantom grapnel

Evocation cantrip  
Casting Time: 1 action  
Range: 30 feet  
Components: V, S  
Duration: Instantaneous  
You conjure a chain and hook made of magical force,  
which you propel at a creature or unoccupied space  
you can see within range. When you target a space  
or a creature of Huge size or larger, your grapnel  
pulls you to that target in a straight line. You provoke  
opportunity attacks for this movement as normal.  
When you target a creature of Large size or smaller,  
you pull the target up to 10 feet towards you. A  
creature can make a Strength saving throw to resist  
this movement.

# Sonic pulse

Evocation cantrip  
Casting Time: 1 action  
Range: 60 feet  
Components: V, S  
Duration: Instantaneous  
You compress a thunderous boom into an invisible  
ball and project it at a creature you can see within  
range. The target must succeed on a Constitution  
saving throw, or it takes 1d8 thunder damage and is  
deafened until the start of your next turn.  
If the spell’s target is within 10 feet of you, this  
spell’s damage becomes d10s, instead of d8s.  
This spell’s damage increases by 1d8 when you  
reach 5th level (2d8), 11th level (3d8), and 17th level  
(4d8).

# Thunderous distortion

Evocation cantrip  
Casting Time: 1 action  
Range: Self (10-foot cone)  
Components: V, S  
Duration: Instantaneous  
You produce a distorted wave of noise in a 10-foot  
cone, which can be heard up to 100 feet away. Each  
creature in that area must succeed a Constitution  
saving throw, or take 1d6 thunder damage.  
An echo of this noise persists until the end of  
your next turn. If you cast this spell again before  
the end of your next turn, its damage becomes d8s,  
instead of d6s.  
This spell’s damage increases by 1d6 when you  
reach 5th level (2d6), 11th level (3d6), and 17th level  
(4d6).