TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Contents 
  Credits 
   
   
  page 1 
  Introduction  
   
  page 1 
  Contact 
   
   
  page 1 
  Spell Lists 
   
   
  page 1 
  Spell Descriptions  
  page 2 
  Tables  
   
   
  page 3 
  Legal  
   
   
  page 3 
  Credits 
  Written by Ian S. Johnston 
  Edits by Bruce R. Tillotson 
  Layout by Ian S. Johnston 
  Cover by Sebastian Dooris (public domain) 
   
   
   
  Introduction 
  Welcome to the first of (hopefully) many spell 
  compendiums for the fifth edition of the 
  world’s most popular roleplaying game (you 
  know the one). Anyway, if you choose to use 
  these cantrips in your own games, please let us 
  know what you think of them in terms of 
  balance, utility, and overall usefulness in your 
  game. We will be updating this file as the 
  spells are revised. Thanks for taking the time 
  to check out our product and enjoy! 
  Contact 
  Web: www.silverthornegames.com  
  Email: prympax@silverthornegames.com 
  Reddit: /u/Prympax
  Spell Lists 
  Bard 
  brandish 
  dagger of force 
  Quiglig’s summary seal 
  upright 
   
  Cleric 
  brandish 
  coup de grace 
  upright 
  Druid 
  dagger of force 
  upright 
   
  Sorcerer 
  brandish 
  dagger of force 
  Quiglig’s summary seal 
   
   
  Warlock 
  brandish 
  coup de grace 
  dagger of force 
   
  Wizard 
  brandish 
  coup de grace 
  dagger of force 
  Quiglig’s summary seal 
   
   
   
  
   
  [CODEX OF CANTRIPS, VOL. 1] 
   
  2 | P a g e  
   
  Spell Descriptions 
  Brandish 
  Enchantment cantrip 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S, M (weapon with which you wish 
  to gain proficiency) 
  Duration: 1 minute 
  You speak a command word and instantly gain 
  proficiency with any single simple melee, martial 
  melee, or ranged weapon. You may wield the weapon 
  without penalty for the duration, using either your 
  Strength or Dexterity modifier as appropriate to make 
  attack rolls each turn. The weapon must be in your 
  possession at the time of  casting or the spell fails. 
   
  Coup de Grace 
  Necromancy cantrip 
  Casting time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
  Make a ranged spell attack against a single living 
  creature you can see within range. If that creature has 
  5 or fewer hit points, they must make a Constitution 
  save or drop to 0 hit points instead.  If the target is 
  unconscious, it takes one death save failure 
  immediately and has disadvantage on its next death 
  save. If a target is killed by this spell while you are 
  within 30 feet of it, you gain 2 temporary hit points. 
  This spell has no effect against undead or constructs. 
   
  Dagger of Force 
  Conjuration cantrip 
  Casting time: 1 action 
  Range: 5 feet 
  Components: S 
  Duration: 1 round 
  You summon forth a dagger comprised of magical 
  energy into your hand, making a single melee spell 
  attack against a single target within range that you can 
  see. On a successful hit, the target takes force damage 
  equal to 1d6 + your spellcasting ability modifier 
  (minimum +0). The dagger disappears at the 
  beginning of your next turn or if you release your grip 
  on it. This spell’s damage increases by 1d6 when you 
  reach 5th level (2d6), 11th level (3d6), and 17th level 
  (4d6). 
  Quiglig’s Summary Seal 
  Abjuration cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a tiny padlock) 
  Duration: 1 round 
  You instantly seal shut a single nonmagical door, 
  chest, gate, or other portal or container that you can 
  see within range. The target must already be shut and 
  can be no larger than 8 feet in its longest dimension 
  or the spell immediately fails. Once sealed, the target 
  object can be instantly unlocked by a targeting it with 
  a druidcraft, prestidigitation, or thaumaturgy cantrip or 
  higher level spell, such as dispel magic or knock.  
  Creatures may also try to open the sealed 
  object with a Strength check against your spell save 
  DC. Otherwise, the sealed object cannot be opened 
  by any other means until the end of your next turn. 
  You may dismiss this effect as an action. 
   
  Upright 
  Transmutation cantrip 
  Casting Time: 1 reaction, which you take when a 
  conscious creature you can see within 60 feet is 
  knocked prone 
  Range: 60 feet 
  Components: S 
  Duration: Instantaneous 
  A single, conscious, prone creature you can see within 
  range may immediately stand upright using no 
  movement. If the creature is grappled or pinned, it is 
  no longer pinned, but remains grappled. 
   
   
   
  
   
  [CODEX OF CANTRIPS, VOL. 1] 
   
  3 | P a g e  
   
   
  Tables 
  Spells by School 
   
  School 
  Spell Name 
  Abjuration 
  Quiglig’s summary seal 
  Conjuration 
  dagger of force 
  Enchantment 
  brandish 
  Necromancy 
  coup de grace 
  Transmutation 
  upright 
   
   
  Legal 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the 
  dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective 
  logos are trademarks of Wizards of the Coast in the USA and other countries. 
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material 
  is used with permission under the Community Content Agreement for Dungeon Masters Guild. 
   
  All other original material in this work is copyright 2019 by Silverthorne Games, LLC, and published 
  under the Community Content Agreement for Dungeon Masters Guild. 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Silverthorne Games/Silverthorne Games - Codex of Cantrips Vol. 1.pdf