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 A cackling female witch, her white hair in a single waist-length braid, brandishes a gnarled wooden staff bedecked in leaves. Her patched purple and brown coat holds vials of potions and a beaded belt. A glowing ribbon of purple energy spills from her hand and surrounds her.

Get even more Witch spells in the Complete Witch!

Witch Cantrips

Witch Cantrips

This section presents cantrips from the Witch spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. New spells are marked with an asterisk (*). In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.

Cantrips (Level 0 Witch Spells)

Spell School Special
Acid Splash Evocation
Chill Touch Conjuration
Dancing Lights Illusion C
Eldritch Orb* Evocation
Hex: Abate* Enchantment
Hex: Apathy* Enchantment
Hex: Bleeding* Necromancy
Hex: Charm* Enchantment
Hex: Disorient* Necromancy
Hex: Doomward* Abjuration
Hex: Duplicity* Illusion
Hex: Evil Eye* Illusion
Hex: Fortune* Divination
Hex: Garble* Illusion
Hex: Go Unseen* Illusion
Hex: Hobble* Transmutation
Hex: Mire* Transmutation
Hex: Misfortune* Divination
Hex: Obfuscate* Transmutation
Hex: Peacebond* Abjuration
Hex: Pox* Necromancy
Hex: Ruin* Necromancy
Hex: Stupor* Enchantment
Hex: Tremors* Transmutation
Hex: Ward* Transmutation
Hocuspocus* Conjuration
Mage Hand Conjuration
Message Transmutation
Minor Illusion Illusion
Minor Lifesteal* Necromancy
Prestidigitation Transmutation
Shriek* Evocation
Starry Wisp Evocation
True Strike Divination

Spell Descriptions

The following spells are represented in alphabetical order.

Eldritch Orb

Evocation cantrip (Necromancer, Warlock, Witch)

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You fling a ball of eldritch energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Force damage and it explodes in a 5-foot Emanation. Each creature within the Emanation makes a Dexterity saving throw, taking half the amount of Force damage on a failed save, or none on a successful one.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Hex: Abate

Enchantment Cantrip (Witch)

Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 round

One creature you can see within range makes a Charisma saving throw. On a failed save, the target can’t make Opportunity Attacks until the spell ends at the end of your next turn.

Hex: Apathy

Enchantment Cantrip (Witch)

Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 round

One creature you can see within range makes a Charisma saving throw. On a failed save, the creature becomes Indifferent about creatures of your choice that it is Hostile toward. This indifference ends if the target takes damage or is forced to make a saving throw. When the spell ends at the end of your next turn, the creature’s attitude returns to normal.

Hex: Bleeding

Necromancy Cantrip (Witch)

Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 round

One creature you can see within range makes a Constitution saving throw. On a failed save, each time the target takes damage until the spell ends, it takes an extra 1d4 Necrotic damage. This spell ends at the end of your next turn.

Hex: Charm

Enchantment Cantrip (Witch)

Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 round

One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends at the end of your next turn. The spell ends early if you or your allies deal damage to the target. When the spell ends, the target knows it was Charmed by you.

Hex: Disorient

Necromancy Cantrip (Witch)

Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 round

One creature you can see within range makes a Constitution saving throw. On a failed save, whenever the target makes an attack roll for the spell’s duration, it must subtract 1d4 from the roll.

Cantrip Upgrade. The die subtracted from attack rolls changes when you reach levels 5 (1d6), 11 (1d8), and 17 (1d10).

Hex: Doomward

Abjuration Cantrip (Witch)

Casting Time: Action
Range: Touch
Components: V, S
Duration: 1 round

You touch a willing creature. The first time the target would drop to 0 Hit Points before the spell ends at the end of your next turn, the target instead drops to 1 Hit Point, and the spell ends. This spell has no effect if you have cast this spell on the target within the past 24 hours.

Hex: Duplicity

Illusion Cantrip (Witch)

Casting Time: Action
Range: Self
Components: V, S
Duration: 1 round

You create an illusory duplicate of yourself, composed of shadowstuff, in your space. When a creature hits you with an attack during the spell’s duration, roll a d6. On 4 or higher, the attack strikes the duplicate instead of you and the spell ends. The duplicates otherwise ignore all other damage and effects. A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight. This spell ends at the end of your next turn.

Hex: Evil Eye

Illusion Cantrip (Witch)

Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 round

One creature you can see within range makes a Wisdom saving throw. On a failed save, the target has the Frightened condition until the spell ends at the end of your next turn.

Hex: Fortune

Divination Cantrip (Witch)

Casting Time: Action
Range: Touch
Components: V, S
Duration: 1 round

You touch a willing creature. For the spell’s duration, the target has Advantage on saving throws. The spell ends at the end of your next turn.

Hex: Garble

Illusion Cantrip (Witch)

Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 round

One creature you can see within range makes a Charisma saving throw. On a failed save, the creature can’t speak coherently or cast spells with a Verbal component until the spell ends at the end of your next turn.

Hex: Go Unseen

Illusion Cantrip (Witch)

Casting Time: 1 minute
Range: Self
Components: V, S
Duration: 1 round

Repeating an ancient chant, you have the Invisible condition until the spell ends at the end of your next turn. Creatures within 10 feet of you that can hear can detect your location for the spell’s duration. The spell ends early if you make an attack roll, deal damage, or cast a spell.

Hex: Hobble

Transmutation Cantrip (Witch)

Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 round

One creature you can see within range makes a Strength saving throw. On a failed save, the creature’s Speed is reduced to 10 feet until the spell ends at the end of your next turn. If the creature is flying, it falls, unless it has the ability to hover.

Hex: Mire

Transmutation Cantrip (Witch)

Casting Time: Action
Range: Self
Components: V, S
Duration: 1 round

You transform the ground in a 30-foot Emanation originating from you into murky swamp, which is Difficult Terrain until the spell ends at the end of your next turn. This Difficult Terrain doesn’t cost you extra movement.

Hex: Misfortune

Divination Cantrip (Witch)

Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 round

Choose one creature you can see within range. Until the spell ends at the end of your next turn, whenever the target rolls a 20 on the d20 of a D20 Test, the roll instead becomes a 1.

Hex: Obfuscate

Transmutation Cantrip (Witch)
Casting Time: Action
Range: Self
Components: V, S
Duration: 1 round

You create a 20-foot Emanation of fog originating from you. The fog spreads around corners, and its area is Heavily Obscured. This fog lasts until the spell ends at the end of your next turn or until a strong wind (such as one created by Gust of Wind) disperses it, ending the spell.

Hex: Peacebond

Abjuration Cantrip (Witch)

Casting Time: Action
Range: Self
Components: V, S
Duration: 1 round

You create a 30-foot Emanation originating from you that locks weapons to their containers. The weapons and ammunition of each creature within the Emanation become fixed in their sheaths, quivers, or holsters until the spell ends at the end of your next turn. A creature can take a Utilize action to make a Strength (Athletics) check against your spell save DC, freeing an item from its container on a success.

Hex: Pox

Necromancy Cantrip (Witch)

Casting Time: Action
Range: 10 feet
Components: V, S
Duration: 1 round

One creature you can see within range makes a Constitution saving throw. On a failed save, the target has the Poisoned condition until the spell ends at the end of your next turn.

Hex: Ruin

Necromancy Cantrip (Witch)

Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 round

One creature you can see within range makes a Constitution saving throw. On a failed save, the target has a −2 penalty to AC until the spell ends at the end of your next turn.

Cantrip Upgrade. The penalty to AC increases by 1 when you reach levels 5 (−3), 11 (−4), and 17 (−5).

Hex: Stupor

Enchantment Cantrip (Witch)

Casting Time: Action
Range: 10 feet
Components: V, S
Duration: 1 round

Choose a creature you can see within range to succeed on a Wisdom saving throw. On a failed save, the target has the Incapacitated condition until the spell ends at the end of your next turn. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect. Once the spell ends on a target, it is immune to this spell for the next 24 hours.

Hex: Tremors

Transmutation Cantrip (Witch)

Casting Time: Action
Range: Self
Components: V, S
Duration: 1 round

A miniature earthquake shakes the ground in a 5-foot Emanation originating from you. Each creature on the ground in the Emanation must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the Emanation or ends its turn there must also succeed on that save or fall Prone.

Hex: Ward

Abjuration Cantrip (Witch)

Casting Time: Action
Range: Touch
Components: V, S
Duration: 1 round

You touch a willing creature. Each time the target takes damage before the spell ends at the end of your next turn, the damage it takes is reduced by 2.

Cantrip Upgrade. The damage reduction increases by 1 when you reach levels 5 (−3), 11 (−4) and 17 (−5).

Hocuspocus

Conjuration cantrip (Necromancer, Warlock, Witch)

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

You conjure minor paranormal phenomena and other ominous effects. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.

Grave Mists. A rolling fog gathers on the ground in a 15-foot Cube for 1 minute.
Ominous Lights. You cause all candles, torches, and other open flames to darken and flicker for 1 minute.
Paranormal Chill. You can chill or warm the air in a 10-foot Cube by 10 degrees for 1 minute.
Poltergeist Activity. You cause small, unattended objects to rattle or levitate an inch off the ground for 1 minute.
Spirit Orbs. You create up to four torch-sized spectral, glowing orbs, which float around within range for 1 minute. The orbs do not provide light, apart from a dim glow.
Spooky Noises. You create a quiet sound that originates from a point of your choice within range, such as ominous whispers, the drone of insects, or the sound of crying. The sound lasts for 1 minute.

Minor Lifesteal

Necromancy cantrip (Necromancer, Sorcer, Witch, Wizard)

Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous

You attempt to drain life energy from a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d6 Necrotic damage. You gain Temporary Hit Points equal to the amount of Necrotic damage dealt.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Shriek

Evocation Cantrip (Witch)

Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: Instantaneous

You release a blood-curdling screech in a 5-foot Emanation originating from you. Each Large or smaller creature you choose within the Emanation is pushed 5 feet away from you.

Get more Witch cantrips in the Complete Witch

Or check out more innovative base classes in Valda’s Spire of Secrets!

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