All of the following cantrips are available for Wizards, Warlocks, and Sorcerers. All of the 2nd-level spells are available for Wizards and Sorcerers.
Blue-Frost Blade
evocation cantrip
Casting Time: 1 action
Components: V, M (a weapon)
Range: Self (5 feet)
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 attack’s normal effects, and is temporarily charged with hypothermic frost. Until the end of your next turn, if the hit creature takes a reaction, you deal 1d8 cold damage to them and end the spell.
This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the damage the secondary target takes increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
Corrosive Blade
evocation cantrip
Casting Time: 1 action
Components: V, M (a weapon)
Range: Self (5 feet)
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 attack’s normal effects, and is temporarily charged with magical acid. At the end of the hit creature's next turn, they take an amount of acid damage equal to your spellcasting ability modifier, unless they attempt to get rid of the acid. As part of their next turn, if they take the Attack or Multiattack action, they may use an attack to make a Dexterity (Acrobatics) check against your spell save DC. On a success, they do not take the acid damage at the end of their next turn.
This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 acid damage to the target, and the damage the target takes at the end of their next turn increases to 1d6 + your spellcasting ability modifier. Both damage rolls increase by 1d6 at 11th level and 17th level.
Static Blade
evocation cantrip
Casting Time: 1 action
Components: V, M (a weapon)
Range: Self (5 feet)
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 attack’s normal effects, and is temporarily charged with shocking lightning. Until the start of your next turn, when a creature moves to a space within 5 feet of the charged creature or the charged creature moves to a space within 5 feet of a creature, you can cause the lightning to jump to the triggering creature, dealing 1d4 lightning damage to both the triggering and charged creatures, ending the spell.
This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d4 lightning damage to the target, and the damage the secondary target takes increases to 2d4. Both damage rolls increase by 1d4 at 11th level and 17th level.
Flaming Shot
evocation cantrip
Casting Time: 1 action
Range: Self
Components: V, M (a weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and suddenly bursts into flames. Unless right after this attack hits they use their reaction to fall prone and cause their speed for reduced to 0 on their next turn as they roll back and forth to put out the flames, they take 1d6 fire damage at the start of their next turn. They do not take this damage if they are completely submerged in water, or heavy rain, or if they take cold damage.
This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the secondary damage increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.
Frozen Shot
evocation cantrip
Casting Time: 1 action
Range: Self
Components: V, M (a weapon)
Duration: 1 round
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and they become punishingly cold. Unless they use one attack on their turn to make a Constitution (Endurance)* check against your spell save DC and succeed, they take 1d6 cold damage at the end of their next turn. Additionally, if they take fire damage before the spell ends, they do not take this cold damage.
This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 cold damage to the target, and the secondary damage type increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.
Green-Acid Shot
evocation cantrip
Casting Time: 1 action
Range: Self
Components: V, M (a weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and a green glob of acid leaps off of the creature to a different creature of your choice within 5 feet of it. This second creature takes acid damage equal to your spellcasting ability modifier.
This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 acid damage to the target, and the damage the secondary target takes increases to 1d6 + your spellcasting ability modifier. Both damage rolls increase by 1d6 at 11th level and 17th level.
Sonic Shot
evocation cantrip
Casting Time: 1 action
Range: Self
Components: V, M (a weapon)
Duration: 1 round
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and they choose to either become deafened until the end of your next turn or take 1d6 thunder damage.
This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 thunder damage to the target, and the secondary damage increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.
White-Lightning Shot
evocation cantrip
Casting Time: 1 action
Range: Self
Components: V, M (a weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and a piercing-white bolt of lighting shoots to one creature of your choice within 10 feet of the original target. This creature must be wearing or holding metal, or be made out of metal, and they take 1d6 lightning damage.
This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 lightning damage to the target, and the secondary damage increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.
Acid Blade
2nd-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a piece of flint)
Duration: Concentration, up to 1 minute
You instantaneously create a blade completely made out dripping acid in your hand. This magic blade lasts for the duration of the spell. This blade counts as a simple melee weapon that you are proficient with. It has the light, thrown (range 20/60), and finesse properties, dealing 2d8 acid damage on a hit. In addition, when you score a critical hit against a target with this weapon, your next attack against them that deals acid damage deals an extra damage dice.
If the blade leaves your hand, it disappears immediately. While this spell remains and the blade is gone, you may summon it back as a bonus action on your turn.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the acid damage increases to 3d8. When you cast this spell using a 5th- or 6th-level spell slot, the acid damage increases to 4d8. If you cast the spell using a spell slot of 7th-level or higher, the acid damage becomes 5d8.
Fire Blade
2nd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a piece of flint)
Duration: Concentration, up to 1 minute
You instantaneously create a blade completely made out of flames in your hand. This magic blade lasts for the duration of the spell. This blade counts as a simple melee weapon that you are proficient with. It has the light and finesse properties, dealing 2d10 fire damage on a hit. In addition, when you score a critical hit against a flammable target with this weapon, the target catches on fire. While on fire, until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. If the blade leaves your hand, it disappears immediately. While this spell remains and the blade is gone, you may summon it back as a bonus action on your turn.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the fire damage increases to 3d10. When you cast this spell using a 5th- or 6th-level spell slot, the fire damage increases to 4d10. If you cast the spell using a spell slot of 7th-level or higher, the fire damage becomes 5d10.
Ice Blade
2nd-level transmuation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a white piece of wood)
Duration: Concentration, up to 10 minute
Using the powers of transmutation magic, you shape the water vapor in the air around you to form a blade of pure ice in your hand. This magic blade lasts until the spell end. It counts as a magic simple melee weapon with which you are proficient. It has the light and finesse properties, dealing 1d8 piercing or slashing damage (your choice when you cast this spell) plus 1d10 cold damage. In addition, when you score a critical hit against a target with this blade, the weapon shatters and explodes, dealing 3d6 cold damage to every creature within 5 feet of you (not including yourself).
If the weapon explodes, or it is no longer in your hand at the end of your turn, it melts. Thereafter, while the spell persists, you can use a bonus action to cause it to reappear in your hand.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the cold damage increases to 2d10. When you cast this spell using a 5th- or 6th-level spell slot, the cold damage increases to 3d10. If you cast the spell using a spell slot of 7th-level or higher, the cold damage becomes 4d10.
Lightning Blade
2nd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a piece of copper wire)
Duration: Concentration, up to 1 minute
You evoke a blade of wieldable lighting, which crackles and zaps electric-sparks around it. This magic weapon lasts for the duration of the spell. This blade counts as a simple melee weapon that you are proficient with. It has the light, versatile, and finesse properties, dealing 2d8 lightning damage on a hit with one hand, or 2d10 with two hands. Additionally, if you score a critical hit with this weapon, a bolt of lightning bounces off of the target to a creature of your choice within 10 feet of it, dealing 2d10 lightning damage to them.
The electric blade sheds bright light in a 5-foot radius and dim light for an additional 5 feet. If the weapon ever leaves your hand, you may summon it back as a bonus action while this spell lasts.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the lightning damage increases to 3d8, or 3d10 when held with 2 hands. When you cast this spell using a 5th- or 6th-level spell slot, the lightning damage increases to 4d8, or 4d10 with two hands. If you cast the spell using a spell slot of 7th-level or higher, the lightning damage becomes 5d8 or 5d10 when held with both hands.
Thunder Blade
2nd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a piece of flint)
Duration: Concentration, up to 1 minute
You evoke a blade of invisible, yet solid thunder. While wielding this weapon, it appears as if your hand is empty. This magic weapon lasts for the duration of the spell. This blade counts as a simple melee weapon that you are proficient with. It has the light and finesse properties, as well as being invisible, dealing 2d8 thunder damage on a hit. Additionally, if you score a critical hit with this weapon, the target is deafened until the spell ends or they repeat the saving throw (which they may repeat at the end of each of their turns).
While the spell lasts, you cannot be disarmed and the thunder blade may not leave your hand.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the thunder damage increases to 3d8. When you cast this spell using a 5th- or 6th-level spell slot, the thunder damage increases to 4d8. If you cast the spell using a spell slot of 7th-level or higher, the thunder damage becomes 5d8.
*Endurance is a homebrew skill of mine. If you don't use it, it can just be a Constitution check.