The very first bit of stuff from my abandoned supplement are the spells! First I'll be releasing the cantrips I had originally made, in early October along with the subclasses I'll release the leveled spells. Enjoy!
Casting Time: 1 bonus action
One of your hands begins to glow with mysterious magical energy, making it an effective weapon. Make a melee spell attack against the target. On a hit, the target takes 1d4 force damage.
The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Classes: Sorcerer, Wizard
[An honestly bad cantrip in my opinion but one that clearly fills a niche. Might work out for a bladesinger or give the 1/3 casters a little boost.]
A small bolt of lightning exits one of your fingers and lunges towards a target you can see within range. The target must succeed on a Dexterity saving throw, or it takes 1d10 lightning damage.
The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Classes: Artificer, Druid, Sorcerer, Wizard
[A self-explanatory lightning-based damaging cantrip that has isn't effectively for melee-based builds.]
Components: V, S, M (a small piece of fabric)
Duration: Concentration, up to 10 minutes
You envelop yourself in a magical, illusory hooded cloak in a uniform color of your choice for the duration of this spell. While the cloak is immaterial and thus does not hold up to physical inspection, it moves as if it were a real cloak as you move and is influenced by wind. In addition, while you wear this illusory cloak, you can choose to use the magic of this spell to change one of the following aspects of your appearance of your choice:
The color and length of your head hair.
The size and shape of your nose.
The color and style of your facial hair.
The size, shape, and color of your lips.
You do not need to have pulled up the hood to do so.
These additional changes wrought by this cantrip also fail to hold up to physical inspection. For example if you were to give yourself a fake mustache if you otherwise have none, someone touching your mustache would not feel the presence of any facial hair in that area.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC, however creatures that have seen your regular appearance have advantage on that check.
Classes: Bard, Sorcerer, Warlock, Wizard
[It's free Disguise Self, but worse due to being a cantrip! Honestly making illusion cantrips is hard, but I really liked the idea of this one.]
Casting Time: 1 reaction, which you take when you fail an ability check with a type of artisan’s tool you are proficient with
Components: V, M (a type of artisan’s tool worth at least 1 sp)
Your magical skills guide your hand during your craft. Roll 2d4 and add the number rolled to the ability check, potentially turning that failure to a success.
Classes: Artificer, Bard, Wizard
[The first reaction-based cantrip! My own take on the idea of magecraft, a spell that in 5e is only described as being part of the toolkit of magewrights and artificers in Eberron, this really goes into the idea of the magical artisan. Please use with the expanded tool rules in Xanathar's for maximum effect!]
Components: V, S, M (a dirty handkerchief or a skunk’s tail)
You magically cause a tiny putrid projectile to emerge from you and shoot towards a target that you can see within range. It must succeed a Dexterity saving throw, or it takes 1d4 acid and 1d4 poison damage.
Both the spell's acid damage and poison damage increase by 1d4 each when you reach 5th level (2d4 each), 11th level (3d4 each), and 17th level (4d4 each).
Classes: Artificer, Druid, Sorcerer, Wizard
[Just some love for two under-represented damage types, perfect for underlining how gross your character is! I just love spells that deal multiple damage types.]