Level
Cantrip
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
Concentration 5 Minutes
School
Transmutation
Attack/Save
None
Damage/Effect

You drink a magical infusion that sends a surge of energy through your body, momentarily heightening your senses and agility but also leaving you jittery and restless. For the duration of the spell, you gain the following benefits:

  • You have advantage on Dexterity-based ability checks (such as Acrobatics or Stealth).
  • Your movement speed increases by 10 feet.
  • You can take the Dash action as a bonus action on each of your turns.

However, the boost comes with a side effect: your concentration is unstable, and you struggle to focus. If you fail a concentration check to maintain the spell or are hit by an attack, you suffer disadvantage on your next attack roll or ability check.

At Higher Levels: At 5th level, the duration increases to 10 minutes. At 11th level, the spell no longer causes disadvantage after being hit.

Fluff Effect: As the spell takes effect, you feel an intense rush of energy—your heart races, your eyes widen, and you can't sit still. It's like a powerful caffeine rush that gets your blood pumping, but also makes your hands shake with energy.


This cantrip mimics the effects of caffeine—speed and focus, but with a risk of overexertion or losing control. It’s great for when you need a quick burst of energy, but it comes with a trade-off that can leave you a bit jittery.

Available For: Druid Wizard

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