Cantrip Adjustments
Cantrips are very easy spells to cast and just as easy to maintain. A character can either cast or maintain 1 Cantrip while Concentrating upon or Casting a 1st level spell or higher. Further if the character is only trying to maintain and cast Cantrips they may maintain/cast up to a total of 1 Cantrip per point in their Spellcasting Ability (minimum of 1). This means any Cantrip denoted in the guidelines as needing Concentration has had that aspect removed from its description.
[ +- ] Booming Blade
Cantrip Evocation
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round
As part of the action used to cast this spell, a melee attack with a weapon against one creature within the spell's range must be made, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of the caster next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
At 5th level : The melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8
At 11th level : The melee attack deals an extra 2d8 thunder damage to the target, and the damage the target takes for moving increases to 3d8
At 17th level : The melee attack deals an extra 3d8 thunder damage to the target, and the damage the target takes for moving increases to 4d8
[ +- ] Chill Touch
Cantrip Necromantic-Negative
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
The caster creates a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it cannot regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn but will be healed for the amount of damage that would have been caused.
At 5th Level : The damage increases by and additional 1d8 to 2d8
.
At 11th Level : The damage increases by and additional 1d8 to 3d8.
At 17th Level : The damage increases by and additional 1d8 to 4d8.
[ +- ] Druidism
Cantrip (Abjuration, Divination, or Transmutation)
Casting Time: 1 action
Range: 1st 15 feet / 5th 30 ft / 11th 45 ft / 17th 60 ft
Components: V, S
Duration: Instantaneous or Sustained
Whispering to the spirits of nature, the caster can create numerous affects within range. The duration is either, Instantaneous or Sustained and those effects that can be Sustained will last up to one minute after the caster ceases concentration (or steps out of range) but can also simply be dismissed with but a word or gesture. Further as the caster gains a deeper understanding of their magics they can cause these very simple uses of magic to have greater or expanded affect.
To cast this cantrip, the players states what school of magic they are using and the desired effect they wish to obtain or they can simply choose one of the pre-approved effects listed below. If the effect is not listed below the player must get GM adjudication on its actual effect.
Further these spells are so simple that the spell caster can maintain multiple versions of this cantrip at the same time equal to their magical attribute bonus. However, if any other spell not as simple that requires concentration is cast these spells can no longer be maintained and are either dismissed or allowed to linger for one minute before expiring.
At 1st Level:
• Abjuration: The caster can create a personal barrier against inclement whether that shields the caster from non-magical mild weather (snow, rain, and wind). This has no affect against moderate or worse weather nor magical weather effects.
• Divination: The caster knows what the weather will be for the next 6 hours for the spot they are standing in.
• Transmute : The caster can instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
• Transmute : The caster can create an instantaneous, harmless sensory effect, such as the sound of rustling leaves, a feeling of a light breeze, the faint odor of skunk, or the shifting of shadows. The effect must fit within a 5-foot cube.
• Transmute : The caster can instantly light or snuff out a candle, a torch, or a small campfire.
As the caster progresses they gain a deeper understanding of nature and can create additional effects:
At 5th Level :
The caster can maintain up to their magical attribute bonus +1 versions of this cantrip at the same time.
• Abjuration: The caster can extend their barrier against inclement whether to a lesser degree out from them within a half the range in radius which moves with them. This will shield the others from non-magical mild weather (snow, rain, and wind). This has no affect against moderate or worse weather or magical weather effects. The personal barrier extends to moderate weather.
• Divination: The caster knows what the weather will be for the next 12 hours for the spot they are standing in.
• Transmute : The caster can dim or brighten a candle, torch, or small campfire, either halving its light radius or increasing it by 50%. This conversely reduces or increases the consumption of the fuel by a like amount.
• Transmute : The caster can remove any smells from a creature and/or its clothing that were not naturally produced by that creature
At 11th Level :
The caster can maintain up to their magical attribute bonus +2 versions of this cantrip at the same time.
• Abjuration: The whether barrier can now influences up to moderate weather. This has no affect against severe weather or worse nor magical weather effects. The personal barrier extends to severe weather.
• Divination: The caster knows what the weather will be for the next 18 hours for the spot they are standing in.
• Transmute : The caster can instantly selectively make all flowers/buds blossom, all blossoms go to seed/wither, all seed pods open, all seeds germinate, all germinations sprout, all sprouts mature, or all mature plants flower/bud.
• Transmute : The caster can instantly and simultaneously light, snuff, dim, or intensify all candles, all torches, and all small campfires that are within range.
At 17th Level :
The caster can maintain up to their magical attribute bonus +4 versions of this cantrip at the same time.
• Abjuration: The whether barrier can now influence up to severe weather along with the temperature and humidity within the sphere to create a more comfortable environment. This can be used to mitigate the dangers of normal extreme heat and cold but it does not have any against extreme weather nor magical weather effects. The personal barrier extends to extreme weather.
• Divination: The caster knows what the weather will be for the next 24 hours for the spot they are standing in.
• Transmute : The caster can reduce any smells from a creature and/or its clothing that are naturally produced by that creature giving anything disadvantage when trying to track or notice the creature by scent.
[ +- ] Fire Bolt
Cantrip: Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
The caster hurls a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. Any flammable objects hit by this spell ignites if they are not being worn or carried.
At 5th Level : The damage increases by 1d10 to 2d10
At 11th Level : The damage increases by 1d10 to 3d10 and if a target does not make a Dex save DC 10 then all flammable objects they are wearing or carrying ignite.
At 17th Level : The damage increases by 1d10 to 4d10 and the DC increases to 15
Someone on fire must take an action to put out the flames or take 1d4 points of damage every round after the they ignited.
[ +- ] Fierce Aura
Cantrip Enchantment
Casting Time: 1 action
Range: Self (out to 30 ft)
Components: V, S, M (a small amount of war paint or blood applied to the face when spell is cast)
Duration: 1 minute
When casting this cantrip, the caster chooses one creature that they can sense and that can sense them that is within 30 feet and is currently hostile towards them. The cantrip places a glamour upon the caster that makes the caster seem extremely fierce to their chosen subject. For the duration of this spell, the caster gains a +1d4 bonus with Advantage on all hostile Charisma checks with regards to that chosen creature. Note if this spell is cast again before it ends then it is instead extended by the duration.
At 5th Level: The range and duration of an Intimidation attempt is extended to that of the cantrip. That being a range 30 feet and duration 10 rounds.
At 11th Level: The caster can, at the time of casting (or recasting), choose up to one subject per Spellcasting Ability modifier (minimum of 1) to be affected by the glamour of this spell provided all the subjects can sense and be sensed by the caster and are within range.
At 17th Level:
[ +- ] Friends
Cantrip Necromantic-Spirit
Casting Time: 1 action
Range: Self
Components: S, M (a small amount of makeup applied to the face when spell is cast)
Duration: 1 minute
The caster chooses one creature that they can see that is not currently hostile towards them when casting this. The spell places a glamour upon the caster that makes the caster seem very appealing to their chosen subject. For the duration of this spell, the caster has Advantage on all friendly oriented Charisma checks with regards to that chosen creature. If the spell ends while the character is still interacting with the chosen subject that subject may immediately make an Wisdom(Insight or Perception) check against the Spell DC to determine if they notice something is amiss. If they notice something is amiss their attitude shifts one step in the direction of hostile. Note if this spell is cast again before it ends then it is instead extended by the duration but the somatic gesture is very difficult to conceal and the caster must make a Dexterity(Sleight of Hand) vs Wisdom(Perception) or the subject checks to see if they notice something is amiss as if the spell had ended.
At 5th Level: The caster can, at the time of casting (or recasting), choose up to one subject per Spellcasting Ability modifier (minimum of 1) to be affected by the glamour of this spell provided all the subjects can be seen by the caster.
At 11th Level: The caster can substitute the somatic and material components of this cantrip with a single verbal component "friend" that they can casually weave into a sentence. This causes the subject to be at Disadvantage to notice something is amiss when the spell is cast (or recast) in their presence.
At 17th Level: The caster is so skilled at using this Cantrip that they can seamlessly weave its magic into any normal conversations that they are having without the casting (or recasting) being noticed via normal means.
[ +- ] Green-Flame Blade
Cantrip Evocation
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous
As part of the action used to cast this spell, a melee attack with a weapon against one creature within the spell's range must be made, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of the caster's choice that they can see within 5 feet of the target. The second creature takes fire damage equal to 1d8 plus caster's spell casting ability modifier.
At 5th level: The melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 2d8+spell casting ability modifier.
At 11th level: The melee attack deals an extra 2d8 fire damage to the target, and the fire damage to the second creature increases to 3d8+spell casting ability modifier.
At 17th level: The melee attack deals an extra 3d8 fire damage to the target, and the fire damage to the second creature increases to 4d8+spell casting ability modifier.
[ +- ] Guidance
Cantrip: Divination
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 minute
The caster touches one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of their choice. They can roll the die before or after making the ability check. The spell ends when the target uses the roll or another Guidance is cast on the target or 1 minute has passed whichever comes first.
At 5th Level : When the target rolls a 1 for the benefit of this spell they may re-roll the die but must use the new roll, even if the new roll is a 1.
At 11th Level : The caster can cast this spell on a willing target of their choice that they can see and that is within 30 feet of them. The target rolls a d6 instead of d4
At 17th Level : The caster can choose up to one target per spell ability modifier to receive the benefit of this spell that is within 30 feet of them at the time of casting. The spell ends individually for each target per the normal parameters.
[ +- ] Healing Word
1st-Level - Necromantic-Positive
Casting Time: 1 Bonus Action
Range: 60 feet
Components: V, M (holy symbol)
Duration: Instantaneous
The caster chooses a willing creature that they can see within range and that creature regains hit points equal to 4 + Spell Casting Ability Modifier. If the target is unaware or unwilling the caster must make a successful ranged attack. This spell has no effect on constructs but will inflict the healing as damage upon undead whom are almost always unwilling targets.
At Higher Levels : When this spell is cast using a spell slot of 2nd level or higher, the healing increases by 4 points and the range increases by 10 feet for each slot above 1st to a maximum at 5th level of a range of 100 feet and healing of 20 + Spell Casting Ability Modifier.
[ +- ] Hunter's Tag
Cantrip - Divination
Casting Time: 1 Round
Range: Self
Components: V, M (a piece of the target that must be physically consumed)
Duration: 10 mins or Special
The caster chooses a creature that they possess a piece of and they create a connection to that target and its race such that until the spell ends, the character gains Advantage on any Wisdom(Perception) and/or Wisdom(Survival) checks to track or find the creature and/or its race. The material component of this spell is some aspect of the target, a piece hair/fur, a drop of blood, a bit of stool, a patch of skin or anything that was an integral element of the creature at some point in time (clothing does not count).
If this cantrip is used in conjunction with Hunter's Mark (which is cast first) it becomes tied to the single target of the Hunter's Mark and only works in regards to that specific target but it also last as long the Hunter's Mark spell and does not require the usual material component. Further it augments the Ranger's ability to use Wisdom(Perception) and Wisdom(Survival) by granting Expertise in these two skills when used to track or find the target of Hunter's Mark.
At 5th Level : The caster gains a +1 To Hit a target of this spell.
At 11th Level : The bonus increases to a +2 To Hit
At 17th Level : The bonus increases to a +4 To Hit
[ +- ] Light
Cantrip: Evocation
Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like but some colors can reduce the range of effect. Completely covering the object with something opaque blocks the light. The spell ends if it is cast again or is dismissed as an action. If an object held or worn by a hostile creature is targeted, the caster must make a successful melee attack as part of their action.
At 5th Level : When cast, the caster can limit the radius of bright and dim light shed by the object, down to a minimum of 5 feet or extend it out to a 30-foot radius and the duration is extended to 3 hours. Further it can be cast upon one object per spell ability modifier of the caster provided the culmination of these objects do not exceed the dimensional limit.
At 11th Level : The caster can now control the intensity of light from 5-foot radius out to a 40-foot radius of bright light, with an equal radius of dim light and the duration is extended to 7 hours. The caster can also alter the color such that only creatures with low light vision can perceive the light as bright light. The radius for them is still the same as if it were normal light all others only perceive Dim light out to the bright light radius.
At 17th Level : The caster can now control the intensity of light from 5-foot radius out to a 60-foot radius of bright light, with an equal radius of dim light and the duration is extended to indefinitely but is canceled if dismissed, cast again, dispelled, or countered.
[ +- ] Mage Hand
Cantrip: Conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point the caster chooses within range. The hand lasts for the duration or until dismissed as an action. The hand vanishes if it is ever more than 30 feet away from the caster or if the this spell cast again. The caster can use their action to control the hand. They can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The caster can move the hand up to 30 feet each time they use it. The hand cannot attack, activate magic items, or carry more than 10 pounds.
At 5th Level : The caster can ignore the verbal component of this spell. When casting this spell, the caster can make the hand appear fully corporeal, albeit featureless or completely invisible.
At 11th Level : The spell's range increases to 60 feet. The caster can assign a task, one of those that hand is denoted as being able to do, to the hand which it will attempt to then complete without further guidance by the caster. Further casting this spell, the caster can make the hand appear with any features and adornments they like, as long as it retains the general structure of a hand, such as an armored gauntlet, bestial paw or a bloody dismembered limb.
At 17th Level : The spell's range increases to 90 feet and its duration increases to 3 minutes. The hand can carry up to 20 pounds and can be made to appear twice as large or twice as small.
[ +- ] Mending
Cantrip: Transmutation
Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object touched by the caster, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wine skin. As long as the break or tear is no larger than 1 foot in any dimension, it is completely mended leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell cannot restore magic to such an object.
At 5th Level : The spell repairs a single break or tear that is no larger than 3 feet in any dimension. Additionally, the caster can reassemble any number of broken fragments of an object which can fit inside a 1-foot cube. They can also remove scratches and rust from metal objects or restore burned cloth and leather as long as at least 4/5 of it remains intact.
At 11th Level : The spell repairs a single break or tear that is no larger than 9 feet in any dimension. Additionally, the caster can reassemble any number of broken fragments of an object which can fit inside a 3-foot cube. The caster can also restore corroded metal objects to their original, untarnished state or put a razors edge upon a blade. The spell has a range of 10 feet.
At 17th Level : The spell has a casting time of 1 action.
[ +- ] Message
Cantrip Transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round
The caster points their finger at a creature within range that they can see and whispers a message. The whisper is heard only at the source and destination and the target, and only the target, can reply in a whisper that can only be heard at the source and destination. This can be cast through solid objects, if the caster is familiar with the target and knows they are on the other side of the barrier. Magical silence, 3 feet of wood, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead or gold blocks this spell. Note the spell does not have to follow a straight line and can, if needed, travel around corners and/or through small openings provide it does not exceed its range when doing so.
At 5th Level : The spell has a range of 250 feet and the material component can be ignored.
At 11th Level : The spell has a range of 500 feet and the somatic component can be ignored.
At 17th Level : The spell has a range of 1600 feet.
[ +- ] Minor Illusion
Cantrip Illusion
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
The caster can create a sound or a smell or a feeling or an image within range that lasts for the duration. The illusion will end prematurely if the caster dismisses it as an action or cast this spell again.
If caster creates a sound at a designated point within range. The sounds volume can range from a whisper to a scream. It can be the caster's voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound the caster has experienced. The sound continues unabated throughout the duration, or can be made to be discrete sounds at different times before the spell ends.
If the caster creates a smell it resides within a 10 foot radius of a designated point within range at the time of casting. The scent can be strong or it can be feint. It can be of anything the caster has encountered but it cannot cause adverse reactions. The scent can be altered during the duration but it cannot be moved.
If the caster creates a feeling it resides within a 10 foot radius of a designated point within range at the time of casting. The feeling can be heat, cold, smoothness, roughness, sharpness, dullness, or just about anything the caster has experienced but it cannot
cause harm in anyway. The feeling can be altered during the duration but it cannot be moved.
If the caster creates an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image cannot create sound, light, smell, or any other sensory effect. The image can be altered during the duration but it cannot be moved. Any physical interaction with the image will simply pass through it, giving a clue of its non-real nature depending upon what the image is.
If a creature uses its action to examine the illusion, the creature can determine that it is not real with a successful Intelligence (Investigation) check against the spells save DC. However the knowledge of whether an Illusion is real or not makes no difference
as to its affect for it still remains just the same. The individual has just identified anomalies within the Illusion that makes them certain it is not the real deal.
At 5th Level : The caster can combine up to two sensory affects within a single illusion.
At 11th Level : The duration extends to 3 minutes and the range and area of the illusion are doubled.
At 17th Level : The duration extends to 9 minutes and the caster can combine up to four sensory affects within a single illusion
[ +- ] Prestidigitation
Cantrip Conjuration, Evocation, or Illusion
Casting Time: 1 Action
Range: 1st 15 feet / 5th 30 ft / 11th 45 ft / 17th 60 ft
Components: V, S
Duration: Instantaneous or Sustained
This spell is a collection of minor magical tricks that novice spell casters use for practice. The duration is either, Instantaneous or Sustained and those effects that can be Sustained will last up to one minute after the caster ceases concentration (or steps out of range) but can also simply be dismissed with but a word or gesture. Further as the caster gains a deeper understanding of their magics they can cause these very simple uses of magic to have greater or expanded effect.
To cast this cantrip, the players states what school of magic they are using and the desired effect they wish to obtain or they can simply choose one of the pre-approved effects listed below. If the effect is not listed below the player must get GM adjudication on its actual effect.
Further this spell is so simple that the spell caster can maintain multiple versions of this cantrip at the same time equal to their magical attribute bonus. However, if any other spell not as simple that requires concentration is cast these spells can no longer be maintained and are either dismissed or allowed to linger for one minute before expiring.
At 1st Level:
• Conjuration: The caster can add a single flavorant to a concoction
• Conjuration: The caster can add a single basic color (red, green, or blue) to an object or a surface up to 1 square foot.
• Conjuration: The caster can create a normal common nonmagical non-raw substance of Fine size or smaller.
• Conjuration: The caster can bring to their hand an object of Fine size or smaller that they own and are aware of where it is currently located.
• Evocation: The caster can make a normal mark or symbol of Fine size or smaller appear on an object or a surface.
• Evocation: The caster can chill (40F) or warm (100F) up to 6 cubic inches of nonliving material.
• Evocation: The caster can light or snuff out a single candle or a single torch.
• Evocation: The caster can clean or soil a surface no larger than 1 square foot.
• Evocation: The caster can zap a single normal insect or animal of Fine size or smaller out of existence.
• Illusion : The caster can create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• Illusion : The caster can create an illusory image that can fit in one's hand.
At 5th Level:
The caster can now maintain up to their magical attribute bonus +1 versions of this cantrip at the same time.
• Conjuration: The caster can add up to three simple flavorants to a concoction
• Conjuration: The caster can add the three basic colors (red, green, or blue) or one mixed colored to an object or a surface up to 3 square feet.
• Conjuration: The caster can bring to their hand an object of Diminuative size or smaller that they own and are aware of where it is currently located.
• Evocation: The caster can chill (40F) or warm (100F) up to 9 cubic inches of nonliving material.
• Evocation: The caster can clean or soil a surface no larger than 3 square feet.
• Evocation: The caster can zap up to three normal insects or animals of Fine size or smaller out of existence.
• Illusion : The caster can create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor without using a verbal or somantic component (choose one).
At 11th Level:
The caster can now maintain up to their magical attribute bonus +2 versions of this cantrip at the same time.
• Conjuration: The caster can add a mix of flavorants to a concoction
• Conjuration: The caster can add three different colors of any mix to an object or a surface up to 6 square feet.
• Conjuration: The caster can bring to their hand an object of Fine size or smaller that is not in someone's possession which they are aware of where it is current exact location.
• Evocation: The caster can zap a single normal insect or animal of Diminuative size or smaller out of existence or they can create a field (1/4 range) that moves with them that zaps any insect or animal of Fine size or smaller out of existence.
• Evocation: The caster can freeze (-40F) or boil (300F) up to 6 cubic inches of nonliving material.
• Evocation: The caster can bleach, clean, soil, or stain a surface no larger than 6 square feet.
• Evocation: The caster can can light or snuff out any number of candles, torches, and small campfires within range simultaneously.
• Illusion : The caster can create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor without using any components if they have a focus in hand.
At 17th Level:
The caster can now maintain up to their magical attribute bonus +4 versions of this cantrip at the same time.
• Conjuration: The caster can add any flavor to a concoction they can imagine
• Conjuration: The caster can any mixture of colors to an object or a surface up to 9 square feet.
• Conjuration: The caster can bring to their hand an object of Diminuative size or smaller that is not in someone's possession which they are aware of its current exact location.
• Evocation: The caster can freeze (-40F) or boil (300F) up to 9 cubic inches of nonliving material.
• Evocation: The caster can bleach, clean, soil, or stain a surface no larger than 9 square feet.
• Evocation: The caster can create a field (1/2 range) that moves with them that zaps any insect or animal of Diminuative size or smaller out of existence.
• Illusion : The caster can create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor without using any components and without a focus.
[ +- ] Spare the Dying
Cantrip Necromantic-Positive
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on constructs and causes an undead only 1 point of damage
At 5th Level : If the stabilized creature takes no further damage for 9 minutes, it regain 1 hit point.
At 11th Level : When cast this spell can be used on a number of dying targets within movement range equal to the casters spell ability modifier. If any of the stabilized creatures take no further damage for 3 minutes, they regain 1 hit point.
At 17th Level : When cast this spell can be used on any number of dying targets as long as the caster can reach them within the same round. If any of the stabilized creatures take no further damage for 1 minute, they regain 1 hit point.
[ +- ] Thaumaturgy
Cantrip: (Divination, Enchantment, or Transmutation)
Casting Time: 1 action
Range: 1st 15 feet / 5th 30 ft / 11th 45 ft / 17th 60 ft
Components: V, S
Duration: Instantaneous or Sustained
This spell is a collection of signs of supernatural power and minor wonders and that clerics use to impress the populace. The duration is either, Instantaneous or Sustained and those effects that can be Sustained will last up to one minute after the caster ceases concentration (or steps out of range) but can also simply be dismissed with but a word or gesture. Further as the caster gains a deeper understanding of their magics they can cause these very simple uses of magic to have greater or expanded effect.
To cast this cantrip, the players states what school of magic they are using and the desired effect they wish to obtain or they can simply choose one of the pre-approved effects listed below. If the effect is not listed below the player must get GM adjudication on its actual effect.
Further this spell is so simple that the spell caster can maintain multiple versions of this cantrip at the same time equal to their magical attribute bonus. However, if any other spell not as simple that requires concentration is cast these spells can no longer be maintained and are either dismissed or allowed to linger for one minute before expiring.
At 1st Level
• Divination : The caster can divine the measurements within a 15 foot cube
• Enchantment : The caster creates a glamor that enhances their Charisma allowing them to add a +1 to any Charisma based checks they make.
• Transmutation : The caster's voice booms up to three times as loud as normal
• Transmutation : The caster can cause flames to flicker, brighten, dim, or change color.
• Transmutation : The caster can cause harmless tremors in the ground.
• Transmutation : The caster can instantaneously cause an unlocked door or window to fly open or slam shut.
• Transmutation : The caster can alter the appearance of their eyes.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
At 5th Level
The caster can maintain up to their magical attribute bonus +1 versions of this cantrip at the same time.
• Divination : The caster can divine the measurements within a 30 foot cube
• Enchantment : The caster creates a glamor that enhances their Charisma allowing them to add a +2 to any Charisma based checks they make.
• Transmutation : The caster can change their voice to sound more angelic or more demonic.
• Transmutation : The caster can amplify their voice up to five times as loud as normal.
• Transmutation : The tremors the caster can cause are strong enough to rattle objects without damaging them.
At 11th Level
The caster can maintain up to their magical attribute bonus +2 versions of this cantrip at the same time.
• Divination : The caster can divine the measurements within a 45 foot cube
• Enchantment : The caster creates a glamor that enhances their Charisma allowing them to add a +3 to any Charisma based checks they make.
• Transmutation : The tremors the caster can cause are strong enough to knock small unattended objects over and/or off.
can also instantaneously open or close any number of unlocked doors and windows within range.
At 17th Level
The caster can maintain up to their magical attribute bonus +4 versions of this cantrip at the same time.
• Divination : The caster can divine the measurements within a 60 foot cube
• Enchantment : The caster creates a glamor that enhances their Charisma allowing them to add a +4 to any Charisma based checks they make.
• Transmutation : The caster can cause intense tremors, or unseen waves or slashes to deal 1 damage to all
objects that are not being worn or carried within range.
[ +- ] True Strike
Cantrip: Divination
Casting Time: 1 Action
Range: Self
Components: S
Duration: 1 minute
When cast the magic bestows upon the caster a brief insight into their next target's defenses. Such that on their next attack, they gain Advantage on their roll against that target, provided that this spell has not expired. Once used or if recast or if duration expires the spell ends immediately.
At 5th Level : The caster can choose to gain a +5 bonus to their next attack roll against the target, instead of gaining advantage but this must be chosen before the roll is made.
At 11th Level : The caster also learns the target's lowest physical (Str, Dex, Con) saving throw and the target's lowest mental (Int, Wis, Cha) saving throw.
At 17th Level : The caster gains an additional use of the benefit of this spell per ability modifier that they possess but only against the selected target. The spell ends immediately once all the benefits have been used or the spell is recast or 1 minute as passed whichever comes first.
[ +- ] Vicious Mockery
Cantrip: Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
The caster unleashes a string of insults laced with subtle enchantments at a creature they can see within range. If the target can hear the caster (though it need not understand them), it must succeed on a Wisdom Save or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At 5th Level : The damage increases by 1d4 to 2d4
At 11th Level : The damage increases by 1d4 to 3d4. The caster can choose to enrage the target whereupon it will attempt to attack the caster as their next action caster.
At 17th Level : The damage increases by 1d4 to 4d4. The disadvantage applies to all actions the target takes before the end of its next turn.
[ +- ] Weapon Ward (was Blade Ward)
Cantrip Abjuration
Casting Time : 1 Action
Range : Self
Components : V, S
Duration : 1 round per Casting Attribute Bonus (minimum 1)
The caster extends their hand speaking and tracing a sigil of warding in the air and gains Resistance against normal damage of the Bash, Pierce, and Slash types.
At 5th Level : Add Proficiency Bonus to the Duration
At 11th Level : Can cast this as a Bonus Action instead of an Action
At 17th Level : Can cast this as a Reaction instead of an Action