Prerequisite: Character Level 12, Expert Dweomerist Feat
Having explored the possibilities of minor magic and dweomers to the extent that you have, you have now mastered dweomercraft to the point where you might affect a change in their structure with but the slightest effort.
- When you cast a Cantrip that deals damage, you can choose to modify it in one of the following ways a number of times per long rest equal to your spellcasting modifier:
- Cone: You expand the spell so that it manifests as a 30-foot cone, each creature within the area suffers the normal effects of the spell unless they succeed on a Dexterity saving throw to halve the damage and negate any secondary effects.
- Chain: Your Cantrip manifests as a bolt of energy that streaks toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other Targets, each of which must be within 30 feet of the first target - these bolts deal twice the normal number of die as damage. Each Target suffers the normal effects of the Cantrip unless they succeed on a Dexterity saving throw to halve the damage and negate any secondary effects.
- You learn two Cantrips of your Choice from any Spell List, which do not count against your number of Cantrips known.
- When you cast a Cantrip that doesn't deal damage you may have it affect an additional target within its original range.
Comments