You have learned to make the best use of your cantrips in battle. Choose up to 3 cantrips that you know. You can use this feature a number of times per day equal to your spell casting ability modifier (minimum of one). You can shape the cantrip of your choice and modify it's effects on the target. All uses of the spell are recovered after a long rest. The normal damage values apply to the cantrips as written in the spell description. The following cantrips can all be used to effect the outcome of battle in the following ways:
Firebolt: You can expend one use of the feature before casting it. If you hit the target with this spell it begins to burn for 1d8 fire damage (increasing by 1d8 for each tier of the cantrip dice) for 2 rounds at the start of it's turn. The burning can not be extinguished unless the target is effected with a water or cold spell effect. The burning effect does not stack with other burning effects from other sources (including multiple uses of the same spell). Immunity to fire damage prevents the effect.
Ray of Frost: If the target of this spell is slowed by a cold spell on a previous round (such as with ray of frost spell), you can expend one use of the feature on a consecutive attack to restrain the target as per the condition, if you successfully hit with it. The restrain lasts for 2 rounds or until a creature uses an action to break free with a strength athletics check equal to your spell casting DC. Additionally, while the target is restrained in this way all successive cold damage it takes is increased by 1d8.
Sacred Flame: You can expend one use of this feature and than attack with the cantrip. If you succeed to damage a target with the spell the target gains vulnerability to radiant damage for 2 rounds. If the target is undead the damage die is increased by an additional 1d8 damage for the duration of the effect. If the creature is resistant to radiant damage, they lose their resistance for the duration of the effect. If the target is immune to radiant damage the effect does nothing instead.
Poison Spray: If the target is effected by the poisoned condition (regardless of the type of poison) you can expend one use of the feature to cause this spell to do more damage. If you succeed to damage the target with the spell, the creature takes an additional 1d8 poison damage (increasing by 1d8 per tier of the spell) at the start of its turn for 2 rounds or until cured. Creatures immune to poison are unaffected by this effect.
Acid Splash: Expend one use of the feature and make the normal attack roll with the cantrip. If you succeed to hit one or more targets with the spell you can cause the damage to decrease the targets AC by 1+ the spell's tier level if the target is wearing armor. The acid also causes the target to feel additional pain, causing 1d4 acid damage (increasing by spell tier) for 2 rounds after the initial effect. The additional acid damage can only be stopped if the target receives magical healing.
Chill Touch: You can expend one use of the feature prior to making an attack. If you succeed to hit the target with this spell, the chilling influence makes the target vulnerable to necrotic damage for 2 rounds. Additionally, creatures without the subtype undead or construct take 1d4 necrotic damage per spell tier for 2 rounds at the start of it's turn or until magically healed.
Guidance: You can expend one use of this feature to augment the spell in the following way: You make a touch attack on an unwilling creature influencing it's abilities, giving it a -1d4 on it's the next skill check it makes in combat.
Light: You can expend one use of this feature to augment the spell in the following way: The light can become a dim blue light invisible to enemies with dark vision. Creatures in the area who rely on sight to detect hidden creatures make their perception checks with disadvantage.
Message: You can expend one use of this feature to augment the spell in the following way: You can attempt to influence a target's mind. The target must succeed on a charisma saving throw vs. your spell casting DC or it believes one lie you tell it. The lie you tell it must be simple enough to affect it's actions in combat: i.e "Your allies will turn on you." "You're outmatched and should run". or "Your blade is broken" The DM decides what actions the target takes, but must provide a reasonable course of action based on your influence.
Resistance: You can expend one use of this feature to augment the spell in the following ways: You can target up to one additional creature within 5 ft. to give them the same resistance as the spell or make a melee touch attack against an unwilling creature to give a - 1d4 on their next saving throw of your choice (charisma, strength, constitution, etc.)
Druidcraft: You can expend one use of this feature to augment the spell in the following ways: You can cause plants, fungus, or flowers in the area to emit an invisible gas in a a 5 ft. cube to cause a single creature within 5 ft. of the effect to fall asleep, take 1d6 poison damage (increased by tier of play), or become slowed by half their movement speed. The creature must succeed on a constitution saving throw against your spell save DC or there is no effect.
Shocking Grasp: You can expend one use of the feature and than make a melee touch attack as normal. If you hit the creature you make the creature vulnerable to lightning damage for 2 rounds (immunity applies) ending on it's last turn. Additionally, if you use the feature to make another melee touch attack against the same target, the target becomes stunned until the end of it's next turn.
Blade Ward: You can expend one use of this feature to augment the spell in the following way: You can grant the same resistances to an ally within 5 ft. of you, in addition to yourself, for the same duration as the initial effect.
Vicious Mockery: You can expend one use of this feature to augment the spell in the following way: You can effect another target within 5 ft. of the initial target for the same effects. The second target must succeed on a wisdom saving throw against your spell save DC.
Eldritch Blast: You can expend one use of the feature to augment the spell in the following way: If the attack hits the target you can choose to knock the target back 5 ft and the target is forced to save vs. your spell casting DC or be knocked prone. If you have the eldritch invocation repelling blast the push effect stacks.
Dancing Lights: You can expend one use of the feature to augment spell in the following way: With you action you can create a flash of light against one creature causing it to save vs. your spell casting DC or become blinded until the end of it's next turn. Creatures immune to blind are unaffected by this effect.
Friends: You can expend one use of this feature prior to casting the spell to augment it in the following way: If you succeed to influence the target with a Charisma check, you can force the target to forget your face and your name for up to 1 hour.
Shillelagh: You can expend one use of this feature prior to casting the spell to augment it in the following way: Any creature you successfully hit with this attack must succeed on a constitution saving throw against your spell casting DC or become vulnerable to bludgeoning damage until the end of your next turn. Once the creature recovers they can no longer be affected by this feature in the same way for 1 hour.
Mage Hand: You can use your action to expend one use of this feature and direct the mage hand towards one creature to attempt to give a friendly character within 5 ft of the target advantage on their next attack roll, like with the help action. If the designated ally can't attack the effect does nothing instead.
True Strike: You can expend one use of this feature in the following way: You can affect one ally within 5 ft. of you to grant them advantage on their next attack roll. The creature must be holding a weapon and have the ability to hear your words.
Minor Illusion: Choose either a sound or object. You can expend one use of this feature to shape the illusion in a way that the sound can deafen the creature until the end of it's next turn if it fails against your spell casting DC. Additionally you can create an object with the spell. If the creature fails against your spell casting DC it has disadvantage on it's next attack roll, unless the illusion is dispelled. The target must be able to hear or see the illusion.
Mending: You can choose to expend one use of the feature. The spell can than be used like the cure wounds spell on friendly constructs or to inflict wounds (damage type is physical but ignores physical damage resistance the target may have) on unfriendly constructs. The dice are 1d8 per spell tier(no modifiers). You must be within 5 ft. of the constructs to affect them this way. The inflict wounds spell must succeed as a melee touch attack using your spell attack modifier.
Prestidigitation: You can expend one use of the feature to shape the spell in a way to create a sensory effect that causes the target to save vs. your spell casting DC. The creature has advantage on the save if has been attacked by you within the last minute. If the target fails they are charmed by you until the end of it's next turn or until it takes damage.
Thorn Whip: You can expend one use of this feature prior to casting it. You can shape the thorn whip to grapple the creature on a successful hit and cause 1d6 piercing damage instead of pulling it towards you. You must maintain concentration to hold the grapple. The creature can make a strength athletics check to break free of the grapple on its turn with it's action. On a successive turn you can either pull the creature towards you or cause the creature to take an additional 1d10 piercing damage.
Thunderclap: You can expend one use of this feature prior to making an attack. Each creature you hit with the spell receives disadvantage on their next attack roll until the end of their next turn.
Toll the Dead: You can expend one use of this feature prior to making an attack. If the attack succeeds, the target becomes disoriented and has disadvantage on any skill or ability checks until the end of their next turn.
Word of Radiance: You can expend one use of this feature prior to making an attack. Each target you hit with the spell is required to make an additional dexterity saving throw against your spell save DC. If they fail, they become blinded until the start of their next turn.
Control Flames: You can expend one use of this feature to effect the spell in the following way: If a target is burning you can use your action to direct the flames from that target to leap to a second target within 10 ft to cause an additional 1d8 fire damage per spell tier. The target can make a saving throw vs. your spell casting DC to save for half damage.
Create Bonfire: You can expend one use of this feature when a creature takes damage from the bonfire. The creature must make a constitution saving throw vs. your spell save DC or inhale the thick black smoke taking 1d4 poison damage per spell tier of the spell.
Frostbite: You can expend one use of this feature when a creature takes damage from the spell. The creature has disadvantage on any strength or dexterity checks until the end of it's next turn.
Gust: You can expend one use of this feature when you successfully push a creature 5ft away. The creature falls prone until the end of it's next turn.
Infestation: You can expend one use of this feature prior to casting the spell. If the spell succeeds the creature must make a dexterity saving throw against your spell save DC or become blinded until the end of it's next turn.
Mold Earth: You can expend one use of this feature prior to casting the spell. You can create a patch of dirt in a 5 ft cube underneath a creature to attempt to grapple the target. The target can make a strength saving throw against your spell casting DC. If the targets fails they are grappled. Requires concentration. The target can attempt to break free with a successful strength athletics check contested by your spell casting DC at the end of it's turn. On a successive turn you can use your action to do 1d6 bludgeoning damage (non-magical) per spell tier with no save for the target.
Shape Water: You can expend one use of this feature prior to casting the spell. You can shape water to target one creature to form a fist or another blunt object at a point within range. Then make a melee touch attack with you spell attack modifier. If the attack succeeds the target takes 1d6 cold damage and 1d6 bludgeoning (the bludgeoning is non-magical damage.) The damage increases with the spell tier of play your caster qualifies for.
Magic Stone: You can expend one use of this feature to imbue one of the stones with fire damage. If you make a successful ranged spell attack with the stone, the target suffers an additional 1d6 fire, cold, or acid damage. You must declare which damage type before making the attack. The damage increases with the tier of play the caster qualifies for.
Primal Savagery: You can expend one use of this feature to make a second off-hand attack using your bonus action. The damage for the off-hand attack is acid damage but the damage die becomes a 1d6 (increasing with tier of play). This attack can be used on a different target.
Booming Blade: You can expend one use of this feature prior to casting it to increase the number of targets affected by the booming energy. If you attack a creature, you can designate one additional creature within 5 ft. of that creature. The second creature must make a constitution saving throw against your spell save DC or suffer the same effects as the original target. (the second target does not receive the initial weapon damage).
Green-Flame Blade: You can expend one use of this feature prior to casting the spell to cause the target of the initial attack to take continuous fire damage. If the attack succeeds the target suffers an additional 1d6 fire damage at the start of its turn for two rounds. Multiple uses of this effect do not stack, nor do other burning damage dice. If the target receives a burning effect from another spell that is higher, those dice are used instead. This damage increases per tier of play.
Lightning Lure: You can expend one use of this feature prior to casting it to cause a second target within 5 ft. of the initial target to receive 1d8 lightning damage. The creature can make a dexterity saving throw against your spell save DC for half the damage. Both targets are 'dazzed' and cannot use reactions until the end of their next turns. The damage increases with the tier of play.
Sword Burst: You can expend one use of this feature prior to casting the spell. If any creature fails their dexterity saving throw their movement becomes halved until the end of their next turn.
Encode Thoughts: You can expend one use of this feature prior to casting the spell. You can use your bonus action to make a melee touch attack, allowing you to learn the targets general course of action in combat. i.e. which abilities it has prepared, any traps it has planned or how many allies it has within a 100 ft. radius. Additionally the target takes 1d4 psychic damage per tier of play.
Previous Versions
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4/6/2020 8:10:44 PM
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4/9/2020 11:54:34 PM
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