I designed two cleric cantrips called Blessed Strike and Baneful Strike. Both followed the normal melee cantrip rules, but read:
Baneful Strike
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and you sap the creature's strength. Until the start of your next turn, the target must roll a d4 and subtract the number from the damage roll of its next weapon attack, then the spell ends.
The amount of damage subtracted from the damage increases at higher levels. At 5th level, 11th, and 17th level, the amount of damage subtracted increases by 1d4 points.
Blessed Strike
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and you sheath the creature in radiant energy. Until the start of your next turn, the next ally that makes a damage roll against the target can roll a d4 and add the number rolled to the damage roll, then the spell ends.
The amount of damage added increases when you reach higher levels. At 5th level, 11th, and 17th level, the extra radiant damage increases by 1d4.
yes this is the best one yet, follows the format, very support focused as the cleric should be, does not overpower the cleric in solo damage and makes divine strike more useful, great job
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Makes me wonder if I should create a few more cantrips for the cleric, and perhaps the bard. I really feel as if the Cleric needs at least one attack roll cantrip.
Your holy symbol shines brightly and either becomes a blade of light or produces one out from it. While your holy symbol is a blade of light, it is still a holy symbol and a spellcasting focus for you. The holy blade of light illuminates a bright light in a 10ft radius and dim light for an additional 10ft. The blade also uses your spellcasting modifier for the attack and damage rolls for its melee radiant magical damage attacks, a weapon damage die of 1d6.
the thing is i keep running into the fact that all cleric subclasses have ether potent cantrips or divine strike as an subclass feature, two features that might work to well with such an cantrip to produce an unwantedly high per round damage output.
Potent Cantrip/Divine Strike serves as a small damage boost to compensate for not getting Extra Attack. There is nothing wrong with combining that with a SCAG cantrip. It adds ~5 damage on average. Divine Strike Clerics get an extra d8 at level 14.... ooh, so scary! :P
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Your holy symbol is imbued with the power of your faith. For the duration of the spell, your holy symbol is transformed into a shimmering weapon of divine energy. You can transform the holy symbol into any weapon with which you are proficient, usually your deities favored weapon. You can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon. While transformed, your holy symbol still functions as a spellcasting focus and the weapon counts as magical.
* - (a holy symbol)
So that spell functions mostly the same, but uses actual weapon statistics to avoid an easy way to abuse damage resistances. It also neatly allows you to avoid needing to use Warcaster to cast your spells if you want to wade into melee. Personally, I like it.
And now for a pair of ranged cleric cantrips that actually require an attack roll. I always have more fun making attack rolls than I do letting the DM make a save, so why not let clerics get in on the fun.
Illuminating Ray
Level
Cantrip
Casting Time
1 Action
Range/Area
60 ft
Components
V, S
Duration
Instantaneous
School
Evocation
Attack/Save
Ranged
Damage/Effect
Radiant
A ray of divine energy streaks toward a creature within range, briefly hindering its ability to defend itself.
Make a ranged spell attack against the target. On a hit, it takes 1d6 radiant damage, and the next creature to attack the target before the start of your next turn rolls a d4 and adds the total to their attack roll against that target.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Gloaming Ray
Level
Cantrip
Casting Time
1 Action
Range/Area
60 ft
Components
V, S
Duration
Instantaneous
School
Evocation
Attack/Save
Ranged
Damage/Effect
Necrotic
A ray of necrotic energy streaks toward a creature within range, briefly hindering its ability to attack.
Make a ranged spell attack against the target. On a hit, it takes 1d6 necrotic damage, and the target rolls a d4 and subtracts it from its next attack roll.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
And finally, one I'm still tinkering with.
Invigorating Strike
Level
Cantrip
Casting Time
1 Action
Range/Area
5 ft
Components
V, M *
Duration
1 Round
School
Evocation
Attack/Save
Melee
Damage/Effect
Additional
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target takes damage equal to your spellcasting modifier, and you are filled with a small well of healing energy. Until the end of your next turn, the next spell of 1st level or higher you cast to restore hit points to a creature restores an additional 1d6 hit points.
The amount of healing increases when you reach higher levels. At 5th level (2d6), 11th (3d6), and 17th level (4d6), the extra healing increases by 1d6.
ah screw it gonna make something myself, not the most formal language but...
Begone Evildoer
LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
5 ft
COMPONENTS
V, M *
DURATION
instantaneous
SCHOOL
Evocation
ATTACK/SAVE
Melee
DAMAGE/EFFECT
Additional
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit the target suffers the attack's normal effects and the target is pushed up to 10 feet away from you. If an fiend is reduced to 0 hit points by this cantrip and it is not on its home plane, you may force it to make a charisma saving throw, being banished to their home plane on a failed save
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
yes this is the best one yet, follows the format, very support focused as the cleric should be, does not overpower the cleric in solo damage and makes divine strike more useful, great job
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Those cantrips have been public ally shared as home brew, if anyone would like to use them.
May you always roll 20s
Thank you kind sir!
Makes me wonder if I should create a few more cantrips for the cleric, and perhaps the bard. I really feel as if the Cleric needs at least one attack roll cantrip.
May you always roll 20s
Yes, that would be very cool
Best response.
How about:
Your holy symbol shines brightly and either becomes a blade of light or produces one out from it. While your holy symbol is a blade of light, it is still a holy symbol and a spellcasting focus for you. The holy blade of light illuminates a bright light in a 10ft radius and dim light for an additional 10ft. The blade also uses your spellcasting modifier for the attack and damage rolls for its melee radiant magical damage attacks, a weapon damage die of 1d6.
1 bonus action
10 minutes
Edited.
Potent Cantrip/Divine Strike serves as a small damage boost to compensate for not getting Extra Attack. There is nothing wrong with combining that with a SCAG cantrip. It adds ~5 damage on average. Divine Strike Clerics get an extra d8 at level 14.... ooh, so scary! :P
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Not bad @Mykels56, but it needs some polish.
Weapon of Faith
Your holy symbol is imbued with the power of your faith. For the duration of the spell, your holy symbol is transformed into a shimmering weapon of divine energy. You can transform the holy symbol into any weapon with which you are proficient, usually your deities favored weapon. You can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon. While transformed, your holy symbol still functions as a spellcasting focus and the weapon counts as magical.
* - (a holy symbol)So that spell functions mostly the same, but uses actual weapon statistics to avoid an easy way to abuse damage resistances. It also neatly allows you to avoid needing to use Warcaster to cast your spells if you want to wade into melee. Personally, I like it.
May you always roll 20s
And now for a pair of ranged cleric cantrips that actually require an attack roll. I always have more fun making attack rolls than I do letting the DM make a save, so why not let clerics get in on the fun.
Illuminating Ray
A ray of divine energy streaks toward a creature within range, briefly hindering its ability to defend itself.
Make a ranged spell attack against the target. On a hit, it takes 1d6 radiant damage, and the next creature to attack the target before the start of your next turn rolls a d4 and adds the total to their attack roll against that target.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Gloaming Ray
A ray of necrotic energy streaks toward a creature within range, briefly hindering its ability to attack.
Make a ranged spell attack against the target. On a hit, it takes 1d6 necrotic damage, and the target rolls a d4 and subtracts it from its next attack roll.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Invigorating Strike
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target takes damage equal to your spellcasting modifier, and you are filled with a small well of healing energy. Until the end of your next turn, the next spell of 1st level or higher you cast to restore hit points to a creature restores an additional 1d6 hit points.
The amount of healing increases when you reach higher levels. At 5th level (2d6), 11th (3d6), and 17th level (4d6), the extra healing increases by 1d6.
* - (a weapon)May you always roll 20s
ah screw it gonna make something myself, not the most formal language but...
Begone Evildoer
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit the target suffers the attack's normal effects and the target is pushed up to 10 feet away from you. If an fiend is reduced to 0 hit points by this cantrip and it is not on its home plane, you may force it to make a charisma saving throw, being banished to their home plane on a failed save
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
A fiend that's not on its home plane is automatically banished back if reduced to 0 HP anyway.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.