Casting Time: 1 action Range: Self Components: V, M (a weapon) Duration: Instantaneous
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and a green glob of acid leaps off of the creature to a different creature of your choice within 5 feet of it. This second creature takes acid damage equal to your spellcasting ability modifier.
This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 acid damage to the target, and the damage the secondary target takes increases to 1d6 + your spellcasting ability modifier. Both damage rolls increase by 1d6 at 11th level and 17th level.
This is the second one, Frozen Shot:
Frozen Shot
evocation cantrip
Casting Time: 1 action Range: Self Components: V, M (a weapon) Duration: 1 round
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and they become punishingly cold. Unless they use one attack on their turn to make a Constitution (Endurance)* check against your spell save DC and succeed, they take 1d6 cold damage at the end of their next turn. Additionally, if they take fire damage before the spell ends, they do not take this cold damage.
This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 cold damage to the target, and the secondary damage type increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.
This is the third one, Flaming Shot:
Flaming Shot
evocation cantrip
Casting Time: 1 action Range: Self Components: V, M (a weapon) Duration: Instantaneous
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and suddenly bursts into flames. Unless right after this attack hits they use their reaction to fall prone and cause their speed for reduced to 0 on their next turn as they roll back and forth to put out the flames, they take 1d6 fire damage at the start of their next turn. They do not take this damage if they are completely submerged in water, or heavy rain, or if they take cold damage.
This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the secondary damage increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.
This is the fourth one, White-Lighting Shot:
White-Lightning Shot
evocation cantrip
Casting Time: 1 action Range: Self Components: V, M (a weapon) Duration: Instantaneous
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and a piercing-white bolt of lighting shoots to one creature of your choice within 10 feet of the original target. This creature must be wearing or holding metal, or be made out of metal, and they take 1d6 lightning damage.
This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 lightning damage to the target, and the secondary damage increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.
This is the fifth and last one, Sonic Shot:
Sonic Shot
evocation cantrip
Casting Time: 1 action Range: Self Components: V, M (a weapon) Duration: 1 round
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and they choose to either become deafened until the end of your next turn or take 1d6 thunder damage.
This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 thunder damage to the target, and the secondary damage increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.
That's it. I would appreciate feedback.
*Endurance is a homebrew skill of mine. If you don't use it, it could just be a Constitution check.
(i) The name "Green-Acid" doesn't really add anything to the spell since "green" and "acid" are already associated. You might consider something like "Corrosive Bolt"
(ii) Other than that, my hackles aren't getting raised. It's comparable to Acid Splash, but trades the Dex Save for a ranged attack and has longer effective range.
(iii) Does it need something to balance the range? ehh, probably something minor.
(2) Frozen Shot
(i) A little too complicated. I'd drop the "If fire damage..." clause, since everything in a round is assumed to be simultaneous.
(ii) The burn an attack or take 1d6 damage mechanic, is basically a gimme. Plus forcing a skill check... Decidedly more powerful than Booming Blade.
(iii) You might instead consider, "If the target takes a reaction...". This would more accurately reflect being slowed/chilled, as you could run past them and if they take the AoO, they also take damage.
(3) Flaming Shot
(i) Falling prone or taking damage is another gimme. Too easy for a cantrip.
(ii) Straight up better than any other combat cantrip other than perhaps eldritch blast.
(iii) No suggestion for alteration.
(4) White-Lightning Shot
(i) No complaints.
(ii) This pattern is getting a little stale, but maybe something like "up to [ability mod] creatures within 5 feet of the target take 1-2 points of lightning damage" would be a nice change. (+1 damage at 5/11/17th) A little more damage overall, but requires targets to be clumped together.
(5) Sonic Shot
(i) Interesting. No complaints. Might be a little underpowered.
(ii) The deafened condition isn't that dangerous in combat, but could have some unconventional applications.
(ii) Might be able to get away with, "every creature within 5ft of the target can choose to be deafened or take d4 damage....". Turn it into a little Flash-Bang, with more Bang than Flash.
Thanks for the suggestions, I will wait for more feedback before I alter anything, but I definitely agree with a lot of your points and will change them.
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Please check out my homebrew, I would appreciate feedback:
Possible unpopular opinion: eliminate the scaling direct damage from these.
Elemental damage cantrips are one of the few things melee fans have going for them that ranged characters don't do better in almost every way. Granting archers, slingers, and the rest easy access to high single-attack magical damage not only eliminates the gap, but it minimizes ammo consumption issues in campaigns that track ammo.
I would take a hard look at these spells and see if they need the scaling up-front damage at all, or if they can get away with just scaling the secondary rider, whatever it may be. That leaves them weaker than the blade cantrips save that they can be applied from hundreds of feet away, offering some level of tradeoff between "do I want to be able to do a bunch of heavy magical damage, but have to be within sword range to do it?" and "do I want to be able to shoot someone with magic from really far away, but for a lot less damage?"
I have created some more homebrew cantrips, similar to booming blade and green-flame blade and my homebrew blade cantrips. These are ranged versions of those spells and are on the Sorcerer, Warlock, and Wizard spell lists.
Here's the first, Green-Acid Shot:
Green-Acid Shot
evocation cantrip
Casting Time: 1 action
Range: Self
Components: V, M (a weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and a green glob of acid leaps off of the creature to a different creature of your choice within 5 feet of it. This second creature takes acid damage equal to your spellcasting ability modifier.
This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 acid damage to the target, and the damage the secondary target takes increases to 1d6 + your spellcasting ability modifier. Both damage rolls increase by 1d6 at 11th level and 17th level.
This is the second one, Frozen Shot:
Frozen Shot
evocation cantrip
Casting Time: 1 action
Range: Self
Components: V, M (a weapon)
Duration: 1 round
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and they become punishingly cold. Unless they use one attack on their turn to make a Constitution (Endurance)* check against your spell save DC and succeed, they take 1d6 cold damage at the end of their next turn. Additionally, if they take fire damage before the spell ends, they do not take this cold damage.
This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 cold damage to the target, and the secondary damage type increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.
This is the third one, Flaming Shot:
Flaming Shot
evocation cantrip
Casting Time: 1 action
Range: Self
Components: V, M (a weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and suddenly bursts into flames. Unless right after this attack hits they use their reaction to fall prone and cause their speed for reduced to 0 on their next turn as they roll back and forth to put out the flames, they take 1d6 fire damage at the start of their next turn. They do not take this damage if they are completely submerged in water, or heavy rain, or if they take cold damage.
This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the secondary damage increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.
This is the fourth one, White-Lighting Shot:
White-Lightning Shot
evocation cantrip
Casting Time: 1 action
Range: Self
Components: V, M (a weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and a piercing-white bolt of lighting shoots to one creature of your choice within 10 feet of the original target. This creature must be wearing or holding metal, or be made out of metal, and they take 1d6 lightning damage.
This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 lightning damage to the target, and the secondary damage increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.
This is the fifth and last one, Sonic Shot:
Sonic Shot
evocation cantrip
Casting Time: 1 action
Range: Self
Components: V, M (a weapon)
Duration: 1 round
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and they choose to either become deafened until the end of your next turn or take 1d6 thunder damage.
This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 thunder damage to the target, and the secondary damage increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.
That's it. I would appreciate feedback.
*Endurance is a homebrew skill of mine. If you don't use it, it could just be a Constitution check.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
yes! i love the idea of blade cantrips for bows!
I am an average mathematics enjoyer.
>Extended Signature<
Looks good!
When players get creative.
Thanks, both of you for your kind words. If you want to give feedback, you can in this survey:
https://docs.google.com/forms/d/e/1FAIpQLScGgjrnrDhYgK59C1qwOqlAHcoNFqphSrBSUOaYgN3gIkNxGw/viewform?usp=sf_link
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
(1) Green-Acid Shot
(i) The name "Green-Acid" doesn't really add anything to the spell since "green" and "acid" are already associated. You might consider something like "Corrosive Bolt"
(ii) Other than that, my hackles aren't getting raised. It's comparable to Acid Splash, but trades the Dex Save for a ranged attack and has longer effective range.
(iii) Does it need something to balance the range? ehh, probably something minor.
(2) Frozen Shot
(i) A little too complicated. I'd drop the "If fire damage..." clause, since everything in a round is assumed to be simultaneous.
(ii) The burn an attack or take 1d6 damage mechanic, is basically a gimme. Plus forcing a skill check... Decidedly more powerful than Booming Blade.
(iii) You might instead consider, "If the target takes a reaction...". This would more accurately reflect being slowed/chilled, as you could run past them and if they take the AoO, they also take damage.
(3) Flaming Shot
(i) Falling prone or taking damage is another gimme. Too easy for a cantrip.
(ii) Straight up better than any other combat cantrip other than perhaps eldritch blast.
(iii) No suggestion for alteration.
(4) White-Lightning Shot
(i) No complaints.
(ii) This pattern is getting a little stale, but maybe something like "up to [ability mod] creatures within 5 feet of the target take 1-2 points of lightning damage" would be a nice change. (+1 damage at 5/11/17th) A little more damage overall, but requires targets to be clumped together.
(5) Sonic Shot
(i) Interesting. No complaints. Might be a little underpowered.
(ii) The deafened condition isn't that dangerous in combat, but could have some unconventional applications.
(ii) Might be able to get away with, "every creature within 5ft of the target can choose to be deafened or take d4 damage....". Turn it into a little Flash-Bang, with more Bang than Flash.
Thanks for the suggestions, I will wait for more feedback before I alter anything, but I definitely agree with a lot of your points and will change them.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Possible unpopular opinion: eliminate the scaling direct damage from these.
Elemental damage cantrips are one of the few things melee fans have going for them that ranged characters don't do better in almost every way. Granting archers, slingers, and the rest easy access to high single-attack magical damage not only eliminates the gap, but it minimizes ammo consumption issues in campaigns that track ammo.
I would take a hard look at these spells and see if they need the scaling up-front damage at all, or if they can get away with just scaling the secondary rider, whatever it may be. That leaves them weaker than the blade cantrips save that they can be applied from hundreds of feet away, offering some level of tradeoff between "do I want to be able to do a bunch of heavy magical damage, but have to be within sword range to do it?" and "do I want to be able to shoot someone with magic from really far away, but for a lot less damage?"
Please do not contact or message me.
After reviewing Yurei's comment, I realized that I missed a mechanic that makes these spells substantially more powerful than their magic alternative.
Spells like Green-Acid Shot, unlike Acid Splash, can simultaneously benefit from spells like Holy Weapon, Hunter's Mark, Enlarge/Reduce, etc.
As Yurei said, they get the best of both worlds. I'm also tossing my vote in for only augmenting the rider effects.