Just some retooling of cantrips to offer a bit more bang for your buck if you take the Elemental Adept feat in anything other than fire, I'm not sure if anyone has done this befor eon here but here's my take...
I think these also offer a bit of cosmetic flavor to spell casting and can also be a useful way for a DM to cause the Players to go "They cast what now?" and think they are coming up against bespoke spells.
Now you might think "Why would you want two or more cantrips or spells that deal the same type of damage", well, my answer to that is it gives you more chances to affect an opponent by targeting their weaker saves and gives more versatility in combat situations. If we look at Acid for instance, then Acid Splash is a good mid range cantrip with a 60ft range and requires the target to make a Dex Saving throw but what if they get closer and into Melee range? Well then having an Acid version of Poison Spray makes sense and if they turn tail and run then having an Acid version of Fire bolt (120ft range) makes sense.
I've also included a retooling of Eldritch Blast to reflect that some patrons may not use force magic, Fiends for Instance maybe more likely to give a Fire or Necrotic version whilst Great Old Ones may give out a Psychic version, whilst Celestial Patrons may give out a Radiant version.
When looking at these it is really just the first line of each cantrip that changes as well as the damage type associated with it, all other spell parameters remain the same.
For Instance:
Acid Splash (because its the first spell in the PHB),
You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or lake 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17lh level (4d6).
If we use the fire based version becomes:
Lava Burst,
Conjuration cantrip, Casting Time: 1 action, Range: 60 feet, Components: VS, Duration: Instantaneous. You hurl a bubble of lava. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or lake 1d6 fire damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17lh level (4d6).
The table below should be fairly self explanatory, the first column is the name of the spell from the PHB of Xanathar's Guide to Everything, the next column is the Alternate name and element, the final one is the alternate description.
PHB Cantrips:
Spell
Alternate Spell Version / Names
Alternate Spell Description
Side notes:
Thunder based magic is loud, an additional side effect to any thunder based cantrip is that it can be heard upto 100ft away
Acid Splash
(Dex Save)
Acid
n/a
n/a
Cold
Frigid Gust
"You hurl a bubble of acid" changes to "You cause the air temperature to drop suddenly".
Fire
Lava Burst
"You hurl a bubble of acid" changes to "You hurl a bubble of larva".
Lightning
Static Charge
"You hurl a bubble of acid" changes to "You cause a sudden build up of static electricity to manifest".
Poison
Toxic Bloom
"You hurl a bubble of acid" changes to "You conjure poisonous spores that burst in the air".
Thunder
Thunder Strike
"You hurl a bubble of acid" changes to "You cause a sudden peel of thunder to ring out".
Eldritch Blast
(Ranged Spell Attack)
Changes to "Element Name" Blast, when the cantrip is gained a caster can choose to keep the force version or substitute it for either Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant or Thunder but once the change has been chosen it cannot be changed. Any Invocations that could apply to Eldritch Blast can apply to an "Elemental" Blast.
First line of the spell description changes to: "A beam of crackling energy streaks toward a creature within range" changes to "A beam of Acid/Cold/Fire/Lightning/Necrotic/Poison/Psychic/Radiant/Thunder energy streaks toward a creature within range"
Fire Bolt
(Ranged Spell Attack)
Acid
Acid Bolt
"You hurl a mote of fire at a creature or object within range" changes to "You hurl a ball of acid at a creature or object within range".
Cold
Icicle
"You hurl a mote of fire at a creature or object within range" changes to "You hurl a shard of ice at a creature or object within range".
Fire
n/a
n/a
Lightning
Shock Bolt
"You hurl a mote of fire at a creature or object within range" changes to "You hurl a small bolt of lightning at a creature or object within range".
Poison
Poison Arrow
"You hurl a mote of fire at a creature or object within range" changes to "You conjure an arrow made from solidified black poison hand cause it to fly at a creature or object within range".
Thunder
Thunder Bolt
"You hurl a mote of fire at a creature or object within range" changes to "You create a roiling cloud and hurl it at a creature or object within range".
Poison Spray
(Cons Save)
Acid
Acid Spray
"You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm" changes to "You extend your hand toward a creature you can see within range and project a spray of acid from your palm"
Cold
Shards of Ice
"You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm" changes to "You extend your hand toward a creature you can see within range and project a spray of ice shards from your palm"
Fire
Ember Strike
"You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm" changes to "You extend your hand toward a creature you can see within range and project a spray of burning embers from your palm"
Lightning
Shock
"You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm" changes to "You extend your hand toward a creature you can see within range and project a spray of lightning from your palm"
Poison
n/a
n/a
Thunder
Wind Blast
"You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm" changes to "You extend your hand toward a creature you can see within range and project a blast of wind from your palm"
Produce Flame
(Ranged Spell Attack)
The Spell Description stays the same but the colour of the flame changes to reflect the element. Acid changes the flame to green and changes the damage to acid, Cold changes the flame to ice blue and deals cold damage, Lightning changes the flame to a plasma ball like effect and deals lightning damage, Poison produces a sickly green flame and deals poison damage and Thunder changes the flame to a light grey storm cloud and deals thunder damage. All other aspects of the spell remain the same, so all versions produce the same amount of light and can be thrown.
Ray of Frost
(Ranged Spell Attack)
Acid
Ray of Acid
"A frigid beam of blue-white light streaks toward a creature within range" changes to "A stream of sickly green acid streaks toward a creature within range".
Cold
n/a
n/a
Fire
Heat ray
"A frigid beam of blue-white light streaks toward a creature within range" changes to "A beam of heat haze streaks toward a creature within range".
Lightning
Lightning Strike
"A frigid beam of blue-white light streaks toward a creature within range" changes to "A bolt of lightning acid streaks toward a creature within range".
Poison
Ray of Venom
"A frigid beam of blue-white light streaks toward a creature within range" changes to "A stream of sickly black vapour streaks toward a creature within range".
Thunder
Thunderous Rumble
"A frigid beam of blue-white light streaks toward a creature within range" changes to "A ray of displaced air rumbles toward a creature within range".
Shocking Grasp
(Melee Spell Attack)
Acid
Acid Burn
"Lightning springs from your hand to deliver a shock to a creature you try to touch" changes to "Acid Bursts from your hand your hand to burn a creature you try to touch".
Cold
Bitter Touch
"Lightning springs from your hand to deliver a shock to a creature you try to touch" changes to "The temperature around your hand becomes freezing cold freezing a creature you try to touch".
Fire
Fire Hand
"Lightning springs from your hand to deliver a shock to a creature you try to touch" changes to "Your hand bursts into flames to burn a creature you try to touch".
Lightning
n/a
n/a
Poison
Venomous Touch
"Lightning springs from your hand to deliver a shock to a creature you try to touch" changes to "Your hand becomes covered in black poison to harm a creature you try to touch".
Thunder
Thunderous Struck
"Lightning springs from your hand to deliver a shock to a creature you try to touch" changes to "A spinning cloud covers your hand to blast a creature you try to touch".
Xanathar's Guide Cantrips:
Spell
Alternate Spell Version / Names
Alternate Spell Description
Side notes:
Thunder based magic is loud, an additional side effect to any thunder based cantrip is that it can be heard upto 100ft away
Frostbite
(Cons Save)
Acid
Acid Burn
"You cause numbing frost to form on one creature that you can see within range" changes to "You cause burning acid to form on one creature that you can see within range".
Cold
n/a
n/a
Fire
Flame Shroud
"You cause numbing frost to form on one creature that you can see within range" changes to "You cause flames to burst over one creature that you can see within range".
Lightning
Static Pulse
"You cause numbing frost to form on one creature that you can see within range" changes to "You cause forks of lightning to pulse through one creature that you can see within range".
Poison
Contaminate
"You cause numbing frost to form on one creature that you can see within range" changes to "You cause poisonous vapour to envelope one creature that you can see within range".
Thunder
Thunder Cloud
"You cause numbing frost to form on one creature that you can see within range" changes to "You cause roiling clouds to envelope one creature that you can see within range".
Infestation
(Cons Save)
Acid
Acidic Sweat
"You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range" changes to "You cause a creature in range to momentarily sweat acid".
Cold
Hypothermia
"You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range" changes to "You cause a thin film of frost to form over a creature in range".
Fire
Halo of Fire
"You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range" changes to "You cause fire to wreathe the head of a creature in range".
Lightning
Kinetic Burst
"You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range" changes to "You cause a creature in range to be afflicted by dozens of bursts of static electricity".
Poison
n/a
n/a
Thunder
Buffeting Wind
"You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range" changes to "You cause intense wind and rolling thunder to buffet a creature in range".
Primal Savagery
(Melee Spell Attack)
Acid
n/a
n/a
Cold
Aspect of the Bheur Hag
"You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack" changes to "You channel primal magic to cause your teeth or fingernails to sharpen with ice, ready to deliver a freezing attack".
Fire
Fire Conduit
"You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack" changes to "You channel primal magic and cause your teeth or fingernails to be sheathed in flame, ready to deliver a flaming attack".
Lightning
Static Discharge
"You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack" changes to "You channel primal magic to cause your teeth or fingernails to spark with lightning, ready to deliver a shock attack".
Poison
Aspect of the Scorpion
"You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack" changes to "You channel primal magic to cause your teeth or fingernails to drip venom, ready to deliver a poison attack".
Thunder
Thunderous Reckoning
"You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack" changes to "You channel primal magic to cause your teeth or fingernails to drift with grey cloudlike vapour, ready to deliver a thundering attack".
Thunderclap
(Cons Save)
Acid
Acid Wave
"You create a burst of thunderous sound that can be heard up to 100 feet away" changes to "You create a wave of acid, there is a flash of green energy that can be seen upto 100ft away".
Cold
Winters Blast
"You create a burst of thunderous sound that can be heard up to 100 feet away" changes to "You cause the local temperature to drop, there is a flash of pale blue energy that can be seen upto 100ft away".
Fire
Wave of Fire
"You create a burst of thunderous sound that can be heard up to 100 feet away" changes to "You create a wave of fire, there is a flash of red and orange light that can be seen upto 100ft away".
Lightning
Sheet Lightning
"You create a burst of thunderous sound that can be heard up to 100 feet away" changes to "You create a blast of sheet lightning, there is a flash of white energy that can be seen upto 100ft away".
Poison
Poison Cloud
"You create a burst of thunderous sound that can be heard up to 100 feet away" changes to "You create a cloud of poisonous gas, there is a flash of yellow energy that can be seen upto 100ft away".
Thunder
n/a
n/a
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I don't think there's anything wrong with this approach, and I think the devs intended for the RAW spells to be modified like this by DMs. The only caveat is that I would require each version of a spell to be taken separately.
Agreed, just changing the damage of a spell is fine and if I remember right its actually an example they use for making homebrew spells. In one of the campaigns i'm in, my hexblade actually uses a cold damage variant of eldritch blast. Does this make it weaker than its force damage equivalent, yeah, but its too thematic for the character to not have his main source of damage being cold. Long as its fine with the group it fair game.
Cantrips are a great place to make this kind of change. They're simple, repeatable and chances are good the change in element won't impact things most of the time.
I actually brewed up a wizard tradition that has this as its main theme. It allows the wizard to prepare any of their spells as an altered version using a chosen damage type instead of its own.
I really like the idea of Elemental Adept also allowing cantrips of its type though, seems like a good way to establish a theme without leaning all the way into it.
Agreed, just changing the damage of a spell is fine and if I remember right its actually an example they use for making homebrew spells. In one of the campaigns i'm in, my hexblade actually uses a cold damage variant of eldritch blast. Does this make it weaker than its force damage equivalent, yeah, but its too thematic for the character to not have his main source of damage being cold. Long as its fine with the group it fair game.
Both cold and force are relatively uncommon damage types for which monsters have resistance, so there's not much of a difference. There are very few monsters with vulnerabilities in 5e, which I hate, but that's a separate rant. Force is probably slightly more powerful because, AFAIK, there are no monsters with force resistance, whereas white dragons and frost giants have resistance. In previous editions of D&D, the devs made a big deal out of force damage, as it can reach into the Ethereal plane, but I don't recall seeing that in 5e, so it's just my house rule.
Cantrips are a great place to make this kind of change. They're simple, repeatable and chances are good the change in element won't impact things most of the time.
I actually brewed up a wizard tradition that has this as its main theme. It allows the wizard to prepare any of their spells as an altered version using a chosen damage type instead of its own.
I really like the idea of Elemental Adept also allowing cantrips of its type though, seems like a good way to establish a theme without leaning all the way into it.
Yeah that's kosher. In 3e there were various metamagic feats/magic items that would allow a caster to alter damage types, or split damage into two separate types. For instance, vile damage in some 3e supplements had very few resistances, so an evil caster could cast a violated fireball to split the damage into half fire and half vile to avoid resistances. 4e was a bit weird in that some attacks had multiple damage types, but instead of splitting the damage among the two, the attack would overcome resistance unless the defender were resistant to BOTH types. Anyway, I see no reason why this approach shouldn't work in 5e.
I do this as well and I think it really provides a lot of customisation for a PC, though I often also change the saving throw if it makes more sense. For instance, the dragonborn fire sorcerer has fire blast, a fire based version of poison spray which uses dexterity instead of constitution for the save.
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Retooling Cantrips:
Just some retooling of cantrips to offer a bit more bang for your buck if you take the Elemental Adept feat in anything other than fire, I'm not sure if anyone has done this befor eon here but here's my take...
I think these also offer a bit of cosmetic flavor to spell casting and can also be a useful way for a DM to cause the Players to go "They cast what now?" and think they are coming up against bespoke spells.
Now you might think "Why would you want two or more cantrips or spells that deal the same type of damage", well, my answer to that is it gives you more chances to affect an opponent by targeting their weaker saves and gives more versatility in combat situations. If we look at Acid for instance, then Acid Splash is a good mid range cantrip with a 60ft range and requires the target to make a Dex Saving throw but what if they get closer and into Melee range? Well then having an Acid version of Poison Spray makes sense and if they turn tail and run then having an Acid version of Fire bolt (120ft range) makes sense.
I've also included a retooling of Eldritch Blast to reflect that some patrons may not use force magic, Fiends for Instance maybe more likely to give a Fire or Necrotic version whilst Great Old Ones may give out a Psychic version, whilst Celestial Patrons may give out a Radiant version.
When looking at these it is really just the first line of each cantrip that changes as well as the damage type associated with it, all other spell parameters remain the same.
For Instance:
Acid Splash (because its the first spell in the PHB),
Conjuration cantrip, Casting Time: 1 action, Range: 60 feet, Components: VS, Duration: Instantaneous
You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or lake 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17lh level (4d6).
If we use the fire based version becomes:
Lava Burst,
Conjuration cantrip, Casting Time: 1 action, Range: 60 feet, Components: VS, Duration: Instantaneous.
You hurl a bubble of lava. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or lake 1d6 fire damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17lh level (4d6).
The table below should be fairly self explanatory, the first column is the name of the spell from the PHB of Xanathar's Guide to Everything, the next column is the Alternate name and element, the final one is the alternate description.
PHB Cantrips:
Spell
Alternate Spell Version / Names
Alternate Spell Description
Side notes:
Thunder based magic is loud, an additional side effect to any thunder based cantrip is that it can be heard upto 100ft away
Acid Splash
(Dex Save)
Acid
n/a
n/a
Cold
Frigid Gust
"You hurl a bubble of acid" changes to "You cause the air temperature to drop suddenly".
Fire
Lava Burst
"You hurl a bubble of acid" changes to "You hurl a bubble of larva".
Lightning
Static Charge
"You hurl a bubble of acid" changes to "You cause a sudden build up of static electricity to manifest".
Poison
Toxic Bloom
"You hurl a bubble of acid" changes to "You conjure poisonous spores that burst in the air".
Thunder
Thunder Strike
"You hurl a bubble of acid" changes to "You cause a sudden peel of thunder to ring out".
Eldritch Blast
(Ranged Spell Attack)
Changes to "Element Name" Blast, when the cantrip is gained a caster can choose to keep the force version or substitute it for either Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant or Thunder but once the change has been chosen it cannot be changed. Any Invocations that could apply to Eldritch Blast can apply to an "Elemental" Blast.
First line of the spell description changes to: "A beam of crackling energy streaks toward a creature within range" changes to "A beam of Acid/Cold/Fire/Lightning/Necrotic/Poison/Psychic/Radiant/Thunder energy streaks toward a creature within range"
Fire Bolt
(Ranged Spell Attack)
Acid
Acid Bolt
"You hurl a mote of fire at a creature or object within range" changes to "You hurl a ball of acid at a creature or object within range".
Cold
Icicle
"You hurl a mote of fire at a creature or object within range" changes to "You hurl a shard of ice at a creature or object within range".
Fire
n/a
n/a
Lightning
Shock Bolt
"You hurl a mote of fire at a creature or object within range" changes to "You hurl a small bolt of lightning at a creature or object within range".
Poison
Poison Arrow
"You hurl a mote of fire at a creature or object within range" changes to "You conjure an arrow made from solidified black poison hand cause it to fly at a creature or object within range".
Thunder
Thunder Bolt
"You hurl a mote of fire at a creature or object within range" changes to "You create a roiling cloud and hurl it at a creature or object within range".
Poison Spray
(Cons Save)
Acid
Acid Spray
"You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm" changes to "You extend your hand toward a creature you can see within range and project a spray of acid from your palm"
Cold
Shards of Ice
"You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm" changes to "You extend your hand toward a creature you can see within range and project a spray of ice shards from your palm"
Fire
Ember Strike
"You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm" changes to "You extend your hand toward a creature you can see within range and project a spray of burning embers from your palm"
Lightning
Shock
"You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm" changes to "You extend your hand toward a creature you can see within range and project a spray of lightning from your palm"
Poison
n/a
n/a
Thunder
Wind Blast
"You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm" changes to "You extend your hand toward a creature you can see within range and project a blast of wind from your palm"
Produce Flame
(Ranged Spell Attack)
The Spell Description stays the same but the colour of the flame changes to reflect the element. Acid changes the flame to green and changes the damage to acid, Cold changes the flame to ice blue and deals cold damage, Lightning changes the flame to a plasma ball like effect and deals lightning damage, Poison produces a sickly green flame and deals poison damage and Thunder changes the flame to a light grey storm cloud and deals thunder damage. All other aspects of the spell remain the same, so all versions produce the same amount of light and can be thrown.
Ray of Frost
(Ranged Spell Attack)
Acid
Ray of Acid
"A frigid beam of blue-white light streaks toward a creature within range" changes to "A stream of sickly green acid streaks toward a creature within range".
Cold
n/a
n/a
Fire
Heat ray
"A frigid beam of blue-white light streaks toward a creature within range" changes to "A beam of heat haze streaks toward a creature within range".
Lightning
Lightning Strike
"A frigid beam of blue-white light streaks toward a creature within range" changes to "A bolt of lightning acid streaks toward a creature within range".
Poison
Ray of Venom
"A frigid beam of blue-white light streaks toward a creature within range" changes to "A stream of sickly black vapour streaks toward a creature within range".
Thunder
Thunderous Rumble
"A frigid beam of blue-white light streaks toward a creature within range" changes to "A ray of displaced air rumbles toward a creature within range".
Shocking Grasp
(Melee Spell Attack)
Acid
Acid Burn
"Lightning springs from your hand to deliver a shock to a creature you try to touch" changes to "Acid Bursts from your hand your hand to burn a creature you try to touch".
Cold
Bitter Touch
"Lightning springs from your hand to deliver a shock to a creature you try to touch" changes to "The temperature around your hand becomes freezing cold freezing a creature you try to touch".
Fire
Fire Hand
"Lightning springs from your hand to deliver a shock to a creature you try to touch" changes to "Your hand bursts into flames to burn a creature you try to touch".
Lightning
n/a
n/a
Poison
Venomous Touch
"Lightning springs from your hand to deliver a shock to a creature you try to touch" changes to "Your hand becomes covered in black poison to harm a creature you try to touch".
Thunder
Thunderous Struck
"Lightning springs from your hand to deliver a shock to a creature you try to touch" changes to "A spinning cloud covers your hand to blast a creature you try to touch".
Xanathar's Guide Cantrips:
Spell
Alternate Spell Version / Names
Alternate Spell Description
Side notes:
Thunder based magic is loud, an additional side effect to any thunder based cantrip is that it can be heard upto 100ft away
Frostbite
(Cons Save)
Acid
Acid Burn
"You cause numbing frost to form on one creature that you can see within range" changes to "You cause burning acid to form on one creature that you can see within range".
Cold
n/a
n/a
Fire
Flame Shroud
"You cause numbing frost to form on one creature that you can see within range" changes to "You cause flames to burst over one creature that you can see within range".
Lightning
Static Pulse
"You cause numbing frost to form on one creature that you can see within range" changes to "You cause forks of lightning to pulse through one creature that you can see within range".
Poison
Contaminate
"You cause numbing frost to form on one creature that you can see within range" changes to "You cause poisonous vapour to envelope one creature that you can see within range".
Thunder
Thunder Cloud
"You cause numbing frost to form on one creature that you can see within range" changes to "You cause roiling clouds to envelope one creature that you can see within range".
Infestation
(Cons Save)
Acid
Acidic Sweat
"You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range" changes to "You cause a creature in range to momentarily sweat acid".
Cold
Hypothermia
"You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range" changes to "You cause a thin film of frost to form over a creature in range".
Fire
Halo of Fire
"You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range" changes to "You cause fire to wreathe the head of a creature in range".
Lightning
Kinetic Burst
"You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range" changes to "You cause a creature in range to be afflicted by dozens of bursts of static electricity".
Poison
n/a
n/a
Thunder
Buffeting Wind
"You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range" changes to "You cause intense wind and rolling thunder to buffet a creature in range".
Primal Savagery
(Melee Spell Attack)
Acid
n/a
n/a
Cold
Aspect of the Bheur Hag
"You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack" changes to "You channel primal magic to cause your teeth or fingernails to sharpen with ice, ready to deliver a freezing attack".
Fire
Fire Conduit
"You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack" changes to "You channel primal magic and cause your teeth or fingernails to be sheathed in flame, ready to deliver a flaming attack".
Lightning
Static Discharge
"You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack" changes to "You channel primal magic to cause your teeth or fingernails to spark with lightning, ready to deliver a shock attack".
Poison
Aspect of the Scorpion
"You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack" changes to "You channel primal magic to cause your teeth or fingernails to drip venom, ready to deliver a poison attack".
Thunder
Thunderous Reckoning
"You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack" changes to "You channel primal magic to cause your teeth or fingernails to drift with grey cloudlike vapour, ready to deliver a thundering attack".
Thunderclap
(Cons Save)
Acid
Acid Wave
"You create a burst of thunderous sound that can be heard up to 100 feet away" changes to "You create a wave of acid, there is a flash of green energy that can be seen upto 100ft away".
Cold
Winters Blast
"You create a burst of thunderous sound that can be heard up to 100 feet away" changes to "You cause the local temperature to drop, there is a flash of pale blue energy that can be seen upto 100ft away".
Fire
Wave of Fire
"You create a burst of thunderous sound that can be heard up to 100 feet away" changes to "You create a wave of fire, there is a flash of red and orange light that can be seen upto 100ft away".
Lightning
Sheet Lightning
"You create a burst of thunderous sound that can be heard up to 100 feet away" changes to "You create a blast of sheet lightning, there is a flash of white energy that can be seen upto 100ft away".
Poison
Poison Cloud
"You create a burst of thunderous sound that can be heard up to 100 feet away" changes to "You create a cloud of poisonous gas, there is a flash of yellow energy that can be seen upto 100ft away".
Thunder
n/a
n/a
I don't think there's anything wrong with this approach, and I think the devs intended for the RAW spells to be modified like this by DMs. The only caveat is that I would require each version of a spell to be taken separately.
Agreed, just changing the damage of a spell is fine and if I remember right its actually an example they use for making homebrew spells. In one of the campaigns i'm in, my hexblade actually uses a cold damage variant of eldritch blast. Does this make it weaker than its force damage equivalent, yeah, but its too thematic for the character to not have his main source of damage being cold. Long as its fine with the group it fair game.
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Cantrips are a great place to make this kind of change. They're simple, repeatable and chances are good the change in element won't impact things most of the time.
I actually brewed up a wizard tradition that has this as its main theme. It allows the wizard to prepare any of their spells as an altered version using a chosen damage type instead of its own.
I really like the idea of Elemental Adept also allowing cantrips of its type though, seems like a good way to establish a theme without leaning all the way into it.
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Both cold and force are relatively uncommon damage types for which monsters have resistance, so there's not much of a difference. There are very few monsters with vulnerabilities in 5e, which I hate, but that's a separate rant. Force is probably slightly more powerful because, AFAIK, there are no monsters with force resistance, whereas white dragons and frost giants have resistance. In previous editions of D&D, the devs made a big deal out of force damage, as it can reach into the Ethereal plane, but I don't recall seeing that in 5e, so it's just my house rule.
Yeah that's kosher. In 3e there were various metamagic feats/magic items that would allow a caster to alter damage types, or split damage into two separate types. For instance, vile damage in some 3e supplements had very few resistances, so an evil caster could cast a violated fireball to split the damage into half fire and half vile to avoid resistances. 4e was a bit weird in that some attacks had multiple damage types, but instead of splitting the damage among the two, the attack would overcome resistance unless the defender were resistant to BOTH types. Anyway, I see no reason why this approach shouldn't work in 5e.
I do this as well and I think it really provides a lot of customisation for a PC, though I often also change the saving throw if it makes more sense. For instance, the dragonborn fire sorcerer has fire blast, a fire based version of poison spray which uses dexterity instead of constitution for the save.