I've always been fascinated by Cantrip spells, especially the eldest ones from way back in 1e. So I gathered a complete list of every cantrip I could find and began working on campaign setting with only simple magic. That setting is far from finished but I figured why not build a wizard subclass specifically designed to use cantrips and dweomers. I'm seeking constructive criticism on this. And no it is not meant to be a combat heavy class, but a utility and roleplay heavy class.
Note: I understand that most of the dweomers (if not all) won't appear in this thread, but I can work n links to them is requested (there are quite a few).
Backstory
In the early days of Marithor, the people who crossed over had forgotten how to cast spells. Components had been lost and there were no gods or schools to teach new individuals how to wield magic. Most frustratingly the rules of magic ere different on this world, sorcerers and druids still had the ability to use magic, but no other person could. Eventually it was discovered that all magic on Marithor is tied to a flowing energy source that permeates the entire world, Mana. Some of the first spellcasters attempted to harness this mana to re-learn how to use magic, their first attempts forged the oldest and feeblest of spells, the Dweomers.
Dweomers are proto-cantrips from a time before the understanding of proper magic. Whereas even true cantrips gather and consume mana as a catalyst to spell casting, to say nothing of more powerful magic, Dweomers "borrowed" mana, utilizing it inefficiently so that the excess mana would flow back into the environment from their bodies, leaving a colored aura called a Dweomer around themselves or the target of their spell.
In time, early spellcasters began to seperate the known spells they had created or discovered into groupings based on the color of Dweomer the spell would create. Such groupings were early analogs to the schools of arcane magic, but spells under a Dweomer School do no always fall under the same arcane school category. In time, the idea of grouping spells together developed specialization in casters leading to more powerful and efficient use of magic and mana and eventually recreating wizardry as a whole. The new wizards set about testing their might with mana in general and began creating new spells to fit their idea of what the arcane schools of magic should be. Eventually the old spells were forgotten, bundled into new catch-all spells or left aside for more powerful spells in general but some still cling to the old spells, because they were easy to learn, even for someone with no talent. Even now small spellbooks containing a complement of Dweomers can be found in old out of the way libraries, for use by any who can read.
Dweomermancy
At 2nd level you choose a School of Dweomer Magic: You learn a number of Dweomer Cantrips equal to your Intelligence or Wisdom modifier (min. 1). These cantrips do not count against the number of Cantrips you know. You learn a new School of Dweomer Magic at 6th level, 10th level, and 14th level. You learn an additional Dweomer Cantrip of your choice from any school of Dweomer Magic you know at 3rd level, 5th level, 7th level, 9th level, 11th level, 13th level, 15th level, and 17th level. Dweomer Cantrips can be copied into a spell book as though they were spells of 1st level or higher. They are still cantrips and do not cost a spell slot to cast.
Compulsion
Compulsions are the origins of early Enchantment magic. They are incredibly simple spells that can cause a noticeable effect on an individual. Despite this the spell itself is incredibly subtle. The effects cuased by such spells are quite weak however. Casting a Compulsion Dweomer causes the user or target to glow with a dim magenta-pink aura.
You have learned of the Dweomer School of Compulsions, the school of manipulating people. You learn a number of Dweomer Cantrips from the Compulsion school of Dweomer magic equal to your Intelligence or wisdom modifier (min. 1)
Galdr
Galdrs are fairly advanced Dweomers that cause a number of effect that usually either directly affect the caster, or cause some from of minor conjuring. In the past Galdr Dweomers were also called Lúths or Véras. Casting a Galdr Dweomer cause the user or the target to glow with a dim royal purple aura.
You have learned of the Dweomer School of Galdrs, some of the most advanced Dweomers. You learn a number of Dweomer Cantrips from the Galdr school of Dweomer magic equal to your Intelligence or wisdom modifier (min. 1)
Haunt
Haunts are simple Dweomers that create illusionary or real sound designed to frighten individuals. They were often used to scare away would be intruders or nosy children. Useful to make places seem haunted or possessed. Casting a Haunt Dweomer causes the user or the target to glow with a dim dusty or charcoal grey aura.
You have learned of the Dweomer School of Haunts, the school of illusory sound. You learn a number of Dweomer Cantrips from the Haunt school of Dweomer magic equal to your Intelligence or wisdom modifier (min. 1)
Illusion
Illusions are simple dweomers that employ magical tricks that fool vision, as opposed tot he sound based illusions of the school of Haunts. Much like Legerdemains, these spells are useful for simple parlor tricks and sleight of hand, albeit these spells were the founding of the Arcane School of Illusions that wizards are currently familiar with. Casting an Illusion dweomer cause the user or the target to glow with a dim almost imperceptible sky blue aura.
You have learned of the Dweomer School of Illusions, the simplest, most numerous, and most useful of all Dweomers. You learn a number of Dweomer Cantrips from the Illusion school of Dweomer magic equal to your Intelligence or wisdom modifier (min. 1)
Jinx
Jinxes, Mischiefs, Panks, such are the names of this School of Dweomers. They include a number of simple spells that cause negative effects or undo the effects of simple Máras. Jinxes are rarely harmful but can be used to pull pranks on others. When casting a Jinx or a Mischief the user or the target will glow with a dim rust-brown aura.
You have learned of the Dweomer School of Jinxes, the school of pranks and mischief. You learn a number of Dweomer Cantrips from the Jinx school of Dweomer magic equal to your Intelligence or wisdom modifier (min. 1)
Legerdemain
Legerdemains are simple parlor tricks that combine slight of hand with simple magic to pull of japes and minor tricks. Often they are used by small time grifters of gamesman found in seedier locations to swindle good folk out of money should they not know that magic is being used. Casting a Legerdemain Dweomer cause the user or the target to glow with a dim sunflower-yellow aura.
You have learned of the Dweomer School of Legerdemains, the school of simple parlor tricks. You learn a number of Dweomer Cantrips from the Legerdemain school of Dweomer magic equal to your Intelligence or wisdom modifier (min. 1)
Mára
Máras are the oldest of Dweomers, originally developed as simple magics to aid in every day life. Little prevents an average person from learning one or two of these simple spells. Casting a Mára Dweomer cause the user or target to glow with a dim olive-green aura.
You have learned of the Dweomer School of Máras, the simplest, most numerous, and most useful of all Dweomers. You learn a number of Dweomer Cantrips from the Mára school of Dweomer magic equal to your Intelligence or wisdom modifier (min. 1)
Orison
Before the Age of Monsters, when the first gods developed their godsparks and could answer the prayers of their people, people wielded the simplest divine magic. These magics were in fact holy dweomers. Casting an Orison Dweomer cause the user or target to glow with a dim ivory aura.
You have learned of the Dweomer School of Orisons, the simplest of all holy magic. You learn a number of Dweomer Cantrips from the Orison school of Dweomer magic equal to your Intelligence or wisdom modifier (min. 1)
Recapture the Glow
At 2nd level your Spellbook can now be used to absorb and store the mana that leaks out when you cast a Dweomer spell. When you cast a Dweomer cantrip, your spellbook acquires a charge. These charges can be expended to regain expended spell slots.
1st Level requires 2 Charges
2nd Level requires 3 Charges
3rd Level requires 5 Charges
4th Level requires 6 Charges
5th Level requires 7 Charges
Your spellbook can hold a number of Charges at a time equal to your Level + your Intelligence modifier (min. 1). All stored charge are lost at dawn, at which time you gain Temporary Hit Points equal to the charges lost.
Manipulate the Magic
Starting at 6th level, whenever you cast a spell, you can expend a number of charges from your Spellbook to make use of one of the following effects.
Careful Spell: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you expend 1 charge and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell: When you cast a spell that has a range of 5 feet or greater, you can expend 1 charge to double the range of the spell. When you cast a spell that has a range of touch, you can expend 1 charge to make the range of the spell 30 feet.
Empowered Spell: When you roll damage for a spell, you can expend 1 charge to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different option during the casting of the spell.
Extended Spell: When you cast a spell that has a duration of 1 minute or longer, you can expend 1 charge to double its duration, to a maximum duration of 24 hours.
Heightened Spell: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can expend 3 charges to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell: When you cast a spell that has a casting time of 1 action, you can expend 2 charges to change the casting time to 1 bonus action for this casting.
Subtle Spell: When you cast a spell, you can expend 1 charge to cast it without any somatic or verbal components.
Twinned Spell: When you cast a spell that targets only one creature or object and doesn’t have a range of self, you can expend a number of charges equal to the spell’s level to target a second creature or object in range with the same spell (1 charge if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature or object at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
The Flow of Mana
At 10th level you gain the ability to transfer Charges from your Spellbook to magic items you touch as a bonus action. You can transfer a number of Charges at a time up to your Intelligence Modifier. You cannot transfer more charges to an item than it can hold. Once you use this feature, you cannot use it again until you finish a long rest.
Advanced Cantrimancy
At 14th level you have unlocked the secret of the simplest spells. You have scribed a set of arcane formulas in your spellbook that you can use to formulate cantrips in your mind. You learn 5 new cantrips of your choice from any classes spell list. These cantrips are Wizard cantrips for you and do not count against the total number of Cantrips you can know. Whenever you finish a short rest you can consult the formulas in your spellbook. If you do, you can replace a number of cantrips you know up to your intelligence modifier (min. 1) with other cantrips from any spell list. These cantrips become Wizard cantrips for you.
the catagories overlap quite a bit and theirs no space for damage cantrips i would recommend just going by school of magic otherwise the subclass is pretty cool
Dweomers are inherently non-damaging. They are more like incredibly simple utility spells. Here is a link to a good majority of the original spells (since I can't lik the homebrew 5e versions)
I've always been fascinated by Cantrip spells, especially the eldest ones from way back in 1e. So I gathered a complete list of every cantrip I could find and began working on campaign setting with only simple magic. That setting is far from finished but I figured why not build a wizard subclass specifically designed to use cantrips and dweomers. I'm seeking constructive criticism on this. And no it is not meant to be a combat heavy class, but a utility and roleplay heavy class.
Note: I understand that most of the dweomers (if not all) won't appear in this thread, but I can work n links to them is requested (there are quite a few).
Backstory
In the early days of Marithor, the people who crossed over had forgotten how to cast spells. Components had been lost and there were no gods or schools to teach new individuals how to wield magic. Most frustratingly the rules of magic ere different on this world, sorcerers and druids still had the ability to use magic, but no other person could. Eventually it was discovered that all magic on Marithor is tied to a flowing energy source that permeates the entire world, Mana. Some of the first spellcasters attempted to harness this mana to re-learn how to use magic, their first attempts forged the oldest and feeblest of spells, the Dweomers.
Dweomers are proto-cantrips from a time before the understanding of proper magic. Whereas even true cantrips gather and consume mana as a catalyst to spell casting, to say nothing of more powerful magic, Dweomers "borrowed" mana, utilizing it inefficiently so that the excess mana would flow back into the environment from their bodies, leaving a colored aura called a Dweomer around themselves or the target of their spell.
In time, early spellcasters began to seperate the known spells they had created or discovered into groupings based on the color of Dweomer the spell would create. Such groupings were early analogs to the schools of arcane magic, but spells under a Dweomer School do no always fall under the same arcane school category. In time, the idea of grouping spells together developed specialization in casters leading to more powerful and efficient use of magic and mana and eventually recreating wizardry as a whole. The new wizards set about testing their might with mana in general and began creating new spells to fit their idea of what the arcane schools of magic should be. Eventually the old spells were forgotten, bundled into new catch-all spells or left aside for more powerful spells in general but some still cling to the old spells, because they were easy to learn, even for someone with no talent. Even now small spellbooks containing a complement of Dweomers can be found in old out of the way libraries, for use by any who can read.
Dweomermancy
At 2nd level you choose a School of Dweomer Magic: You learn a number of Dweomer Cantrips equal to your Intelligence or Wisdom modifier (min. 1). These cantrips do not count against the number of Cantrips you know. You learn a new School of Dweomer Magic at 6th level, 10th level, and 14th level. You learn an additional Dweomer Cantrip of your choice from any school of Dweomer Magic you know at 3rd level, 5th level, 7th level, 9th level, 11th level, 13th level, 15th level, and 17th level. Dweomer Cantrips can be copied into a spell book as though they were spells of 1st level or higher. They are still cantrips and do not cost a spell slot to cast.
Compulsion
Compulsions are the origins of early Enchantment magic. They are incredibly simple spells that can cause a noticeable effect on an individual. Despite this the spell itself is incredibly subtle. The effects cuased by such spells are quite weak however. Casting a Compulsion Dweomer causes the user or target to glow with a dim magenta-pink aura.
You have learned of the Dweomer School of Compulsions, the school of manipulating people. You learn a number of Dweomer Cantrips from the Compulsion school of Dweomer magic equal to your Intelligence or wisdom modifier (min. 1)
Galdr
Galdrs are fairly advanced Dweomers that cause a number of effect that usually either directly affect the caster, or cause some from of minor conjuring. In the past Galdr Dweomers were also called Lúths or Véras. Casting a Galdr Dweomer cause the user or the target to glow with a dim royal purple aura.
You have learned of the Dweomer School of Galdrs, some of the most advanced Dweomers. You learn a number of Dweomer Cantrips from the Galdr school of Dweomer magic equal to your Intelligence or wisdom modifier (min. 1)
Haunt
Haunts are simple Dweomers that create illusionary or real sound designed to frighten individuals. They were often used to scare away would be intruders or nosy children. Useful to make places seem haunted or possessed. Casting a Haunt Dweomer causes the user or the target to glow with a dim dusty or charcoal grey aura.
You have learned of the Dweomer School of Haunts, the school of illusory sound. You learn a number of Dweomer Cantrips from the Haunt school of Dweomer magic equal to your Intelligence or wisdom modifier (min. 1)
Illusion
Illusions are simple dweomers that employ magical tricks that fool vision, as opposed tot he sound based illusions of the school of Haunts. Much like Legerdemains, these spells are useful for simple parlor tricks and sleight of hand, albeit these spells were the founding of the Arcane School of Illusions that wizards are currently familiar with. Casting an Illusion dweomer cause the user or the target to glow with a dim almost imperceptible sky blue aura.
You have learned of the Dweomer School of Illusions, the simplest, most numerous, and most useful of all Dweomers. You learn a number of Dweomer Cantrips from the Illusion school of Dweomer magic equal to your Intelligence or wisdom modifier (min. 1)
Jinx
Jinxes, Mischiefs, Panks, such are the names of this School of Dweomers. They include a number of simple spells that cause negative effects or undo the effects of simple Máras. Jinxes are rarely harmful but can be used to pull pranks on others. When casting a Jinx or a Mischief the user or the target will glow with a dim rust-brown aura.
You have learned of the Dweomer School of Jinxes, the school of pranks and mischief. You learn a number of Dweomer Cantrips from the Jinx school of Dweomer magic equal to your Intelligence or wisdom modifier (min. 1)
Legerdemain
Legerdemains are simple parlor tricks that combine slight of hand with simple magic to pull of japes and minor tricks. Often they are used by small time grifters of gamesman found in seedier locations to swindle good folk out of money should they not know that magic is being used. Casting a Legerdemain Dweomer cause the user or the target to glow with a dim sunflower-yellow aura.
You have learned of the Dweomer School of Legerdemains, the school of simple parlor tricks. You learn a number of Dweomer Cantrips from the Legerdemain school of Dweomer magic equal to your Intelligence or wisdom modifier (min. 1)
Mára
Máras are the oldest of Dweomers, originally developed as simple magics to aid in every day life. Little prevents an average person from learning one or two of these simple spells. Casting a Mára Dweomer cause the user or target to glow with a dim olive-green aura.
You have learned of the Dweomer School of Máras, the simplest, most numerous, and most useful of all Dweomers. You learn a number of Dweomer Cantrips from the Mára school of Dweomer magic equal to your Intelligence or wisdom modifier (min. 1)
Orison
Before the Age of Monsters, when the first gods developed their godsparks and could answer the prayers of their people, people wielded the simplest divine magic. These magics were in fact holy dweomers. Casting an Orison Dweomer cause the user or target to glow with a dim ivory aura.
You have learned of the Dweomer School of Orisons, the simplest of all holy magic. You learn a number of Dweomer Cantrips from the Orison school of Dweomer magic equal to your Intelligence or wisdom modifier (min. 1)
Recapture the Glow
At 2nd level your Spellbook can now be used to absorb and store the mana that leaks out when you cast a Dweomer spell. When you cast a Dweomer cantrip, your spellbook acquires a charge. These charges can be expended to regain expended spell slots.
Your spellbook can hold a number of Charges at a time equal to your Level + your Intelligence modifier (min. 1). All stored charge are lost at dawn, at which time you gain Temporary Hit Points equal to the charges lost.
Manipulate the Magic
Starting at 6th level, whenever you cast a spell, you can expend a number of charges from your Spellbook to make use of one of the following effects.
Careful Spell: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you expend 1 charge and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell: When you cast a spell that has a range of 5 feet or greater, you can expend 1 charge to double the range of the spell. When you cast a spell that has a range of touch, you can expend 1 charge to make the range of the spell 30 feet.
Empowered Spell: When you roll damage for a spell, you can expend 1 charge to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different option during the casting of the spell.
Extended Spell: When you cast a spell that has a duration of 1 minute or longer, you can expend 1 charge to double its duration, to a maximum duration of 24 hours.
Heightened Spell: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can expend 3 charges to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell: When you cast a spell that has a casting time of 1 action, you can expend 2 charges to change the casting time to 1 bonus action for this casting.
Subtle Spell: When you cast a spell, you can expend 1 charge to cast it without any somatic or verbal components.
Twinned Spell: When you cast a spell that targets only one creature or object and doesn’t have a range of self, you can expend a number of charges equal to the spell’s level to target a second creature or object in range with the same spell (1 charge if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature or object at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
The Flow of Mana
At 10th level you gain the ability to transfer Charges from your Spellbook to magic items you touch as a bonus action. You can transfer a number of Charges at a time up to your Intelligence Modifier. You cannot transfer more charges to an item than it can hold. Once you use this feature, you cannot use it again until you finish a long rest.
Advanced Cantrimancy
At 14th level you have unlocked the secret of the simplest spells. You have scribed a set of arcane formulas in your spellbook that you can use to formulate cantrips in your mind. You learn 5 new cantrips of your choice from any classes spell list. These cantrips are Wizard cantrips for you and do not count against the total number of Cantrips you can know. Whenever you finish a short rest you can consult the formulas in your spellbook. If you do, you can replace a number of cantrips you know up to your intelligence modifier (min. 1) with other cantrips from any spell list. These cantrips become Wizard cantrips for you.
the link does not work make sure to publish the homebrew before linking if you have not already
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
Unfortunately I can't publish it because homebrew spells are mapped to it but I can past the generic contents.
okay then just copy paste the text here inside a spoiler
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
I edited the main post with a majority of the class contents
the catagories overlap quite a bit and theirs no space for damage cantrips i would recommend just going by school of magic otherwise the subclass is pretty cool
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
Dweomers are inherently non-damaging. They are more like incredibly simple utility spells. Here is a link to a good majority of the original spells (since I can't lik the homebrew 5e versions)
They are found under the pre-time of troubles section.
<shameless bump>