Base Class: Sorcerer
Cantrip Caster are sorcerers who have gained the ability to cast any cantrip from any class through relentless experimentation and practice. They have honed their skills to focus exclusively on cantrips, becoming masters of these basic spells.
Experimental Magic
At 1st level, your relentless experimentation allows you to cast any cantrip from any class. Your spellcasting ability for these cantrips is Charisma. You learn three cantrips of your choice at this level.
Versatile Casting
Also at 1st level, your experimental approach allows you to cast a cantrip in place of an attack when you take the Attack action on your turn. You can spend 1 sorcery point to cast a cantrip as a bonus action.
Cantrip Specialist
At 6th level, your experimentation pays off as you can choose two cantrips you know. The spell’s damage increases by one die when you cast it. This means that if a cantrip normally does 1d6 damage, it now does 2d6 damage.
Additionally, you have the option to further enhance your cantrip by spending sorcery points. For every 2 sorcery points you spend at the time of casting, you can increase the damage by an additional die.
For example, if you are casting a cantrip that normally does 1d6 damage, and you’ve already increased it to 2d6 damage using the Cantrip Specialist feature, you can spend 2 sorcery points to increase the damage to 3d6 for that casting.
Metamagic Cantrips
Also at 6th level, you gain the ability to twist your cantrips to suit your needs. You gain two of the following Metamagic options of your choice. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
- Empowered Cantrip: When you roll damage for a cantrip, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
- Extended Cantrip: When you cast a cantrip that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
- Quickened Cantrip: When you cast a cantrip that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Cantrip Adaptation
At 14th level, your constant experimentation allows you to adapt your cantrips on the fly. Once per long rest, you can swap one cantrip you know with another cantrip from any class.
Cantrip Empowerment
Also at 14th level, you can add your Charisma modifier to the damage of your cantrips. You can spend 2 sorcery points to double your Charisma modifier for the damage of one cantrip.
Master of Cantrips
At 18th level, your mastery of cantrips allows you to cast two cantrips as a single action on your turn. You can spend 4 sorcery points to cast three cantrips as a single action instead.
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Previous Versions
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