Base Class: Wizard
Practitioners of the school of cantrips dedicate themselves to a special understanding, study and improvement of lower forms of magic in stark contrast to The lofty aspirations of most mages. Recognizing and emphasizing the importance of fundamentals and the flexibility afforded to those well versed in tricks of lesser but inexhaustible power, wizards of the school of simplicity seek to maximize the usefulness and strength of basic spells that other scholars of the arts would normally reject or disregard by employing cantrips to great effect, whether in mundane life or in the midst of adventure.
Cantrip Mastery
At 2nd level, you learn the control flames, dancing lights, druidcraft, eldritch blast, guidance, gust, light, mage hand, magic stone, mending, message, minor illusion, mold earth, prestidigitation, resistance, produce flame, sacred flame, shape water, shillelagh, spare the dying, thaumaturgy, true strike, and vicious mockery cantrips, these cantrips are considered wizard cantrips for you.
Additionally, you can cast any wizard cantrip that has the casting time of an action as a bonus action.
You never roll at disadvantage when making an attack roll with a wizard cantrip.
The range of all ranged wizard cantrips you cast is increased by 300 feet.
When you hit a creature with a wizard cantrip you can either move that creature in a straight line 10 feet closer to you, away from you, or reduce it's speed by 10 feet, at 6th level you can instead move it 20 feet closer to you, away from you, or reduce it's speed by 20 feet.
When you damage a creature or object with a wizard cantrip you can add your Intelligence modifier onto the damage it deals.
Double Cantrip
Starting at 6th level, you can cast two cantrips per turn instead of once, when you deal damage to a creature with a cantrip you have advantage on the next attack roll you make with a cantrip against that creature.
When you cast a cantrip that has the duration of a minute or more then you can double the duration of the cantrip.
You have advantage on all saving throws against cantrips casted on you and all creatures roll with disadvantage when making an attack roll with a cantrip against you.
Triple Cantrip
Beginning at 10th level, you can cast three cantrips per turn instead of once, all creature have disadvantage on saving throws against your cantrips, if a creature rolls a 10 or lower on a failed saving throw against one of your cantrips that do damage then the creature receives twice the amount of damage from the cantrip, if it rolls a 1 on a failed saving throw against the cantrip then the damage is instead tripled.
You now score critical hits on a roll of 18–20 with cantrips.
When you cast a cantrip that has the duration of a minute or more then you can triple the duration of the cantrip.
Quintuple Cantrip
At 14th level, you can cast four cantrips per turn instead of once, if you deal damage with four cantrips to creatures on a turn then you can cast a fifth cantrip on that turn, if you score a critical hit with the fifth cantrip then the damage from the critical hit is doubled.
When you cast a cantrip that has the duration of a minute or more then you can quadruple or quintuple the duration of the cantrip.
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