Base Class: Wizard
Should've been a graduate, or probably already graduated but you have explored further into the potency of cantrips. Some wonder if it is a combination of practice and growth that could make them stronger. Well. It's not wrong but it's about the same lengths as the other mages with you, only able to give Artificer more credit for they figured out something to make it work. Now for you, it's time to put those degrees, classes, spells, scrolls and chaos into the works and improve greatly with the use of cantrips.
"I have been struggling for years of mysteries involving cantrips but I was able to look further for my thesis. ... Well, nonexistent thesis and it being just a five year old notebook I have been writing for years. But it's how I was able to make Prestidigitation much stronger than before!!" - Cheryl the High Elf that lost their mind for the last two years attempting to learn about how to make Mage Hand function like Arcane Hand.
Cantrip Adept
2nd-Level School of the Cantrip Student Feature
Starting at 2nd level, you begin to learn that the better way to get a hang of cantrips is to get more cantrips! You know and prepare three cantrips from any spell list and they don't count towards the number of cantrips you know. In addition, any cantrip you learn or can cast from any other source, such as from a racial trait or feat, counts as a Wizard cantrip for you.
Potent Cantrip
2nd-Level School of the Cantrip Student Feature
Starting at 2nd level, you can add your Intelligence Modifier to damage rolls of your cantrips.
When you reach 6th level, when a target succeeds on a saving throw against your cantrip, they take half damage instead of none.
Cantrip Traits
6th-Level School of the Cantrip Student Feature
You are able to push slightly with cantrips to apply new traits and techniques onto them. Reaching 6th level, you are able to choose a number of techniques equal to your proficiency bonus in this class as they are applied to all cantrips you have.
Cantrip Mark
When you hit with a cantrip or the target fails their saving throw, the target must make a Dexterity Saving Throw against your Spell DC. Upon failure, they are marked and until the start of your next turn, attack rolls against the target have advantage.
Cantrip Weapon
Cantrips that require a melee weapon and have a range of Self and Touch are considered to have the same range as the weapon utilized or a minimum of 5 ft.
Critical Failure
When a target fails with a Natural 1 on their saving throw, they take double dice.
Critically Improved
When you hit on a 19 or 20 on a d20 with a cantrip that uses a Spell Attack Roll, you critically hit.
Duration Push
Cantrips with a duration of a minute or longer are multiplied by an amount equal to your Intelligence modifier.
Elemental Specialty
You choose one damage type and you are able to turn your cantrip's damage type to that type you chosen. You are able to choose this feature twice.
Magical Bomb
When you hit with a cantrip or the target fails a saving throw and taken damage, you produce a small magical bomb onto them. You are able to have a number of bombs equal to the cantrip's dice on them.
Minor Ward
Once per turn, when you cast a cantrip with an attack roll and it dealt damage upon hit, you gain temporary hit points equal to the damage dealt. These last until the start of your next turn.
Multi-Effect
Cantrips like Prestidigitation or Minor Illusion, you are able to apply an additional amount of effects equal to your Intelligence Modifier.
Range Expansion
When you cast a cantrip which requires a spell attack roll, you can cast it at up to double its normal range. If its target is beyond its normal range, the spell attack has disadvantage.
Siege Casting
Damage you deal to objects with a cantrip is doubled.
Touch to Blast
Cantrips with Self and Touch are considered 5 ft.
Multicast
10th-Level School of the Cantrip Student Feature
Sometimes there is something better than a singular Fireball and a set of Magic Missiles. Why not faster cantrips!!
Upon reaching 10th level, when you use the Attack action, you can attack twice with cantrips.
Cantrip Supremacy
14th-Level School of the Cantrip Student Feature
Your cantrips are very potent now, and enemies are bound to get a horrendous handful of it. Starting at 14th level, you gain the following benefits:
- As a reaction to a target succeeding on a saving throw against a cantrip, you can force them to reroll the saving throw. If it is with another caster's cantrip, you can replace it with your Spell DC if it is higher than the caster's.
- Cantrips like Sword Burst that has an AoE would have it increased to five times your Intelligence modifier.
- You can expend spell slots to make your cantrips stronger. Up to a 5th level spell slot, you can increase the die increment from each levelled spell slot up to a maximum of twice (I.E: d4 -> d6 -> d8 -> d10 -> d12 .) and gain additional damage di(c)e equal to the level of the spell slot expended.
- Cantrips with an additional effect like Ray of Frost or Vicious Mockery, the effect lasts for 1 minute instead.
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