Wizard
Base Class: Wizard

Cantrips are often regarded as starter magic, tricks that one can do to fight lesser beings, only to be forgotten once better spells are learned. Minimancers beg to differ. Untempted by the allure of higher tier spells, Minimancers are capable of similar feats using the simplest spells. A firebolt to a minimancer is as lethal as a fireball, and they'd never let you forget it.

Simple Spellcaster

Beginning when you select this school at 2nd level, you become a scholar of the most fundamental spells known to man. You learn 3 cantrips of your choice from any class's spell list (each once can be from a different class). These cantrips count as wizard cantrips for you.

You learn 2 extra cantrips this way at wizard levels 6, 10, and 14.

Big on Basics

At 2nd level your knowledge of fundamental magic strengthens your use of higher tier magic. You may now concentrate on up to 2 spells at once as long as at least one of them is a cantrip.

Practice Made Perfect

At 6th level you become proficienct enough with cantrips to mold them to suit your needs. 

When you cast a cantrip, you may apply one of the following effects to it:

  • If the cantrip has a range other than self, double it.
  • If the cantrip has the range of touch, increase it to 10 feet.
  • If the cantrip has a duration of at least 1 minute, you may double its duration, up to a maximum of 24 hours.
  • The cantrip does not require verbal, somatic, or material components to cast.
  • If casting the cantrip again would end its effects, it instead ends its effects if you have 2 or more instances of the cantrip active at one time.

Swift Cantrip

Starting at 10th level you figure out how to deftly cast cantrips in the middle of other spells. If you cast a cantrip that has a casting time of one action, you may instead cast it as a bonus action. If you do, you may still use your action to cast a non-cantrip spell this turn, but it deals only half of its damage, cannot impose any conditions on its target, and cannot grant resistance to damage.

 

Translatable Skill

Starting at 14th level, you fully translate your knowledge of the fundamentals into "proper" magic. You may choose a 1st level spell from any spell list. That spell can now be cast as a cantrip and can benefit from any bonus granted by a feature to your cantrips. Additionally, when casting a cantrip, you may select 2 benefits from your "Practice Made Perfect" feature instead of one, as long as they satisfy the parameters.

Minimancy Image

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