Competent Caster's Cantrip Codex hether you are a prestidigitating wizard, an eldritch blasting warlock or a guiding cleric, Artificer cantrips help define how a caster feels. The spells that you are most experienced with, that Alchemist come to you as nautrally as breathing, these Alchemists focus on the production and administering of spells should say something about your potions. Wcharacter. Or at the very least, wouldn't it be nice if one of these Rapid Administration effortless spells was more tailored to your chosen character Transmutation cantrip archetype? This document presents 26 new cantrips for use Casting Time: 1 bonus action in your Dungeons and Dragons games, listed according to the Range: 60 feet classes and sub-classes they are designed for. Components: S, M (a modified syringe and a potion) Duration: Instantaneous Adding Extra Cantrips to You transform a potion you possess into a ranged projectile, allowing you to administer it from afar. Make a your Game ranged spell attack against a target, you have advantage There are many options for how to use these in your game, against a willing target, on a hit, the target gains the effects of ranging from simple but potentially unbalanced to specific, the potion as if they had consumed it. On a miss, the potion is tailored approaches. Decide what works for you but here are lost. some suggestions. Artillerist Add them to Spell Lists Artillerists are blasters, they like to launch, shoot and Add the chosen cantrips to whatever spell lists you deem otherwise do damage at a distance. appropriate. This increases options for classes with access to that spell list. Shrapnel Blast Transmutation cantrip Add them as Features Casting Time: 1 action You may want to add specific cantrips to specific classes or Range: 90 feet sub-classes. This is how they're laid out in the document, as if Components: S, M (blunt, sharp or pointy pieces of metal) they belong to each class alone. Duration: Instantaneous You magically or mechanically launch a handful of harmful Give them as Rewards debris at your enemy. Make a ranged spell attack against a Either as a bonus perk when levelling up or as a reward for in creature you can see within range. On a hit, that creature game actions, cantrips are good way to reward your players suffers 1d8 of your choice of bludgeoning, piercing or with more options. slashing damage. This spell's damage increases by 1d8 when you reach 5th Use them as a Tease level (2d8), 11th level (3d8), and 17th level (4d8). This is probably one of my favourite options, especially for eldritch knights and arcane tricksters. Give them access to a Battlesmith single, thematic cantrip one level before they get their spell- Battlesmiths are the ultimate authority on magical weapons. casting. Wrench However else you Want to Transmutation cantrip Casting Time: 1 action I'm not your dad. You want to give every class a cantrip at 1st Range: 30 feet level just because? You want to have cantrip classes in the Components: S, M (a lodestone pebble) local magic academy? You want to replace feats with Duration: Instantaneous cantrips? You want to make your characters gestalt every other level and give them cantrips in between? Well, you Choose a magical item you can see within range, you reach might be mad, but that's up to you. out and attempt to pull that item to you. The item flies through the air and into your hand. If the item is carried by an You run your game however you want to. unwilling creature, that creature must succeed on a charisma saving throw or release the item. SampleIf the creature succeeds , they tfileake 2d6 psychic damage and that item is immune to this effect for the next hour. Barbarian Zealot A little tweak to your grandmother's word of radiance gives Now, I know what you're thinking. "Barbarians are the least us a perfect cantrip for the barbarian. magical of all classes, their main class feature actively interferes with spell casting!" That's true! However, you can make minor tweaks to cantrips to give your characters little Roar of Radiance Evocation cantrip nuggets of versatility. Casting Time: 1 action Range: 5 feet Ancestral Guardian Components: V The protection granted by your ancestors can be directed, at Duration: Instaneous a cost. You roar a divine word of power and release your inner Grace of Wrath radiance. Each creature of your choice that you can see Abjuration cantrip within range must succeed on a Constitution saving throw or take 1d4 radiant damage plus your rage damage bonus, Casting Time: 1 reaction* Constitution is your spell casting ability for this spell. Range: 30 feet You must be in a Rage to cast this spell. Components: V Duration: Instantaneous The spell’s damage increases by 1d4 when you reach 5th You see an ally in danger and you scream for your level (2d4), 11th level (3d4), and 17th level (4d4). ancestors to guide them in this moment. The target makes their next saving throw this turn against an effect you can see, with advantage. If you are required to make a save Notice that these cantrips break the general rule against the same effect, you roll with disadvantage. that Barbarians can't cast spells while Raging. This You must be in a Rage to cast this spell. works because specific rules trump general rules. (which you take when a creature within range makes a If this kind of tweak doesn't sit well with your table, saving throw) but you still want to give your barbarian a little something extra, you can easily reword these to be Storm Herald non-spell abilities. Storm Heralds are all about the lightning, why not give them Add 'As an action,' to the first sentence and tweak a tweaked version of the premier lightning cantrip. references to spell attacks and save DCs to spell out the numbers required. You could even make Herald's Grasp Herald's Grasp a grapple instead of a spell attack. Evocation cantrip Casting Time: 1 action Range: 5 feet Components: V, S Duration: Instantaneous You release a roar and lightning wreathes your hand as you attempt to grab your foe. Make a melee spell attack against a target within range, Consitution is your spell casting ability for this spell. On a hit, the target suffers lightning damage equal to 1d8 + your rage bonus, and it can't take reactions until the start of its next turn. You must be in a Rage to cast this spell. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Sample file Bard Cleric Bards are full casters, but their cantrip list is pretty limited. Clerics are full casters, and between their decent spell list An extra cantrip, tailored to the bard or their college, could go and their domain spells they're pretty well covered. But, like a long way. the Bard, there are options anyway. Colleges of Swords and Valor Forge Domain Both of these colleges share the same general theme. While Devotees of gods of creation and invention, Forge clerics one is definitely better than the other (argue amongst build things to last, when they can. yourselves), they both want you to fill a martial niche with your bard. Moment's Reprieve So, when your bard takes either of these colleges at 3rd Transmutation cantrip level, I highly recommend also giving them their choice of Casting Time: 1 action Green-Flame Blade or Booming Blade. Range: Touch Components: S, M (iron filings and glue) College of Glamour Duration: Concentration, up to 1 minute Experts in the fey arts of illusion and charms, what if we gave Muttering a prayer which speaks of reinforcement and the glamour bard a cantrip to lean into that theme. stubbornness you touch an object and infuse it with strength. Choose an object or area no more than 5 foot wide in any Galain's Glorious Garments direction, for the duration of the spell that item becomes Illusion cantrip almost impossible to damage. When the spell ends, any Casting Time: 1 action damage that would have been dealt is dealt to the object all at Range: Self once. Components: S, M (a scrap of silk) Duration: 10 minutes Life Domain You magically augment the appearance of your clothes, The life domain concerns itself with the preservation and changing the colour, style, cut or other details to suit your restoration of life, their healing spells are already better than whims. You may even add extra items to your ensemble. anyone elses. But why stop there? The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a Harmonic Radiance hat to your outfit, objects pass through the hat, and anyone Evocation cantrip who touches it would feel nothing or would feel your head Casting Time: 1 reaction* and hair. Range: 60 feet Components: V, M (a silver tuning fork) College of Whispers Duration: Instantaneous Whispers bards are agents of fear and chaos, their abilities When a creature you can see attempts to restore hit points revolve around fear and secrets. to themselves or another creature within range, you may bolster the healing with your own magic. Threatening Dirge Any dice rolled to determine the number of hit points Enchantment cantrip restored by the spell or ability are rolled an additional time Casting Time: 1 action and the higher total taken. Range: Self * (which you take when you see a creature within 60 feet Components: V, S restore hit points) Duration: 1 Round You sing a droning song, lamenting the inevitable (and exquisitely detailed) death of your foes. Until the beginning of your next turn, each creature who attacks you must succeed on a wisdom saving throw or take psychic damage equal to a roll ofSample your bardic inspiration die. file Druid Fighter Druid's are another class that doesn't necessarily need any If you're reading this, I probably don't need to tell you that extra cantrips. But when has that ever stopped anyone? most fighters don't cast spells. Circle of the Moon Eldritch Knight Moon druids are the master's of wild shape, able to transform Eldritch Knights are masters of combat magic, especially in into powerful beasts. But what if we gave them an extra trick the fields of Abjuration and Evocation. If you are absolutely for social encounters? certain they're going to be a magical warrior, it can be fun to grant one of these spells at level 2. Lunar Shadow Illusion cantrip Anticipatory Ward Abjuration cantrip Casting Time: 1 action Range: Self Casting Time: 1 bonus action Components: V, S Range: Self Duration: Concentration, up to 1 minute Components: V Duration: 1 Round You become wreathed in glowing moonlight and your shadow extends out in sharp relief on a nearby surface of You create a ward of energy specifically tuned to a type of your choice. The shadow takes on the appearance of one of damage you expect to receive. Choose a type of damage the beasts you can transform into with your wild shape, and (piercing, slashing, fire, psychic, etc.). moves according to your will. For the spell's duration, the next time you would take For the spell's duration, you have advantage on ability damage of the chosen type, roll a d4 and prevent that much checks that use Intimidation and creatures who can see the damage. illusion have disadvantage on saving throws made to resist The dice rolled changes to a d6 when you reach level 5, to a being frightened. d8 when you reach level 11 and to a d10 when you reach level 17. Circle of the Shepherd The go to class for would-be summoners. What if we gave Lingering Lightning Blade Evocation cantrip them that fantasy from word go? Casting Time: 1 action Conjure Critter Range: 5 feet Conjuration cantrip Components: V, M (a weapon) Duration: Instantaneous Casting Time: 1 action Range: 60 feet As part of the action used to cast this spell, you must make Components: S, M (part of an animal, which the spell a melee attack with a weapon against one creature within the consumes) spell’s range, otherwise the spell fails. On a miss, the target of Duration: Concentration, up to 1 hour the attack takes 1d8 lightning damage. This spell’s damage increases when you reach higher You summon a friendly fey spirit that takes the form of a levels. At 5th level, the melee attack deals an extra 1d8 small beast and appears in an unoccupied space that you can lightning damage on a hit, and the damage it takes on a miss see within range. It takes the form of a CR 0 beast which increases to 2d8. Both damage rolls increase by 1d8 at 11th happily follows you around. level and 17th level. The beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. It is precisely as intelligent as the creature it becomes, but understands your instructions. The summoned creature is friendly to you and your companions. It takes it's turn immediately after yours in initiative. It obeys any verbal commands that you issue to them (no action required by you), but tries its hardest not to intentionally hurt any living creature. If you provide it no instructions, the beast follows you happily and tries to play with any willing creature it can.

This spell becomes more powerful as you reach higher levels. You may conjure a beast of CR 1/8 at 5th level, CR 1/4 at 11th level aSamplend CR 1/2 at 17th level. file Monk Paladin Most monks are not spell casters in any significant way. If Paladins are one of the classes that get short shrift when it you're running a homebrew that changes that, add a cantrip if comes to cantrips. Deemed a more martial class, they do not it doesn't have one already. My own 'Way of Harmony' focuses get any cantrips along with their spell casting. Now, on aligning the ki in others and gets access to a few buff admittedly, this is because there a lot of other things they can spells, I gave it the Guidance cantrip to further this theme. do, so perhaps cantrips for paladins are more suitable as later unlocks, tied to sub-classes or as rewards for thematic Way of Four Elements quests.. First of all, you could absolutely give your Four Elements monk one or more of the Elemental Cantrips. Mold Earth, Blade Blessing Evocation cantrip Control Flames, Shape Water and Gust are all great utility spells. Casting Time: 1 action Range: Touch Fist of Four Elements Components: S, V Evocation cantrip Duration: 1 hour Casting Time: 1 action A weapon you touch is imbued with a touch of divine Range: 5 feet energy. For the spell's duration or until you cast it on another Components: S weapon, the weapon is considered magical for the purpose of Duration: Instantaneous overcoming resistances and deals an additional 1d8 radiant damage to undead. As part of the action used to cast this spell, you must make This spell changes as you reach higher levels. At 5th level, an unarmed strike against one creature within the spell’s the bonus damage also applies to fiends and fey. At 11th level, range, otherwise the spell fails. On a hit, the target suffer's it also applies to aberrations and monstrosities. At 17th level, the attacks normal effects, but the damage is altered to your it applies to all creatures. choice of Fire, Cold, Lightning or Acid damage. Further unarmed strikes made in the same turn may also have their damage type chosen. Sour Lies Transmutation cantrip The spell's damage increases when you reach higher levels. At 5th level, the initial unarmed strike deals an extra martial Casting Time: 1 action arts die of damage, you may choose a different damage type Range: 60 feet for each die. The damage increases by an additional martial Components: M, S, V (a preserved tongue) arts die at 11th level and 17th level. Duration: 1 hour You invoke a holy rebuke against dishonesty, and turn lies sour in the mouth of the target. The target must make a Constitution saving throw against your spell save DC, you know if they succeed or fail. For the spell's duration, a target who fails their save will suffer acid damage equal to your charisma modifier when they intentionally tell a lie. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. This spell's damage increases when you reach higher levels. At 5th level it deals 1d4 + charisma modifier damage, at 11th and 17th level it increases an additional 1d4. Sample file Ranger Rogue The ranger is in a position somewhat similar to the paladin. As with the fighter, it's fairly obvious here that the rogue It's considered a martial class and therefore it doesn't get doesn't usually cast spells. cantrips. Where the ranger differs from the paladin in this regards is that the paladin does just fine without cantrips. Arcane Trickster Let's start with the nuttiest one. How do you compete with the arcane tricksters mage hand? No, really, how? It can be invisible, it can do sleigh of hand. It Hunter an even make you dinner... probably. A hunter must hunt, always. They do not tire of hunting. They do not run out of hunting slots. Déjà vu Illusion cantrip Master Hunter's Mark Casting Time: 1 bonus action Divination cantrip Range: Self Casting Time: 1 bonus action Components: M (a reflective item, such as a mirror) Range: 90 feet Duration: 1 round Components: V You follow up an attack with an illusory copy of the attack Duration: Concentration, up to 1 hour that deals extra damage. The next time you make a melee or Your natural ability to track prey interweaves with the ranged weapon attack against a creature, make a melee or intricacies of the Hunter's Mark spell, granting you a greater ranged spell attack against the same target. On a hit, the spell degree of comfort and ease of casting. attack deals 1d4 psychic damage. You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you This spell becomes more powerful as you reach higher levels. deal an extra 1d6 damage to the target whenever you hit it The spell attack's damage increases by 1d4 at 5th level (2d4), with a weapon attack, and you have advantage on any 11th level (3d4) and 17th level (4d4). Wisdom (Perception) or Wisdom (Survival) check you make to find it. Soul Knife (UA) I mean, honestly, if you're running a Soul Knife, you could This spell becomes more powerful as you reach higher levels. absolutely get away with giving them the previous cantrip. The damage die changes to a d8 when you reach 5th level, to It fits the psionic theme just as well as the magical theme. a d10 at 11th level and it becomes a d12 at 17th level. Plus, you could flavour it as being an aspect of the psychic blades. Beast Master Assuming base beastmaster here, if you're running any of the possible variants, keep that in mind.

Designate Prey Enchantment cantrip Casting Time: 1 bonus action Range: 90 feet Components: S Duration: Concentration, up to 1 hour Your connection with your animal companion allows you to give them a magical suggestion to follow, in lieu of barking orders at them. You point at a target within range. For the spell's duration, your animal companion may move and make the attack action against that target instead of taking the dodge action on theSampleir turn. file Sorcerer Warlock Sorcerers have a decent cantrip list and their meta-magic Here's another place where I'm going to suggest a bit of a feature allows them to get even more out of their spells than rules tweak, rather than jump straight into extra cantrips. other casters. Let's give them more things anyway, because Allow Warlocks to declare one of their cantrips to be their we're all monsters here. pact cantrip, any time an eldritch invocation or other class feature mentions eldritch blast, substitute the term pact Draconic Bloodline cantrip. This allows those players who want to lean into a theme to do so without fear. Largely defined by their elemental affinity, draconic bloodline sorcerers channel the power of dragons. The Great Old One Dragon Shout The great old one, no matter what form it takes, exists as Evocation cantrip something so alien that it disrupts the minds of those that ineract with it. Casting Time: 1 action Range: 10 feet Components: V, S Glimpse the Void Enhcantment cantrip Duration: Instantaneous Casting Time: 1 bonus action You release a short, gutteral burst of dragon breath at a Range: 60 feet nearby creature. The target must succeed on a Strength Components: V, M (a sheet of parchment) saving throw or take 1d4 damage of your ancestor's type and Duration: Instantaneous fall prone. This spell’s damage increases by 1d4 when you reach 5th You grant a creature a brief glimpse of what you see all the level (2d4), 11th level (3d4), and 17th level (4d4). time. If the target is concentrating on a spell they must make a concentration check against your spell save DC. If the Shadow Magic target is not concentrating on a spell they must make a wisdom saving throw or suffer 1d6 psychic damage. The sneakiest sorcerers, shadow magic allows a caster to This spell’s damage increases by 1d6 when you reach embrace darkness. Let's let the shadows do some certain levels: 5th level (2d6), 11th level (3d6), and 17th level embracing... (4d6). Umbral Grasp Evocation cantrip Undead (UA) and Undying Whether they are bestowed their powers by a powerful lich or Casting Time: 1 action the lord of Barovia, these warlocks have an association with Range: 60 feet death. Components: S, V Duration: 1 round Invoke Mortality You reach out and command a creature's shadow to turn on Necromancy cantrip them. The shadow reaches up and grasps at the target, who Casting Time: 1 action must succeed on a strength saving throw or have their Range: 90 feet movement speed reduced to 0 until the beginning of your Components: M, V (corpse flesh or grave dirt) next turn. Duration: Concentration, up to 1 minute Creatures who cast no visible shadow are immune to this effect. You whisper a condemnation against those who cling to life. Target creature you can see must succeed on a constitution saving throw or be anchored to their mortality. For the spell's duration, the target cannot regain or regenerate hit points. Sample file Wizard Final Thoughts As a full caster, and the one with the broadest spell list, Although this list has been presented separated by the Wizards are already pretty well supported when it comes to inspiration for each cantrip, there is no reason why you their cantrip choices. That said, if the player's fantasy for their couldn't mix and match as you see fit. For instance: character isn't met by those options, you can always give them a hand. An Eldritch Knight would make great use of the Arcane Trickster's Déjà vu cantrip. A Lore bard might delight in having access to something School of Abjuration like Psychometry. Abjurer's Guard Any character might enjoy the adorable critter friend Abjuration cantrip provided be Conjure Critter. A forge cleric might use Wrench as a means of keeping Casting Time: 1 bonus action magical creations out of the hands of the undeserving. Range: Self Components: S And many other options. As I mentioned earlier, these Duration: Instantaneous cantrips are for your to pick and choose and do what you like You clench your fist tight and trace a circle in the air, with. It is up to you how many of them to implement in you wrapping yourself in protective energy. You gain a number of game and in what way. temporary hit points equal to your Wizard level. Have fun with them. Or don't, I'm still not your dad. School of Divination Psychometry Divination cantrip Casting Time: 1 action Range: Self Components: M, S (an item worth at least 1cp) Duration: 1 hour Clutching an item from your intended target, you weave sigils around the item to learn about the person or place that the item is from. You gain a piece of information about your target determined by the DM. The information you glean could pertain to the present or the past. Once cast on a target, the target becomes immune to Psychometry for 24 hours.

The amount or quality of information increases when you reach 5th level (two pieces of information), 11th level (one piece of information you choose), and 17th level (two pieces of information you choose).

Sample file The Boring Bits Writing and Design DarkAbyssKeeper Cover Art DM's Guild Creator Content Layout Eternally grateful to use the Homebrewery. Comments and Critique The discord community of The Dungeon Coach. Special thanks to Gijs, Jelte, Lord_Rahlus and DMTip. Legal DUNGEONS & DRAGONS, D&D, , , , , the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by DarkAbyssKeeper and published under the Community Content Agreement for Dungeon Masters Guild.

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