Starsinger
2015-01-12, 07:33 PM
Hey guys, I made a few more cantrips, mostly because some of the classes (Cleric, Bard) were woefully lacking in attack cantrips and aren't actually valid choices for Spellsniper because none of their cantrips require attack rolls. So the intended for part in parentheses is what classes I imagine having these cantrips, since as homebrew it's up to a DM anyway and they might go ahead and let, say, a Warlock have Magic Stone or a Wizard take Cold Shoulder.
Magic Stone
Transmutation Cantrip (intended for Clerics and Druids)
Casting Time: One Action
Range: 60 feet
Component: V, S, M (some stones)
Duration: Instantaneous
You enchant a handful of stones that fly toward an enemy. Make a ranged spell attack against the target, if you hit deal 1d8 bludgeoning damage. This damage counts as magical for overcoming damage resistance.
The spell fires multiple rocks at higher levels, 2 rocks at 5th level, 3 rocks at 11th level, and 4 rocks at 17th level. You can direct the rocks to attack the same target or different targets, make a separate roll for each rock.
Sonic Shout
Evocation Cantrip (intended for Sorcerers, Bards, and Clerics)
Casting Time: One Action
Range: 120 feet
Component: V, S
Duration: Instantaneous
You project your voice into a missile of sonic energy. Make a ranged spell attack against a target, if you hit your voice explodes upon reaching them dealing 1d10 thunder damage.
This spell increases in power as you level up, dealing 2d10 thunder damage at 5th level, 3d10 at 11th level, and 4d10 at 17th level.
Cold Shoulder
Evocation Cantrip (intended for Warlocks, Druids, and Sorcerers)
Casting Time: 1 action
Range: Touch
Component: V, S
Duration: Instantaneous
Your body briefly wells up with freezing magic which you transfer to another creature by touch (despite the name it does not need to be from your shoulder). Make a melee spell attack against the target. On a hit, the target takes 1d8 cold damage and cannot take the disengage action this turn.
This spell increases in power as you level up, dealing 2d8 cold damage at 5th level, 3d8 cold damage at 12th level, and 4d10 cold damage at 17th level.
Lance of Faith
Conjuration Cantrip (Intended for Clerics)
Casting Time: 1 action
Range: 120 feet
Componenet: V, S
Duration: Instantaneous
You fire a bolt of divine energy toward a target, briefly making it easier to hit. Make a ranged spell attack against the target. If you hit deal 1d8 radiant damage to the target and the next attack to against them gets a +2 on the attack roll.
This spell increases in power as you level up, dealing 2d8 radiant damage at 5th level, 3d8 radiant damage at 11th level, and 4d10 radiant damage at 17th level.
Lightning Strike
Evocation Cantrip (Intended for Druids, Clerics, Sorcerers)
Casting Time: 1 action
Range: 50 feet
Component: V, S
Duration: Instantaneous
Lightning strikes your foe and then ricochets to another enemy. Make a ranged spell attack against the target. If you hit deal 1d8 lightning damage. Another target within 50 feet of the primary target must make a Dexterity save or take half the lightning damage the primary target took.
This spell increases in power as you level up, dealing 2d8 lightning damage to the primary target at 5th level, 3d8 lightning damage at 11th level, and 4d8 lightning damage to the primary target at 17th level.
Glass Shield
Abjuration Cantrip (intended for Wizards, Warlocks, Clerics)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 round
You summon a shield made out of glass before the target. While the shield is in place they gain a +1 bonus to armor class. If an enemy strikes them in melee and the attack connects, the shield explodes outward dealing 1d6 piercing damage to the enemy. This damage is considered magical for the purposes of overcoming resistances. If no enemy successfully hits the target after one round, the shield fades into nothingness.
The shield becomes stronger as you level up, dealing 2d6 damage at 5th level, 3d6 damage at 11th level, and 4d6 damage at 17th level.
Rainbow Beam
Illusion Cantrip (Intended for Bards, Wizards, Sorcerers, Warlocks)
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You fire a beam of dashing colored lights toward an enemy. Make a ranged spell attack, if you hit the target takes 1d6 radiant damage and suffers a -1 on its next attack roll.
This spell becomes more powerful as you level up, deaing 2d6 radiant damage at 5th level, 3d6 radiant damage at 11th level, and 4d6 radiant damage at 17th level.
Magic Stone
Transmutation Cantrip (intended for Clerics and Druids)
Casting Time: One Action
Range: 60 feet
Component: V, S, M (some stones)
Duration: Instantaneous
You enchant a handful of stones that fly toward an enemy. Make a ranged spell attack against the target, if you hit deal 1d8 bludgeoning damage. This damage counts as magical for overcoming damage resistance.
The spell fires multiple rocks at higher levels, 2 rocks at 5th level, 3 rocks at 11th level, and 4 rocks at 17th level. You can direct the rocks to attack the same target or different targets, make a separate roll for each rock.
Sonic Shout
Evocation Cantrip (intended for Sorcerers, Bards, and Clerics)
Casting Time: One Action
Range: 120 feet
Component: V, S
Duration: Instantaneous
You project your voice into a missile of sonic energy. Make a ranged spell attack against a target, if you hit your voice explodes upon reaching them dealing 1d10 thunder damage.
This spell increases in power as you level up, dealing 2d10 thunder damage at 5th level, 3d10 at 11th level, and 4d10 at 17th level.
Cold Shoulder
Evocation Cantrip (intended for Warlocks, Druids, and Sorcerers)
Casting Time: 1 action
Range: Touch
Component: V, S
Duration: Instantaneous
Your body briefly wells up with freezing magic which you transfer to another creature by touch (despite the name it does not need to be from your shoulder). Make a melee spell attack against the target. On a hit, the target takes 1d8 cold damage and cannot take the disengage action this turn.
This spell increases in power as you level up, dealing 2d8 cold damage at 5th level, 3d8 cold damage at 12th level, and 4d10 cold damage at 17th level.
Lance of Faith
Conjuration Cantrip (Intended for Clerics)
Casting Time: 1 action
Range: 120 feet
Componenet: V, S
Duration: Instantaneous
You fire a bolt of divine energy toward a target, briefly making it easier to hit. Make a ranged spell attack against the target. If you hit deal 1d8 radiant damage to the target and the next attack to against them gets a +2 on the attack roll.
This spell increases in power as you level up, dealing 2d8 radiant damage at 5th level, 3d8 radiant damage at 11th level, and 4d10 radiant damage at 17th level.
Lightning Strike
Evocation Cantrip (Intended for Druids, Clerics, Sorcerers)
Casting Time: 1 action
Range: 50 feet
Component: V, S
Duration: Instantaneous
Lightning strikes your foe and then ricochets to another enemy. Make a ranged spell attack against the target. If you hit deal 1d8 lightning damage. Another target within 50 feet of the primary target must make a Dexterity save or take half the lightning damage the primary target took.
This spell increases in power as you level up, dealing 2d8 lightning damage to the primary target at 5th level, 3d8 lightning damage at 11th level, and 4d8 lightning damage to the primary target at 17th level.
Glass Shield
Abjuration Cantrip (intended for Wizards, Warlocks, Clerics)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 round
You summon a shield made out of glass before the target. While the shield is in place they gain a +1 bonus to armor class. If an enemy strikes them in melee and the attack connects, the shield explodes outward dealing 1d6 piercing damage to the enemy. This damage is considered magical for the purposes of overcoming resistances. If no enemy successfully hits the target after one round, the shield fades into nothingness.
The shield becomes stronger as you level up, dealing 2d6 damage at 5th level, 3d6 damage at 11th level, and 4d6 damage at 17th level.
Rainbow Beam
Illusion Cantrip (Intended for Bards, Wizards, Sorcerers, Warlocks)
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You fire a beam of dashing colored lights toward an enemy. Make a ranged spell attack, if you hit the target takes 1d6 radiant damage and suffers a -1 on its next attack roll.
This spell becomes more powerful as you level up, deaing 2d6 radiant damage at 5th level, 3d6 radiant damage at 11th level, and 4d6 radiant damage at 17th level.