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View Full Version : D&D 5e/Next Sorcerer Reshape (Innate Spellcasting)



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2017-02-10, 09:04 AM
Sorcerer



Level
Proficiency Bonus
Class Features
Slot Level


1
+2
Sorcerer's Path, Font of Magic
1st


2
+2
Metamagic
1st


3
+2
Accumulation Spells
2nd


4
+2
ASI
2nd


5
+3
-
3rd


6
+3
Sorcerer Path Feature
3rd


7
+3
-
4th


8
+3
ASI
4th


9
+4
-
5th


10
+4
Sorcerer Path Feature
5th




As a Sorcerer you are an artist. You reshape reality at your whim and don't let rigid rules define what you can do.

Class Features

As a sorcerer, you gain the following class features.

Hit Points
Hit Dice: 1d8 per sorcerer level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sorcerer level after 1st

Proficiencies


Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Performance, Persuasion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) two simple melee weapons
Leather armor and (a) a component pouch or (b) an arcane focus
(a) a dungeoneer’s pack or (b) an explorer’s pack
Two daggers


Level 1

Sorcerer's Path
Choose a sorcerer path, which describes how you have chosen to go about focusing your power: The Artist, Blood Mage, Chaos, Favored Soul, and Warlock origins are detailed at the end of the class description.

Your choice grants you features when you choose it at 1st level and again at 6th and 10th level.

Font of Magic
You gain two spells from your sorcerer's path along with a spell of your choice from the Sorcerer's spell list below. These spells cannot be changed unless noted in a following Sorcerer class feature.

You gain a number of spell slots per level shown on the table above. You regain spell slots at the end of a short or long rest.

Each of your sorcerer spells allow you to have an at-will version that you may cast any number of times per short or long rest.

Spell Slots

You have two spell slots. Whenever you cast a Font of Magic spell, you must expend a spell slot. You regain your expended spell slots after a short or long rest. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your sorcerer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus


You can use an arcane focus as a spellcasting focus for your sorcerer spells

Level 2

Metamagic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. You have a number of Sorcerery Points equal to your Sorcerer Level + Charisma Modifier.

You may use these points to twist your Font of Magic to your whim. You gain three of the following Metamagic options of your choice. You gain another one at 5th and 9th level. Whenever you finish a long rest, you may replace a metamagic option with a different one.

You can use only one Metamagic option on a Font of Magic spell when you cast it, unless otherwise noted. You can use a metamagic option with any spell that you can cast, even if the spell isn't from your Font of Magic feature.

Below is the list of metamagic options you may choose from.



Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect one of those creatures from the spell’s full force. Choose one creature to automatically succeeds on its saving throw against the spell.

1 SP: The number of creatures you may choose to automatically succeed on the saving throw equals your charisma bonus.

2 SP: Any creatures chosen are ignored by your spell and the spell has no effect on them even on later rounds.

Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell. Additionally, when you cast a spell that has a range of touch, you can make the range of the spell 30 feet.

2 SP: When you cast a spell that has a range of 5 feet or greater, you can spend 2 sorcery point to quadruple the range of the spell. Additionally, when you cast a spell that has a range of touch, you can spend 2 sorcery points to make the range of the spell 120 feet.

Empowered Spell
When you roll damage for your spell's at-will version, you can add your charisma modifier as a bonus to the damage roll.

2 SP: You may add your charisma bonus to the damage roll of a spell you cast.

Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours.

1 SP: When you use Extended Spell metamagic, you have advantage on concentration checks to keep the spell active.

Heightened Spell

2 SP: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 2 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

4 SP: A number of creatures equal to your Charisma bonus (minimum 1) have disadvantage on the spell.

Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Casting the at-will version of your Font of Magic spells count as cantrips for the purposes of casting spells with bonus actions.

Subtle Spell
When you cast a spell, you can cast it without somatic and verbal components.

1 SP: When you cast a spell, you can spend 1 sorcery point to cast it as if you are holding a spellcasting focus even if you don't have one on hand.

Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is the at-will version or a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

4 SP: For 4 SP per spell level you may target a third creature in range with the same spell.



Level 3

Spell Accumulation

Starting at 3rd and again at 5th, 7th, and 9th level, your sorcerer spells evolve and gives you a new option when deciding to cast them. At these levels you may, instead of casting your font of magic spell, cast a higher level spell that you have chosen from the options below. Depending on your Font of Magic spells, you can choose different ways to accumulate arcane power and impose your whims on reality.

Once you choose how your spell advances, you can't change it until you gain another level in Sorcerer.

When you cast a sorcerer spell, you may choose to cast it as the Font of Magic, Font of Magic Cantrip, or any Accumulation Spell option you have obtained. Anytime you cast your spell as anything but a Font of Magic Cantrip, you must expend a spell slot.

You may apply metamagics to any sorcerer spell you cast.

If there is an accumulation choice you want for two spells that is the same, but lead to different places, work with your DM to change one of the spells to another that is thematic. This way you don't have to give up a later level spell. These options are thematic in some way and are not based on any balancing factor. This also applies if you feel a new, non-SRD, spell would fit more thematically within a path.

(Note: I'm going to work on a new spell list for the Sorcerer, it will combine Arcane Magic and Druid options much like how the Bard combines Arcane Magic and Cleric options).



FoM Spell
@ Level 3
@ Level 5
@ Level 7
@ Level 9


Feather Fall
Spider Climb
Fly
Polymorph

















Fog Cloud
Acid Arrow
Gaseous Form
Control Water
Cone of Cold



Gust of Wind
Stinking Cloud
Ice Storm










Hex













Jump
Alter Self
Fly
Stone Skin




Enlarge/Reduce
Gaseous Form
Polymorph










Mage Armor
Magic Weapon
Protection from Energy
Resilient Sphere










Magic Missile
Arcane Lock
Tiny Hut
Private Sanctum




Rope Trick
Magic Circle
Secret Chest










Shield
Magic Weapon
Protection from Energy
Resilient Sphere










Shield of Faith
Warding Bond
Spirit Guardians
Death Ward

















Silent Image
Arcanist's Magic Aura
Major Image
Greater Invisibility




Invisibility
Nondetection
Hallucinatory Terrain










Sleep
Blindness/Deafness
Slow
Polymorph




Hold Person
Hypnotic Pattern
Black Tentacles










Thunderwave
Shatter
Call Lightning
Dimensional Door




Gust of Wind
Lightning Bolt






Sleet Storm
Ice Storm







Level 4

Ability Score Increase
When you reach 4th level, and again at 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Level 7


Sorcerous Origins



Blood Magic

Consume Blood: Your body is adapted to drinking blood, this isnt something you chose, just something that is a part of you.

As an action, once per short rest, you may drink the blood of an incapacitated creature or one that you have grappled (unless they are willing... Some people are kinky). When you do so, the magic in your body flares and the innate spells from this origin changes. This change lasts until you drink blood again or finish two long rest.

You have no problem drinking even the most exotic of blood, as long as it is actually blood (and not say, pure acid).

Blood Spells
You gain the two spells below as known spells in addition to a first level spell of your choice.

Charm Person

False Life

Level 6

Level 10






Chaos Origin

Chaos Magic: Starting at first level your magic is chaotic and just plain weird. Whenever you cast an Innate Spell that requires a saving throw, roll a d6 and consult the list below. The spell now requires a different save based on your roll.

1: Str
2: Dex
3: Con
4: Int
5: Wis
6: Cha

The player and DM are encouraged to fluff the spell in a different way based on the saving throw. If burning hands requires an Int save then perhaps it is an illusion spell. If burning hands is a Cha save, perhaps it is an enchantment spell where the sorcerer "burned" the target so bad with insults that the target really felt the flames.

Font of Magic Chaos Spells
You gain the two spells below as known spells in addition to a first level spell of your choice.

Chromatic Orb
Color Spray


Level 6

Essence of Chaos: After a long rest roll a d6 and consult the list below. One of your ability scores increases by +2, to a maximum of 20, until the end of your next long rest. Alternatively you may roll 2d6 and place a +1 into two separate scores (though potential the same score).

1: Str
2: Dex
3: Con
4: Int
5: Wis
6: Cha

Keep track of your new HP as if it was temporary hit points that can be refilled. You gain 1 HP per level if this bonus brings you to an even number.

If you already have a 20 in an ability score and gain this bonus, you may reroll that result once (per die if you chose the 2d6 option) and take the new result. If the new result is the ability score that has a 20 then you don't gain any benefit.

Level 10





Favored Soul

Favored Soul Spells
You gain the two spells below as known spells in addition to a first level spell of your choice.

Cure Wounds
Shield of Faith

Armored Emissary
You have proficiency with Heavy Armor, Shields, and Martial Weapons.

Divine Light


Level 6
Energy Resistance: Choose a type of energy from the following list, you have resistance to that type of energy.

Level 10





Painter

With a brush in hand, the world is your canvas and the arcane energies is the paint in which you manipulate the world around you.

Possible ways you learned of your sorcerer origin could be that you were drawing as a child and one of them briefly came to life. Perhaps as a teenager you were writing your crush's name over an over and accidentally cast a charm upon them. Maybe as an adult you wanted to paint a scenery and the landscape around you started to mimic your painting.

Artistic Inspiration: Your Spell DC is based on how well you can paint. The more realistic you paint your spell, the harder it is for a creature to resist. You may use a bonus action to change the saving throw of your spells to become a contest between your Charisma (Sleight of Hand) check versus the target's Wisdom (Insight) check. If there are multiple targets, you roll your check once and compare it to each target's ability check.

Erase: As an action or bonus action, you gain the ability to erase mundane writings, drawings, and paintings that your hand(s) cover. The area you erase is equal to the area of your hand (or hands).

Painter Spells
You gain the two spells below as known spells in addition to a first level spell of your choice.

Fog Cloud
Silent Image

Level 6


Level 10





Warlock

Font of Magic Warlock Spells
You gain the two spells below as known spells in addition to a first level spell of your choice.

Eldritch Blast
Hex

Patron's Pact
Depending on your choice of patron, your Eldritch Blast will accumulate in a different way once you reach the proper level. Additionally you gain a patron feature based on when you use Hex. Your patron feature is usable anytime it triggers but only once per round.

Fey
Patron Spell Line: Whenever your Eldritch Blast branches, you gain Calm Emotion (Lv. 2), Suggestion (Lv. 3), and Dominate Beast (Lv. 4)

Patron Feature (Misty Step): Whenever a creature under your Hex spell dies, you may teleport up to 30' as a reaction or when you transfer your Hex to a new creature. You must use this before the end of your next turn.

Fiend
Patron Spell Line: Whenever your Eldritch Blast branches, you gain Hellish Rebuke (Lv. 2), Stinking Cloud (Lv. 3), and Fear (Lv. 4)

Patron Feature: Whenever a creature under your Hex spell dies and you transfer your hex to another creature, that creature is assaulted by hell fire and has disadvantage on their next attack roll before the end of your next turn.

Old One
Patron Spell Line: Whenever your Eldritch Blast branches, you gain Arms of Hadar (Lv. 2), Enthrall (Lv. 3), and Hunger of Hadar (Lv. 4)

Patron Feature (Void the Mind): Whenever a creature under your Hex spell dies and you transfer your hex to another creature, using the energy of the creature's death you cause a void in the mind of the creature you transferred your hex to. You become hidden from that creature until the end of your next turn or after you effect the creature for the first time (attack it or cast a spell on it).

Invoker
Unlike many Warlocks, your pact is with a deity even if you don't follow their doctrine. You typically will deal with issues that may be unbecoming of Clerics. Most invokers keep which deity they work for on the down low. While you still gain the Hex spell, you do not gain Eldritch Blast, instead you gain the Font of Magic "Guiding Bolt" spell.

Patron Spell Line: Whenever your Eldritch Blast branches, you gain Spiritual Weapon (Lv. 2), Spirit Guardians (Lv. 3), Banishment (Lv. 4), and Flame Strike (Lv. 5).

Patron Feature (Divine Judgement): Whenever a creature under your Hex dies you and you put your hex on a new target, you cause the new target...

Level 6
Share Hex

Level 10

Deleted
2017-02-10, 09:05 AM
Sorcerer Spell List


Burning Hands
Font of Magic Spell

Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Burning Hands Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

One creature you touch takes 1d8 Fire damage and is slightly burned. The creature has disadvantage on its next attack. A successful dexterity save negates the damage and the disadvantage

You may ignite any flammable objects that aren’t being worn or carried with your touch.

At 5th level this innate cantrip' base damage deals 2d8 fire damage.




@ Level 3: Flame Blade, Flaming Sphere, or Scorching Ray

@ Level 5: Protection from Energy, Fireball

@ Level 7: Conjure Minor Elemental (Fire), Fire Shield, Wall of Fire

@ Level 9:





Charm Person
Font of Magic Spell

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Charm Person Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute.

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, you have advantage on charisma checks against the target. When the spell ends, the creature knows it was charmed by you and becomes more hostile.



@ Level 3: Hold Person, Suggestion

@ Level 5: Hypnotic Pattern, Fear

@ Level 7: Confusion, Phantasmal Killer

@ Level 9:





Color Spray
Font of Magic Spell

Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: 1 round

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

Color Spray Cantrip




@ Level 3: Blindness/Deafness, Darkness

@ Level 5: Slow, Daylight

@ Level 7: Confusion, Ice Storm

@ Level 9:





Comprehend Languages
Font of Magic Spell

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Comprehend Language Cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

During the duration of this innate cantrip, you have advantage on Intelligence checks to decipher unknown written languages and Charisma checks to communicate with creatures that don't share a language with you.



@ Level 3: Detect Thoughts

@ Level 5: Clairvoyance, Sending

@ Level 7: Arcane Eye, Locate Creature

@ Level 9:





Cure Wounds
Font of Magic Spell

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.

This spell has no effect on undead or constructs.

Special: You must be a Favored Soul to gain this Font of Magic spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Cure Wounds Cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch that has 0 HP, but is not dead, regains 1d4 HP and their death saves are reset to 0.

This spell has no effect on undead or constructs.

Starting at 5th level the number of HP regained is 1d4 + your Charisma modifier.



@ Level 3: Lesser Restoration, Prayer of Healing

@ Level 5: Mass Healing Word, Revivfy

@ Level 7: Death Ward, Freedom of Movement

@ Level 9: Greater Restoration, Mass Cure Wounds





Detect Magic
Font of Magic Spell

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Magic Cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

For the duration, whenever you hold a magic item and observe it, you learn its school of magic, if any.



@ Level 3: See Invisibility, Detect Thoughts

@ Level 5: Clairvoyance, Dispel Magic, Tongues

@ Level 7: Arcane Eye, Fabricate Faithful Hound

@ Level 9: Contact Other Plane, Scrying






Disguise Self
Font of Magic Spell

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person— look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Disguise Self Cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

You make one minor change to your appearance. This could be anything from making your ears look elvish, having a dwarven beard, making your elven ears look human, changing the color of your eyes, slightly change the color of your skin, or giving yourself a scar. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a dwarvish beard, objects pass through the beard, and anyone who touches it would feel nothing or would feel your beardless face.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.



@ Level 3: Arcanist Magic Aura, Mirror Image,

@ Level 5: Hypnotic Pattern, Major Image,

@ Level 7: Confusion, Phantasmal Killer

@ Level 9: Dream, Mislead, Modify Memory, Seeming





Eldritch Blast
Font of Magic Spell

Casting Time: 1 action
Range: 100'
Components: S
Duration: Instantaneous

A warlock attacks their foes with eldritch power, using malicious magical energy to deal damage and when more powered is channeled can sometimes impart other debilitating effects.

When you cast this spell, the target takes 3d8 + Cha modifier force damage. A successful dexterity save negates the damage.

Special: You can only gain this Font of Magic spell if you chose the Warlock path.

Eldritch Blast Cantrip
Casting Time: 1 action
Range: One object or creature within 60'
Components: S
Duration: Instantaneous

A warlock attacks their foes with eldritch power, using malicious magical energy to deal damage and when more powered is channeled can sometimes impart other debilitating effects.

When you cast this spell, the target takes 1d8 modifier force damage. A successful dexterity save negates the damage. In addition your patron will modify your Eldritch Blast.



Eldritch Blast accumulates based on Patron.






Entangle
Font of Magic Spell

Casting Time: 1 action
Range: 90'
Components: V, S
Duration: Concentration, up to 1 minute

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.


Entangle Cantrip

Casting Time: 1 action
Range: 60'
Components: V, S
Duration: Instantaneous

Small vines erupt around a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 slashing damage. A creature that fails the saving throw also has their speed reduced by 10' until the start of your next turn.



@ Level 3: Barkskin, Spike Growth

@ Level 5: Plant Growth, Speak with Plants

@ Level 7: Blight, Stoneskin

@ Level 9: Antilife Shell, Tree Stride






Expeditious Retreat
Font of Magic Spell

Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Expeditious Retreat Cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Disengage action.



@ Level 3: Enlarge/Reduce, Spider Climb

@ Level 5: Blink, Haste

@ Level 7: Dimensional Door, Polymorph

@ Level 9: Passwall, Telekinesis





Faerie Fire
Font of Magic Spell

Casting Time: 1 action
Range: 60'
Components: V
Duration: Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw.

For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.



@ Level 3: Flame Blade, Moonbeam

@ Level 5: Daylight, Protection from Energy

@ Level 7: Conjure Minor Elemental (Fire), Wall of Fire

@ Level 9: Conjure Elemental (Fire)







False Life
Font of Magic Spell

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 + Cha Modifier temporary hit points for the duration.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

False Life Cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 Minute

Bolstering yourself with a necromantic facsimile of life, you gain 4 temporary hit points for the duration.



@ Level 3: Acid Arrow, Ray of Enfeeblement

@ Level 5: Animate Dead, Bestow Curse, Vampiric Touch

@ Level 7: Blight, Polymorph

@ Level 9: Cloudkill, Geas, Dominate Person






Feather Fall
Font of Magic Spell

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range: 60 feet
Components: V
Duration: 1 minute

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Feather Fall Cantrip
Casting Time: 1 reaction, which you take when you fall
Range: Self
Components: V
Duration: 1 minute

Your rate of descent slows, you take 1/4 of the normal falling damage when you land.



Fog Cloud
Font of Magic Spell

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Fog Cloud Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 Minute

You create a 5-foot-cube of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.



Guiding Bolt
Font of Magic Spell

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour



At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the

Guiding Bolt Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration:






Jump
Font of Magic Spell

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 minute

You touch a creature. The creature’s jump distance is tripled until the spell ends.

Jump Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 minute

You touch a creature. The creature’s Strength score is treated as 14 for the purposes of jump distance until the spell ends.



Mage Armor
Font of Magic Spell

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + your Charisma modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Mage Armor Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration or 1 minute

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 11 + its Dexterity modifier. The spell ends if the target dons armor, cast mage armor on the target, or if you dismiss the spell as an action.



Magic Missile
Font of Magic Spell

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Magic Missile Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You create one glowing darts of magical force. The dart hits a creature of your choice that you can see within range. The dart deals 1d4 + 1 force damage to its target.



Shield
Font of Magic Spell

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Shield Cantrip
Casting Time: 1 reaction, which you take when you are hit by an attack
Range: Self
Components: V, S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +1 bonus to AC, including against the triggering attack. This shield is not strong enough to stop magic missiles.



Shield of Faith
Font of Magic Spell

Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Special: You must be a Favored Soul to know this Innate Spell.

Shield of Faith Cantrip
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

A shimmering field appears and surrounds a creature of your choice within range, the target gains a bonus to saving throws rolls equal to 1d4.




Silent Image
Font of Magic Spell

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Silent Image Cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create or reflect sound, light, smell, or any other sensory effect.

Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.



Sleep
Font of Magic Spell

Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Sleep Cantrip
Casting Time: 1 action
Range: 15 feet
Components: V, S
Duration: Instantaneous

This spell causes one creature within range to become drowsy. A drowsy creature has disadvantage on ability checks. A successful constitution save negates the drowsiness.

Undead and creatures immune to being charmed aren’t affected by this spell.



Thunderwave
Font of Magic Spell

Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Thunderwave Cantrip
Casting Time: 1 action
Range: 5'
Components: V, S
Duration: Instantaneous

A wave of thunderous force sweeps out from your palm. One creature in range must make a Constitution saving throw. On a failed save, the creature takes 1d8 thunder damage and is pushed 5' feet away from you. On a successful save, the creature takes no damage and isn't pushed.

In addition, unsecured objects that you target are automatically damaged and pushed 5' feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 100 feet.




@ Level 3:

@ Level 5:

@ Level 7:

@ Level 9:

Potato_Priest
2017-02-21, 08:25 PM
In my opinion, the cantrip expeditious retreat is better than the regular one for many characters

Deleted
2017-02-21, 09:36 PM
In my opinion, the cantrip expeditious retreat is better than the regular one for many characters

I'm ok with that.

It's basically set up that if you need to get from hicktown to the capital and warn the king of the pissed off dragon, you can't just spam dash as a bonus action (at least not very long without resting) but in battle where dash isn't as useful (though still can be) you can get use out of having this spell by disengaging.

Disengaging is awesome, in battle, but that's the only time it would be really useful. Dash can be useful in and out of battle.