UserNameHere
2018-09-12, 06:13 PM
Ok so you guys get the weird in between alterations version of this since I accidentally erased V1.0
Not everything is different from the original, not everything is the same. I will try to put things right in a bit.
IT'S SORT OF CLOSE TO HOW IT WAS ORIGINALLY. NOT SURE HOW MANY ALTERATIONS FLEW UNDER THE RADAR.
Ok so nooooooow it's 90% similar to how it was.
Level
Proficiency Bonus
Empowerment Dice
Features
Cantrips Known
"Spell Level"
1
+2
--
Spellcasting
6
1
2
+2
1d4
Empowered Cantrips
7
1
3
+2
1d4
Specialization Selection
8
1
4
+2
1d4
Ability Score Improvements
9
2
5
+3
2d4
Health Drain, Unsaveable
10
2
6
+3
2d4
Specialization Feature
11
2
7
+3
2d4
Lingering Spell
12
2
8
+3
2d4
Ability Score Improvements
13
3
9
+4
3d4
Specialization Feature
14
3
10
+4
3d4
Empower
15
3
11
+4
3d4
--
16
3
12
+4
3d4
Ability Score Improvements
17
4
13
+5
4d4
Specialization Feature
18
4
14
+5
4d4
Unbound
19
4
15
+5
4d4
Specialization Feature
20
4
16
+5
4d4
Ability Score Improvements
21
5
17
+6
5d4
Empowered Lingering Spell
22
5
18
+6
5d4
Specialization Feature
23
5
19
+6
5d4
Ability Score Improvements
24
5
20
+6
5d4
Canrip Mastery
25
6
Basic Features
Hit Dice
• Hit Dice: 1d8 per Cantripcaster level
• Hit Points at 1st Level: 8+ Constitution modifier
• Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier
Proficiencies
• Armor: light armor
• Weapons: simple weapons
• Tools: none
• saving throws: Constitution, Intelligence
• Skills: two from Arcana, Insight, History, Persuasion, Deception, Investigation
Equipment
• (a) light crossbow & 20 bolts, (b) any simple weapon
• (a) dagger, (b) mace
• (a) dungeoneer’s pack, (b) explorer’s pack
• Leather armor
• Or 4d4 x 10 gpSpellcasting
Cantrips Known
At 1st level, you know six cantrips of your choice from any spell list except Warlock. You learn another cantrip each level.
Additionally, when you gain a level in this class, you can choose one of the cantrips you know and replace it with another from any spell list.
Spellcasting Ability
Constitution is your spellcasting ability for your Cantripcaster spells.
Spell Save DC = 8 + your proficiency bonus + Constitution modifier
Spell Attack Modifier = your proficiency bonus + Constitution modifier
Spell Level
For the purposes of spells such as Counterspell or Dispel Magic your cantrip’s level is your Cantripcaster level divided by 4 rounded down + 1
Spell Casting Focus
You can ignore the material components for any cantrip.
Empowered Cantrips
Starting at level 2, when you deal damage with a cantrip you add your Constitution modifier to damage unless you already add a different modifier. In addition, you can cause it to deal an additional 1d4 damage of the same type. This amount increases as your Cantripcaster level increases. This damage can only be dealt once per turn.
Specialization
At level 3 you specialize in a range for your cantrips:
• Close Range
• Far Range
Health Drain and Unsaveable
At level 5, you learn the cantrip Health Drain. This cantrip does not count against your cantrips known. Furthermore, when an enemy succeeds a saving throw against your cantrips, they take half damage instead of no damage.
Health Drain
Casting Time 1 action
Range 30 feet/Touch
Components S
Duration Instantaneous
Make a ranged spell attack against a creature within range. On a hit, you deal 1d4 necrotic damage plus your constitution modifier. You regain health equal to the damage dealt (not including empowerment die damage). As a bonus action you can instead touch a creature and heal them for half the damage dealt instead.
The damage dealt by this cantrip increases by 1d4 at level 5 and again at level 11 and level 17
Lingering Spell
At level 7, your cantrips no longer require concentration. In addition, when you hit a creature with a damaging cantrip you can force them to make a Wisdom saving throw. On a failed save you can concentrate on the cantrip for a minute. While concentrating in this manner you can recast the cantrip against the enemy without any components and as a bonus action. You can use this ability twice per short rest. This ability can be dispelled if Dispel Magic is cast on the target of your concentration.
Also, any cantrip you cast only ends if you wish it to, if it is dispelled, or if the spell’s normal parameters are broken.
Empower
At level 10, as a bonus action, you can cause the extra damage caused by your Empowerment Die to deal the maximum damage until the beginning of your turn. You can do this three times per short rest.
Unbound
At level 14, cantrips you cast no longer have a limit to how many instances you can have up at any time.
All cantrips’ area of effect double in size. You can double the casting time of the spell (using concentration) to increase the area of effect to 10 times the original amount.
Empowered Lingering Spell
At level 17, when you concentrate on a cantrip using Lingering Spell, instead of casting the cantrip as a bonus action you can give yourself advantage on the attack (or the creature disadvantage on the save) until the start of your next turn the next time you cast the cantrip against the creature under the effect of Lingering Spell.
Cantrip Mastery
At level 20, you can exclude creatures from any effect that causes your cantrips to deal area of effect to exclude targets of your choosing. Your cantrips now critically hit on a 19 or 20. Your spell save DC also increases by 1.Close Range
Bonus Proficiency
At level 3, when you choose this specialization you gain proficiency in medium armor, shields, and martial weapons.
Range and Cover
Also at level 3, the maximum range of your cantrips becomes 30 feet but your cantrips ignore half and three fourths cover.
War Magic and Gravitational Blast
At level 6, you gain the ability to make a weapon attack as a bonus action when you cast a cantrip. In addition, when you damage a creature with a cantrip you can cause them to be pulled 10 feet closer to you.
Close Range Master
At level 9, when you roll damage to an enemy within 5 feet of you with a cantrip, you treat any 1 on a die as a 2. Your ranged spell attack rolls are no longer at disadvantage while within 5 feet of a hostile creature.
Magic Blade
At level 13, you can cast a cantrip with the range touch as part of the Attack action. Roll to hit for each part separately.
Cantrip Detonation
At level 15, when you damage a creature within 10 feet of you with a cantrip, you can cause the cantrip to explode and hit all other creatures within 10 feet of it, excluding yourself. The creatures within this radius must make a Dexterity saving throw or take half of the damage of the same type taken by the original creature. If a target is within 2 separate instances they can only be affected by one blast per detonation.
Improved Extra Attack
At level 18, when you damage a creature within 5 feet of you with a cantrip, you can cast the same cantrip against a creature within 5 feet of it as part of the same action. This disregards range limitations on cantrips such as Shocking Grasp. You may also make an additional attack against the second creature if it is also within range of your weapon as part of the same action.
Far Range
Range and Cover
At level 3, the minimum range of your cantrips becomes 30 feet and the range for all cantrips with a range of 30 feet or more before gaining this feature increases by 30 feet. Your cantrips ignore half and three quarters cover. Melee spell attacks do not become ranged spell attacks
Repelling and Restraining Blast
At level 6, when you damage a creature with a cantrip you can cause it to be pushed back 10 feet. You can also make a creature hit by your cantrips to make a Strength saving throw or be restrained until the end of its next turn. This ability can be used once per short rest.
Far Range Master
At level 9, when you roll damage with a cantrip to an enemy further than 10 feet from you, you treat any 1 on a damage die as a 2. If the creature is 100 feet or further from you treat any 1 as a 3.
Insult to Injury
At level 13, when you damage a creature further than 10 feet from you can use a bonus action to make a second spell attack roll (of the same type). On a hit, roll your empowerment damage dice again. You deal force damage equal to half of what you rolled.
Cantrip Bomb
At level 15, as an action you can cast a cantrip as an area in a 10-foot cube within the spell’s normal range. If the cantrip is a to-hit, you roll once and all creatures that the roll would hit are hit. If the cantrip is a saving throw cantrip, all creatures within the area must make the save, taking half damage on a success. Either way the damage is only rolled once for all targets.
Cantripcaster’s Volley
At level 18, when you target a creature further than 10 feet from you with a cantrip, you can cast the same cantrip on a second creature within 10 feet of it as part of the same action
If both attacks hit (or both saving throws fail) the damage dealt by the cantrip is maximized against both targets. This ability does not affect the
Not everything is different from the original, not everything is the same. I will try to put things right in a bit.
IT'S SORT OF CLOSE TO HOW IT WAS ORIGINALLY. NOT SURE HOW MANY ALTERATIONS FLEW UNDER THE RADAR.
Ok so nooooooow it's 90% similar to how it was.
Level
Proficiency Bonus
Empowerment Dice
Features
Cantrips Known
"Spell Level"
1
+2
--
Spellcasting
6
1
2
+2
1d4
Empowered Cantrips
7
1
3
+2
1d4
Specialization Selection
8
1
4
+2
1d4
Ability Score Improvements
9
2
5
+3
2d4
Health Drain, Unsaveable
10
2
6
+3
2d4
Specialization Feature
11
2
7
+3
2d4
Lingering Spell
12
2
8
+3
2d4
Ability Score Improvements
13
3
9
+4
3d4
Specialization Feature
14
3
10
+4
3d4
Empower
15
3
11
+4
3d4
--
16
3
12
+4
3d4
Ability Score Improvements
17
4
13
+5
4d4
Specialization Feature
18
4
14
+5
4d4
Unbound
19
4
15
+5
4d4
Specialization Feature
20
4
16
+5
4d4
Ability Score Improvements
21
5
17
+6
5d4
Empowered Lingering Spell
22
5
18
+6
5d4
Specialization Feature
23
5
19
+6
5d4
Ability Score Improvements
24
5
20
+6
5d4
Canrip Mastery
25
6
Basic Features
Hit Dice
• Hit Dice: 1d8 per Cantripcaster level
• Hit Points at 1st Level: 8+ Constitution modifier
• Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier
Proficiencies
• Armor: light armor
• Weapons: simple weapons
• Tools: none
• saving throws: Constitution, Intelligence
• Skills: two from Arcana, Insight, History, Persuasion, Deception, Investigation
Equipment
• (a) light crossbow & 20 bolts, (b) any simple weapon
• (a) dagger, (b) mace
• (a) dungeoneer’s pack, (b) explorer’s pack
• Leather armor
• Or 4d4 x 10 gpSpellcasting
Cantrips Known
At 1st level, you know six cantrips of your choice from any spell list except Warlock. You learn another cantrip each level.
Additionally, when you gain a level in this class, you can choose one of the cantrips you know and replace it with another from any spell list.
Spellcasting Ability
Constitution is your spellcasting ability for your Cantripcaster spells.
Spell Save DC = 8 + your proficiency bonus + Constitution modifier
Spell Attack Modifier = your proficiency bonus + Constitution modifier
Spell Level
For the purposes of spells such as Counterspell or Dispel Magic your cantrip’s level is your Cantripcaster level divided by 4 rounded down + 1
Spell Casting Focus
You can ignore the material components for any cantrip.
Empowered Cantrips
Starting at level 2, when you deal damage with a cantrip you add your Constitution modifier to damage unless you already add a different modifier. In addition, you can cause it to deal an additional 1d4 damage of the same type. This amount increases as your Cantripcaster level increases. This damage can only be dealt once per turn.
Specialization
At level 3 you specialize in a range for your cantrips:
• Close Range
• Far Range
Health Drain and Unsaveable
At level 5, you learn the cantrip Health Drain. This cantrip does not count against your cantrips known. Furthermore, when an enemy succeeds a saving throw against your cantrips, they take half damage instead of no damage.
Health Drain
Casting Time 1 action
Range 30 feet/Touch
Components S
Duration Instantaneous
Make a ranged spell attack against a creature within range. On a hit, you deal 1d4 necrotic damage plus your constitution modifier. You regain health equal to the damage dealt (not including empowerment die damage). As a bonus action you can instead touch a creature and heal them for half the damage dealt instead.
The damage dealt by this cantrip increases by 1d4 at level 5 and again at level 11 and level 17
Lingering Spell
At level 7, your cantrips no longer require concentration. In addition, when you hit a creature with a damaging cantrip you can force them to make a Wisdom saving throw. On a failed save you can concentrate on the cantrip for a minute. While concentrating in this manner you can recast the cantrip against the enemy without any components and as a bonus action. You can use this ability twice per short rest. This ability can be dispelled if Dispel Magic is cast on the target of your concentration.
Also, any cantrip you cast only ends if you wish it to, if it is dispelled, or if the spell’s normal parameters are broken.
Empower
At level 10, as a bonus action, you can cause the extra damage caused by your Empowerment Die to deal the maximum damage until the beginning of your turn. You can do this three times per short rest.
Unbound
At level 14, cantrips you cast no longer have a limit to how many instances you can have up at any time.
All cantrips’ area of effect double in size. You can double the casting time of the spell (using concentration) to increase the area of effect to 10 times the original amount.
Empowered Lingering Spell
At level 17, when you concentrate on a cantrip using Lingering Spell, instead of casting the cantrip as a bonus action you can give yourself advantage on the attack (or the creature disadvantage on the save) until the start of your next turn the next time you cast the cantrip against the creature under the effect of Lingering Spell.
Cantrip Mastery
At level 20, you can exclude creatures from any effect that causes your cantrips to deal area of effect to exclude targets of your choosing. Your cantrips now critically hit on a 19 or 20. Your spell save DC also increases by 1.Close Range
Bonus Proficiency
At level 3, when you choose this specialization you gain proficiency in medium armor, shields, and martial weapons.
Range and Cover
Also at level 3, the maximum range of your cantrips becomes 30 feet but your cantrips ignore half and three fourths cover.
War Magic and Gravitational Blast
At level 6, you gain the ability to make a weapon attack as a bonus action when you cast a cantrip. In addition, when you damage a creature with a cantrip you can cause them to be pulled 10 feet closer to you.
Close Range Master
At level 9, when you roll damage to an enemy within 5 feet of you with a cantrip, you treat any 1 on a die as a 2. Your ranged spell attack rolls are no longer at disadvantage while within 5 feet of a hostile creature.
Magic Blade
At level 13, you can cast a cantrip with the range touch as part of the Attack action. Roll to hit for each part separately.
Cantrip Detonation
At level 15, when you damage a creature within 10 feet of you with a cantrip, you can cause the cantrip to explode and hit all other creatures within 10 feet of it, excluding yourself. The creatures within this radius must make a Dexterity saving throw or take half of the damage of the same type taken by the original creature. If a target is within 2 separate instances they can only be affected by one blast per detonation.
Improved Extra Attack
At level 18, when you damage a creature within 5 feet of you with a cantrip, you can cast the same cantrip against a creature within 5 feet of it as part of the same action. This disregards range limitations on cantrips such as Shocking Grasp. You may also make an additional attack against the second creature if it is also within range of your weapon as part of the same action.
Far Range
Range and Cover
At level 3, the minimum range of your cantrips becomes 30 feet and the range for all cantrips with a range of 30 feet or more before gaining this feature increases by 30 feet. Your cantrips ignore half and three quarters cover. Melee spell attacks do not become ranged spell attacks
Repelling and Restraining Blast
At level 6, when you damage a creature with a cantrip you can cause it to be pushed back 10 feet. You can also make a creature hit by your cantrips to make a Strength saving throw or be restrained until the end of its next turn. This ability can be used once per short rest.
Far Range Master
At level 9, when you roll damage with a cantrip to an enemy further than 10 feet from you, you treat any 1 on a damage die as a 2. If the creature is 100 feet or further from you treat any 1 as a 3.
Insult to Injury
At level 13, when you damage a creature further than 10 feet from you can use a bonus action to make a second spell attack roll (of the same type). On a hit, roll your empowerment damage dice again. You deal force damage equal to half of what you rolled.
Cantrip Bomb
At level 15, as an action you can cast a cantrip as an area in a 10-foot cube within the spell’s normal range. If the cantrip is a to-hit, you roll once and all creatures that the roll would hit are hit. If the cantrip is a saving throw cantrip, all creatures within the area must make the save, taking half damage on a success. Either way the damage is only rolled once for all targets.
Cantripcaster’s Volley
At level 18, when you target a creature further than 10 feet from you with a cantrip, you can cast the same cantrip on a second creature within 10 feet of it as part of the same action
If both attacks hit (or both saving throws fail) the damage dealt by the cantrip is maximized against both targets. This ability does not affect the