PDA

View Full Version : Cantrip Only Class Again



UserNameHere
2018-10-04, 11:18 PM
I did some more alterations to the class I posted before. I think I made it sorta unbalanced. Again I'd like feedback please.



Level
Proficiency Bonus
Empowerment Dice
Features
Cantrips Known
Spell Level


1
+2
--
Spellcasting, Range Specialization
6
1


2
+2
1d4
Empowered Cantrips
7
1


3
+2
1d4
Specialization Feature, Unbound
8
1


4
+2
1d4
ASI
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
ASI
13
3


9
+4
3d4
Specialization Feature, Cantrip Improvements
14
3


10
+4
3d4
--
15
3


11
+4
3d4
Cantrip Fusion
16
3


12
+4
3d4
ASI
17
4


13
+5
4d4
Specialization Feature
18
4


14
+5
4d4
Ward
19
4


15
+5
4d4
Specialization Feature
20
4


16
+5
4d4
ASI
21
5


17
+6
5d4
Empowered Lingering Spell
22
5


18
+6
5d4
Specialization Feature
23
5


19
+6
5d4
ASI
24
5


20
+6
5d4
Cantrip Mastery
25
6


Hit Dice

Hit Dice: 1d8 per Cantrip Master 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) any simple weapon, (b) any martial weapon (if proficient)
(a) dagger, (b) mace
(a) dungeoneer’s pack, (b) explorer’s pack
(a) leather armor, (b) chain shirt (if proficient)
Or 4d4 x 10 gp

Cantrips Known
At level 1, you know 6 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 1 of the cantrips you know and replace it with another from any spell list.
Spellcasting Ability
You choose 1 of ability score out of Charisma, Intelligence, or Wisdom. That is your spellcasting ability for your Cantrip Master spells.
Spell Save DC = 8 + your proficiency bonus + chosen ability modifier
Spell Attack Modifier = your proficiency bonus + chosen ability modifier
Spell Level
For the purposes of spells such as Counterspell or Dispel Magic your cantrip’s level is your Cantrip Master level divided by 4 rounded down + 1
Spell Casting Focus
You can ignore the material components for any cantrips.
Limitations
Abilities learned through this class can only be utilized on cantrips that could be learned through this class.
Ability Score Improvements
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase 1 ability score of your choice by 2, or you can increase 2 ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature.
Specialization
At level 1, you specialize in a range for your cantrips:

Close Range
Far Range
Empowered Cantrips
Starting at level 2, when you deal damage with a cantrip from this class’s spell list you add your Spellcasting ability 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 Cantrip Master level increases. This damage can only be dealt once per turn.
Unbound
At level 3, cantrips you cast no longer have a limit to how many instances you can have up at any time.
Non-damaging 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.
Finally, when a cantrip says “You may do one of the following effects per casting” you can do any combination of said affects in a single casting.
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
Beep Boop


Casting Time
1 action


Range
30 feet/Touch


Components
S


Duration
Instantaneous


Make a melee (if within reach) or ranged spell attack against a creature within range. On a hit, you deal 1d4 necrotic damage. You regain health equal to the damage dealt (not including Empowerment Dice 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
Don't know how to get rid of these blanks


Lingering Spell
At level 7, your cantrips no longer require concentration.
Additionally, when you hit a creature with a cantrip or when a creature fails a saving throw against a cantrip you cast, you can force them to make a Wisdom saving throw. On a failed save you can concentrate on the cantrip for up to a minute. While concentrating in this manner you can recast the cantrip against the target without any components and as a bonus action. You can use this ability twice per short rest. This ability can be ended early if Dispel Magic is successfully cast on the target of your concentration.
In addition, you can increase the duration of any cantrip you cast to “Until Dispelled”. At any point in time you can end a cantrip you had increased the duration of.
Cantrip Improvements
At level 9, whenever a cantrip calls for a d4 for damage, instead use a d6.
Various cantrips gain additional benefits:



Cantrip
Additional Effect


Blade Ward
If you have Blade Ward cast upon yourself and a creature within 30 feet of you takes bludgeoning, slashing, or piercing damage from a weapon attack you can use your reaction to transfer your Blade Ward to that creature until the end of their next turn. Blade Ward then ends.


Control Flames
If you use the extinguish effect on a creature that is composed of fire, it must succeed a Constitution save or take 4d10 necrotic damage and half on a success. This effect benefits from Unbound.


Druidcraft
Plants within 10 feet of a point you target become overgrown. The area becomes difficult terrain and moving through this area deals 3 points of piercing damage for every 5 feet moved. The plants return to normal after 1 hour unless the duration is increased by Lingering Spell. This area cannot be increased by Unbound.


Friends
When you cast this spell you can force a creature to make a Wisdom saving throw or be charmed for the duration or until you or your companions damage it or one of its companions. If you or your companions are fighting the creature it makes the save with advantage. If a creature makes its save you cannot attempt to charm that creature with Friends again until you finish a long rest. The duration of this effect is 8 hours, even with the benefit of Lingering Spell.


Gust
Instead of targeting a single creature, you may instead target all creatures within 10 feet of you. This area cannot be increased by Unbound.


Light
You can make this cantrip explode and force every creature other than you within the cantrip’s bright light to make a Constitution saving throw or be blinded until the end of their next turn.


Mending
The casting time becomes 1 action. You can use this cantrip on a creature to heal it 4d4 hit points. After using this effect on a creature that creature cannot be affected until they complete a short rest.


Message
When you cast this spell on a willing creature, you can make it so that you and the creature can communicate over any distance if you both are on the same plane of existence. You may only have one instance of this effect up, even with the benefit of Unbound.


Minor Illusion
You can now make moving illusions and illusions of creatures. You can move the illusion up to 60 feet as a bonus action.


Prestidigitation
You can now create any item that fits within a 5-foot cube with this cantrip. If you create a weapon with it, the weapon is magical for the purposes of overcoming magical resistance but has no other magical properties.


Shape Water
The ground within 20 feet of a point you choose becomes covered in ice. Any creature moving within this area must succeed a Dexterity saving throw or fall prone. It melts after 1 hour unless its duration is increased by Lingering Spell. This area cannot be increased by Unbound.


Spare the Dying
If you cast this spell on a creature at least 1 hit point, the next time they would fall unconscious due to damage equal to 3 times your Spellcasting ability modifier or less they instead drop to 1 hit point.


Thaumaturgy
You can cast this on a creature and they must succeed a Charisma saving throw or you learn the entity or idea they worship, if any. If a creature is protected from Divination magic, you learn they worship the entity or idea you worship, if any.



Cantrip Fusion
At level 11, at the end of a short or long rest you can choose 2 cantrips you know. You can mix the 2’s effects in any of the following ways:

Choose between either cantrip’s saving throw type or attack roll type
Choose between either cantrip’s damage type
Choose between either cantrip’s range
Choose between neither, only one, or both effects of the cantrips
Choose a condition when one effect happens (casting Spare the Dying’s improved effect along with Mending’s improved effect and making it so that Mending kicks in when Spare the Dying ends).

But:

If one is a damaging cantrip, both must be (excluding a situationally damaging effect)
If one has range self, both must be range self

Ward
At level 14, when you would roll your Empowerment Dice for damage you can instead roll them and gain a number of temporary hit points equal to what you roll.
Empowered Lingering Spell
At level 17, when you concentrate on a cantrip using Lingering Spell, as a bonus action you can give yourself advantage on the next casting of that cantrip against the creature (or the creature disadvantage on the save) until the start of your next turn.
Cantrip Mastery
At level 20, you can exclude creatures of your choosing from any ability that causes your cantrips to deal area of effect damage. Your cantrips now critically hit on a 19 or 20. Your spell save DC also increases by 1.
Bonus Proficiency
At level 1, you gain proficiency in medium armor, shields, and martial weapons.
Range
Also at level 1, the maximum range of your cantrips becomes 30 feet.
Gravitational Blast
At level 3, when you hit a creature with a cantrip or it fails its save against the cantrip you can cause them to be pulled 10 feet closer to you.
War Magic and Knock Down
At level 6, you gain the ability to make a weapon attack as a bonus action when you cast a cantrip.
Also, at level 6, you can force a creature within 10 feet of you that was hit by a cantrip you cast or failed its saving throw against the cantrip to make a Strength saving throw or be knocked prone. You can do this twice per short rest.
Close Range Master
At level 9, when you roll damage to an enemy within 10 feet of you with a cantrip, you treat a 1 on any damage die as a 2. Your ranged spell attack rolls are no longer at disadvantage while within 5 feet of a hostile creature.
Mage Blade
At level 13, when you take the Attack action or make an opportunity attack, you can cast a cantrip with the range touch as part of that action. You choose to use your weapon’s to-hit bonus or your cantrip’s. This ability is not restricted to melee weapons. This can be done only once per turn. You do not add either damage modifier when you use this ability.
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 take half of the damage dealt. The creatures must also make a saving throw or suffer the effects of the original cantrip. If the cantrip is “to-hit” the saving throw is a Dexterity saving throw otherwise it’s the cantrip’s original saving throw type. If a target is within 2 separate instances they can only be affected by 1 blast per detonation.
Piercing Mage Blade
At level 18, when you use your Magic Blade feature, you can make another attack roll against a creature within 5 feet of your original target. If using a ranged weapon, you do not provide ammo for the second attack.Range
At level 1, cantrips with a range of less than 30 feet (excluding AoE cantrips centered on yourself) gains a new radius equal to 30 feet. In addition, cantrips with a range of 30 feet or more gain an additional 30 feet to their range. Melee spell attacks do not become ranged spell attacks.
Repelling Blast
At level 3, when you hit a creature with a cantrip or it fails its saving throw against the cantrip you can cause it to be pushed 10 feet away from you.
Restraining Blast
At level 6, when a creature is hit by a cantrip you cast or fails its save against the cantrip, you can force it to make a Strength saving throw or be restrained until the end of its next turn. This ability can be used twice 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 a 1 on any 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 your reaction to make a spell attack roll (of the same type – ranged or melee). On a hit, roll your Empowerment Dice again. You deal force damage equal to 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 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.
Cantrip Master’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 Empowerment Dice.