snafuy
2019-05-05, 12:25 PM
Feedback requested for game balance, aesthetics, or other suggestions.
Edit: major overhaul based on feedback so far. Daze & Touch of Fatigue changed to 1st-level.
Imported Spells:
Flare
Evocation cantrip (Bard, Light Domain, Druid, Sorcerer, Wizard)
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
This spell creates a burst of bright light (30 feet) at a point within range. If you target a creature, it must make a Constitution saving throw. On a failure, it has a -2 penalty on attack rolls and ability checks based on sight until the start of your next turn. Creatures with light sensitivity make the save at disadvantage; creatures immune to blindness are unaffected by this spell.
When you reach 11th level, the spell can create two flares, each targeting a different creature.
(Rewritten to be more like the original. Is it worthwhile compared to Frostbite?)
Summon Instrument
Conjuration cantrip (Bard)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration up to 1 hour
This spell creates one tiny or small handheld musical instrument of your choice in your hands. It is typical for its type, but it will play only for you. When the spell ends, the instrument vanishes.
When you reach 11th level, you can maintain the spell without concentration, but if you cast it again the previous instrument vanishes.
(Yes, you can use it as a focus.)
Virtue
Abjuration cantrip (Cleric, Druid)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a willing creature, granting it temporary hit points equal to your proficiency bonus, until you cast this spell again or the duration ends.
(Weak like the original, but at-will makes it useful against persistent slow damage.)
*****
Like Create Water or Detect Poison, many 3E cantrips translate better as 1st level spells in 5E.
Daze
1st level Enchantment (Bard, Sorcerer, Warlock, Wizard)
Casting Time: 1 action
Range: 60 feet
Components: S, M (a pinch of wool)
Duration: 1 round
This spell clouds the mind of a creature within range. The target must make a Wisdom saving throw. On a failure, it is incapacitated, and makes no voluntary movement or vocalization, until the spell ends. Affected wing-borne creatures safely glide 60 feet downward on their turn. A dazed subject is not stunned, so attackers get no special advantage against it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional creature for each slot level above 1st.
(Is this worth a 1st level slot, or does it need improvement?)
Disrupt Undead
1st-level Necromancy (Sorcerer, Warlock, Wizard)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You make a ranged spell attack with a ray of radiant energy. On a hit, the target takes 5d6 radiant damage if it is undead.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can produce an additional ray (each targeting a different creature) for each slot level above 1st.
(Different from the original, because balancing an undead-only damage cantrip would be difficult. At-will 2d6 per tier might be a fair compromise most of the time, but terribly overpowered in Ravenloft or other undead-heavy settings.)
Lullaby
1st level Enchantment (Bard)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration up to 1 hour
You direct imperceptible soothing vibrations at a point within range. Creatures in a 20 foot radius of that point must make a Wisdom saving throw. On a failure, they become drowsy and inattentive until the spell ends, gaining disadvantage on Perception checks, disadvantage on saving throws against sleep effects, and a -5 penalty to Passive Perception. This spell is considered a sleep effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 10 feet for each slot level above 1st.
(Way too niche to be an at-will, therefore strengthen it to 1st level value.)
Touch of Fatigue
1st-level Necromancy (Sorcerer, Warlock, Wizard)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop of sweat)
Duration: Concentration up to 1 minute
You channel weakening energy through your touch. If the target has less than 2 levels of exhaustion, it must make a Dexterity saving throw. On a failure, it has Level 2 exhaustion until the spell ends.
An affected creature may use its action to make a Constitution saving throw, removing a level of exhaustion from the spell each time it succeeds.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target two creatures within your reach.
(The effect is weaker than Hideous Laughter, so it should be correspondingly more difficult to shake off.)
*****
Omitted Spells:
Arcane Mark: too minor, partly covered by Prestidigitation.
Cure Minor Wounds: unworkable for at-will game balance.
Ghost Sound: superseded by Minor Illusion.
Inflict Minor Wounds: superseded by Toll the Dead et al.
Know Direction: too minor, would need additional capabilities.
Open/Close: too minor, partly covered by Mage Hand & Thaumaturgy.
Read Magic: no longer used.
Edit: major overhaul based on feedback so far. Daze & Touch of Fatigue changed to 1st-level.
Imported Spells:
Flare
Evocation cantrip (Bard, Light Domain, Druid, Sorcerer, Wizard)
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
This spell creates a burst of bright light (30 feet) at a point within range. If you target a creature, it must make a Constitution saving throw. On a failure, it has a -2 penalty on attack rolls and ability checks based on sight until the start of your next turn. Creatures with light sensitivity make the save at disadvantage; creatures immune to blindness are unaffected by this spell.
When you reach 11th level, the spell can create two flares, each targeting a different creature.
(Rewritten to be more like the original. Is it worthwhile compared to Frostbite?)
Summon Instrument
Conjuration cantrip (Bard)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration up to 1 hour
This spell creates one tiny or small handheld musical instrument of your choice in your hands. It is typical for its type, but it will play only for you. When the spell ends, the instrument vanishes.
When you reach 11th level, you can maintain the spell without concentration, but if you cast it again the previous instrument vanishes.
(Yes, you can use it as a focus.)
Virtue
Abjuration cantrip (Cleric, Druid)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a willing creature, granting it temporary hit points equal to your proficiency bonus, until you cast this spell again or the duration ends.
(Weak like the original, but at-will makes it useful against persistent slow damage.)
*****
Like Create Water or Detect Poison, many 3E cantrips translate better as 1st level spells in 5E.
Daze
1st level Enchantment (Bard, Sorcerer, Warlock, Wizard)
Casting Time: 1 action
Range: 60 feet
Components: S, M (a pinch of wool)
Duration: 1 round
This spell clouds the mind of a creature within range. The target must make a Wisdom saving throw. On a failure, it is incapacitated, and makes no voluntary movement or vocalization, until the spell ends. Affected wing-borne creatures safely glide 60 feet downward on their turn. A dazed subject is not stunned, so attackers get no special advantage against it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional creature for each slot level above 1st.
(Is this worth a 1st level slot, or does it need improvement?)
Disrupt Undead
1st-level Necromancy (Sorcerer, Warlock, Wizard)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You make a ranged spell attack with a ray of radiant energy. On a hit, the target takes 5d6 radiant damage if it is undead.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can produce an additional ray (each targeting a different creature) for each slot level above 1st.
(Different from the original, because balancing an undead-only damage cantrip would be difficult. At-will 2d6 per tier might be a fair compromise most of the time, but terribly overpowered in Ravenloft or other undead-heavy settings.)
Lullaby
1st level Enchantment (Bard)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration up to 1 hour
You direct imperceptible soothing vibrations at a point within range. Creatures in a 20 foot radius of that point must make a Wisdom saving throw. On a failure, they become drowsy and inattentive until the spell ends, gaining disadvantage on Perception checks, disadvantage on saving throws against sleep effects, and a -5 penalty to Passive Perception. This spell is considered a sleep effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 10 feet for each slot level above 1st.
(Way too niche to be an at-will, therefore strengthen it to 1st level value.)
Touch of Fatigue
1st-level Necromancy (Sorcerer, Warlock, Wizard)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop of sweat)
Duration: Concentration up to 1 minute
You channel weakening energy through your touch. If the target has less than 2 levels of exhaustion, it must make a Dexterity saving throw. On a failure, it has Level 2 exhaustion until the spell ends.
An affected creature may use its action to make a Constitution saving throw, removing a level of exhaustion from the spell each time it succeeds.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target two creatures within your reach.
(The effect is weaker than Hideous Laughter, so it should be correspondingly more difficult to shake off.)
*****
Omitted Spells:
Arcane Mark: too minor, partly covered by Prestidigitation.
Cure Minor Wounds: unworkable for at-will game balance.
Ghost Sound: superseded by Minor Illusion.
Inflict Minor Wounds: superseded by Toll the Dead et al.
Know Direction: too minor, would need additional capabilities.
Open/Close: too minor, partly covered by Mage Hand & Thaumaturgy.
Read Magic: no longer used.